Difference between revisions of "Kaylob's Desired Spells"

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This is a list of the spells that Kaylob would be most interested in learning.  This list is presented mainly as a point of reference for the GM, because of the way the magic system in Midnight works.  In order for Kaylob to learn ''any'' spell, he must first find a spiritual channeler who is willing to teach him.  Because it is the GM's job to introduce NPCs who are capable of training players like Kaylob, this list is a sort of "shopping list" for spells that the GM can give to NPCs that the players encounter.  That is, ''if'' the GM decides that the spell should be in the setting, in the cases where the spell is not "core".
 
  
These spells are presented here unaltered.  However, because of the slightly different magic system in Midnight, a ''Conversion Notes'' section will also be included with each spell.  This is to provide some suggestions on how to convert the spell over to Midnight, and in some cases, how to convert it over to a spell that Kaylob would actually want to use or be capable of using.
 
 
 
==Absorb Weapon==
 
''source: Complete Adventurer''
 
 
'''Absorb Weapon'''
 
 
Transmutation
 
<BR>'''Level:''' Assassin 3
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' One touched weapon not in another creature's possession
 
<BR>'''Duration:''' 1 hour/level (D)
 
<BR>'''Saving Throw:''' Will negates (object); see text
 
<BR>'''Spell Resistance:''' Yes (object)
 
 
 
You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature's possession.  The weapon must be a light weapon for you at the time you cast the spell.  Once absorbed, the absorbed weapon cannot be felt under the skin and doesn't restrict your range of motion in any way.  An absorbed weapon cannot be detected with even a careful search, although a ''detect magic'' spell reveals the presence of a magical aura.  The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon.
 
 
When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends.  If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check.  An intelligent magic weapon gets a saving throw against this spell, but other weapons do not.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 3
 
 
This spell seems like a perfect fit for the Midnight setting.  After all, wouldn't some channelers who ''don't'' use illusions have a great need to hide weapons too?
 
 
==Allegro==
 
''source: Complete Adventurer''
 
 
'''Allegro'''
 
 
Transmutation
 
<BR>'''Level:''' Bard 3
 
<BR>'''Components:''' V,S,M
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' 10 ft.
 
<BR>'''Area:''' 10 ft.-radius burst centered on you
 
<BR>'''Duration:''' 1 min./level (D)
 
<BR>'''Saving Throw:''' Fortitude negates (harmless)
 
<BR>'''Spell Resistance:''' Yes (harmless)
 
 
 
This spell makes you and your companions extraordinarily fleet of foot.  Each creature within the spell's area gains a 30-foot enhancement bonus to its land speed, up to a maximum of double the creature's land speed.  Affected creatures retain these effects for the duration of the spell, even if they leave the original area.
 
 
''Material Component:'' A tailfeather from a bird of prey.
 
 
 
''Conversion Notes''
 
 
I'd like to see this altered from a bard spell to a druid spell. 
 
 
Change the name to ''Gallop'', level to: "'''Level:''' Cha 3, Drd 3", and limit the spell to only natural (non-urban) environments.
 
 
==Ashen Union==
 
''source: Sandstorm''
 
 
'''Ashen Union'''
 
 
Necromancy
 
<BR>'''Level:''' sor/wiz 6
 
<BR>'''Components:''' V,S,M
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Medium (100 ft. + 10 ft./level)
 
<BR>'''Target:''' One living creature
 
<BR>'''Duration:''' Instantaneous
 
<BR>'''Saving Throw:''' Fortitude half and Fortitude partial; see text
 
<BR>'''Spell Resistance:''' Yes
 
 
 
You drain all the moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 10d6).  A creature that makes a successful Fortitude save takes half damage.  If the subject takes damage from the spell (whether its first save was successful or not) equal to more than half of its current hit points, it must make another Fortitude saving throw or die as its body expels all remaining fluid, leaving behind only a fragile husk that powders to ash at the least touch.  A victim's equipment is unaffected.  A creature that is affected but not slain by the spell is [[dehydrated]].
 
 
''Material Component:'' A piece of dried fruit and a pinch of dust.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 6
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.  Of the Necromancy spells included in this list, this is maybe too close to being evil.  Though, as with all detrimental spells, that really depends on the target of the spell.
 
 
==Branch to Branch==
 
''source: Complete Adventurer''
 
 
'''Branch to Branch'''
 
 
Transmutation
 
<BR>'''Level:''' Druid 2, ranger 1
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Personal
 
<BR>'''Target:''' You
 
<BR>'''Duration:''' 10 min./level (D)
 
 
 
You gain a +10 competence bonus on Climb checks made in trees.  As long as you remain at least 10 feet above the ground, you can brachiate (swing via branches and vines) in medium or dense forest, but not in sparse forest.  When you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for undergrowth and other terrain features.  You can charge while brachiating, but you can't run.  Naturally, some local conditions such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy might force you to return to the ground.
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 2, Drd 2
 
 
This seems like it fits the setting very well for the elves - especially the Caransil and Danasil.
 
 
==Cacophonic Shield==
 
''source: Complete Adventurer''
 
 
'''Cacophonic Shield'''
 
 
Evocation [Sonic]
 
<BR>'''Level:''' Bard 6, sor/wiz 7
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' 10 ft.
 
<BR>'''Area:''' 10 ft.-radius emanation, centered on you
 
<BR>'''Duration:''' 1 min./level (D)
 
<BR>'''Saving Throw:''' Fortitude partial
 
<BR>'''Spell Resistance:''' Yes
 
 
 
You create a barrier of sonic energy at a distance of 10 feet from yourself.  Creatures on eitehr side of the barrier hear it as a loud but harmless buzzing.  Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier.  Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a caster level check (DC 11 + your caster level).
 
 
A creature that crosses the barrier takes 1d6 points of sonic damage + 1 point per caster level (macimum +20) and must make a Fortitude save or be deafened for 1 minute.  The sonic vibrations create a 20% miss chance for any missiles crossing the barrier in either direction.  The barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy).  If you force a creature to pass through, the barrier has no effect on that creature.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 6
 
 
This spell fits quite well into the Lesser Evocation school of magic, since it does minimal damage and seems to be focused more on defence.
 
 
==Choking Sands==
 
''source: Sandstorm''
 
 
'''Choking Sands'''
 
 
Necromancy
 
<BR>'''Level:''' cleric 5, druid 5, sor/wiz 5
 
<BR>'''Components:''' V,S,M
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' Living creature touched
 
<BR>'''Duration:''' Instantaneous; see text
 
<BR>'''Saving Throw:''' Fortitude negates; see text
 
<BR>'''Spell Resistance:''' Yes
 
 
 
You coat the target's lungs with dust and sand.  The target can cough up the sand by taking a full-round action and making a Fortitude save.  If it chooses not to do so, it must make Constitution checks to avoid suffocation.
 
 
''Material Component:'' A tiny stuffed animal filled with sand.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 5, Drd 5
 
 
==Cloak of the Sea==
 
''source: Complete Adventurer''
 
 
'''Cloak of the Sea'''
 
 
Transmutation
 
<BR>'''Level:''' Druid 5, sor/wiz 6
 
<BR>'''Components:''' V,S,DF
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' Creature touched
 
<BR>'''Duration:''' 1 hour/level (D)
 
<BR>'''Saving Throw:''' Will negates (harmless)
 
<BR>'''Spell Resistance:''' Yes (harmless)
 
 
 
The subject retains his or her form but takes on a blue-green watery appearance.  While underwater, the subject functions as if affected by ''blur, freedom of movement,'' and ''water breathing'' and doesn't take nonlethal damage from water pressure or hypothermia for the duration of the spell.  When out of the water (or even partially out), the subject gains none of these advantages except ''water breathing''.  The subject can leave and reenter water without ending the spell.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 6, Drd 5
 
 
This seems like it fits the setting very well for the Miransil (sea elves)
 
 
==Depression==
 
''source: Dragon 339, pg 76''
 
 
'''Depression'''
 
 
Necromancy
 
<BR>'''Level:''' Brd 3, Sor/Wiz 3
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' 20 ft.
 
<BR>'''Area:''' 20 ft.-radius burst centered on you
 
<BR>'''Duration:''' 1 round/level
 
<BR>'''Saving Throw:''' Will negates
 
<BR>'''Spell Resistance:''' Yes
 
 
 
Waves of weakness emenate from you, crippling your enemies both mentally and physically.  All opponents within the area must save or become fatigued and take a penalty on their Will saves equal to -1 per 3 caster levels (maximum -5).  Fatigue caused by this spell lasts for 1 round per caster level.  This spell does not cause creatures that are already fatigued or become fatigued during its duration to become exhausted.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 3
 
 
==Desiccate==
 
''source: Sandstorm''
 
 
'''Desiccate'''
 
 
Necromancy
 
<BR>'''Level:''' Cleric 2, druid 2, sor/wiz 2, Thirst 2
 
<BR>'''Components:''' V,S,M
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Close (25 ft. + 5 ft./2 levels)
 
<BR>'''Target:''' One living creature
 
<BR>'''Duration:''' Instantaneous
 
<BR>'''Saving Throw:''' Fortitude partial
 
<BR>'''Spell Resistance:''' Yes
 
 
 
You evaporate moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 5d6) and making it [[dehydrated]].  A successful Fortitude save results in half damage and negates the dehydration.  A plant or elemental of the water subtype takes 1d8 points of damage per caster level (maximum 10d8).  An elemental of the earth subtype takes only 1d4 points of damage per two caster levels (maximum 5d4).
 
 
''Material Component:'' A pinch of dust.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 2, Drd 2
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.
 
 
==Desiccate, Mass==
 
''source: Sandstorm''
 
 
'''Desiccate, Mass'''
 
 
Necromancy
 
<BR>'''Level:''' Cleric 6, druid 6, sor/wiz 6, Thirst 5
 
<BR>'''Range:''' Close (25 ft. + 5 ft./2 levels)
 
<BR>'''Target:''' One living creature/level, no two of which can be more than 30 ft. apart
 
 
 
This spell functions like ''desiccate'', except that it affects multiple creatures.
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 6, Drd 6
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.
 
 
==Embrace the Wild==
 
''source: Complete Adventurer''
 
 
'''Embrace the Wild'''
 
 
Transmutation
 
<BR>'''Level:''' Druid 2, ranger 1
 
<BR>'''Components:''' V
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Personal
 
<BR>'''Target:''' You
 
<BR>'''Duration:''' 10 min./level (D)
 
 
 
This spell allows you to adopt the nature and some of the abilities of a particular animal.  Upon casting the spell, you can choose any animal whose Hit Dice are equal to or less than your caster level.  You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable.  You can also choose to replace either or both of your Listen and Spot check modifiers with those of the animal chosen.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 2, Drd 2
 
 
==Forestfold==
 
''source: Complete Adventurer''
 
 
'''Forestfold'''
 
 
Transmutation
 
<BR>'''Level:''' Druid 4, ranger 3
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Personal
 
<BR>'''Target:''' You
 
<BR>'''Duration:''' 10 min./level (D)
 
 
 
You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground).  While you are in terrain of that kind, you gain a +20 competence bonus on Hide and Move Silently checks.  You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 4, Drd 4
 
 
==Healthful Rest==
 
''source: Complete Adventurer''
 
 
'''Healthful Rest'''
 
 
Conjuration (Healing)
 
<BR>'''Level:''' Bard 1, druid 1
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 10 minutes
 
<BR>'''Range:''' Close (25 ft. + 5 ft./2 levels)
 
<BR>'''Target:''' One creature/level, no two of which can be more than 30 feet apart
 
<BR>'''Duration:''' 24 hours
 
<BR>'''Saving Throw:''' Will negates (harmless)
 
<BR>'''Spell Resistance:''' Yes (harmless)
 
 
 
''Healthful rest'' doubles the subjects' natural healing rate.  Each affected creature regains twice the hit points it otherwise would have regained during that day, depending on its activity level.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 1, Drd 1
 
 
==Hydrate==
 
''source: Sandstorm''
 
 
'''Hydrate'''
 
 
Conjuration (Healing)
 
<BR>'''Level:''' Bard 2, Cleric 2, druid 2, paladin 2, ranger 2
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' Living creature touched
 
<BR>'''Duration:''' Instantaneous
 
<BR>'''Saving Throw:''' Will half; see text
 
<BR>'''Spell Resistance:''' Yes; see text
 
 
 
This spell allows you to create moisture within the body of a living creature, healing damage from dehydration.  ''Hydrate'' heals 2d8 points +1 point per caster level (maximum +10) of dessication damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.
 
 
When cast on a creature of the fire subtype, ''hydrate'' deals damage instead of healing.  Such a creature can apply spell resistance and attempt a Will save to take half damage.
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 2, Drd 2
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.
 
 
==Moonbridge==
 
''source: Dragon 340, pg 74''
 
 
'''Moonbridge'''
 
 
Transmutation [Good, Light]
 
<BR>'''Level:''' Clr 3, Drd 3
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Close (25 ft. + 5 ft./2 levels)
 
<BR>'''Effect:''' Bridge, 5 ft. wide and up to 10 ft./level long
 
<BR>'''Duration:''' 1 round/level (D)
 
<BR>'''Saving Throw:''' No
 
<BR>'''Spell Resistance:''' No
 
 
 
This spell trandforms a shaft of moonlight, whether naturally occurring or magically created (such as by the spell ''motes of moonlight''), into a translucent bridge capable of supporting you and creatures of good alignment.  Creatures of neutral alignment can also walk upon a moonbridge as long as they stay in direct contact with you (losing contact with you causes them to fall).  Evil creatures find ''moonbridges'' as insubstantial as moonlight.
 
 
In areas bathed in moonlight with no distinctive shafts of light, such as in a moonlit field or other open area exposed to the moon (determined by the DM), the caster can create a ''moonbridge'' from any location within range.  A ''moonbridge'' is always 5 feet wide and must be at least 20 feet long, although you can extend it to a length of up to 10 feet per caster level.  This bridge can run in any horizontal direction or be angled in a gentle slope equal to 1/4th of the bridge's length (rounded down to the nearest 5 foot increment), as long as the entire length of the ''moonbridge'' is bathed in moonlight without interruption.  For example, an 11th-level caster can create a ''moonbridge'' with a maximum length of 110 feet and could angle it to be 25 feet lower or higher at one of its ends.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 3, Drd 3
 
 
==Moon's Change==
 
''source: Dragon 340, pg 57''
 
 
'''Moon's Change'''
 
 
Transmutation
 
<BR>'''Level:''' Drd 3, Sor/Wiz 3
 
<BR>'''Components:''' V,S,M
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' Creature touched
 
<BR>'''Duration:''' 1 round/level
 
<BR>'''Saving Throw:''' Will negates
 
<BR>'''Spell Resistance:''' No
 
 
 
This spell imbues a single target with enhancement bonuses to Strength, Dexterity, and Constitution.  These bonuses build up, peak, and then ebb off over the course of several rounds.
 
 
On the spell's first round, the subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.  On the spell's second round, the subject gains a +4 enhancement bonus to Strength, Dexterity, and Constitution.  On subsequent rounds, the subject gains a +6 enhancement bonus to Strength, Dexterity, and Constitution, until the last two rounds of the spell's duration.  On the second to last round the subject gains a +4 enhancement bonus to Strength, Dexterity, and Constitution.  On the last round, the subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.
 
 
''Material Component:'' One drop of the blood of a monster with the shapechanger subtype.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 3, Drd 3
 
 
This spell is pretty neat, in that it grants some nice bonuses, but for a shorter time than normal stat-boosting spells, and the bonuses change, creating some unpredictability for the enemies.  It seems as though nothing in the spell actually ties to the moon, per se, so the naming of the spell could easily be changed.
 
 
==Nature's Favor==
 
''source: Complete Adventurer''
 
 
'''Nature's Favor'''
 
 
Evocation
 
<BR>'''Level:''' Druid 2, ranger 2
 
<BR>'''Components:''' V,S,DF
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' Animal touched
 
<BR>'''Duration:''' 1 minute
 
<BR>'''Saving Throw:''' Will negates (harmless)
 
<BR>'''Spell Resistance:''' Yes (harmless)
 
 
 
By calling on the power of nature, you grant the subject animal a +1 luck bonus on attack and damage rolls for every three caster levels you possess, to a maximum bonus of +5 at 15th level.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 2, Drd 2
 
 
==Parching Touch==
 
''source: Sandstorm''
 
 
'''Parching Touch'''
 
 
Necromancy
 
<BR>'''Level:''' druid 1, sor/wiz 1, Thirst 1
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' Living creature or creatures touched (up to one/level)
 
<BR>'''Duration:''' Instantaneous
 
<BR>'''Saving Throw:''' Fortitude partial; see text
 
<BR>'''Spell Resistance:''' Yes
 
 
 
Your hand glows with a dull, ruby light, and your touch drains moisture from the body of a living creature, dealing 1d6 points of dessication damage.  A plant or elemental of the water subtype takes 1d8 points of dessication damage.  A touched creature also takes 1 point of Constitution damage and is dehydrated unless it makes a successful Fortitude saving throw.  You can use this melee touch attack up to once per caster level.
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 1, Drd 1
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.
 
 
==Searing Exposure==
 
''source: Sandstorm''
 
 
'''Searing Exposure'''
 
 
Evocation [Fire, Light]
 
<BR>'''Level:''' Druid 4, sor/wiz 4
 
<BR>'''Components:''' V,S,M/DF
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Medium (100 ft. + 10 ft./level)
 
<BR>'''Target:''' One living creature
 
<BR>'''Duration:''' Instantaneous
 
<BR>'''Saving Throw:''' Fortitude partial; see text
 
<BR>'''Spell Resistance:''' Yes
 
 
 
You expose the target to the effect of hours of exposure to severe heat and the desert sun in only a moment.  The subject must make a Fortitude saving throw or take 1d4 points of nonlethal damage per caster level (maximum 15d4).  Nonlethal damage that exceeds the subjects hit points is considered lethal damage.  In addition, the subject is dazzled (as if by sun glare), [[dehydrated]], and [[sunburned]].  Protection from heat and exposure helps mitigate these effects, providing the target with a +4 bonus on the Fortitude save.  A creature wearing heavy clothing or armor takes a -4 penalty on the Fortitude saving throw, but is not sunburned.  Those that succeed on their Fortitude saves take half damage, are dehydrated, and are dazzled for 1d4+1 rounds.
 
 
''Material Component:'' A shard of thick glass.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 4, Drd 4
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.
 
 
==Silvered Weapon==
 
''source: Dragon 340, pg 57''
 
 
'''Silvered Weapon'''
 
 
Transmutation
 
<BR>'''Level:''' Clr 1, Rgr 1, Sor/Wiz 1
 
<BR>'''Components:''' V,S,DF
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' Weapon touched
 
<BR>'''Duration:''' 1 min./level
 
<BR>'''Saving Throw:''' Will negates (harmless, object)
 
<BR>'''Spell Resistance:''' Yes (harmless, object)
 
 
 
The target of this spell is treated as a silver weapon for the purpose of overcoming damage reduction.  In addition, the weapon deals +1d4 damage to monsters of the shapechanger subtype.  This spell cannot be cast on natural weapons, such as claws, tails, or unarmed strikes.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 1
 
 
This spell was originally meant to deal with lycanthropes.  In the Midnight setting, however, it makes sense that the spell would be especially tailored to astirax-fighting.  It seems more appropriate for this spell to grant bonus damage vs. creatures of the ''Trapped Spirit'' subtype.
 
 
==Sunstroke==
 
''source: Sandstorm''
 
 
'''Sunstroke'''
 
 
Necromancy
 
<BR>'''Level:''' druid 1, sor/wiz 1, Summer 2
 
<BR>'''Components:''' V,S
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Close (25 ft. + 5 ft./2 levels)
 
<BR>'''Target:''' One living creature
 
<BR>'''Duration:''' Instantaneous
 
<BR>'''Saving Throw:''' Fortitude partial; see text
 
<BR>'''Spell Resistance:''' Yes
 
 
 
You cause a living creature to experience the effects of [[heatstroke]].  The target takes 2d6 points of nonlethal damage.  If the target fails a Fortitude save, it immediately becomes fatigued, or exhauseted if already fatigued.  Since this spell causes heatstroke, the damage and fatigue dealt can only be healed after that condition is treated properly.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 1, Drd 1
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.
 
 
==Waste Strider==
 
''source: Sandstorm''
 
 
'''Waste Strider'''
 
 
Transmutation
 
<BR>'''Level:''' druid 1, ranger 1, sand 1
 
<BR>'''Components:''' V,S,DF
 
<BR>'''Casting Time:''' 1 standard action
 
<BR>'''Range:''' Touch
 
<BR>'''Target:''' One touched creature/level
 
<BR>'''Duration:''' 1 hour/level (D)
 
<BR>'''Saving Throw:''' Will negates (harmless)
 
<BR>'''Spell Resistance:''' Yes (harmless)
 
 
 
The subject can move through desert environments without hindrance.  Ignoring movement penalties and penalties on skill checks for all types of desert and waste terrain.  This spell does not grant a subject immunity to other illeffects of waste environments, such as heat, cold, sun, or wind.
 
 
 
''Conversion Notes''
 
<BR>Change to '''Level:''' Cha 1, Drd 1
 
 
As with everything from the ''Sandstorm'' book, this would be fitting in the White Desert.
 
 
----
 
[[Midnight: the SCROLL BEARERS]]
 

Latest revision as of 18:59, 8 February 2006