Sorcerer/Wizard Level IV

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Sorcerer/Wizard Level  IV Empty Sorcerer/Wizard Level IV




Channeled Pyroburst
Dimension Door
Elemental Orb
Elemental Shield
Energy Aegis
Evard's Black Tentacles
Ice Storm
Ilyykur's Mantle
Improved Invisibility
Isaac's Lesser Missile Storm
Lesser Spell Breach
Minor Globe of Invulnerability
Phantasmal Killer
Stoneskin
Summon Creature IV
Wall of Fire

Spells Level: 0 I II III IV V VI VII VIII IX


Última edição por TlTl em Qui Set 01, 2022 7:29 pm, editado 7 vez(es)
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Sorcerer/Wizard Level IV :: Comentários

TlTl

Mensagem Sex Ago 28, 2009 6:00 pm  TlTl

Elemental Orb
Caster Level(s): Sorc/Wiz 4
Innate Level: 4
School: Evocation
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude
Spell Resistance: No

The caster targets a single creature with a orb. The orb deals 1d20+5 damage per caster level, also inflicting a negative stats depending on element type for 1 round on a fortitude failed save:

Acid: Stun
Cold: Blind
Electric: Slow
Fire: Daze
Sonic: Deaf

Última edição por TlTl em Seg Ago 22, 2022 4:31 am, editado 2 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:01 pm  TlTl

Sorcerer/Wizard Level  IV Is_burnhands
Channeled Pyroburst
Caster Level(s): Duskblade/Sorcerer/Wizard 4
Innate Level: 4
School: Evocation [Fire]
Component(s): Verbal, Somatic
Range: Medium (100 ft. +10 ft./level)
Area of Effect / Target: special
Duration: Instantaneous
Save: Reflex for half
Spell Resistance: Yes

This spell creates a bolt of fiery energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it:

If you cast this spell as a swift action, it deals 1d8 fire damage per caster level against a single target of your choice.

If you cast this spell as a standard action, it deals 2d10 fire damage per caster level to all creatures in a 10-foot-radius spread.

If you cast this spell as a full round action, it deals 3d12 fire damage per caster level to all creatures in a 15-foot-radius spread.

If you spend 2 rounds casting this spell, it deals 4d20 fire damage per caster level to all creatures in a 20-foot-radius spread.

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TlTl

Mensagem Sex Ago 28, 2009 6:03 pm  TlTl

Sorcerer/Wizard Level  IV Is_dimdoor
Dimension Door
School: Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long 10ft + 1ft per caster level
Target: You and other party members within 10ft of you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired, whether by simply visualizing the area or by stating direction. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be 10ft of you.

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TlTl

Mensagem Sex Ago 28, 2009 6:05 pm  TlTl

Sorcerer/Wizard Level  IV Is_fireshld
Elemental Shield
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold, Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 2 Hours / Level
Additional Counter Spells:
Save: None
Spell Resistance: None

The caster is surrounded by a ring of fire or ice that damages all opponents who make a successful melee attack on the caster. The damage inflicted is 1d6, +1 point per caster level. The caster also gains 10% immunity to cold or fire plus 1% per caster level. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The special powers of each version are as follows:

Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Última edição por TlTl em Qua Ago 10, 2022 2:42 pm, editado 1 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:07 pm  TlTl

Sorcerer/Wizard Level  IV Is_evards
Evard's Black Tentacles
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large, 1d4 Tentacles, + 1 / Caster Level (maximum 20)
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Special
Spell Resistance: No

A field of thick, 10 feet long rubbery tentacles rises from the ground. Each is capable of grappling a target doing 1d6 bludgeoning damage per caster level. If successful, the target must then make a Fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spells effects.

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TlTl

Mensagem Sex Ago 28, 2009 6:08 pm  TlTl

Sorcerer/Wizard Level  IV Is_icestorm
Ice Storm
Caster Level(s): Bard 6, Druid 5, Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

All creatures in the area of effect take 1d6 bludgeoning damage per caster level and 2d8 cold damage per caster level. Ice Storm will slow movement by 50% for 1 round.

Última edição por TlTl em Qua Ago 10, 2022 3:21 pm, editado 1 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:09 pm  TlTl

Sorcerer/Wizard Level  IV Is_ilyykmant
Ilyykur's Mantle
Caster Level(s): Sorc/Wiz 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 2 hours / level
Additional Counter Spells:
Save: None
Spell Resistance: No

You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels on saving throws against spells and spell like abilities, and you gain 10% electrical immunity plus 1% per caster level, and a 100 electricity resistance.

Última edição por TlTl em Qua Ago 10, 2022 3:32 pm, editado 1 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:10 pm  TlTl

Improved Invisibility
Caster Level(s): Bard 4, Wizard / Sorcerer 4, Assassin 9
Innate Level: 4
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Minutes / Level
Additional Counter Spells: Invisibility Purge
Save: Harmless
Spell Resistance: No

The target creature becomes Invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but still retain a 20% concealment bonus (40% if have Insidious Magic Feat).

Última edição por TlTl em Sex Ago 19, 2022 8:50 pm, editado 5 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:10 pm  TlTl

Sorcerer/Wizard Level  IV Is_x1lesmis
Isaac's Lesser Missile Storm
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 magical damage per 4 caster levels.

Última edição por TlTl em Qua Ago 10, 2022 3:16 pm, editado 2 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:11 pm  TlTl

Sorcerer/Wizard Level  IV Is_lsspbrch
Lesser Spell Breach
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Special
Additional Counter Spells: Minor Globe of Invulnerability, Lesser Spell Mantle
Save: None
Spell Resistance: No

This spell strips an enemy mage of up to 2 magical defenses, including Spell Mantles, Globes of Invulnerability, Stoneskins, Premonition, Protection from Elements, Ghostly and Ethereal Visage, Mage Armor, Shadow Shield and Elemental Shield. This spell will also reduce the 5 SR (Spell Resistance) for 10 rounds.

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TlTl

Mensagem Sex Ago 28, 2009 6:12 pm  TlTl

Sorcerer/Wizard Level  IV Is_minglobe
Minor Globe of Invulnerability
Caster Level(s): Wizard/Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 2 Hours / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

A shimmering field of energy prevents all spells of level 3 or lower from affecting the caster.

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TlTl

Mensagem Sex Ago 28, 2009 6:13 pm  TlTl

Sorcerer/Wizard Level  IV Is_phankill
Phantasmal Killer
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: True Seeing
Save: Will and Fortitude
Spell Resistance: Yes

The caster conjures an image of utmost horror to strike down a single creature. The target may attempt a Will save to disbelieve the spell, avoiding all ill effects. Failing that, the target then makes a Fortitude save to avoid instant death. A successful save still inflicts 1d8 sonic damage per caster level.

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TlTl

Mensagem Sex Ago 28, 2009 6:19 pm  TlTl

Stoneskin
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

This spell grants the target creature damage resistance 100/- against all physical forms of damage. The spell absorbs 500 + 50 points of physical damage per caster level and paragon before collapsing.

Última edição por TlTl em Qua Set 07, 2022 9:35 am, editado 5 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:20 pm  TlTl

Summon Creature IV
Caster Level(s): Bard 4, Cleric 4, Druid 4, Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 24 Hours
Additional Counter Spells:
Save: None
Spell Resistance: No

- The caster summons one of the following: Dire Spider (Aranha), Scorpion (Escorpião), Beetle (Besouro) or Crocodile (Crocodilo).
- Druids will always summon an Ancient Spider.
- Clerics with Animal Domain will summon creatures from level V list.

Última edição por TlTl em Sex Set 02, 2022 4:09 am, editado 1 vez(es)

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TlTl

Mensagem Sex Ago 28, 2009 6:21 pm  TlTl

Sorcerer/Wizard Level  IV Is_wallfire
Wall of Fire
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

This spell creates a curtain of fire that deals 1d10 fire damage per caster level to any creature that attempts to pass through it.

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TlTl

Mensagem Qua Ago 10, 2022 10:12 pm  TlTl

Energy Aegis
Caster Level(s): Bard 4, Cleric 4, Druid 4, Paladin 4, Sorcerer/Wizard 4
Innate Level: 4
School: Abjuration
Component(s): Verbal
Range: Close
Area of Effect / Target: One creature
Duration: 1 Round per 10 level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When you cast Energy Aegis, specify an energy type (acid, cold, electricity, fire, or sonic). The target creature gains total protection from the selected element for 1 round per 10 caster levels.

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