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XORN MOVEMENT

Transmutation Level: Sorcerer/wizard 5 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level; see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You concentrate on the piece of the xorns hide. As you intone the spell it begins to glow yellow, and then the glow spreads over your entire form. You complete the spell and slip effortlessly between the gaps in the earth itself, leaving nothing disturbed in your wake. The subject of this spell can move through natural earth and stone (but not worked stone, brick, or metal) as a xorn does, leaving behind no tunnel or sign of passage. Furthermore, the subject can breathe normally while entombed in earth and natural rock. A move earth spell cast on an area the subject occupies ings it back 30 feet and stuns it for 1 round. A successful Fortitude save negates the stunning effect. Xorn movement lasts a minimum of 1 round/level. If the subject has not emerged into a large enough open space to contain its body comfortably when the spell expires, it is shunted off to the nearest such open space, taking 1d6 points of damage per 5 feet so traveled. Focus: A scale from a xorns hide.

of this spell, as long as you nish your movement closer to your chosen foe than when you began it.

ZEALOT PACT
Evocation Level: Cleric 6, Competition 6, Pact 6 Components: V, S, DF, XP Casting Time: 10 minutes Range: Touch Target: Willing living creature touched Duration: Permanent until triggered; then 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) By binding the subject to your deity, you give it the ability to crush the deitys enemies. Once this spell is cast, the zealot pact remains dormant until the subject successfully hits a foe whose alignment is exactly opposite that of your deity. The subjects subsequent melee attacks gain a +4 bonus and deal double damage. Once the spell is active, the subject must attack foes of opposite alignment every round if able to do so, or the spell effect ends. The subject knows which creatures within 60 feet are of opposite alignment. If you create a zealot pact with a neutral deity (such as Obad-Hai), choose one alignment from among the following that triggers the zealot pact: lawful good, lawful evil, chaotic evil, or -chaotic good. A creature can be subject to only one zealot pact at a time. Casting zealot pact on a subject that already has an untriggered zealot pact voids the earlier pact. XP Cost: 500 XP.

You create a region that is temporarily protected against interplanar intrusion. This includes spells and abilities that use other planes, including dimension door, teleport, plane shift, and travel through such planes as the Astral Plane, the Ethereal Plane, and the Plane of Shadow. Summoning and calling spells do not function within a zone of respite, but summoned and called creatures outside a zone of respite can be sent inside it. Gate spells and other portals cannot be created within a zone of respite, but existing portals are unaffected by the spell. Creatures on coterminous or coexistent planes (DMG 150) must retreat to the edge of the zone of respite and cannot enter the corresponding area on the coterminous or coexistent plane. Material Component: A small amount of blood from a gorgon.

SPELL DESCRIPTIONS

CHAPTER 1

ZONE OF REVELATION
Divination Level: Cleric 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 5-ft.-radius/level emanation centered on a point in space Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes After making a dramatic gesture and uttering a few words of power, you close your eyes and open them again, revealing all that is hidden. All creatures and objects within a zone of revelation are made visible. This includes invisible creatures, as well as those on coexistent planes such as the Ethereal Plane and the Plane of Shadow (DMG 150). Natives of these planes do not lose any abilities but are simply made visible. Zone of revelation suppresses but does not dispel invisibility, etherealness, or other spells. Once a formerly invisible object or creature leaves the area, it becomes invisible again. Ethereal creatures in the spells area become nonethereal until they move beyond the spells range. Arcane Material Component: A handful of dust from the grave clothes of an undead creature.

ZEAL
Abjuration Level: Competition 2, blackguard 2, paladin 2 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level You invoke a divine shield to protect you as you close with a chosen opponent. Choose a foe as you cast this spell. You gain a +4 deection bonus to AC against all attacks of opportunity from opponents other than the chosen foe. Also, you can move through enemies as if they were allies for the duration

ZONE OF RESPITE
Abjuration Level: Cleric 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 2 rounds Range: 20 ft. Area: 20-ft.-radius emanation centered on you Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes Smearing blood between your ngers, you inscribe a ward in the air and cast the power of that ward over a wide area.

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