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Youinvokeaswordofcracklinggoldenforcethatslashesandstabsfuriouslyatthe
creatureyouindicate.
DailyArcane,Conjuration,Force,ImplementStandardActionRanged10Effect:
Youconjureaswordofforceinanunoccupiedsquarewithinrange,anditattacks.Asa
moveaction,youcanmovetheswordtoanewtargetwithinrange.Theswordlastsuntil
theendofyournextturn.
Target:OnecreatureadjacenttotheswordAttack:Intelligencevs.ReflexHit:1d10+
Intelligencemodifierforcedamage.SustainMinor:Whenyousustainthesword,it
attacksagain.
Cloud of Daggers
You create a small cloud of whirling daggers of force that relentlessly
attack creatures in the area.
At-Will Arcane, Force, Implement
Standard Action Area 1 square within 10 squares Target: Each creature
in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level. Effect:
The powers area is filled with sharp daggers of force.
Any creature that enters the area or starts its turn there takes force
damage equal to your Wisdom modifier (mini- mum 1). The cloud
remains in place until the end of your next turn. You can dispel it earlier
as a minor action.
Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares Target: Each creature in
burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level
Ray of Enfeeblement Wizard Attack 1
You point three fingers at your foe, curling them like talons. Weird
green mist streams from your enemys flesh, carrying away its
strength.
Encounter Arcane, Implement, Necrotic Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
ireballAttack5
Aglobeoforangeflamecoalescesinyourhand.Youhurlitatyourenemies,andit
explodesonimpact.
DailyArcane,Fire,ImplementStandardActionAreaburst3within20squares
Target:EachcreatureinburstAttack:Intelligencevs.ReflexHit:3d6+Intelligence
modifierfiredamage.Miss:Halfdamage.
Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that
follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a
specific kind of creature) entering the place. They remain animated until they are destroyed. (A
destroyed skeleton or zombie cant be animated again.)
Regardless of the type of undead you create with this spell, you cant create
more HD of undead than twice your caster level with a single casting of animate dead.
(The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use
this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you
exceed this number, all the newly created creatures fall under your control, and any
excess undead from previous castings become uncontrolled. (You choose which creatures are
released.) If you are a cleric, any undead you might command by virtue of your power to
command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse
must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a
creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of
the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the
spell turns these gems into worthless, burned-out shells.
Rituals
Animal Friendship
The animal nuzzles your hand, returning the friendship you offer.
Level:5 Component Cost:50 gp
Category: Binding Market Price:250 gp
Time:1 minute Key Skill: Nature
Duration: Special
When you perform this ritual, choose a non-hostile Tiny natural beast, such as a cat, a fox, a
fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time
necessary to perform the ritual. Once the ritual is complete, the animal regards you as a
friend and performs simple tasks on your behalf. The tasks are limited to the options below,
and assigning a task requires a standard action.
Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the
animal is unable to carry the object due to the items size or weight, the animal enlists the aid
of other creatures of its kind to fulfill the task.
Perform: The animal performs a simple trick, such as rolling over or playing dead.
Seek: The animal scouts ahead and examines an area for anything thats alive or animate.
The animal can travel up to 20 squares away from you and uses your passive
Perception check to determine if it notices hidden creatures in the area. When the animal
returns, you learn from it whether a creature occupies the area. The animal cannot
communicate any other information aside from the presence or absence of a creature.
Watch: The animal remains in its current location and watches that area. When you assign
the animal the task, you designate creatures that are allowed to enter the location. If a
creature that you have not designated enters the location, the watching animal informs you
by coming to you and making a noise. If you move more than 20 squares away from the
area, the animal leaves its post and rejoins you.
Unless otherwise commanded, the animal accompanies you for the rituals duration,
perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has
AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed
attack never damages the animal.
Your Nature check determines the length of time the animal remains in your service, but you
can release an animal from your service as a minor action.
Using this ritual on a language you have heard allows you to understand it when spoken for
the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language
fluently for the duration.
Using this ritual on a language you have seen as a piece of writing allows you to read the
language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the
language in its native script or in any other script you know for the duration.
Using this ritual on a language you have both heard and seen as a piece of writing within the
past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana
check result of 35 or higher allows you to speak and write the language.