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Disguise Self Frost Nova

Illusion (Glamer) Evocation [Cold]


Level: Arc 1, Asn 1 Level: Elements 3, Mge 3, Ncr 3, Sha 3
Components: V, S Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Personal Range: Close (25 ft. + 5 ft./2 levels)
Target: You Area: 10-ft.-radius spread
Duration: 10 min./level (D) Duration: Instantaneous
You make yourself — including clothing, armor, Saving Throw: See text
weapons and equipment — look different. You can seem Spell Resistance: Yes
1 foot shorter or taller, thin, fat, or in between. You Afrost nova spell is a burst of ice and cold that detonates
cannot change your body type. Otherwise, the extent with a high-pitched shriek. The spell deals 1d6 points
of the apparent change is up to you. You could add or of cold damage per caster level (maximum 10d6) to all
obscure a minor feature or look like an entirely different creatures within the area of effect; a successful Refl ex
person. save halves the damage. Unattended objects also take
The spell does not provide the abilities or mannerisms this damage. The explosion creates almost no pressure.
of the chosen form, nor does it alter the perceived tactile The caster points a fi nger and determines the range
(touch) or audible (sound) properties of you or your (distance and height) at which the frost nova is to burst.
equipment. The nova is 10 feet wide but only 1 foot high; the caster
If you use this spell to create a disguise, you get a +10 can control its orientation.
bonus on the Disguise check. Creatures that take damage from the frost nova must
A creature that interacts with the glamer gets a Will succeed at a Fortitude save or be chilled for 1d4 rounds
save to recognize it as an illusion. (see Chapter 13: Abilities and Conditions).

Material Component: A few drops of water and a piece


Frost Armor of glass, which must be shattered as the spell is cast.
Conjuration (Creation) [Force]
Level: Mge 2, Ncr 2, Sha 2 Firebolt
Components: V, S, F/DF Evocation [Fire]
Casting Time: 1 standard action Level: Mage 4, Argent Dawn Templar 4
Range: Touch Components: V, S
Target: Creature touched Casting Time: 1 standard action
Duration: 1 hour/level (D) Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates (harmless) Target: One creature
Spell Resistance: Yes (see text) Duration: Instantaneous
Frost armor provides a +4 armor bonus to AC (this Saving Throw: Refl ex half; Fortitude negates (see below)
bonus does not stack with any other armor bonuses). Spell Resistance: Yes
Unlike mundane armor, frost armor entails no armor check You create a ball of molten fl ame in your hand and hurl
penalty, arcane spell failure chance, or speed reduction. it toward your target. The target takes 1d6 points of fi re
Since frost armor is made of force, incorporeal creatures damage per level (maximum 15d6), plus an additional
cannot bypass it the way they do normal armor. +4 points of fi re damage per round for the next 4 rounds.
Any creature striking the subject with its body or If the target makes its Refl ex save, it takes half damage
with a melee weapon deals normal damage, but at the from the initial blast and does not take the additional
same time the attacker becomes chilled (see Chapter damage. In addition, if the target is Medium or smaller,
13: Abilities and Conditions). If a creature has spell the spell stuns the target for 1 round. A Fortitude save
resistance, it applies to the chilling effect. Note that prevents the stunning effect.
weapons with exceptional reach, such as longspears, do
not endanger their users in this way. Conditions
Arcane Focus: A small piece of forged steel.
Chilled: A chilled creature moves and attacks at a
drastically slowed rate for 1 round. A chilled creature can
take only a move action or standard action on its next
turn, but not both (nor may it take full-round actions).
Additionally, it suffers a –2 penalty to AC, and a –2
penalty on melee attack rolls, damage rolls, and Refl ex
saves. Chilled creatures jump half as far as normal.

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