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Low-Level SpellsD&D 3e (3.0/3.5) Rulesby Arthur from NarielDELAYED IMAGE The target of this spell is surrounded by a thin and invisible magic aura that slightly twists the time, making it so that the image of the creature is one second late compared to its true movements. This grants to the target a +2 bonus to its AC, a +1 bonus to hit in melee (his opponents cannot calculate the exact timing of its hits) and a +1 bonus on Reflex saving throws against visible spells aimed at him, but not against area effects. This is a visual effect, so the spell's bonuses do not apply against creatures that cannot see the spell target or that do not need sight. Focus: An hourglass. INSTANT DRACONIC DEFLECTER With a word and a gesture, the caster summons an emergency magical shield that protects him from a dragon's breath weapon. The deflecter can absorb 5 points of damage per caster level from a single attack, then it breaks under the attack's fury and the caster takes the remaining damage. The spell lasts for 1 round or until the caster is attacked by a dragon's breath weapon, the first condition to happen. LIGHTNING DRESS After completing the spell, the caster's body is surrounded by whirling electric sparks. The light they create is not enough to illuminate a wide radius, but it makes impossible for the caster to hide in the darkness or most objects. When the lightning dress is cast, it has 10 electricity charges per caster level (up to a maximum of 100) that can be used in the following ways:
When the spell's electricity charges are over, the spell ends. LIGHTNING-CATCHER This spell forces all the electrical bolts on a specific point decided by the caster. Every missile made of electrical energy that passes in a 50-foot radius from a lightning-catcher deviates on it, instead of striking their original target. If multiple lightning-catchers are active, the attack is diverted to the nearest one. If it cannot be determined which is nearest, the missile splits itself in two or more, reducing accordingly its power. If a creature was touching the lightning-catcher when it is hit by electricity, it takes maximum damage from the attack, no saving throw allowed. The spell ends after 48 hours or when the spell's target is hit by an electrical attack. SHOCKING STING This spell creates in the hand of the caster a dart made of electric energy that is thrown to the target and strikes it without any possibility of error. It deals 1d6 electrical damages plus 1 electrical damage per caster level to the target (maximum 1d6+10 damages). THUNDERBOLT BOW A bow made up of electricity appears from nothing over the head of the caster (or at his side, if there's no room), throwing lightnings against his enemies. The thunderbolt bow uses the caster's base attack bonus and number of attacks. Use the caster's Intelligence (for wizards) or Charisma (for sorcerers) score to modify the attack rolls. The spell has a critical threat identical to that of a composite longbow, but its "arrows" deal 1d8 electricity damage per hit. It starts acting in the same round in which the spell is completed, attacking the target decided by the caster. It can hit incorporeal creatures, but not ethereal ones. The caster's feats, like Weapon Focus, have no effect on this spell. During each round, the caster can order the bow to change its target or stop attacking. Otherwise, it will keep on targeting the same target of the previous round, if possible. When a creature with a SR is hit by a lightning for the first time, the caster must try to overcome its SR. If he fails, then the spell ends immediately. Otherwise, the spell will work regularly on that creature for its duration. The thunderbolt bow cannot be hit nor damaged in any way. Focus: A miniature bow. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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