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Level – 0:
Ghost Sound
(Player's Handbook v.3.5, p. 235)
Illusion (Figment)
Level: Bard 0, Death Master 0, Sha'ir 0, Wu Jen 0, Blighter 0, Beguiler 0,
Shugenja 0 (Air), Adept 0, Wizard 0, Sorcerer 0, Slayer of Domiel 1, Ebonmar
Infiltrator 1, Hoardstealer 1, Assassin 1, Vigilante 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes,
approaches, or remains at a fixed place. You choose what type of sound ghost
sound creates when casting it and cannot thereafter change the sound's basic
character. The volume of sound created depends on your level. You can produce
as much noise as four normal humans per caster level (maximum twenty
humans). Thus, talking, singing, shouting, walking, marching, or running sounds
can be created. The noise a ghost sound spell produces can be virtually any type
of sound within the volume limit. A horde of rats running and squeaking is about
the same volume as eight humans running and shouting. A roaring lion is equal
to the noise from sixteen humans, while a roaring dire tiger is equal to the noise
from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.
O som fantasma permite que você crie um volume de som que sobe, recua, se
aproxima ou permanece em um local fixo. Você escolhe o tipo de som fantasma
que o som cria ao transmiti-lo e depois não pode alterar o caractere básico do
som. O volume de som criado depende do seu nível. Você pode produzir tanto
ruído quanto quatro humanos normais por nível de conjurador (máximo de vinte
humanos). Assim, falar, cantar, gritar, andar, marchar ou correr sons podem ser
criados. O ruído que um feitiço de som fantasma produz pode ser praticamente
qualquer tipo de som dentro do limite de volume. Uma horda de ratos correndo e
rangendo é aproximadamente o mesmo volume que oito humanos correndo e
gritando. Um leão que ruge é igual ao barulho de dezesseis humanos, enquanto
um tigre rugidor é igual ao barulho de vinte humanos.
Divination
Level: Bard 0, Urban Adept 0, Wu Jen 0, Sha'ir 0, Death Master 0, Jester 0,
Urban Druid 0, Court Herald 0, Magewright 0, Shugenja 0 (All), Apostle of Peace
0, Blighter 0, Beguiler 0, Cleric 0, Druid 0, Sorcerer 0, Wizard 0, Adept 0, Healer
0, Dread Necromancer 1, Hexblade 1, Merchant Prince 1, Hoardstealer 1,
Ebonmar Infiltrator 1, Vigilante 1, Nentyar Hunter 1,
Components: V, S,
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how
long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent
aura.
3rd Round: The strength and location of each aura. If the items or creatures
bearing the auras are in line of sight, you can make Spellcraft skill checks to
determine the school of magic involved in each. (Make one check per aura; DC 15
+ spell level, or 15 + half caster level for a nonspell effect).
Magical areas, multiple types of magic, or strong local magical emanations may
distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an
item's caster level. If an aura falls into more than one category, detect magic
indicates the stronger of the two.
Transmutation
Level: Cleric 0, Sorcerer 0, Wizard 0, Bard 1,
Components: V, S,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster creates an area of darkness. Normal light sources cannot illuminate
the area, but darkvision allows a creature to see within the area. Light counters
no light (and vice versa), leaving whatever light conditions normally prevail in the
overlapping areas of the spells. Higher-level light spells counter and dispel no
light.
O lançador cria uma área de escuridão. As fontes de luz normais não podem iluminar a
área, mas a visão no escuro permite que uma criatura veja dentro da área. A luz não tem
luz (e vice-versa), deixando as condições de luz normalmente prevalecerem nas áreas
sobrepostas das magias. Feixes de luz de nível mais alto se contraem e não dissipam a
luz.
Prestidigitation
(Player's Handbook v.3.5, p. 264)
Universal
Level: Bard 0, Jester 0, Death Master 0, Sha'ir 0, Wu Jen 0, Wizard 0, Sorcerer 0,
Magewright 0, Vigilante 1, Hexblade 1 (Arcane), Merchant Prince 1,
Components: V, S,
Casting Time: 1 standard action
Range: 10 ft.
Effect: See text
Area: See text
Target: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once
cast, a prestidigitation spell enables you to perform simple magical effects for 1
hour. The effects are minor and have severe limitations. A prestidigitation can
slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube
each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot
deal damage or affect the concentration of spellcasters. Prestidigitation can create
small objects, but they look crude and artificial. The materials created by a
prestidigitation spell are extremely fragile, and they cannot be used as tools,
weapons, or spell components. Finally, a prestidigitation lacks the power to
duplicate any other spell effects. Any actual change to an object (beyond just
moving, cleaning, or soiling it) persists only 1 hour.
Ventriloquism
(Player's Handbook v.3.5, p. 298)
Illusion (Figment)
Level: Bard 1, Sorcerer 1, Wizard 1, Vigilante 1, Wu Jen 1, Sha'ir 1, Jester 1,
Spellthief 1, Emissary of Barachiel 1,
Components: V, AF,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 min./level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You can make your voice (or any sound that you can normally make vocally)
seem to issue from someplace else, such as from another creature, a statue, from
behind a door, down a passage, etc. You can speak in any language you know.
With respect to such voices and sounds, anyone who hears the sound and rolls a
successful save recognizes it as illusory (but still hears it).
Focus: A parchment rolled up into a small cone.
Você pode fazer com que sua voz (ou qualquer som que você normalmente faça
vocalmente) pareça emitir de algum outro lugar, como de outra criatura, uma
estátua, detrás de uma porta, uma passagem, etc. Você pode falar em qualquer
idioma que você conhecer. Com relação a tais vozes e sons, qualquer um que
ouve o som e faz um teste bem-sucedido o reconhece como ilusório (mas ainda o
ouve).
Foco: Um pergaminho enrolado em um pequeno cone.
Level – 1:
Instant Diversion
(Races of the Dragon)
Illusion (Figment)
Level: Bard 1, Sorcerer 1, Wizard 1, Spellthief 1,
Components: V, S,
Casting Time: 1 swift action
Range: Personal; see text
Target: You
Duration: 1 round
As you spin around, you produce residual images of yourself, each of which splits
off from your body and moves away.
One or more illusory doubles of you appear, spinning off from your original
location as you turn in a circle.
You create one double plus one for every four caster levels you have (minimum
one, maximum five).
You are then free to go elsewhere while your doublesmove away in a manner of
your choosing.
The doubles move at your speed and can emit minor sounds such as footsteps or
metal clanking, but they can only be made to move, withdraw, or run.
Any successful attack against an illusory double destroys it.
A double's Armor Class is equal to 10 + your size modifier + your Dex modifier.
Figments seem to react normally to area spells (such as looking as though they
are burned or dead after being hit by a fireball).
Illusion (Figment)
Level: Bard 1, Spellthief 1, Court Herald 1, Jester 1, Sha'ir 1, Wu Jen 1, Beguiler
1, Vigilante 1, Wizard 1, Sorcerer 1, Shugenja 1 (Air), Gnome 1, Illusion 1,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft.
cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized
by you. The illusion does not create sound, smell, texture, or temperature. You
can move the image within the limits of the size of the effect.
Ray of Enfeeblement
(Player's Handbook v.3.5, p. 269)
Necromancy
Level: Sorcerer 1, Wizard 1, Dread Necromancer 1, Duskblade 1, Blighter 1,
Thayan Slaver 1, Sha'ir 1, Death Master 1, Necromancer (ECS) 1, Envy 2, Decay
(ECS) 2,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A coruscating ray springs from your hand. You must succeed on a ranged touch
attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1
per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop
below 1.
Um raio coruscante brota da sua mão. Você deve ter sucesso em um ataque de
toque à distância para atingir um alvo. O alvo recebe uma penalidade na Força
igual a 1d6 + 1 por dois níveis de conjurador (máximo de 1d6 + 5). O nível de
força do alvo não pode cair abaixo de 1.
Net of Shadows
(Spell Compendium, p. 147)
You cast the spell, and the surrounding shadows shift at your command, flying
toward your targets and wrapping themselves around them.
This spell gives the subjects concealment, but the shifting magic shadows also
inhibit the subjects' ability to ascertain their surroundings. The subjects can see
only 5 feet through the shadows that coat them, and foes within that range have
concealment from the subjects. Darkvision does not penetrate a net of shadows.
Esse feitiço oculta os sujeitos, mas as sombras mágicas mutáveis também inibem
a capacidade dos indivíduos de verificar seu ambiente. Os sujeitos podem ver
apenas 5 pés através das sombras que os cobrem, e os inimigos dentro dessa
faixa têm ocultação dos sujeitos. A visão no escuro não penetra uma rede de
sombras.
Nerveskitter
(Spell Compendium, p. 146)
Transmutation
Level: Sorcerer 1, Wizard 1,
Components: V, S,
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
You suffuse your ally with a brief, blue glow. He jerks away from you, as if he can
anticipate your next action.
You cast this spell when you and your party roll for initiative. Unlike other
immediate actions, you can cast this spell while flat-footed. You enhance the
subject's reactions in combat, granting it a +5 bonus on its initiative check for the
current encounter. If the subject does not make an initiative check within 1
round, this spell has no effect.
Você sufoca seu aliado com um breve brilho azul. Ele se afasta de você, como se
ele pudesse antecipar sua próxima ação.
Você conjura esse feitiço quando você e seu grupo jogam por iniciativa. Ao
contrário de outras ações imediatas, você pode conjurar esta mágica com o pé
chato. Você aumenta as reações do alvo em combate, concedendo um bônus de
+5 em sua checagem de iniciativa para o encontro atual. Se o alvo não fizer uma
checagem de iniciativa dentro de 1 rodada, este feitiço não tem efeito.
Color Spray
(Player's Handbook v.3.5, p. 210)
A vivid cone of clashing colors springs forth from your hand, causing creatures to
become stunned, perhaps also blinded, and possibly knocking them unconscious.
Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds,
then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only
living creatures are knocked unconscious).
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for
1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow,
and blue.
Um cone vívido de cores conflitantes brota da sua mão, fazendo com que as
criaturas fiquem atordoadas, talvez também cegas, e possivelmente deixando-as
inconscientes. Cada criatura dentro do cone é afetada de acordo com seus Dados
de Vida.
2 HD ou menos: A criatura está inconsciente, cega e atordoada por 2d4 rodadas,
depois cega e atordoada por 1d4 rodadas e, em seguida, atordoada por 1 rodada.
(Apenas criaturas vivas são deixadas inconscientes).
3 ou 4 HD: A criatura fica cega e atordoada por 1d4 rodadas, depois atordoada
por 1 rodada.
5 ou mais HD: A criatura fica atordoada por 1 rodada.
As criaturas cegas não são afetadas pelo spray colorido.
Componente Material: Uma pitada de pó ou areia colorida de vermelho, amarelo e
azul.
Level – 2:
Invisibility
(Player's Handbook v.3.5, p. 245)
Illusion (Glamer)
Level: Telflammar Shadowlord 1, Bard 2, Thayan Slaver 2, Wu Jen 2, Sha'ir 2,
Jester 2, Court Herald 2, Hexblade 2 (Arcane), Spellthief 2, Beguiler 2, Vigilante
2, Sorcerer 2, Wizard 2, Adept 2, Hoardstealer 2, Ebonmar Infiltrator 2,
Runescarred Berserker 2, Fatemaker 2, Slayer of Domiel 3, Nentyar Hunter 3,
Urban Ranger 3, Shugenja 3 (Air), Trickery 2, Lust 2, Initiate of Baravar
Cloakshadow (Feat) 2,
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from
darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you
cast the spell on someone else, neither you nor your allies can see the subject,
unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked
up disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so (thus,
the effect is that of a light with no visible source). Any part of an item that the
subject carries but that extends more than 10 feet from it becomes visible, such
as a trailing rope.
Of course, the subject is not magically silenced, and certain other conditions can
render the recipient detectable (such as stepping in a puddle). The spell ends if
the subject attacks any creature. For purposes of this spell, an attack includes
any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a
foe depends on the invisible character's perceptions). Actions directed at
unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon
monsters and have them attack, cut the ropes holding a rope bridge while
enemies are on the bridge, remotely trigger traps, open a portcullis to release
attack dogs, and so forth. If the subject attacks directly, however, it immediately
becomes visible along with all its gear. Spells such as bless that specifically affect
allies but not foes are not attacks for this purpose, even when they include foes in
their area.
See Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page
151, for the effects of invisibility on combat.
Invisibility can be made permanent (on objects only) with a permanency spell.
Invisibilidade pode ser tornada permanente (apenas em objetos) com uma magia
de permanência.
Minor Image
(Player's Handbook v.3.5, p. 253)
Illusion (Figment)
Level: Bard 2, Spellthief 2, Court Herald 2, Jester 2, Sha'ir 2, Wu Jen 2, Beguiler
2, Vigilante 2, Wizard 2, Sorcerer 2, Shugenja 2 (AIr), Illusion 2, Creation (CD) 2,
Creation (DF) 2, Creation (DD) 2, Gnome 3,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft.
cube/level (S)
Duration: Concentration +2 rounds
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell functions like silent image, except that minor image includes some
minor sounds but not understandable speech.
Esta magia funciona como uma imagem silenciosa, exceto que a imagem menor
inclui alguns sons menores, mas a fala não compreensível.
Shadow Spray
(Spell Compendium, p. 186)
Illusion (Shadow)
Level: Sorcerer 2, Wizard 2, Spellthief 2,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you finish casting this spell, ribbonlike shadows burst outward from the midst
of your foes.
You cause a multitude of ribbonlike shadows to instantaneously explode outward
from the point of origin. Creatures in the area take 4 points of Strength damage
and are dazed for 1 round.
Material Component: A handful of black ribbons.
Quando você termina de conjurar esse feitiço, sombras parecidas com faixas
surgem do meio de seus inimigos.
Você causa uma infinidade de sombras semelhantes a fitas para explodir
instantaneamente do ponto de origem. Criaturas na área recebem 4 pontos de
dano de Força e ficam atordoadas por 1 rodada.
Componente Material: Um punhado de fitas pretas.
Ray of Stupidity
(Spell Compendium, p. 167)
A bright yellow beam bursts from your extended fingertips. The beam emits an
"uh" sound, like someone trying to think of a word.
This ray clouds the mind of your enemy, damaging its intellect. You must succeed
on a ranged touch attack with the ray to strike a target. A subject struck by the
ray takes 1d4+1 points of Intelligence damage. If the target is a wizard, she might
temporarily lose the ability to cast some or all of her spells if her Intelligence
drops too low.
Um feixe amarelo brilhante irrompe de suas pontas dos dedos estendidas. O feixe
emite um som "uh", como alguém tentando pensar em uma palavra.
Este raio obscurece a mente do seu inimigo, prejudicando o seu intelecto. Você
deve ter sucesso em um ataque de toque à distância com o raio para acertar um
alvo. Um alvo atingido pelo raio recebe 1d4 + 1 ponto de dano de Inteligência. Se
o alvo for um mago, ela pode perder temporariamente a habilidade de conjurar
alguns ou todos os feitiços se a Inteligência dela cair muito baixo.
Alter Self
(Player's Handbook v.3.5, p. 197)
Transmutation
Level: Bard 2, Celebrant of Sharess 2, Hexblade 2 (Arcane), Assassin 2, Savant 2
(Arcane), Jester 2, Death Master 2, Sha'ir 2, Wu Jen 2, Thayan Slaver 2, Vigilante
2, Slayer of Domiel 2, Wizard 2, Sorcerer 2, Spellthief 2, Alteration (DCS) 2,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You assume the form of a creature of the same type as your normal form (such as
humanoid or magical beast). The new form must be within one size category of
your normal size. The maximum HD of an assumed form is equal to your caster
level, to a maximum of 5 HD at 5th level. You can change into a member of your
own kind or even into yourself. You retain your own ability scores. Your class and
level, hit points, alignment, base attack bonus, and base save bonuses all remain
the same.
You retain all supernatural and spell-like special attacks and qualities of your
normal form, except for those requiring a body part that the new form does not
have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep
all extraordinary special attacks and qualities derived from class levels (such as a
barbarian's rage ability), but you lose any from your normal form that are not
derived from class levels (such as a dragon's frightful presence ability).
If the new form is capable of speech, you can communicate normally. You retain
any spellcasting ability you had in your original form, but the new form must be
able to speak intelligibly (that is, speak a language) to use verbal components and
must have limbs capable of fine manipulation to use somatic or material
components.
You acquire the physical qualities of the new form while retaining your own mind.
Physical qualities include natural size, mundane movement capabilities (such as
burrowing, climbing, walking, swimming, and flight with wings, to a maximum
speed of 120 feet for flying or 60 feet for nonflying movement), natural armor
bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses,
racial bonus feats, and any gross physical qualities (presence or absence of
wings, number of extremities, and so forth). A body with extra limbs does not
allow you to make more attacks (or more advantageous two-weapon attacks) than
normal.
You do not gain any extraordinary special attacks or special qualities not noted
above under physical qualities, such as darkvision, low-light vision, blindsense,
blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like
abilities of the new form. Your creature type and subtype (if any) remain the same
regardless of your new form. You cannot take the form of any creature with a
template, even if that template doesn't change the creature type or subtype.
You can freely designate the new form's minor physical qualities (such as hair
color, hair texture, and skin color) within the normal ranges for a creature of that
kind. The new form's significant physical qualities (such as height, weight, and
gender) are also under your control, but they must fall within the norms for the
new form's kind. You are effectively disguised as an average member of the new
form's race. If you use this spell to create a disguise, you get a +10 bonus on your
Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by
the new form (if it is capable of wearing or holding the item), or melds into the
new form and becomes nonfunctional. When you revert to your true form, any
objects previously melded into the new form reappear in the same location on
your body they previously occupied and are once again functional. Any new items
you wore in the assumed form and can't wear in your normal form fall off and
land at your feet; any that you could wear in either form or carry in a body part
common to both forms (mouth, hands, or the like) at the time of reversion are still
held in the same way. Any part of the body or piece of equipment that is
separated from the whole reverts to its true form.
Você assume a forma de uma criatura do mesmo tipo que a sua forma normal
(como uma fera humanóide ou mágica). O novo formulário deve estar dentro de
uma categoria de tamanho do seu tamanho normal. O máximo de HD de uma
forma assumida é igual ao seu nível de conjurador, até um máximo de 5 HD no
5º nível. Você pode se transformar em um membro de sua própria espécie ou
mesmo em si mesmo. Você mantém suas próprias pontuações de habilidade. Sua
classe e nível, pontos de vida, alinhamento, bônus base de ataque e bônus base
permanecem inalterados.
Illusion (Glamer)
Level: Beguiler 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: You and one creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Level – 3:
Vertigo Field
(Player's Handbook II)
Illusion (Pattern)
Level: Beguiler 3, Sorcerer 3, Wizard 3, Spellthief 3,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
This illusion forces the subject to believe his flesh is rotting and falling off his
body, and that his internal organs are spilling out. If the target fails his saving
throw, he is dazed (and horrified) for 1 round. On the following round, he falls
unconscious for 1d10 minutes, during which time he cannot be roused normally.
Essa ilusão força o sujeito a acreditar que sua carne está apodrecendo e caindo
de seu corpo, e que seus órgãos internos estão se derramando. Se o alvo falhar
em seu teste de resistência, ele ficará atordoado (e horrorizado) por 1 rodada. Na
rodada seguinte, ele fica inconsciente por 1d10 minutos, durante os quais ele não
pode ser despertado normalmente.
Reality Blind
(Book of Vile Darkness)
This spell overwhelms the target with hallucinations, causing him to be blinded
and stunned if he fails the save.
The subject can attempt a new saving throw each round to end the spell.
Even after the subject succeeds at the save or the caster stops concentrating, the
subject is plagued with nightmares every night.
The nightmares prevent the subject from benefiting from natural healing.
These nightmares continue until the caster dies or the subject succeeds at a Will
saving throw, attempted once per night.
This nightmare effect is treated as a curse and thus cannot be dispelled.
It is subject to remove curse, however.
Material Component: A 2-inch-diameter multicolored disk of paper or ribbon.
Este feitiço domina o alvo com alucinações, fazendo com que ele fique cego e
atordoado se ele falhar.
O alvo pode tentar um novo teste de resistência a cada rodada para terminar a
mágica.
Mesmo depois de o sujeito conseguir salvar ou o lançador parar de se concentrar,
o assunto é atormentado por pesadelos todas as noites.
Os pesadelos impedem que o sujeito se beneficie da cura natural.
Esses pesadelos continuam até que o lançador morra ou o alvo consiga um teste
de resistência de Vontade, tentado uma vez por noite.
Este efeito de pesadelo é tratado como uma maldição e, portanto, não pode ser
dissipado.
Está sujeito a remover a maldição, no entanto.
Componente Material: Um disco multicolorido de 2 polegadas de diâmetro de
papel ou fita.
Dispel Magic
(Player's Handbook v.3.5, p. 223)
Abjuration
Level: Trapsmith 1, Bard 3, Death Master 3, Sha'ir 3, Wu Jen 3, Blighter 3,
Beguiler 3, Vigilante 3, Knight of the Chalice 3, Knight of the Weave 3, Cleric 3,
Paladin 3, Sorcerer 3, Wizard 3, Hoardstealer 3, Court Herald 3, Duskblade 4,
Druid 4, Urban Druid 4, Dread Necromancer 4, Magic 3,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Because magic is so powerful, so too is the ability to dispel magic. You can use
dispel magic to end ongoing spells that have been cast on a creature or object, to
temporarily suppress the magical abilities of a magic item, to end ongoing spells
(or at least their effects) within an area, or to counter another spellcaster's spell.
A dispelled spell ends as if its duration had expired. Some spells, as detailed in
their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but
not counter) spell-like effects just as it does spells.
You choose to use dispel magic in one of three ways: a targeted dispel, an area
dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic
spell. You make a dispel check (1d20 + your caster level, maximum +10) against
the spell or against each ongoing spell currently in effect on the object or
creature. The DC for this dispel check is 11 + the spell's caster level.
For example, Mialee, at 5th level, targets dispel magic on a drow who is under the
effects of haste, mage armor, and bull's strength. All three spells were cast on the
drow by a 7th-level wizard. Mialee makes a dispel check (1d20 + 5 against DC 18)
three times, once each for the haste, mage armor, and bull's strength effects. If
she succeeds on a particular check, that spell is dispelled (the drow's spell
resistance doesn't help him); if she fails, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a
monster summoned by monster summoning), you make a dispel check to end the
spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the
item's caster level. If you succeed, all the item's magical properties are
suppressed for 1d4 rounds, after which the item recovers on its own. A
suppressed item becomes nonmagical for the duration of the effect. An
interdimensional interface (such as a bag of holding) is temporarily closed. A
magic item's physical properties are unchanged: A suppressed magic sword is
still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by
mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast
yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything
within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you
make a dispel check against the spell with the highest caster level. If that check
fails, you make dispel checks against progressively weaker spells until you dispel
one spell (which discharges the dispel magic spell so far as that target is
concerned) or until you fail all your checks. The creature's magic items are not
affected.
For each object within the area that is the target of one or more spells, you make
dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the
dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can
make a dispel check to end the effect, but only within the overlapping area.
You may choose to automatically succeed on dispel checks against any spell that
you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a
spellcaster and is cast as a counterspell (page 170). Unlike a true counterspell,
however, dispel magic may not work; you must make a dispel check to counter
the other spellcaster's spell.
Nota: O efeito de uma magia com duração instantânea não pode ser dissipado,
porque o efeito mágico já terminou antes que a magia dissipar possa fazer efeito.
Assim, você não pode usar dissipar magia para reparar dano causado por uma
bola de fogo ou para transformar um personagem petrificado de volta em carne.
Nestes casos, a magia partiu, deixando apenas carne queimada ou pedra
perfeitamente normal em seu rastro.
Você escolhe usar dissipar mágica de três maneiras: uma dissipação segmentada,
uma dissipação de área ou uma contramágica:
Por exemplo, Mialee, no 5º nível, tem como objetivo dissipar a magia em um drow
que está sob os efeitos de pressa, armadura de mago e força de touro. Todas as
três magias foram lançadas no drow por um mago de 7º nível. Mialee faz um teste
de dissipação (1d20 + 5 contra CD 18) três vezes, uma vez para cada efeito de
aceleração, armadura de mago e força de touro. Se ela obtiver sucesso em um
determinado teste, esse feitiço é dissipado (a resistência à magia do drow não o
ajuda); se ela falhar, essa magia permanecerá em efeito.
Se o objeto que você mirar é um item mágico, você faz um teste de dissipação
contra o nível de lançador do item. Se você tiver sucesso, todas as propriedades
mágicas do item são suprimidas por 1d4 rodadas, após as quais o item se
recupera sozinho. Um item suprimido se torna não mágico durante o efeito. Uma
interface interdimensional (como uma bolsa de espera) está temporariamente
fechada. As propriedades físicas de um item mágico não são alteradas: uma
espada mágica suprimida ainda é uma espada (uma espada magistral, na
verdade). Artefatos e divindades não são afetados pela magia mortal como esta.
Para cada criatura dentro da área que é objeto de um ou mais feitiços, você faz
um teste de dissipação contra a magia com o maior nível de conjurador. Se esse
teste falhar, você faz testes de dissipação contra magias progressivamente mais
fracas até você dissipar uma mágica (que descarrega a magia de dissipar até onde
diz respeito ao alvo) ou até você falhar em todas as suas verificações. Os itens
mágicos da criatura não são afetados.
Para cada objeto dentro da área que é o alvo de uma ou mais magias, você faz
testes de dispersão com criaturas. Itens mágicos não são afetados por uma área
dissipada.
Para cada magia de área ou efeito em andamento cujo ponto de origem esteja
dentro da área da magia dissipar, você pode fazer um teste de dispersão para
dissipar a mágica.
Haste
(Player's Handbook v.3.5, p. 239)
Transmutation
Level: Trapsmith 1, Telflammar Shadowlord 2, Shugenja 3 (Air), Spellthief 3,
Bladesinger 3, Gnome Artificer 3, Wu Jen 3, Wizard 3, Vigilante 3, Bard 3,
Sorcerer 3, Sha'ir 3, Runescarred Berserker 3, Jester 3, Fatemaker 3, Beguiler 3,
Emissary of Barachiel 3, Time 3, Initiate of Amaunator (Feat) 3, Celerity (SpC) 4,
Celerity (CD) 4,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra
speed has several effects.
When making a full attack action, a hasted creature may make one extra attack
with any weapon he is holding. The attack is made using the creature's full base
attack bonus, plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a weapon of speed, nor
does it actually grant an extra action, so you can't use it to cast a second spell or
otherwise take an extra action in the round).
Multiple haste effects don't stack. Haste dispels and counters slow.
Ao fazer uma ação de ataque total, uma criatura apressada pode fazer um ataque
extra com qualquer arma que ele esteja segurando. O ataque é feito usando o
bônus de ataque da base total da criatura, mais quaisquer modificadores
apropriados para a situação. (Este efeito não é cumulativo com efeitos similares,
como aquele fornecido por uma arma de velocidade, nem concede uma ação
extra, então você não pode usá-lo para conjurar uma segunda mágica ou realizar
uma ação extra na rodada. ).
Uma criatura apressada ganha +1 de bônus nas jogadas de ataque e um bônus
de esquiva de +1 nas defesas de CA e Reflexos. Qualquer condição que faça você
perder seu bônus de Destreza para a Classe de Armadura (se houver) também faz
você perder bônus de esquiva.
Todos os modos de movimento da criatura apressada (incluindo movimento de
terra, escavar, escalar, voar e nadar) aumentam em 30 pés, até um máximo de
duas vezes a velocidade normal do alvo usando essa forma de movimento. Este
aumento conta como um bônus de melhoria, e afeta a distância de salto da
criatura como normal para aumentar a velocidade.
Vários efeitos de aceleração não são acumulados. A aceleração é dissipada e os
contadores são lentos.
In the eyes of your enemy, you seem large, powerful, and indomitable.
You fill a subject with doubts and misgivings, making it believe it is inferior to
you.
On a failed save, the subject can take no action other than a move action on its
current turn.
Hesitate confers no special bonuses for attackers attempting to hit the subject;
the subject still defends itself.
If you attack the affected creature, the spell ends immediately.
Each round, as a swift action at the start of its turn, the
subject can attempt a new saving throw to end the effect.
If the save succeeds, the subject can then act normally.
You can cast this spell even when it's not your turn; however, you must cast it at
the start of your opponent's turn to gain the benefit.