Spells

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This page is for the express purpose of listing and describing custom spells that were used during the campaign. If a character, player or non-player, develops, finds, or uses a spell that is not found in a CORE rulebook, said spell must be listed here.



[edit] Custom Spells

[edit] Arcane

  • Level: 1
  • Level: 2
  • Level: 3
  • Level: 4
  • Level: 5
  • Level: 6
  • Level: 7
  • Level: 8
  • Level: 9
  • Level: True Dweomer

[edit] Divine

  • Level: 1
    • Karmic Bolt: This spell fires forth from the outstretched arm with clenched fist of the caster to strike at the soul of an enemy. The bolt strikes with strength determined by the distance of alignment from the God from which its power flows. If the alignments are matched, 1d4 damage is healed. If one of the alignments are the same the spell has no effect. If the alignments are polar opposites (LG vs CE) the bolt strikes for 1d4+1 damage/5 levels of the caster.
  • Level: 2
    • Cure Moderate Wounds: This spell acts as an interim spell to bridge the gap between curing light and curing serious wounds. Characters cast in a manner similar to Cure Light wounds, with the same components necessary. This spell requires contact. Saving throws are allowed depending upon the disposition of the target. Target receives 2d6+2 dice of positive energy, resorting as many HP as positive energy gained.
  • Level: 3
  • Level: 4
  • Level: 5
  • Level: 6
  • Level: 7
  • Level: Dweomer

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