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Bolt of Glory
Caster Level(s): Cleric 6
School: Evocation
Descriptor(s): Good
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: One Creature
Duration: Instant
Saving Throw: Reflex 1/2
Spell Resistance: None
By casting this spell, the priest channels a bolt of divine energy to smite one creature. The damage done varies based on the planar origin of that creature. Those of a Prime suffer the standard 6d6 unless they make the reflex save.
Elementals suffer only 3d4 as they have no natural tendencies torwards any alignment.
Undead, being purely of negative energy, suffer the wrath of 8d6 holy damage.
Fiends and evil Outsider scum, sometimes referred to as the pure evil, suffer the full 10d6 divine damage.
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Disintegrate
Caster Level(s): Wizard / Sorcerer 6, Destruction 6
School: Transmutation
Components: Verbal, Somatic
Range: Medium (20M)
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any NPC reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.
When used against an object, the ray simply disintegrates and damages the object as a creature, as a higher hit point object will take longer to disintegrate.
A creature or object that makes a successful fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one targer per casting.
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Nature's Beauty
Caster Level(s): Druid 6
School: Enchantment
Components: Verbal, Somatic
Range: Medium
Target: Self
Duration: 1 Round/level
Saving Throw: Will
Spell Resistance: Yes
Creatures in the caster's vicinity must roll a will save or die due to their current unearthly ugliness/beauty.
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Otiluke's Freezing Sphere
Caster Level(s): Wizard / Sorcerer 6
School: Evocation
Descriptor(s): Cold
Components: Verbal, Somatic
Range: Long
Target / Area of Effect: Single
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
Otiluke's freezing spheres crates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area.
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Power Word: Silence
Caster Level(s): Wizard / Sorcerer 6
School: Conjuration
Components: Verbal
Range: Short
Target: Creature Touched
Duration: See Text
Saving Throw: None
Spell Resistance: Yes
You utter a single word of power that causes one creature of your choice to become mute, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by the spell.
Up to 50 HP: Permanent
51 to 100 HP: 1d4+1 Minutes
101 to 200 HP: 1d4+1
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Protection From Magical Energy
Caster Level(s): Cleric 6, Wizard / Sorcerer 6
School: Abjuration
Components: Verbal, Somatic
Range: Short
Target / Area of Effect: One target creature
Duration: 1 turn/level
Saving Throw: None (harmless)
Spell Resistance: No (Harmless)
The targeted creature becomes enveloped in a protective blue field that repels all raw magical energies. The creature becomes immune to magical damage for the duration. This applies only to raw magic and not a finely developed fireball or ice storm. Spells affected include, but are not limited to, Magice Missile, Isaac's Missile Storms, and Horrid Wilting.
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Sol's Searing Orb
Caster Level(s): Cleric 6
School: Evocation
Components: Verbal, Somatic
Range: Medium
Target: One Creature
Duration: 6 Rounds
Saving Throw: Fortitude (partial)
Spell Resistance: Yes
With this spell the caster is able to throw a little burning orb to hit their apponents. When the orb hits its target it explodes in a big flare. The target takes 6d6 fire damage and must make a saving throw or be blinded. Undead take extra damage and are blinded for double the duration.
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Stonehold
Caster Level(s): Druid 6
School: Conjuration
Descriptor(s): Paralyse
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Saving Throw: Will Negates
Spell Resistance: Yes
Creates a cloud that paralyes any creatures inside of it, encasing them in stone for 1d6 rounds.
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Trollish Fortitude
Caster Level(s): Bard 6, Cleric 6, Druid 5, Wizard / Sorcerer 6
School: Transmutation
Components: Veral, Somatic
Range: Personal
Target: Caster
Duration: 2 Turns
Saving Throw: None
Spell Resistance: No
This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round. It lasts 2 turns.
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Word of Recall
Caster Level(s): Cleric 6, Druid 8
School: Tranmutation [Teleportation]
Components: Verbal
Range: Unlimited
Target: Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Word of Recall teleports you instantly back to your sanctuary when the word is uttered. You must deisgnate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane, but cannot travel between planes.
The word of recall is "Kal Ort Por"
[Note: In-Game Description says you can transfer willing creatures totalling up to 50 lbs/level as well. However, you can really only transport yourself]
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