It's Maaaaagic!




Presenting some of the Module 4 spells, from Samera!


In Development: Module 4 spells levels 1-12

Here is the list of new spells we are currently working on for players
levels 1 through 12 for Module 4: Reaver's Bane.



Aid, Mass

Level: Clr 3

Components: V, S, DF

Target: Friend, Self

School: Enchantment

Duration: 1 min/level



This spell functions like Aid, except that it affects multiple targets
and each target gains temporary hit points equal to 8 + 1 per caster
level (max 8+15).





Contagion

Level: Clr 4, Wiz/Sor 4

Components: V, S

Target: Foe

School: Necromancy

Duration: Instantaneous



Infects a living enemy with the chosen disease, which strikes
immediately and deals damage to one or more attributes. A successful
Fortitude save negates the damage.





Enervation

Level: Wiz/Sor 4

Components: V, S

Target: Foe

School: Necromancy

Duration: Instantaneous



A black ray of crackling negative energy suppresses the life force of
any living creature it strikes, granting an enemy 1d4 negative levels.
If the target has as many negative levels as its Hit Die, it dies. Each
negative level gives a creature -1 penalty on attack rolls, saving
throws, skill checks, ability checks, and effective level. Negative
levels stack.





Fire Trap

Level: Wiz/Sor 4

Components: V, S, M

Target: Positional

School: Evocation

Duration: 1 min or until triggered



Creates a trap that wards an area. When an enemy triggers the spell by
entering the area, a fiery explosion does 1d4 fire damage +1 per caster
level (max 20). A successful Reflex save reduces the damage by half.





Freedom of Movement

Level: Rgr 4, Brd 4, Clr 4

Components: V, S, M, DF

Target: Friend, Self

School: Abjuration

Duration: 1 min/level



This spell enables an ally to move and attack normally for the duration
of the spell, even under the influence of magic that normally impedes
movement, such as paralysis, petrification, entanglement, or solid fog.





Ghoul Touch

Level: Wiz/Sor 2

Components: V, S, M

Target: Foe

School: Necromancy

Duration: 1d6+2 rounds



This spell imbues your touch with negative energy, allowing you to
paralyze a single living humanoid. The subject then exudes a carrion
stench that causes nearby living creatures to become sickened.
Creatures that are immune to poison are unaffected by the stench. A
successful Fortitude save negates both effects.





Hold Animal

Level: Rgr 2

Components: V, S

Target: Foe

School: Enchantment

Duration: 1 round/level



An animal becomes paralyzed and freezes in place. It is aware, but can
take no actions for a maximum of 6 seconds per caster level. The enemy
may attempt to make a new Will save every 3 seconds.





Magic Circle Against Evil

Level: Clr 3, Wiz/Sor 3, Pal 3

Components: V, S, M/DF

Target: Self

School: Abjuration

Duration: 1 min/level



Casts Protection From Evil on multiple targets, granting a +2
deflection bonus to AC and a +2 resistance bonus to saves versus
attacks from evil creatures. Targets are also warded from magical
mental control and compulsions.





Recitation

Level: Clr 4

Components: V, S, DF

Target: Self

School: Conjuration

Duration: 1 round/level



Gives special favor to allies, giving a +2 luck bonus to attack rolls,
Armor Class, and saves.





Shadow Walk

Level: Brd 5, Wiz/Sor 6

Components: V, S

Target: Self

School: Illusion

Duration: 1 min/level



Transports you to the edge of the Material Plane where it borders the
Plane of Shadow. While this spell is active, you move much faster than
normal and your outline appears faint and you are harder to hit.
Attacking another creature or otherwise interacting with objects shunts
you back to the Material Plane.





Shield of Faith, Mass

Level: Clr 4

Components: V, S, M

Target: Friend, Self

School: Abjuration

Duration: 1 min/level



Casts Shield of Faith on multiple targets, creating a shimmering,
magical field around allies that averts attacks, giving a +2 deflection
bonus to AC. This bonus is increased by 1 for every 6 caster levels.





Snare

Level: Rgr 2

Components: V, S, DF

Target: Positional

School: Transmutation

Duration: 1 min until triggered



Creates a snare that, when triggered, entangles a single enemy. An
entangled creature may attempt to make a Strength save each round to
escape. Incorporeal creatures and oozes cannot be caught in the snare.





Spike Growth

Level: Rgr 2

Components: V, S, DF

Target: Positional

School: Transmutation

Duration: 1 min/level



Creates hard and pointed vegetation injures the feet and legs of
enemies that pass over it, slowing movement and causing 1d4 piercing
damage per round. A successful Reflex save negates the slow.





Summon Nature’s Ally I

Level: Rgr 1

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 1 min



Summons a wolf to fight for you for a brief time. Casting this spell
locks out casting any other Summon Nature's Ally spell for 1 minute.





Summon Nature’s Ally II

Level: Rgr 2

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 2 min



Summons a hyena to fight for you for a brief time. Casting this spell
locks out casting any other Summon Nature's Ally spell for 2 minutes.





Summon Nature’s Ally III

Level: Rgr 3

Components: V, S, F/DF

Target: Positional

School: Conjuration

Duration: 3 min



Summons a lioness to fight for you for a brief time. Casting this spell
locks out casting any other Summon Nature's Ally spell for 3 minutes.





Symbol of Pain

Level: Clr 5, Wiz/Sor 5

Components: V, S, M

Target: Positional

School: Enchantment

Duration: 1 round/level after triggered



You scribe a potent rune of power in the air. When the symbol is
activated by a target approaching, all nearby targets suffer wracking
pain that imposes a -4 penalty on attack rolls, skill checks, and
ability checks. A successful Fortitude save negates this effect.





Tenser’s Transformation

Level: Wiz/Sor 6

Components: V, S, M

Target: Self

School: Transmutation

Duration: 1 round/level



Causes the caster to become a virtual fighting machine - stronger,
tougher, faster, and more skilled in combat. Your mind-set changes so
that you relish combat and you can't cast spells. You gain a +4
enhancement bonus to Strength, Dexterity, and Constitution, a +4
natural armor bonus to AC, a +5 competence bonus on Fortitude saves,
and proficiency with all simple and martial weapons. Your base attack
bonus equals your character level (which may give you multiple attacks).





Wild Instincts

Level: Rgr 3

Components: V, S, DF

Target: Self

School: Divination

Duration: 1 min/level



You sharpen your instincts and your awareness of immediate
surroundings, giving a +10 Insight bonus on Listen and Spot checks.


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Last Updated: Mar 13, 2016

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