Spell

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Here are spells specific to this campaign setting added.



Arcane Spells

Knockout

Enchantment (Compulsion) [Mind-affecting]
Level: Sor/Wiz 1
Components S, M, F
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min/lvl
Saving Throw: None
Spell Resistance: Yes

You can temporarily knock out a creature of up to 4 Hit Dice with a ray attack. The ray is transparent, and looks like heated air. If expected, it takes a Spot check of DC15 to notice it and DC25 if unexpected. The ray requires a ranged touch attack to hit and knocks the creature unconscious if it hits. Knocked out creatures are helpless. If the creature is attacked or dealt damage to, it wakes up, but is otherwise impervious to attempts of being woken up. For the purpose of this spell, an attack is as described on the Invisibility spell (PH p245).

Material Component: One or more drops of strong spirits.
Focus: A miniature club or mace worth at least 25gp.


Divine Spells

Cure Minor Wounds I

Conjuration (Healing)
Level: Clr/Drd 0
Components: V, S
Casting Time: Full-round action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1D3 points of nonlethal damage and alleviate Fatigue for 1D3 hours. Multiple uses within a 4-hour period will cause actual harm to the recepient: 1D3 lethal damage per application beyond the first.


Cure Minor Wounds II

Conjuration (Healing)
Level: Clr/Drd 0
Components: V, S
Casting Time: Full-round action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1D2 points of damage but also causes 1 point of nonlethal damage as it uses part of the body's own reserves to cure the lethal damage. Every subsequent use of Cure Minor Wounds on one target in a 24-hour period will cause an additional point of nonlethal damage, so a second application causes 2 points, third causes 3, fourth causes 5 and so on.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.