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Kalamars

quintesential sorcerer
Spells and magic

MINDBURN

Enchantment (Compulsion) [Mind-Affecting]

Level: Sorcerer/wizard 2

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature

Duration: 1 round/3 levels

Saving Throw: Will negates; see text

Spell Resistance: Yes

This spell attacks a creature’s mind, causing the target to lose its highest-level
remaining spell, spell slot, or infusion slot each round. The target gets a save to avoid
this effect each round. On its fi rst successful save, the spell ends.
Delusions of Grandeur

(Spell Compendium, p. 63)

Illusion (Phantasm) [Mind-Affecting]

Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,

Components: V,

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Target: One creature

Duration: 10 minutes/level

Saving Throw: Will negates

Spell Resistance: Yes

By shouting flattering comments at your intended subject, you release


the energy of the spell. The target of your spell glows momentarily with
a white nimbus of crackling energy that fades to a sickly gray before
disappearing completely.This powerful phantasm fools the subject into
believing itself more competent and safe than it really is. The spell
makes any action the subject considers attempting seem easily
accomplished, requiring only a token effort. Deadly wounds seem like
mere scratches, stalwart foes appear weak and intimidated, and the
subject's own attacks seem stronger and more effective. As a result of its
skewed perceptions, the subject takes a -2 penalty on attack rolls, saves,
ability checks, and skill checks, as well as to Wisdom. This penalty cannot
reduce the subject's Wisdom below 1. Finally, the subject becomes so
completely enamored with its own (false) abilities that it cannot fight
defensively or take the total defense action.
Blur

Illusion (Glamer)

Level: Brd 2,Sor/Wiz 2

Components: V

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 min./level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject’s outline appears blurred, shifting and wavering. This


distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true
seeing spell does

Conjuration (Creation)

Level: Sorcerer 3, Wizard 3,

Components: V, S, M,

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Duration: 1 round/level

Saving Throw: See text

Spitting the last phrase of the spell, you throw out your arm, and a
brown mist whirls into being around your foes.
This spell functions like fog cloud (PH 232), except as noted here. Each
round that a creature is within the fog, it must make a Fortitude save or
contract a disease equivalent to the shakes (DMG 292), which strikes
immediately (no incubation period). A creature afflicted with this disease
takes 1d8 points of Dexterity damage immediately, and each day that
the disease persists, it must make a DC 13 Fortitude save or take another
1d8 points of Dexterity damage.

The fog moves away from you at 10 feet per round, rolling along the
surface of the ground or water. (Figure out the cloud's new spread each
round based on its new center, which is 10 feet farther away from the
point of origin where you cast the spell.) Because the vapors are heavier
than air, they sink to the lowest level of the surface over which they
move, pouring down sinkhole openings, and even down through minute
cracks. Contagious fog cannot penetrate liquids, nor can it be cast
underwater.
1 Light of Lunia SC

1 Ray of Clumsiness SC
1 Ray of Enfeeblement PHB
1 Ray of Flame SC
1 Targeting Ray SC
2 Blast of Force SC
2 Distracting Ray SC
2 Life Bolt SC
2 Light of Mercuria SC
2 Rainbow Beam SC
2 Ray of Ice SC
2 Ray of Sickness SC
2 Ray of Stupidity SC
2 Ray of Weakness SC
2 Scale Weakening SC
2 Scorching Ray PHB
2 Seeking Ray PHB II
2 Sting Ray SC
3 Disrupt Undead, Greater SC
3 Light of Venya SC
3 Ray of Dizziness SC
3 Ray of Exhaustion PHB
3 Ray of the Python PHB II
3 Rust Ray SC
4 Dimensional Anchor PHB
4 Enervation PHB
4 Ray of Deanimation SC
ASSAY SPELL
RESISTANCE
Divination
Level: Cleric 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 swift
action
Range: Personal
Target: You
Duration: 1 round/level
Finishing the spell, your eyes glow with a
pale blue radiance, and you understand
how to overcome your foe’s resistance to
your magic.
This spell gives you a +10 bonus on
caster level checks to overcome the
spell resistance of a specific creature.
Assay resistance is effective against only
one specific creature per casting, and
you must be able to see the creature
when you cast the spell.

BURNING
BLOOD
Necromancy
Le vel: Sorcerer/
wizard 4
Components: V, S, M
Ca sting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature; see text
Duration: 1 round/level (D)
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes
The taste of copper fills your mouth and bloody spatters punctuate
the last few words that unlock the spell. You gag slightly as the
blood in your mouth congeals, but disappears even as you release
the spell. You taint a living creature’s blood with a hot, corrosive
infusion, dealing 1d8 points of acid damage and 1d8 points
of fire damage per round. The subject can attempt a Fortitude save
each round to negate the damage, but a successful
save does not prevent damage in future
rounds. Searing pain limits the subject to a single move action in
any round when it fails its Fortitude save. Burning blood does not
affect creatures of the construct, elemental, ooze, plant, or undead

CURSE OF IMPENDING
BLADES, MASS
Necromancy
Level: Bard 3, ranger 3, sorcerer/
wizard 3
Targets: Enemies in a 20-ft.-radius
Burst
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
This spell functions like curse of impending blades, except that it
affects multiple enemies -2AC.

DOLOROUS BLOW
Transmutation
Level: Bard 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A longing for battle fills you as you complete this spell. Upon
touching the intended weapon, the feeling fades even as a dull red
aura encompasses the weapon. For the duration of the spell, the
weapon’s threat range is doubled, and its critical threats
automatically confirm, so every threat is a critical hit. The latter
effect does not apply to any weapon that already has a magical
effect related to critical hits.Multiple effects that increase a
weapon’s threat range (such as this
spell and the Improved Critical feat)
don’t stack. You can’t cast this spell on
.
Wings of Cover
Evocation [Force]
Level: Sorcerer 2,
Components: V, S,
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Immense, partially translucent wings unfurl from behind you and


completely shield you from the sight of your enemies for a single
heartbeat.
Your evoked wings grant cover against a specific attack.
If your foe is about to attack you with a melee, ranged, spell, or
psionic attack, you can cast this spell immediately, creating a
hemispherical barrier (or a spherical barrier if you are not
standing on solid ground) of force shaped like dragon wings.
The wings of force last just long enough to disrupt your foe's line
of effect to you, providing you total cover against a single attack
with a weapon, spell, or psionic power.
Your foe's first attack in this round cannot be made and is wasted
against you, though he could decide to take any other action,
including choosing to attack one of your allies instead, or take a
full attack action that grants him additional melee attacks
against you in this round (if your foe is of high enough level to
have additional attacks).
The wings unfurl and then dissipate an instant later.
Your foe could choose to attack the area in which you have taken
cover with an area attack (such as a fireball spell).
In this case, you gain a +8 bonus to AC (if applicable) and a +4
bonus on Reflex saves.
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