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Spells We've stuffed over 50 new spells into the Neverwinter Nights: Shadows of Undrentide spell book. Feats are nice and all but, as a spell caster, I need to instill mind-melting terror in my enemies so bring on the darn spells! Acid Splash (Back to Top)The caster fires a small orb of acid at the target for 1d3 points of acid damage.
Amplify (Back to Top)The caster or a target gains a +20 bonus to Listen checks.
Aura of Glory (Back to Top)The caster channels divine power to gain a +2 Charisma bonus. As well all allies near the caster gain a +6 bonus to their saving throws versus fear and 1d4 points of healing.
Balagarn's Iron Horn (Back to Top)The caster creates a deep, resonant vibration that shakes all creatures in the area of effect from their feet if they fail a strength check (as if the caster had a strength of 20). Every creature that falls suffers a point of damage and will be knocked down for one round.
Bane (Back to Top)Bane fills the caster's enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.
Banishment (Back to Top)The caster is able to cause all summoned creatures, familiars, animal companions, and Outsiders in the area of effect to be destroyed. A number of creatures equal to twice the caster's level in HD can be banished.
Bigby's Crushing Hand (Back to Top)A mighty giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round.
Bigby's Grasping Hand (Back to Top)A grabby giant hand appears and makes a grab for the target. If the hand hits and succeeds in a grapple check the opponent will be held for the duration of the spell.
Bigby's Interposing Hand (Back to Top)A meddlesome giant hand appears over the target, making it difficult for him to attack. He receives a -10 penalty to all attack rolls for the duration of the spell.
Bigby's Forceful Hand (Back to Top)A somewhat pushy giant hand appears and attempts to bull rush one target. The hand gains a +14 bonus on the Strength check. A target that is bull rushed suffers 1d8 points of damage and is dazed for the duration of the spell.
Bigby's Clenched Fist (Back to Top)A hostile giant hand appears and attacks the target, once each round for the duration of the spell. Each hit causes 1d8+12 points of damage to the target and if they fail their saving throw they are stunned for that round as well.
Blood Frenzy (Back to Top)The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to Strength and Constitution and a +1 bonus to Will saves, while suffering a -1 penalty to AC.
Bombardment (Back to Top)Rocks fall from the sky, causing 1d8 points of damage per caster level (max 20d8) to all enemies in the area.
Camouflage (Back to Top)The caster's coloring changes to match the surroundings, gaining a +10 competence bonus to any Hide checks.
Continual Flame (Back to Top)This creates a magical flame that burns as bright as a torch until dispelled.
Dirge (Back to Top)The caster's song draws the energies of death and destruction. Any enemies in the area of effect suffer 2 points of Strength and Dexterity ability score damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored.
Displacement (Back to Top)The target gains 50% concealment, through the caster's ability to emulate the natural abilities of the displacer beast.
Divine Favor (Back to Top)The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels (at least +1, to a maximum of +5).
Drown (Back to Top)The caster creates water in the lungs of a target creature. Any drowned creature dies. Golems and other nonliving creatures cannot be drowned.
Earthquake (Back to Top)The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. The caster is not affected by the earthquake.
Entropic Shield (Back to Top)A magical field appears around the caster, granting any enemies nearby with a 20% miss chance on ranged attacks.
Firebrand (Back to Top)Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).
Flare (Back to Top)A burst of hot light is fired from the caster to one target, making it suffer a -1 penalty to attack rolls.
Flesh to Stone (Back to Top)The subject and all possessions it carries turns into a mindless, inert statue. Only a stone to flesh spell can restore the subject to normal.
Gust of Wind (Back to Top)This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any area of effect spells (such as cloudkill) that are in the path of the wind gust.
Inferno (Back to Top)The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage.
Inflict Critical Wounds (Back to Top)If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, +1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when use on the undead. Undead are healed instead of wounded the same number of points that result from this spell.
Inflict Light Wounds (Back to Top)If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, +1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Inflict Minor Wounds (Back to Top)If the caster succeeds in striking an opponent with a touch attack, the target suffers 1 point of damage.
Inflict Moderate Wounds (Back to Top)If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level to a maximum of +10. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Inflict Serious Wounds (Back to Top)If the caster succeeds in striking an opponent with a touch attack, the target suffers 3d8 points of damage, + 1 point per caster level to a maximum of +15. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
Isaac’s Greater Missile Storm (Back to Top)A number of energy missiles (one per caster level but to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 2d6 points of damage.
Isaac’s Lesser Missile Storm (Back to Top)A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage.
Magic Fang (Back to Top)This spell strengthens the caster's animal companion giving it +1 to hit and +1 to damage. It grants the creature damage reduction of 1/+1 (i.e. the damage reduction is ignored if you are being attacked by an opponent using a +1 weapon or better). It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creature's damage reduction).
Mass Camouflage (Back to Top)All allies in the area of effect gain a +10 competence bonus to any Hide skill.
One with the Land (Back to Top)The caster forges a strong link with nature, gaining a +3 competence bonus to Animal Empathy, Hide, Move Silently, and Set Trap skills.
Owl’s Insight (Back to Top)The target creature's Wisdom is increased by 1d4+1.
Planar Ally (Back to Top)An Outsider is summoned to assist the caster. The type of Outsider varies with the caster's alignment.
Quillfire (Back to Top)The caster throws poisonous quills at a target, doing 2d8 points of damage (+1 per 2 levels of the caster - max +5), plus inflicting Scorpion Venom on the target.
Shield (Back to Top)The caster gains +4 bonus to AC and a +3 bonus to Reflex saves. The caster is also immune to Magic Missiles for the duration of the spell.
Shield of Faith (Back to Top)The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).
Spike Growth (Back to Top)Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.
Stone to Flesh (Back to Top)This spell restores a petrified creature to its normal state, restoring life and goods.
Sunburst (Back to Top)A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level to all undead creatures to a maximum of 25d6 (6d6 points of damage to creatures that are not undead). Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a succesful Reflex saving throw or be blinded permanently (the blindness can only be magically removed).
Tasha’s Hideous Laughter (Back to Top)If the target fails their saving throw they will begin laughing hysterically. They will be unable to defend themselves until the spell wears off. A creature whose racial type is different from the caster gains a +4 bonus on its saving throw because humor doesn't 'translate' well.
True Strike (Back to Top)Through magical intuition the caster gains a +20 to attack rolls.
Undeath's Eternal Foe (Back to Top)All allies in the area of effect will receive the following bonuses: immunity to negative damage, immunity to level/energy drain, immunity to ability score decreases, immunity to poisons, and immunity to diseases.
Wounding Whispers (Back to Top)The caster is surrounded with whispers that injure any creature that hits the caster for 1d8 points of sonic damage.
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