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发信人: scout (Love BW ), 信区: PCgame
标 题: BG2 Level 7 Wizard Spells
发信站: 听涛站 (Sat Oct 21 16:03:57 2000), 转信
Cacofiend
School: Conjuration/Summoning
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 1d8 hours
Area of Effect: Creature summoned
Saving Throw: Special
This spell summons a true Tanar'ri, greater Baatezu or greater Yugoloth. The
caster must know the particular fiend's true name. When the fiend is summon
ed, it can be bullied into service (by threatening to cast Spiritwrack), bri
bed into service (by making appropriate sacrifices), or become the victim of
a Trap the Soul spell. The fiend can be compelled to perform up to a week's
service.
Delayed Blast fireball
School: Evocation
Range: 100 yards + 10 yards/level
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Half damage
This spell creates a fireball, with a +1 bonus to each of its dice of damage
, which releases its blast anytime from instantly to five rounds later, acco
rding to the command given by the wizard. In other respects, the spell is th
e same as the 3rd-level spell Fireball.
finger of Death
School: Necromancy
Range: 60 yards
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Negates
The Finger of Death spell snuffs out the victim's life force. If successful,
the victim can be neither raised nor resurrected. In addition, in human sub
jects the spell initiates changes to the body such that after three days the
caster can, by means of a special ceremony costing not less than 1,000 gp p
lus 500 gp per body, animate the corpse as a juju zombie under the control o
f the caster. The changes can be reversed before animation by a Limited Wish
or similar spell cast directly upon the body, and a full wish restores the
subject to life. The caster utters the Finger of Death spell incantation, po
ints his index finger at the creature to be slain, and unless the victim suc
ceeds in a saving throw vs. spell, death occurs. A creature successfully sav
ing still receives 2d8+1 points of damage. If the subject dies of damage, no
internal changes occur and the victim can then be revived normally.
Monster Summoning V
School: Evocation
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Half damage
This spell summons 1d3 5th-level monsters. These appear within the spell's a
rea of effect and attack the caster's opponents until either he commands the
m to cease, the spell duration expires, or the monsters are slain. These cre
atures do not check morale, and they vanish when slain. If no opponent exist
s to fight, summoned monsters can, if the wizard can communicate with them,
and if they are physically capable, perform other services for the summoning
wizard.
Spell Turning
School: Abjuration
Range: 0
Components: V, S
Duration: Up to 3 rounds/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
This powerful abjuration causes spells cast against the wizard to rebound on
the original caster. This includes spells cast from scrolls and innate spel
l-like abilities, but specifically excludes the following: area effects that
are not centered directly upon the protected wizard, spell effects delivere
d by touch, and spell effects from devices such as wands, staves, etc. Thus,
a Light spell cast to blind the protected wizard could be turned back upon
and possibly blind the caster, while the same spell would be unaffected if c
ast to light an area within which the protected wizard is standing. From sev
en to ten spell levels are affected by the turning. The exact number is secr
etly rolled by the DM; the player never knows for certain how effective the
spell is. A spell may be only partially turned--divide the number of remaini
ng levels that can be turned by the spell level of the incoming spell to see
what fraction of the effect is turned, with the remainder affecting the cas
ter. For example, an incoming Fireball is centered on a wizard with one leve
l of spell turning left. This means that 2/3 of the Fireball affects the pro
tected wizard, 1/3 affects the caster, and each is the center of a Fireball
effect. If the protected wizard and a spellcasting attacker both have spell
turning effects operating, a resonating field is created that has the follow
ing effects (on a d100 roll): spells drains away without effect (01-70), spe
ll affects both equally at full damage (71-80), both turning effects are ren
dered nonfunctional for 1d4 turns (81-97) or both casters go through a rift
into the Positive Energy plane (98-00).
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※ 来源:.听涛站 cces.net.[FROM: 匿名天使的家]
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