"Light and Dark are the roots of Good
and Evil Men's minds are monstrous in the shadows of night,
but less so in the day."
- from Verid's dissertation on Draga
Illùum
|
Spellbook Archive
- Animate Dead Familiar (Dec
01)
- Elemental Familiar (Nov
01)
- Planar Familiar (Oct
01)
- Heal Animal Companion (Sep
01)
- Foebane (Aug
01)
- Exacting Shot (Jul
01)
- Dirge of Discord (Jun
01)
- Guidance of the Avatar (May
01)
- Divine Interdiction (Apr
01)
- Ray of Depletion (Mar
01)
- Master's Touch (Feb
01)
- Bladesong (Jan
01)
- Mindless Rage (Dec
00)
- Understand Object (Nov
00)
- Arcane Bolt (Oct
00)
- Mirror Move (Sep
00)
Animate
Dead Familiar
By James
Wyatt
Have the usual familiars available to
spellcasting characters become a little, well, too familiar?
To liven things up in your campaign, we're offering three new familiar
spells to finish out the year. Add them to your heroes' repertoires
and watch the double-takes these faithful friends elicit! Our final
spell of the trilogy, animate dead familiar, enables you to
keep that boon companion around a little longer.
Animate Dead Familiar
Necromancy [Evil] Level:
Sor/Wiz 5
Components: V, S, XP
Casting Time: 1 round
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No In
order to cast this spell, you must have a familiar, and that creature
must be dead. You animate the dead familiar as a zombielike undead,
restoring some measure of the bond you had with it while it lived.
You do not regain the experience points
you lost when the familiar died. You also lose the special benefits
you gained based on the familiar's animal type (such as the +2 bonus
to Move Silently checks bestowed by a cat familiar). Being undead,
the creature has no Constitution score, which affects its Fortitude
saves but not its hit points. It retains its natural armor and its
preternatural Intelligence, as well as all of the special abilities
it had based on your level except for the ability to speak with animals
of its type. It still has effective Hit Dice equal to your level and
hit points equal to half your total hit points.
The undead familiar resembles a zombie,
but is not slow like a zombie. Its type changes to Undead. As an undead
creature, it is immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. It is not subject to critical hits,
subdual damage, ability damage, energy drain, or death from massive
damage. If you are within range of the familiar's empathic link with
you (one mile), it cannot be turned or rebuked. Beyond that range,
it is subject to turning and rebuking (as well as commanding and destroying)
as an undead of its effective Hit Dice.
In addition, the familiar gains a special
attack delivered by a melee attack. The nature of this attack depends
on your caster level at the time you cast this spell; it does not
improve as your level increases. You may choose a lower-level ability
than your level indicates.
Caster Level |
Special Attack |
9-10 |
Paralysis: Those hit by the undead
familiar's attack must succeed at a Fortitude save (DC 14) or
be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis. |
11-14 |
Strength damage: The undead familiar's
attack deals 1d6 points of temporary Strength damage in addition
to the normal damage. |
15-18 |
Energy Drain: Living creatures hit
by the undead familiar's attack receive one negative level. The
Fortitude save to remove the negative level has a DC of 16. |
19-20 |
Constitution Drain: Living creatures
hit by the undead familiar's attack must succeed at a Fortitude
save (DC 18) or suffer 1d6 points of permanent Constitution drain. |
If the undead familiar is destroyed, you lose experience
points as if you had lost a living familiar (again). The corpse is
utterly destroyed in this case, and cannot be animated via this spell
again, nor can it be restored to life with a raise dead spell
(resurrection will work, however).
You cannot cast this spell on another
character's familiar.
XP Cost: 100 XP.
Elemental Familiar
By James Wyatt
Have the usual familiars available to
spellcasting characters become a little, well, too familiar?
To liven things up in your campaign, we're offering three new familiar
spells to finish out the year. Add them to your heroes' repertoires
and watch the double-takes these faithful friends elicit! This month,
the second spell of the trilogy, elemental familiar, provides
a companion that's far from basic.
Elemental
Familiar
Transmutation
Level: Sor/Wiz 3
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
In order to cast this spell, you must
have a familiar. When you cast the spell, the target creature becomes
a Tiny air, earth, fire, or water elemental, as detailed below. You
choose what type of elemental the creature becomes. The creature retains
its basic shape, but it is in every way an elemental, not an element
creature (as described in Manual
of the Planes).
You lose any special ability the familiar
previously granted to you (such as the +2 bonus to Move Silently checks
bestowed by a cat familiar). However, you gain a replacement special
ability, depending on the type of elemental your familiar becomes:
Air -- Master gains a +2 bonus to Initiative
checks (stacks with Improved Initiative).
Earth -- Master gains +1 natural armor.
Fire -- Master gains a +3 resistance bonus to
saving throws against fire attacks.
Water -- Master gains a +1 resistance bonus
to Fortitude saving throws.
Only a limited wish, miracle, or
wish or similar magic can restore a transmuted familiar to
its original state. Otherwise, the familiar remains an elemental forevermore.
You cannot cast this spell on another character's familiar. Most creatures
consider the transformation harmless and beneficial, but if the creature
decides to resist, a successful Fortitude save negates the spell.
Material Component: A small quantity of air,
earth, fire, or water, depending on the elemental type the creature
is to become.
XP Cost: 500 XP.
|
Tiny
Air Elemental |
Tiny
Fire Elemental |
|
Tiny Elemental
(Air) |
Tiny Elemental
(Fire) |
Hit Dice:
|
1d8 (4 hp) |
1d8 (4 hp) |
Initiative:
|
+6 |
+5 |
Speed: |
Fly 100 ft. (perfect)
|
50 ft. |
AC: |
16 (+2 size, +2 Dex,
+2 natural) |
15 (+2 size, +1 Dex,
+2 natural) |
Attacks:
|
Slam +4 melee |
Slam +3 melee |
Damage: |
Slam 1d3-1 |
Slam 1d3-1 and 1d3
fire |
Face/Reach:
|
2 1/2 ft. by 2 1/2
ft./0 ft. |
2 1/2 ft. by 2 1/2
ft./0 ft. |
Special Attacks:
|
Whirlwind |
Burn |
Special Qualities:
|
Air mastery, elemental
traits |
Elemental traits,
fire subtype |
Saves: |
Fort +0, Ref +4,
Will +0 |
Fort +0, Ref +3,
Will +0 |
Abilities:
|
Str 8, Dex 15, Con
10, Int 4, Wis 11, Cha 11 |
Str 8, Dex 13, Con
10, Int 4, Wis 11, Cha 11 |
Skills: |
Hide +10, Listen
+4, Spot +4 |
Hide, +9, Listen
+4, Spot +4 |
Feats: |
Flyby Attack, Improved
Initiative, Weapon Finesse (slam) |
Improved Initiative,
Weapon Finesse (slam) |
Climate/Terrain: |
Any land and underground |
Any land and underground |
Organization: |
Solitary |
Solitary |
Challenge Rating: |
1/2 |
1/2 |
Treasure: |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
-
|
Tiny
Earth Elemental |
Tiny
Water Elemental |
|
Tiny
Elemental (Earth) |
Tiny
Elemental (Water) |
Hit
Dice: |
1d8+1 (5 hp) |
1d8+1 (5 hp) |
Initiative:
|
1 |
+0 |
Speed:
|
20 ft. |
20 ft., swim 90 ft.
|
AC:
|
16 (+2 size, 1 Dex,
+5 natural) |
16 (+2 size, +4 natural)
|
Attacks:
|
Slam +4 melee |
Slam +3 melee |
Damage:
|
Slam 1d3+3 |
Slam 1d3+1 |
Face/Reach:
|
2 1/2 ft. by 2 1/2
ft./0 ft. |
2 1/2 ft. by 2 1/2
ft./0 ft. |
Special
Attacks: |
Push |
Water mastery, drench,
vortex |
Special
Qualities: |
Earth mastery, elemental
traits |
Elemental traits
|
Saves:
|
Fort +3, Ref 1, Will
+0 |
Fort +3, Ref +0,
Will +0 |
Abilities:
|
Str 15, Dex 8, Con
13, Int 4, Wis 11, Cha 11 |
Str 12, Dex 10, Con
13, Int 4, Wis 11, Cha 11 |
Skills:
|
Hide +7, Listen +4,
Spot +4 |
Hide +8, Listen +4,
Spot +4 |
Feats:
|
Power Attack |
Power Attack |
Climate/Terrain: |
Any land and underground |
Any land and underground |
Organization: |
Solitary |
Solitary |
Challenge Rating: |
1/2 |
1/2 |
Treasure: |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
A Tiny air elemental is 2 feet tall and
weighs 1/4 pound. A Tiny earth elemental is 2 feet tall and weighs
20 pounds. A Tiny fire elemental is 2 feet tall and weighs 1/4 pound.
A Tiny water elemental is 2 feet tall and weighs 8 pounds.
Elemental Traits: Immune to poison, sleep, paralysis,
and stunning; not subject to critical hits or flanking; darkvision
60 ft.; cannot be raised or resurrected (though a wish or miracle
spell can restore life).
The special attacks of Tiny elementals
conform to the information given for elementals of their subtype in
the Monster Manual, except as specified. The save DC against
the Tiny air elemental's whirlwind is 9, the damage is 1d3, and the
whirlwind's height is 10 feet. The save DC against the Tiny fire elemental's
burn is 10. The save DC against the Tiny water elemental's vortex
is 11, the damage is 1d3, and the vortex's height is 10 feet.
Planar
Familiar
Heal
Animal Companion
Foebane
Exacting
Shot
|
Draga Orkid
Dekàlan
magics (Draga and Davra)
are divided into 24 arts (see Draga Orkid).
The magical Ways are:
Ild'a
(to Control)
Kreàd'a (to Create)
Skar'ad'a (to Destroy)
Orykul (to Augur)
Endàris (to Emote)
Sorkèrt'a (to Enchant)
Or Hàlam (to Heal)
Müt (to Change)
Alèmen (to Move)
The magical Forms are:
Baras
(Animal)
Visìktis (Body)
Nol (Elem. Air)
Tereth (Elem. Earth)
Phlogòst'a (Elem. Fire)
Marus (Elem. Water)
Forad (Food)
Inkàthura (Gates)
Illùum (Light)
Pyrád'a (Magic)
Alèmen (Move)
Kadàktis (Mind)
Or Dnur (Death)
Or Kànt'a (Plants)
Sorólum (Sound)
Vorbid (Wards)
Additional 3E spells may be found in the:
Spellbook
Archive
D20 Spell Indices
Adept
Assassin
Bard
Cleric
Death Knight
Druid
Necromancer
Paladin
Ranger
Shaman
Sorcerer
Witch
Wizard
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