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| - The following spells have been modified in Edon, the full ingame descriptions are given. Aura vs Alignment: Caster Level(s): Cleric 8 Innate Level: 8 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 Round / Level Additional Counter Spells: Save: Harmless Spell Resistance: Yes When this spell is cast, the caster chooses to be protected from either good or evil. He receives a +4 dodge bonus to Armor Class, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance equal to their caster level against spells cast by creatures of the chosen alignment. Creatures of the chosen alignment also take 2d12 + 1 per 5 caster levels, damage each time they successfully strike the Cleric. Ball Lightning: Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Large Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes You create multiple balls of lightning, one per target, up to 15 balls. The damage of the ball is 1d6 per level to a maximum of 15d6. Blindness/Deafness: Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 2 Innate Level: 2 School: Enchantment Descriptor(s): Component(s): Verbal Range: Medium Area of Effect / Target: Single Duration: 1 Round / Level Additional Counter Spells: Remove Blindness/Deafness Save: Fortitude for each effect Spell Resistance: Yes The target creature is struck blind and deaf. Circle of Death: Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Necromancy Descriptor(s): Death Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Death Ward Save: Fortitude Negates Spell Resistance: Yes A wave of negative energy bursts from the target location. This spell prefers to attack weaker creatures first. The maximum number of creature levels snuffed is equal to 1d4 per caster level. The strongest creature the caster can snuff is equal to 4 plus a half of the casters level. Circle of Doom: Caster Level(s): Cleric 5, Blackguard 4 Innate Level: 5 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Healing Circle Save: Will 1/2 Spell Resistance: Yes All enemies within the area of effect are struck with negative energy that causes 1d4 points of damage per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them. Contagion: Caster Level(s): Cleric 3, Druid 3, Wizard / Sorcerer 4, Blackguard 3 Innate Level: 3 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Large Duration: Instant Counter Spells: Remove Disease Save: Fortitude Negates Disease only Spell Resistance: Yes A burst of disease spores causes 3d6 acid damage and any hostile creature hit could be struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom. Crumble: Caster Level(s): Druid 6 Innate Level: 6 School: Transmutation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instantaneous Additional Counter Spells: Save: Fortitude for half Spell Resistance: No This spell inflicts 1d6 points of crumbling per caster level to the target. If the creature is not a Construct, it only does half damage. Cure Critical Wounds: Caster Level(s): Bard 4, Cleric 4, Druid 5, Paladin 4 Innate Level: 4 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Will for 1/2 Spell Resistance: Yes The target creature is healed of 6d8 points of damage, + 1 point per caster level. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead. Cure Serious Wounds: Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 3, Ranger 4 Innate Level: 4 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Ghoul Touch Save: Will 1/2 Spell Resistance: Yes The target creature is healed for 4d8 points of damage, +1 point per caster level (to a maximum of +20). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead. Destruction: Caster Level(s): Cleric 7 Innate Level: 7 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude save prevents death and halfs damage Spell Resistance: Yes The targets soul is blasted by divine energy, they must make a Fortitude save or die messily. The target also takes 1d8 damage per 2 caster levels. Drown: Caster Level(s): Druid 6 Innate Level: 6 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude for half Spell Resistance: Yes The caster creates water in the lungs of a target creature. Any drowned creature takes 90% of its current hit points as damage. Golems and other nonliving creatures cannot be drowned. Energy Drain: Caster Level(s): Cleric 9, Wizard / Sorcerer 9 Innate Level: 9 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Large Duration: Permanent Additional Counter Spells: Save: Fortitude Negates Level Drain, halfs damage Spell Resistance: Yes The caster summons forth a huge burst of negative energy, creatures in the area of affect take 1d6 negative damage per 2 caster levels. Any hostile creature that fails their fortitude save also permanently loses 2d4 character levels. Enervation: Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: 1 Hour / Caster Level Additional Counter Spells: Save: Fortitude Negates Level draing and halfs damage Spell Resistance: Yes The target creature temporarily loses 1d4 character levels, and takes 10d6 negative damage. Feeblemind: Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Divination Descriptor(s): Mind-Affecting Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 1 Round / 2 Levels Additional Counter Spells: Heal Save: Will Negates Spell Resistance: Yes With a successful ranged touch attack, the caster does 1d4 points of Intelligence, Wisdom and Charisma damage to the creature for every 4 caster levels. Find Traps: Caster Level(s): Bard 3, Cleric 2, Wizard / Sorcerer 3 Innate Level: 2 School: Divination Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Party Duration: 3 turns Additional Counter Spells: Save: Harmless Spell Resistance: No Grants the party a large bonus to their search checks, and a small bonus to their disarm checks, for 3 turns. Finger of Death: Caster Level(s): Druid 8, Wizard / Sorcerer 7 Innate Level: 7 School: Necromancy Descriptor(s): Death Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude negates Death and halfs damage Spell Resistance: Yes The target creature is blasted by negative energy. They take 1d8 negative damage per 2 caster levels, and must pass a fortitude save vs death magic or die instantly. Flesh To Stone: Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Large Duration: 1 round per 2 caster levels Additional Counter Spells: Stone to flesh Save: Fortitude Spell Resistance: Yes The subjects and all their possessions turn into mindless inert statues, unless they pass a fortitude save. Up to 1 + caster level/10 creatures may be affected by this spell. Gedlee's Electric Loop: Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Descriptor(s): Electrical Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instantaneous Additional Counter Spells: Save: Reflex 1/2 (See Below) Spell Resistance: Yes You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round. Ghoul Touch: Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1d6 + 2 Rounds Additional Counter Spells: Cure Light Wounds Save: Fortitude Negates Spell Resistance: No The caster's hand glows with an unearthly radiance. The target creature must make a Fortitude save or become paralyzed. Creatures paralyzed by this spell emit a noxious cloud that applies a -2 penalty to skills, saving throws, attack and damage rolls to all creatures within 5 feet. Harm:Caster Level(s): Cleric 6, Druid 7Innate Level: 6School: NecromancyDescriptor(s): NegativeComponent(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: InstantAdditional Counter Spells: HealSave: Will for half damageSpell Resistance: YesIf the caster makes a successful melee touch attack, the target is reduced to 1D4 hit points (though this damage may be reduced by target immunities and resistances). A successful will save by the target will reduce the damage taken by half. Harm has a reverse effect on undead, healing instead of harming them. Healing Circle: Caster Level(s): Bard 5, Cleric 5, Druid 6 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Circle of Doom Save: Will 1/2 Spell Resistance: Yes All friendly creatures within the area of effect are healed for 1d4 Hit Points per caster level. Healing spells have a reverse effect when used on undead, harming instead of healing them. Hold Animal: Caster Level(s): Druid 2, Ranger 2 Innate Level: 2 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 2 targets + 1 per 10 caster levels Duration: 1 Round / Level Additional Counter Spells: Freedom of Movement Save: Will Negates Spell Resistance: Yes The affected animals are paralyzed for the duration of the spell. Hold Monster: Caster Level(s): Bard 4, Druid 4, Wizard / Sorcerer 5 Innate Level: 4 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 2 targets + 1 per 10 caster levels Duration: 1 Round / Level Additional Counter Spells: Freedom of Movement Save: Will Negates Spell Resistance: Yes The affected creatures are paralyzed for the duration of the spell. Hold Person: Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 3 Innate Level: 2 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 2 targets + 1 per 10 caster levels Duration: 1 Round / Level Additional Counter Spells: Freedom of Movement Save: Will Negates Spell Resistance: Yes The affected humanoids are paralyzed for the duration of the spell. Implosion: Caster Level(s): Cleric 9 Innate Level: 9 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Fortitude Negates Spell Resistance: Yes The caster creates a vortex of destruction that tears asunder all living things within its area of effect, killing them instantly unless they make their saving throw. Even those passing the saving throw will be crushed for 10d10 damage. Inflict Minor Wounds: Caster Level(s): Cleric 0 Innate Level: 0 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Cure Minor Wounds Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 4 point of damage. 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: Caster Level(s): Cleric 3, Blackguard 3 Innate Level: 3 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Cure Serious Wounds Save: Will 1/2 Spell Resistance: Yes 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 used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages. Inflict Critical Wounds: Caster Level(s): Cleric 4, Blackguard 4 Innate Level: 4 School: Necromancy Descriptor(s): Negative Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Cure Critical Wounds Save: Will 1/2 Spell Resistance: Yes If the caster succeeds in striking an opponent with a touch attack, the target suffers 6d8 points of damage, + 1 point per caster level. 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. Knock: Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Spell DC + 1d20 vs Lock DC. Spell Resistance: No This spell will attempt to unlock doors and containers sealed by conventional locks in a 30ft radius around the caster. Exceptionally complex locking mechanisms or magically sealed doors and containers are beyond the abilities of this spell. Mass Blindness/Deafness: Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Illusion Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Medium Duration: 1 Round / Level Additional Counter Spells: Remove Blindness / Deafness Save: Fortitude save for each affect Spell Resistance: Yes All enemies within a 10-ft radius are struck blind and deaf. Meteor Swarm: Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 10d6 points of falling rocks and 1d6 fire damage per 2 caster levels. All creatures within 5 feet of the caster are protected from the spell's effect. Monstrous Regeneration: Caster Level(s): Cleric 5, Druid 4 Innate Level: 5 School: Conjuration Descriptor(s): Regeneration Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Turn / 2 Caster Levels Additional Counter Spells: Save: Harmless Spell Resistance: No For the duration of the spell, the target creature gains the ability to regenerate 3 Hit Points every round. Nature's Balance: Caster Level(s): Druid 8 Innate Level: 8 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Save: Will half Spell Resistance reduction Spell Resistance: No All enemies within the area of effect have their spell resistance lowered by 1d4, + 1d4 for every 10 caster levels. All allies within the area of effect are healed for 1d6 per caster level. Phantasmal Killer: Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Illusion Descriptor(s): Fear, Mind-Affecting Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: True Seeing Save: Will halfs damage. Fortitude negates death if Will failed Spell Resistance: Yes The caster conjures an image of utmost horror to strike down a single creature. If the target passes a Will save to disbelieve that it could kill them, they only take half damage. Failing that, the target then makes a Fortitude save to avoid instant death. The base damage of this spell is 1d6 per 3 caster levels. Poison: Caster Level(s): Cleric 4, Druid 3 Innate Level: 3 School: Necromancy Descriptor(s): Poison Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Neutralize Poison Save: Fortitude Negates Poison Spell Resistance: Yes All enemies in the poisonous burst are hit for 3d6 damage, each target must make a Fortitude save or suffer the effects of large scorpion venom (1d6 Strength damage on primary and secondary hits). Power Word: Kill Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Divination Descriptor(s): Death Component(s): Verbal Range: Short Area of Effect / Target: Large, Single Duration: Instant Additional Counter Spells: Death Ward Save: None Spell Resistance: Yes This spell may be cast on a single creature or as an area effect. A targeted creature of up to 5 times your spell DC Hit Points is killed instantly. As an area effect, this spell will kill all creatures with fewer than your spell DC Hit Points, to a maximum total of 10 times you spell DC Hit Points.
* For anyone who may have forgotten DC = 10+spell level+caster stat modifier+feat bonuses Power Word: Stun Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Divination Descriptor(s): Component(s): Verbal Range: Short Area of Effect / Target: Large Duration: Instant Additional Counter Spells: Lesser Mindbland, Mindblank Save: None Spell Resistance: Yes This spell may be cast on a single creature or as an area effect. A targeted creature of up to 5 times your spell DC Hit Points is stunned for 2d4 rounds. As an area effect, this spell will stun all creatures with fewer than your spell DC Hit Points, to a maximum total of 10 times you spell DC Hit Points, for 2d4 rounds.
* For anyone who may have forgotten DC = 10+spell level+caster stat modifier+feat bonuses Raise Dead Caster Level(s): Cleric 5 Innate Level: 5 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Harmless Spell Resistance: No Returns one target corpse to life and full health. If cast by a Cleric (eg. not from an item) it will also reduce the xp debt by 15%. Regenerate: Caster Level(s): Cleric 7, Druid 6 Innate Level: 7 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Turn / Caster Level Additional Counter Spells: Save: Harmless Spell Resistance: No For the duration of the spell, the target creature gains the ability to regenerate 6 Hit Points every round. Resurrection Caster Level(s): Cleric 7 Innate Level: 7 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Harmless Spell Resistance: No Returns a single target corpse to life with full Hit Points. If cast by a Cleric (eg. not from an item) it will also reduce the xp debt by 25%. Quillfire: Caster Level(s): Druid 3 Innate Level: 3 School: Transmutation Descriptor(s): Poison Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Fortitude Negates (poison only) Spell Resistance: No The caster throws poisonous quills at a target, doing 2d6 points of damage +1 per level of the caster (Half piercing, half acid), plus inflicting Scorpion Venom on the target if they fail a Fortitude save. See Invisible: Caster Level(s): Bard 2, Wizard / Sorcerer 2 Innate Level: 2 School: Divination Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Turn / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature is able to see all invisible creatures within his line of sight. The target also gains a bonus to Spot equal to their level. Slay Living: Caster Level(s): Cleric 5, Druid 5 Innate Level: 5 School: Necromancy Descriptor(s): Death, Negative Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Death Ward Save: Fortitude Negates Death and halfs damage Spell Resistance: Yes The target must make a Fortitude save or die. Even if the saving throw is successful, the target takes 1d6 negative damage per 2 caster levels. Sound Burst: Caster Level(s): Bard 2, Cleric 2 Innate Level: 2 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Will Special Spell Resistance: Yes All creatures within the area of effect take 1d8 points of damage + 1 per 3 caster levels, and must make a Will save or be stunned for 2 rounds. Tasha's Hideous Laughter: Caster Level(s): Bard 2, Wizard / Sorcerer 2 Innate Level: 2 School: Enchantment Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Large Duration: 1d3 rounds Additional Counter Spells: Save: Will negates Spell Resistance: Yes If the targets 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's gains a +4 bonus on its saving throw because humor doesn't 'translate' well. Unholy Sword Caster Level: Blackguard 4 School: Necromancy Component(s): Verbal, Somatic Duration: One round per caster level Range: Self. The Blackguard's weapon becomes +5, does 1d6 negative damage vs good and has on hit dispel. Wail of the Banshee: Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Necromancy Descriptor(s): Death, Sonic Component(s): Verbal Range: Short Area of Effect / Target: Colossal, 1 Creature / Level Duration: Instant Additional Counter Spells: Silence Save: Fortitude Negates Death, Halfs Damage Spell Resistance: Yes A terrible scream is emitted. All enemies within the area of effect must succeed at a Fortitude save or die, to a maximum of 1 enemy per caster level. All enemies also take 1d6 damage per 2 caster levels, half if they save. Weird: Caster Level(s): Wizard / Sorcerer 9 Innate Level: 9 School: Illusion Descriptor(s): Fear, Mind-Affecting Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: True Seeing Save: Fortitude prevents Death, Will halves damage Spell Resistance: Yes A horrible phantasm rises to stand before enemy creatures in the area of effect, causing them to make a Will save. If they fail, the phantasm touches them and they must now make a Fortitude saving throw. If this saving throw fails, the creature dies. Those who survive still take 1d6 damage per 2 caster levels. Creatures with less than 4 HD automatically die, without any saving throws. This spell is strong enough to make the phantasm partly real, as such it can affect mindless or fear protected creatures, but at half damage. Nor can they be slain instantly by it.
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