Arcane and Divine magic in Laenwold is the same as the magic that is
described in the rulebooks published by Wizards of the Coast. However,
necromantic spells (of either kind) are extremely uncommon and when they
are used, it casts a shadow uncertainty on the caster. People that witness
a caster using a necromantic spell start to doubt the morality, sanity,
stability and safety of the caster. See the
details of necromantic spells here.
Most of these spells are taken from other sources such as Dragon Magazine,
modules, adventures and other campaign settings. Some of them were created
by me or by a player in my game.
Evocation [Force]
Level: Force 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-foot globe of nothingness
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Using a blast of incredible force, you tear a temporary hole in the fabric
of reality. This hole takes on the form of a sphere of
annihilation. You control the sphere as if you possessed a talisman
of the sphere. At the end of the duration, the hole seals itself and
the sphere disappears, leaving a path of destruction in its wake.
Evocation [Force]
Level: Force 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude (see text)
Spell Resistance: Yes
You direct a single, invisible blast of force at a chosen target. This is
a ranged touch attack that inflicts 1d6 points of damage for every two
levels, to a maximum of 5d6. In addition, a successful hit forces the
target to make a Fortitude save or be knocked down (size and stability
modifiers apply to the saving throw as if this were a bull rush.)
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