Skip to content

The Arcane Laboratory: "The Spellweaver's Realm"

Hail ye all, Wizards and Sorcerers and all those who wield the power of Mystra!

This thread is the emulation of "The Arcane Laboratory" also known as "The Spellweaver's Realm". Here, you can create new spells with your very own ideas, and share your knowledge of The Art with your fellow spellcasters. The laboratory has been newly made, and all equipments and spell components are provided at your disposal. So, invoke your imagination and conjure your creativity, and set forth to venture in the vast world of Arcane Research. Let each spell be a memorable one!

Best Wishes and Good Luck! :smiley:
«1

Comments

  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018
    As an example, here is one spell I created some time ago (though you are not always required to follow the format. It's just for standard arcane reference, just as is given for in-game spells):

    Cleansing Light

    Spellbook: Wizard
    Level: 8
    School: Evocation
    Range: 0
    Casting Time: 3
    AoE: 60 ft cone with 120-degree arc
    Duration: Instant
    Saving Throws: Special
    Incantation: "Divinum Lumen Purgatio"

    This spell causes a brilliant cone of light to stream forth from the hands of the caster. It deals both radiant and divine damage, causing (1d6+2) radiant damage and (1d4+2) divine damage per level of the caster, upto a maximum of (20d6 + 40) radiant and (20d4 + 40) divine damage at caster level 20. Living creatures can make a Saving throw vs. Spell for half damage. However, Undead creatures, demons and devils get no saving throw in this regard, and are additionally disintegrated irreversibly on a failed Save vs. Breath.

    This spell will backfire on casters of EVIL Alignment.
    Post edited by Rik_Kirtaniya on
  • TressetTresset Member, Moderator Posts: 8,268

    Symbiotic Avatar

    Spellbook: Cleric
    Level: Epic
    School: Alteration
    Range: Personal
    Casting Time: 9
    AoE: Caster
    Duration: 1 Turn
    Saving Throws: None

    This spell will transform the cleric into a partial avatar of their deity. This grants the cleric incredible powers and makes them almost invulnerable. The specific powers gained depend on the cleric's deity. The spell does not, however, grant any control whatsoever over the portfolio of the cleric's deity. When the spell expires the cleric becomes exhausted to a near comatose state, or worse-- the price of a mere mortal assuming the form of the divine. To be granted the ability to cast this spell requires incredible favor from the cleric's deity. Misuse of this favor would be unwise, to say the least.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018

    Reverse Undeath

    Spellbook: Wizard
    Level: Epic
    School: Necromancy (White)
    Range: Touch
    Casting Time: 1 turn
    Duration: Permanent
    Saving Throws: None
    Material components: Phoenix tears, Flowers of Thuja occidentalis (also known as "Arbor Vitae" or "Tree of Life"), Blood sapphire, Luminous ether.
    Incantation: "Novus Vivum Iterum"

    One of the crowning achievements of White Necromancy, this spell allows the reversal of Undeath. Although casting this spell is highly complex and requires great magical power, once cast, the effects are manifested with absolute certainty. The subject undead being is transformed back into his/her living form with the very same appearance and characteristics as they were before. All memories and experiences are however retained. An adept caster can also determine the age of the previously undead being in the living form, otherwise the age is randomly determined. This spell can be cast only by living creatures.

    This spell does NOT however allow a creature to have an infinite lifetime by the subject once using this spell, then transforming back to Undeath, and then using the spell again, and so on. This is because, this spell can affect an undead being in the desired manner only once. Subsequent attempts to use this spell on an undead being, who had earlier been affected by this spell and later changed back to Undeath, will result in devastation of both the caster and the subject.




    @Shandaxx, @Anduin, are you or any of your undead friends interested to have this spell cast upon you?
    Post edited by Rik_Kirtaniya on
  • AnduinAnduin Member Posts: 5,745
    Thank you but no. Restoration is far more powerful. You do not age while dead (although your hair continues to grow...) So I can see a use for this when I very old from all the many minutes spent alive (in-between the long moments of sleepless death...) and starting again from scratch.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    Anduin said:

    Restoration is far more powerful.

    You're right, @Anduin, Restoration is far more powerful, but sadly, it doesn't work on the Undead. My spell is designed especially for the beneficial use of Undead beings. It's completely safe, so you have no reason to be afraid. Just think how great it'll be to be rejuvenated and live once again... Clerics will no longer be able to turn you, and you'll be able to enjoy the sunshine... Consider this offer, 'tis entirely benevolent.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018

    Rik's Dactylic Blades

    Spellbook: Wizard
    Level: 6
    School: Conjuration, Alteration
    Casting Time: 5
    Range: Special
    AoE: Special
    Duration: 2 rounds/level
    Saving Throws: None
    Incantation: "Sectum Gladio Digitractum"

    This spell creates several blades which can be controlled by the caster with the movement of his fingers. Each blade follows one finger of the caster. 1 blade is conjured for every 2 caster levels, upto a maximum number depending on the total number of fingers on the caster's hands (generally 10). The blades can reach upto a distance of 10 ft per 2 caster levels upto a maximum of 100 ft at level 20.

    Each blade makes 1 attack per round, doing slashing damage, equal to 1d4 (dagger) at level 12, 1d6 (short sword) at level 15, 1d8 (long sword) at level 18, and 1d10 (katana) at level 20 and above. The blades have +3 enchantment bonus at level 12, +4 at level 15, and +5 at level 20 and above. Each blade has a base THAC0 of 8, which improves by 1 for every caster level beyond 12 upto a maximum of 0 at level 20. (Effective THAC0 at level 20 = -5 due to the enchantment bonus.) The blades are immune to all forms of damage except magical, and have permanent Free Action and immunity to mind-affecting spells, death effects and imprisonment, besides a Magic Resistance of 50%.

    The drawback is, however, that since these blades do not have any sentience, and are controlled by the movements of the caster's fingers, therefore, they will stop attacking if he casts any other spells or attack using any other weapons. However, in such a case, the blades will not be dispelled, but will serve the caster for as long as the spell lasts, so that he may resume attacking after his spellcasting is done.
    Post edited by Rik_Kirtaniya on
  • TressetTresset Member, Moderator Posts: 8,268

    Greater Globe of Invulnerability

    Spellbook: Wizard
    Level: 8
    School: Abjuration
    Range: Personal
    Casting Time: 8
    AoE: Caster
    Duration: 1 round/level
    Saving Throws: None

    This spell will make the caster immune to spells level 6 or lower. Because, honestly, who casts spells level 4 or lower by the time you get Globe of Invulnerability? This one may actually have a chance of being useful!
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    Tresset said:

    Greater Globe of Invulnerability

    @Tresset
    Interesting spell... It should definitely protect you from Cloudkill, Sunfire, Chain Lightning, and Cone of Cold. Well, I've got a question, since Breach and True Sight are level 5 & 6 spells respectively, will this protect from them as well? If so, this might be dangerously powerful! Have you thought about this? This can make you as powerful as a lich who's already immune to level 5 (or is that 6?) and lower spells.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742

    Definite Doom

    Spellbook: Wizard
    Level: 9
    School: Enchantment
    Casting Time: 8
    Range: Visual range of the caster
    AoE: 1 creature
    Duration: 1 round/ 5 levels
    Saving Throws: None
    Incantation: "Certus Infelicitas"

    This highly potent spell inflicts tremendous bad luck on the affected creature. Unlike other spells of its kind, which lower saving throws, this spell causes the affected creature to fail each and every saving throw it has to make for the duration of the spell. This spell ignores the Magic Resistance of the creature, if any. After the spell's duration has run out, the creature can make saving throws normally again, provided it survives through this brief period of utter misfortune.


    I think this spell alone can make up for the lack of high level spells from the school of Enchantment.
  • TressetTresset Member, Moderator Posts: 8,268
    edited February 2018

    Tresset said:

    Greater Globe of Invulnerability

    @Tresset
    Interesting spell... It should definitely protect you from Cloudkill, Sunfire, Chain Lightning, and Cone of Cold. Well, I've got a question, since Breach and True Sight are level 5 & 6 spells respectively, will this protect from them as well? If so, this might be dangerously powerful! Have you thought about this? This can make you as powerful as a lich who's already immune to level 5 (or is that 6?) and lower spells.
    Maybe... It can be brought down by a level 7+ spell protection stripper though, such as Ruby Ray of Reversal. I just made it up because I find Globe of Invulnerability to be rather 'meh' considering its required casting level, especially considering that practically every mage in BG2 knows spells up to level 9. They also tend to prefer casting higher level spells before lower level ones so by the time they get down to level 4 spells it basically means that they have exhausted all their higher level spells. In BG2, if you have survived an enemy mage assault to the point where you actually risk getting hit by a level 4 spell, then you probably have little need of the globe at that point. That or the mage you are fighting is just a joke and can likely be automatically killed by a Death Spell anyway...
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    Tresset said:

    Tresset said:

    Greater Globe of Invulnerability

    @Tresset
    Interesting spell... It should definitely protect you from Cloudkill, Sunfire, Chain Lightning, and Cone of Cold. Well, I've got a question, since Breach and True Sight are level 5 & 6 spells respectively, will this protect from them as well? If so, this might be dangerously powerful! Have you thought about this? This can make you as powerful as a lich who's already immune to level 5 (or is that 6?) and lower spells.
    Maybe... It can be brought down by a level 7+ spell protection stripper though, such as Ruby Ray of Reversal...
    @Tresset I believe you've made a really dangerous spell here. Because, in case, the mage casts GGOI, and then Invisibility, Ruby Ray cannot bring it down, not even Spellstrike!

    This is because, GGOI will prevent True Sight from dispelling Invisibility, whereas, Invisibility will not allow the Globe to be targeted by Ruby Ray! Their mutual effects will just make the Mage literally Invulnerable! Pretty dangerous...

    Except, of course, against enemies who can innately see through Invisibility.
  • TressetTresset Member, Moderator Posts: 8,268
    edited February 2018
    True, but then there is also Spell Immunity: Divination and Invisibility. Same kind of combo, but with a level 5 spell instead of a level 8 spell. Oh, and thieves are always a thing too.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    Tresset said:

    True, but then there is also Spell Immunity: Divination and Invisibility. Same kind of combo, but with a level 5 spell instead of a level 8 spell. Oh, and thieves are always a thing too.

    @Tresset But you can be affected by low level AoE spells in that SI:D + Invisibility combination. I guess this new one is superior.
  • SorcererV1ct0rSorcererV1ct0r Member Posts: 2,176
    edited February 2018
    Iceball
    Arcane evocation - Sorcerer/Wizard 3
    Components: V, S, M
    Casting time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 20-ft.-radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Works exactly like fireball but instead of fire damage do cold damage

    -------------------------------------------------------

    Animate Magick objects
    Divine - Transmutation
    Level: Brd 7, Chaos 7, Clr 7
    Components: V, S
    Casting time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One Small object per caster level; see text
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Works exactly like tier 6 Animate Objects ( https://www.dandwiki.com/wiki/SRD:Animate_Objects ) but only works with magical objects

    --------------------------------------------------------

    Black hole - Arcane
    Level: epic
    Components: V, S
    Casting time: 1 round
    Range: huge (400 ft. + 10 ft./level)
    Area: 20/50/100ft (see text)
    Duration: (see text)
    Saving Throw: None
    Spell Resistance: No

    After you cast, you need to concentrate for 3 rounds you can't move or attack for 3 rounds and if you took any damage, you must make a concentration check with 30+damage took DC or fail in cast this spell. After 3 rounds, you summon a very tinny black hole that lasts for a small fraction of time but his gravity can reach a very large area, any creature independent of his size( colossal included) caught in 20ft area is swallowed and disintegrated. No save allowed The 50ft area can swallow with no save creatures up to Medium size and larger creatures must made a fortitude save and take 30d6 damage or be swallowed and disintegrated on failed save. The 100ft area disintegrate Tiny creatures with no save and allows creatures up to large to make a fortitude save or be disintegrated. No damage on successful save. Huge, Gargantum and Colossal creatures are immune to this 100ft area.
    Post edited by SorcererV1ct0r on
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742

    Black hole - Arcane
    Level: epic
    Components: V, S
    Casting time: 1 round
    Range: huge (400 ft. + 10 ft./level)
    Area: 20/50/100ft (see text)
    Duration: (see text)
    Saving Throw: None
    Spell Resistance: No

    After you cast, you need to concentrate for 3 rounds you can't move or attack for 3 rounds and if you took any damage, you must make a concentration check with 30+damage took or fail in cast this spell. After 3 rounds, you summon a very tinny black hole that lasts for a small fraction of time but his gravity can reach a very large area, any creature independent of his size( colossal included) caught in 20ft area is swallowed and disintegrated. No save allowed The 50ft area can swallow with no save creatures up to Medium size and larger creatures must made a fortitude save and take 30d6 damage or be swallowed and disintegrated on failed save. The 100ft area disintegrate Tiny creatures with no save and allows creatures up to large to make a fortitude save or be disintegrated. No damage on successful save. Huge, Gargantum and Colossal creatures are immune to this 100ft area.

    Great idea, @SorcererV1ct0r! To incorporate modern cosmic physics in Arcane Magic. This spell looks unique and innovative! Good job!
  • PantalionPantalion Member Posts: 2,137
    Call to Arms
    Spellbook: Priest (I'm such a rebel)
    School: Evocation
    Level: 5
    Sphere: Combat
    Range: 60 ft.
    Area of Effect: 30-ft. radius
    Casting Time: 9
    Duration: 7 rounds +1 round / level
    Saving Throw: None
    Spell Resistance: No

    The caster of this spell summons forth weapons of mystical force for all friendly creatures within the area of effect, replacing any equipment previously equipped with a magical morning star for the duration of the spell. These weapons strike as a magical Morning Star for 2D4 damage, with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +4 to the attack roll and +4 to the damage roll for a 19th-level caster.

    All wielders are considered to be proficient with the weapons for the duration of the spell.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018
    That's a very nice spell, @Pantalion. But what's that thing about being a rebel?

    If you mean about posting Priest spells here, you are most welcome to do so. :) Although I myself am a practitioner of the Arcane Arts, I've the greatest respects for Clerical and Druidic magic, in fact, about all kinds of magic. So go forth, enjoy spell-weaving!
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018
    Surrounded by enemies with True Sight? Cornered alone, without anybody to help you? Feeling that death is imminent? Fear not, for I present here:

    Rik's Repelling Force-Blast

    Spellbook: Wizard
    Level: 7
    School: Evocation
    Casting Time: 1
    Range: 0
    AoE: 40 ft. radius
    Duration: Instant
    Saving Throws: Special
    Incantation: "Validus Oblido Repellere"

    This spell creates highly powerful shock-waves which emanate from the caster and affect all creatures in the area of effect. All creatures take (1d6 crushing + 1d4 magic) damage per level of the caster upto a maximum of (20d6 crushing + 20d4 magic) at caster level 20. A save vs. spell halves the damage.

    In addition to this all small, medium and large creatures are pushed away from the caster as if struck by a Wing Buffet with no save, and must make a save vs. spell with a -4 penalty to avoid being stunned for 3 rounds. Gargantuan creatures receive a save vs. spell (with -2 penalty) both against the Wing Buffet and stun, while colossal creatures are unaffected by the Wing Buffet and need to save vs. spell only against the stun.

    Magic Resistance can save only against the magic damage, but not against the crushing damage, the repulsion and the stun effects.
  • PantalionPantalion Member Posts: 2,137
    Pan's Instant Legion

    Spellbook: Mage
    School: Illusion
    Level: 6
    Range: Self
    Area of Effect: 30-ft. radius
    Casting Time: 1 round.
    Duration: 2 rounds / level
    Saving Throw: None
    Spell Resistance: No

    When Pan's Instant Legion is cast, the caster causes hazy figures to come into being around him and any other creature within thirty feet, turning a small force into a vast army. These figures are in fact illusionary images that perform the same motions as their original creatures do. The spell creates one additional image per creature in range, plus one extra image for every five levels of the caster, up to five images at level 20.

    Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which are real. When an image is struck by a melee or missile attack––magical or otherwise––it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect against every attack, as it is possible for an enemy to choose a real target from the army of images.


    Find Muck

    Spellbook: Mage
    School: Illusion
    Level: 9
    Range: Sight
    Area of Effect: None.
    Casting Time: 1 round.
    Duration: 2 turns or until expended.
    Saving Throw: No
    Spell Resistance: No

    When the wizard casts Find Muck, they dredge arcane power from a pool of mental chaos and shadowstuff, granting them a welll of energy from which to draw lesser illusion spells to cast quickly and easily.

    When cast using Find Muck, any saving throws granted by these spells are at an additional -2 penalty, have a casting time of 1, and are cast as innate spells, bypassing silence or other impediments to arcane magic. The spell permits a total of 30 levels of spells to be cast before it is expended. The spells must be level 6 or below.


    Shadowball.
    School: Illusion
    Level: 3
    Range: 60 ft.
    Area of Effect: 30 ft radius
    Casting Time: 3
    Duration: Instant
    Saving Throw: Yes
    Spell Resistance: Yes

    A Shadowball appears to all intents and purposes to be a fireball. The wizard points finger and speaks the range (distance and height) at which the Shadowball is to burst. A streak flashes from the pointing digit and blossoms into an explosion at the destination, dealing 1D6 non-lethal damage per caster level.

    On impact any victims within the blast radius must make two simultaneous saving throws, the first at a -4 saving throw penalty to identify the shadowball as being illusory and harmless, the second saving throw at no penalty to try and avoid the worst of the blast to only take half damage.

    Creatures immune to mental effects, and any of the caster's own allies, automatically identify the spell for what it is and take no damage. Any creature that fails both saves is confused for one round in addition to the damage. Fire resistance is no defence against Shadowball.

  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018
    @Pantalion Wow, these spells are surely Gnomish specialities, aren't they? Looks great.

    By the way, is Pan's Instant Legion a kind of Mass Mirror Image, or can those images attack and cast spells? If the former, you might want to make it a level 5 (or perhaps level 4) spell, considering that Mirror Image is just level 2. However, it's just a suggestion :) , and it's entirely up to you how you want the spell to be.
  • PantalionPantalion Member Posts: 2,137

    @Pantalion Wow, these spells are surely Gnomish specialities, aren't they? Looks great.

    By the way, is Pan's Instant Legion a kind of Mass Mirror Image, or can those images attack and cast spells? If the former, you might want to make it a level 5 (or perhaps level 4) spell, considering that Mirror Image is just level 2. However, it's just a suggestion :) , and it's entirely up to you how you want the spell to be.

    Yeah, since there's no way to emulate morale checks from enemies being heavily outnumbered, mass mirror image is right.

    With maximum summons and party size that's 33-55 images total, 3-5x the layers of Stoneskin, lasts almost twice as long as Mirror Image, and works against non-physical damage. I figure level 5 at the lowest, level 6 as a more conservative choice.
  • The user and all related content has been deleted.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018
    @subtledoctor Umm, is that spell a part of any mod, since you've quoted it? (I ask this because I've never tried any mods, and I didn't see that spell in the official game.)
  • [Deleted User][Deleted User] Posts: 0
    edited March 2018
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • PantalionPantalion Member Posts: 2,137

    Pantalion said:

    Call to Arms

    That would mesh well with this HLA/Quest Spell:
    Inner Radiance
    Level: Quest
    Sphere: Light
    Range: 0
    Duration: 1 Turn
    Casting Time: 5
    Area of Effect: 40' radius
    Saving Throw: n/a

    When this spell is cast, all of the caster's companions begin to radiate pure energy from the Positive Material Plane. This energy adds 2d4 magic damage to all melee attacks. Additionally, some of this radiance coalesces into small discs of light that swirl around the affected individuals. These discs will dart in front of aggressors, harmlessly absorbing up to seven physical blows. These effects last for 10 rounds.
    Ooo, nice. Yeah, it's all based on a theme around my current no-reload bunnymancer abusing the "Summon Rabbit" cantrip's no summon limit, long summon duration to make armies of highly buffed bunnies. Ten fully buffed 3 HP bunnines with 5 Mirror Images wielding +3 Morning Stars with 7 discs and +2d4 magic and I think I'd have a decent chance taking on Ascension. :D
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742

    @subtledoctor Umm, is that spell a part of any mod, since you've quoted it? (I ask this because I've never tried any mods, and I didn't see that spell in the official game.)

    Well, I just used the blockquote tag as a convenient way to present the text.

    But also yeah, it's a priest HLA I made for my sphere system mod. :wink:

    I swear it's based on (well, half ofbitbus based on) a real PnP wizard spell that has glowing discs of energy that dart around and sacrificially absorb attacks. I remember when I first played BG2 I saw Stoneskin and thought "huh, that's a different way to implement a 'block x attacks' spell." But I done sone quick searches and can't find that old PnP spell that grabbed my imagination when I was a kid.
    @subtledoctor Actually, I liked that spell's idea a lot! :) I wonder if this spell can be used by Paladins too, as an HLA? It looks perfectly sculpted to suit the Paladin's purpose, in my opinion. A righteous and radiant spell that is!
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
    The user and all related content has been deleted.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited February 2018

    All Gnomes must learn this spell!

    Summon Turnip Monster

    Turnip Moster by TheGreyNinja on DeviantArt
    Turnip Monster

    Spellbook: Wizard
    School: Conjuration
    Level: 6
    Range: 35 ft.
    Max Caster Level: 20
    Casting Time: 9
    Area of Effect: Special
    Saving Throws: None
    Duration: 1 turn / level
    Incantation: "Voco napiformis monstrum"

    Upon casting this spell, the caster opens a special gate to the Demi-plane of Vegetables, and a Turnip Monster is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit Dice Turnip Monster appears, a 35% chance that a 16-Hit Dice Greater Turnip Monster appears, and a 5% chance that a 24-Hit Dice Elder Turnip Monster appears. The Turnip Monster will do the bidding of the caster until it is slain or the duration of the spell runs out.

    All of the commands given to the Turnip Monster are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature.

    The Turnip monster makes 3 attacks per round with claws doing 1d10+2 slashing damage. Also, each attack forces the victim to make a Save vs. spell at a -4 penalty or be Entangled. The Turnip monster also has access to special attacks like Stinking Cloud (Turnip version, 3 uses/day) and Boiling Turnip Soup Blast (deals 5d6 acid + 3d6 fire damage in a 30 ft. radius, 2 uses/day).

    It is wise not to aggravate the mighty Turnip Monster, for the consequences can be disastrous.
  • TressetTresset Member, Moderator Posts: 8,268

    Return to Nature/Purge Unnatural

    Spellbook: Druid
    Level: 8
    School: Alteration
    Range: Visual
    AoE: Unnatural and extraplanar creatures in a 30' radius of targeted point
    Duration: Instant
    Saving Throw: Special

    All unnatural creatures within the area of effect must make a successful save or their essences are reclaimed by nature and returned to the natural cycle, effectively destroying them. All extraplanar creatures within the area of effect must make a successful save or their essences are repelled by nature and violently returned to their own plane. Those who make their save still suffer 1d6 points of damage per caster level, to a maximum of 20d6.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    Those who make their save still suffer 1d6 points of damage per caster level, to a maximum of 20d6.

    @Tresset Magic damage?
Sign In or Register to comment.