The initial damage from the spell is 3d6 points of acid damage, + 1d6 of acid damage every round until the spell expires. If the enemy leaves the area of effect, their Strength and Dexterity are restored. Special PropertiesCast Spell: Fear (5) Single UseUse Limitation: Class BardUse Limitation: Class SorcererUse Limitation: Class Wizard. Caster Level(s): Bard 5, Wizard / Sorcerer 6Innate Level: 5School: EnchantmentDescriptor(s): Mind-AffectingComponent(s): Verbal, SomaticRange: TouchArea of Effect/Target: SingleDuration: 60 seconds / LevelSave: NoneSpell Resistance: NoThis spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). Special PropertiesUse Limitation: Class BardUse Limitation: Class ClericUse Limitation: Class DruidCast Spell: Mass Cure Light Wounds Single Use. Failing that, the target then makes a Fortitude save to avoid instant death. Special PropertiesUse Limitation: Class DruidCast Spell: Tortoise Shell Single Use. Special PropertiesCast Spell: Gust of Wind (10) Single UseUse Limitation: Class BardUse Limitation: Class SorcererUse Limitation: Class WizardUse Limitation: Class Druid. Special PropertiesCast Spell: Finger of Death (13) Single UseUse Limitation: Class DruidUse Limitation: Class SorcererUse Limitation: Class Wizard. Special PropertiesCast Spell: Burning Hands (2) Single UseUse Limitation: Class BardUse Limitation: Class SorcererUse Limitation: Class Wizard. A successful touch attack must first be made when this spell is used against undead. Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 5Innate Level: 4School: AbjurationDescriptor(s):Component(s): Verbal, SomaticRange: ShortArea of Effect / Target: ColossalDuration: InstantSave: Will NegatesSpell Resistance: YesAll summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect. It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creatures' damage reduction).
Caster Level(s): Cleric 4, Druid 5, Paladin 4Innate Level: 4School: NecromancyDescriptor(s):Component(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: 1 Hour / LevelSave: HarmlessSpell Resistance: NoneThe target creature becomes immune to any energy drain, negative energy or death spells, spell-like abilities, and effects. The target creature must make a Fortitude save or become paralyzed. Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard / Sorcerer 0Innate Level: 0School: EvocationDescriptor(s):Component(s): VerbalRange: TouchArea of Effect / Target: SingleDuration: 1 Hour / LevelSave: HarmlessSpell Resistance: No. Special PropertiesUse Limitation: Class SorcererUse Limitation: Class WizardCast Spell: Fireburst Single Use. Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard / Sorcerer 1Innate Level: 1School: EnchantmentDescriptor(s): Mind-AffectingComponent(s): Verbal, SomaticRange: MediumArea of Effect / Target: HugeDuration: 18 seconds + 6 seconds / LevelSave: Will NegatesSpell Resistance: YesYou cause 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD.
Caster Level(s): Bard 2, Cleric 2Innate Level: 2School: EvocationDescriptor(s): SonicComponent(s): Verbal, SomaticRange: ShortArea of Effect / Target: MediumDuration: InstantSave: Fortitude SpecialSpell Resistance: YesAll creatures within the area of effect take 1d8 points of sonic damage and must make a Fortitude save or be stunned for 2 rounds. After level 1, the spell creates 1 additional missile for every two caster levels, to a maximum of 5 missiles at level 9. Victims who make a Reflex save still have their movement reduced by half. When cast on a creature, this spell grants the Keen property to its equipped weapon if it is of the appropriate type.
This will continue until the Reflex save is made. Special PropertiesUse Limitation: Class SorcererUse Limitation: Class WizardCast Spell: Low Light Vision Single UseUse Limitation: Class RangerUse Limitation: Class Assassin. Enemies in the area of effect are stunned and blinded for 1d6 rounds. Special PropertiesUse Limitation: Class SorcererUse Limitation: Class WizardCast Spell: Enlarge Person Single Use.
Even if the saving throw is successful, the target takes 3d6 points of negative energy damage, +1 point per caster level. Invocation will have the following results at level 70 (smaller rewards at lower levels): First Blessing: Experience, Rough Astral Diamond Bonus (300 at 50% rate), Ardent Coin, Celestial Coin, [Invocation Blessing], Second Blessing: Experience, Rough Astral Diamond Bonus (500 at 50% rate), [Celestial Bag of Refining], Bonus Experience Points (10,000 at 25% rate), [Invocation Blessing], Third Blessing: Experience, Rough Astral Diamond Bonus (700 at 50% rate), [Invocation Blessing], Forth Blessing: Experience, Rough Astral Diamond Bonus (900 at 50% rate), [Celestial Bag of Refining], Bonus Experience Points (10,000 at 25% rate), [Invocation Blessing], Fifth Blessing: Experience, Rough Astral Diamond Bonus (1,200 at 50% rate), [Invocation Blessing], Sixth Blessing: Experience, Celestial Coin, Bonus Experience Points (10,000 at 25% rate), [Invocation Blessing].
Caster Level(s): Druid 1, Ranger 1, Wizard / Sorcerer 1Innate Level: 1School: TransmutationDescriptor(s):Component(s): VerbalRange: PartyArea of Effect/Target: Caster's partyDuration: 1 hour / levelSave: NoneSpell Resistance: NoYour party gains the low-light vision ability, allowing them to see in the dark. Caster Level(s): Wizard / Sorcerer 5Innate Level: 5School: AbjurationDescriptor(s):Component(s): Verbal, SomaticRange: ShortArea of Effect / Target: SingleDuration: 60 seconds / LevelSave: HarmlessSpell Resistance: NoThis spell renders the target creature immune to mind-affecting spells and spell-like effects, and removes all negative effects caused by such spells.
You can also target another creature to enchant its equipped melee weapon. All creatures within that area except for you take 1d8 points of fire damage per caster level (maximum 5d8). All other monster types take 3d6 points of divine damage, and are blinded for 3 rounds. Each affected creature has a 50% chance to attack the nearest target each round. Special PropertiesUse Limitation: Class ClericUse Limitation: Class DruidCast Spell: Mass Cure Serious Wounds Single Use. Caster Level(s): Bard 2, Wizard / Sorcerer 2Innate Level: 2School: IllusionDescriptor(s): FigmentComponent(s): Verbal, SomaticRange: PersonalArea of Effect/Target: CasterDuration: 60 seconds / LevelSave: NoneSpell Resistance: NoYou create 1d4 illusory images of yourself, plus one image per 3 caster levels (maximum 8 images total). A targeted creature of up to 100 Hit Points is killed instantly. If the target passes its Will save, it takes only half damage and cannot be reduced below 1 hp by this spell. Special PropertiesCast Spell: Quillfire (8) Single UseUse Limitation: Class Druid. Special PropertiesCast Spell: Ray of Enfeeblement (2) Single UseUse Limitation: Class BardUse Limitation: Class SorcererUse Limitation: Class Wizard. Special PropertiesCast Spell: Ghoul Touch (3) Single UseUse Limitation: Class BardUse Limitation: Class SorcererUse Limitation: Class Wizard. School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: 6 seconds / level Save: Fortitude Spell Resistance: Yes A giant hand appears and attacks the target. Caster Level(s): Cleric 2Innate Level: 2School: NecromancyDescriptor(s): NegativeComponent(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: InstantSave: Will 1/2Spell Resistance: YesIf you succeed in striking an opponent with a touch attack, the target suffers 2d8 points of negative energy damage, + 1 point per caster level (to a maximum of +10). Each arrow does 4d6 points of fire damage. Caster Level(s): Bard 3, Wizard / Sorcerer 3Innate Level: 3School: EnchantmentDescriptor(s): Compulsion, Mind-AffectingComponent(s): Verbal, SomaticRange: MediumArea of Effect/Target: HugeDuration: 18 seconds + 6 seconds / LevelSave: Will negatesSpell Resistance: YesThis spell functions like sleep, except that it affects 10 HD of creatures. You are surrounded by a ring of fire that damages all opponents who make a successful melee attack against you. This process continues with an earth and fire elemental until the spell expires. Caster Level(s): Bard 1, Wizard / Sorcerer 2Innate Level: 1School: EnchantmentDescriptor(s): Mind-AffectingComponent(s): Verbal, SomaticRange: ShortArea of Effect / Target: SingleDuration: 6 seconds / levelSave: Will negatesSpell Resistance: YesThis spell causes the target to begin laughing hysterically. If the air elemental dies before the spell ends, a 24 HD water elemental is automatically summoned to replace it. Special PropertiesCast Spell: Lesser Spell Breach (7) Single UseUse Limitation: Class BardUse Limitation: Class SorcererUse Limitation: Class Wizard. Neverwinter Nights 2 and related logos are trademarks or registered trademarks of Wizards of the Coast Inc. Caster Level(s): Cleric 3Innate Level: 3School: NecromancyDescriptor(s): NegativeComponent(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: InstantSave: Will 1/2Spell Resistance: YesIf you succeed in striking an opponent with a touch attack, the target suffers 3d8 points of negative energy damage, + 1 point per caster level (to a maximum of +15).
Special PropertiesUse Limitation: Class ClericCast Spell: Death Knell Single Use. This spell allows you to channel holy power into your sword or any other melee weapon you choose. Healing spells have a reverse effect when used on undead, harming instead of healing them. A giant hand appears and attacks the target, once each round for the duration of the spell. When the field is activated, it explodes, dealing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). Caster Level(s): Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3Innate Level: 3School: ConjurationDescriptor(s):Component(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: InstantSave: HarmlessSpell Resistance: NoThe target creature has all traces of poison removed from its system. https://neverwinter.gamepedia.com/Invocation?oldid=481847. Special PropertiesCast Spell: Awaken (9) Single UseUse Limitation: Class Druid. You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon. Special PropertiesUse Limitation: Class DruidCast Spell: Swamp Lung Single Use. Each round, all enemies within the area of effect take 3d6 points of acid damage. A number of enemy creatures equal to 1d4 per caster level must make a Fortitude save or die, beginning with those creatures with the lowest Hit Dice. You can target a specific weapon or a creature with this spell. Its effects vary according to the Hit Dice of the affected creatures:1-3 HD: Instant death4-6 HD: Fortitude save or death; 1d4 points of Constitution damage if save is successfulOver 6 HD: 1d4 points of Constitution damageVictims inside the spell's area suffer the effects each round. Special PropertiesCast Spell: Mordenkainen's Disjunction (17) Single UseUse Limitation: Class SorcererUse Limitation: Class Wizard.
First, all party members are healed regardless of range, then random targets within the targeted location are affected.
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