Archives des forums MMO/MMORPG > Baldur's Gate 2 > BG2 - Forum général > Tous les sorts lvl8 pour les mages...
Tous les sorts lvl8 pour les mages...
Par Heaume Pierrelame le 4/9/2000 à 11:15:00 (#79436)
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-foot cube
Saving Throw: ½
This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a saving throw, with success indicating half damage.
This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws.
The material component is a bit of sponge.
Airboat (Alteration, Enchantment)
Range: 1 mile
Components: V, S
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped galley, a one-man dinghy, etc.).
Although the airboat is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the wizard. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour).
The caster maintains total telepathic control over the airboat's speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.
Gunther's Kaleidoscopic Strike (Invocation/Evocation)
Range: 5 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Saving Throw: Neg.
When this spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizard's fingertips toward his target. The victim is allowed a saving throw to resist the beam.
This spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with innate spell-like abilities are also unaffected. Against wizards and priests, this spell can be devastating. It "short-circuits" the arcane energy stored in a spellcaster's mind, wiping away a number of memorized spells. Lost spells must be rememorized.
The number of spells drained is equal to the caster's level minus 1d20. Thus, a 16th-level wizard drains a maximum of 15 spells, but could drain no spells depending on the die roll. After subtracting the die roll from the caster's level, any result of zero or a negative number indicates that the victim loses no spells.
Spells are drained from the wizard's memorized spells beginning with 1st-level spells and working up to higher level spells. Any decision regarding which spell should be drained from a specific level should be determined randomly.
Homunculus Shield (Evocation, Necromancy)
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
By creating a homunculus shield, the wizard separates a portion of his mind in the form of an exteriorized magical homunculus. This creature is invisible to all but the caster and appears as a miniature version of the caster perched atop the wizard's head.
The wizard may move and act normally while this spell is in effect. The magical homunculus operates as an independent spellcaster. It may cast only teleport, contingency, and protective spells of 4th level and lower. It casts only spells from the wizard's memorized store of spells, but any spells cast by the homunculus are done so with a casting time of 1. The wizard selects which spells are cast by his homunculus; after they are cast, they are wiped from the caster's memory.
The homunculus has 1 hit point per two levels of the caster. These points are "borrowed" from the caster; while the homunculus is present, the wizard's hit points are reduced by this amount.
The homunculus cannot be struck by melee or missile weapons separately from the wizard. It can be damaged separately from the wizard (e.g., by a magic missile targeted at the homunculus or by area effect spells). The homunculus has the attributes and saving throws of the wizard.
At the end of the spell's duration, the homunculus disappears and any hit points it had are restored to the wizard. Hit points lost by the homunculus can be regained only by magical healing.
If the wizard's hit points are reduced to zero at any time during the spell, the wizard is dead even if the homunculus had hit points remaining.
A wizard with an active homunculus shield suffers a -4 saving throw penalty against magic jar spells cast upon him due to the division of his mental energy.
The material component is a miniature sculpted bust of the spellcaster.
Hornung's Random Dispatcher* (Abjuration)
Range: 30 yards
Component: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.
With the utterance of a few words, this spell can hurl a creature to a random plane and leave him there. The target, if unwilling, is allowed a saving throw. If successful, the spell fails. If unsuccessful, the victim and all items carried by him are sent to a random plane. To determine the plane, roll on the table below.
D100
Roll Plane
01-03 Abyss
04-06 Acheron
07-12 Alternate Prime Material Plane
13-17 Arcadia
18-23 Astral Plane
24-27 Beastlands (Happy Hunting Grounds)
28-30 Concordant Opposition
31-35 Elemental Plane (Air, Fire, Earth, or Water)
36-38 Elysium
39-44 Ethereal Plane
45-47 Gehenna
48-50 Gladsheim
51-53 Hades
54-58 Limbo
59-61 Negative Material Plane
62-64 Negative Quasi-Plane (Vacuum, Ash, Dust, or Salt)
65-67 Nine Hells
68-70 Nirvana
71-73 Olympus
74-76 Pandemonium
77-79 Para-Elemental Plane (Smoke, Magma, Ooze, or Ice)
80-82 Positive Material Plane
83-85 Positive Quasi-Plane (Lightning, Radiance, Minerals, or Steam)
86-91 Prime Material Plane*
92-94 Seven Heavens
95-97 Tarterus
98-100Twin Paradises
* Characters sent to the Prime Material plane are teleported elsewhere in the same world.
The caster has no control over the destination of the target. The conditions at the destination may kill the target (for example, arriving in the elemental plane of fire) or merely make life difficult. This determination is left to the DM.
Wildzone* (Conjuration/Summoning)
Range: 0
Components: V, S, M
Duration: 2d6 turns
Casting Time: 1d6 rounds
Area of Effect: 300'x300' square
Saving Throw: None
This powerful spell creates a disruption in magical forces similar to the conditions found in wild magic regions (areas where the effects of magic have been permanently altered). This spell has only a temporary effect, although the effects of wildzone could possibly be rendered permanent.
The spell creates a wild magic region centered on the caster. The area of effect cannot be shaped in any way; it is always a square 300 feet long on each side (90,000 square feet).
Within the wildzone, wild magic reigns. Any spell cast in the area of effect is automatically treated as a wild surge (see Table 2). Effects from magical items that expend charges are also treated as wild surges when used in the area. Other magical items function normally.
Spells cast into the wildzone from outside the area of effect function normally, but spells cannot be cast out of the area of effect without triggering a wild surge.
The material components are several pots of paint which must be spilled across a sheet of hammered silver worth no less than 2,000 gp.
Par Redd le 4/9/2000 à 12:28:00 (#79437)
Par Heaume Pierrelame le 4/9/2000 à 12:31:00 (#79438)
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