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Sorcerer/Wizard Spells - Level Seven
Control Undead

Level: Sorcerer 7, Wizard 7
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save

Undead creatures within a 15' radius (3 squares) with up to 2 Hit Dice per caster level fall under the caster's control.


Finger of Death

Level: Druid 8, Sorcerer 7, Wizard 7
School: Necromancy
Casting Time: 1 Standard Action
Descriptor: Death
Range: Long (400')
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Fortitude Save

The target creature must make a Fortitude save or die. If they succeed, they still take 3d6 points of damage, +1 point per caster level (to a maximum of +25).


Invisibility, Mass

Level: Sorcerer 7, Wizard 7
School: Illusion
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: Will Save

A group of creatures within 30' (6 squares) of the spell location vanish from sight, even from darkvision. If a subject attacks any creature they become visible.


Mordenkainen's Sword

Level: Sorcerer 7, Wizard 7
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Force
Range: Long (400')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

You summon a supernatural sword to fight for you as your loyal ally. The sword does 4d6+3 points of force damage when it hits.


Power Word Blind

Level: Sorcerer 7, Wizard 7
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Close (25')
Duration: Instantaneous
Components: Verbal
Spell Resistance: Yes
Saving Throw: None

This word of power blinds the target. Any creature with 201 or more hit points is unaffected.


Waves of Exhaustion

Level: Sorcerer 7, Wizard 7
School: Necromancy
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Permanent
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: None

Waves of negative energy cause all creatures within the affected area to become exhausted.

Spells
Bard Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Cleric Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Druid Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Paladin Spells
Level 1
Level 2
Level 3
Level 4
Ranger Spells
Level 1
Level 2
Level 3
Level 4
Sorcerer/Wizard Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
 
 
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