Index of Spells by Book - Deruwyn's Book of Light

Deruwyn's Book of Light

Pages:98 of 100
DescriptionDeruwyn's Book of Light

Sor/Wiz 7

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Greater Teleport
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 8, Shu 8, Sor/Wiz 7, Travel 7, Wuj 7 V
Instant Personal and touch 4 hours
Targets: You and touched objects or other touched willing creatures

As teleport, but no range limit and no off-target arrival.

This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

Sor/Wiz 8

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Discern Location
Divination 10 minutes SRD
None - No APeace 8, Arc 8, Beguiler 8, Clr 8, Hlr 8, Knowledge 8, Oracle 8, Planning 8, Retribution 8, Shu 8, Sin-A 8, Sor/Wiz 8, Trade 9, Truth 8, Wealth 8 V, S, DF
Instant Unlimited 6 hours
Target: One creature or object

Reveals exact location of creature or object.

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or objects location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Mind Blank
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Beguiler 8, Blg 8, Liberation 8, Meditation 8, Mental 8, Mind 8, Protection 8, Sor/Wiz 8, Trade 8, Wuj 8 V, S
1 day Close 12 hours
Target: One creature

Subject is immune to mental/emotional magic and scrying.

The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Summon Monster VIII
Conjuration (Summoning) 1 round SRD
None - No Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list (summon monster VII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI).
Summon Monster Alignment
Celestial dire bear LG
Celestial cachalot whale 1 NG
Celestial triceratops NG
Lillend CG
Greater Elemental (any) N
Greater Air Elemental N
Greater Earth Elemental N
Greater Fire Elemental N
Greater Water Elemental N
Fiendish giant squid 1 LE
Hellcat LE
Fiendish Colossal monstrous centipede NE
Fiendish dire tiger CE
Fiendish Gargantuan monstrous spider CE
Fiendish tyrannosaurus CE
Vrock (demon) CE

1) May be summoned only into an aquatic or watery environment.

Sor/Wiz 9

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Meteor Swarm
Evocation [Fire] 1 standard action SRD
None or Reflex half; see text - Yes Arc 9, Shu 9, Sor/Wiz 9, Wmg 9 V, S
Instant Long General
Area: Four 40-ft.-radius spreads; see text

Four exploding spheres each deal 6d6 fire damage.

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each spheres damage individually.)

Time Stop
Transmutation 1 standard action SRD
- Beguiler 9, Celerity 9, Planning 9, Sor/Wiz 9, Time 9, Trickery 9, Wuj 9 V
1d4+1 rounds (apparent time); see text Personal 4 hours
Target: You

You act freely for 1d4+1 rounds.

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creatures possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.