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    Spells of Menioth the White, Part One
    Posted on Mon, July 01, 2002 by Trickster
    Nellisir writes "Revealed are three of Menioth's more common spells, her brilliant bolt, enfeebling strands, and ray of quickness.

    Author: Nellisir


    Spells of Menioth the White, Part One
    By Nellisir (nellisir@attbi.com)
    (Used with permission, do not redistribute without express consent from the author.)

    Menioth’s Brilliant Bolt
    Evocation
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 action
    Range: Short (25 ft. + 5 ft./ two levels)
    Area: 5’ wide bolt
    Duration: Instantaneous
    Save: Reflex half
    Spell Resistance: Yes
    You create a powerful beam of mixed positive and brilliant energy that inflicts 1d6 points of damage per two caster levels (maximum 5d6) to each affected creature within its’ area. Living creatures suffer damage from the brilliant energy. Undead creatures suffer damage from the positive energy. Constructs and objects take no damage from the spell. The bolt begins at your fingertips and reachs to the limit of the spell.
    Material Component: A pinch of gold dust.

    Menioth’s Enfeebling Strands
    Necromancy
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 1 action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Incorporeal negative energy strands in a 30’ radius spread
    Duration: 1 minute/level
    Saving Throw: Reflex negates (see text)
    Spell Resistance: Yes
    You create a web-like network of negative energy threads that drain strength. These strands must be anchored to two or more diametrically opposed points – floor and ceiling, opposite walls, etc. – or else the strands collapse upon themselves and disappears. Creatures caught within the strands or simply touching them become vulnerable to the enfeebling effects. The strands are pale grey in color, and translucent.
    A creature touched by the strands suffers a –1d2+1 (range 2-3) enhancement penalty to Strength. Repeated penalties stack.
    Anyone in the area of effect when the spell is cast must make a Reflex save. If this save succeeds, the creature avoids the strands and is free to act, though moving may be a problem (see below). If the save fails, the creature is affected by the strands. A creature may progress through the strands very slowly. Each round devoted to moving allows the creature to make a Dexterity check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If the check result is less than 10, the creature may not safely move that round. On a result of 1, or if the creature does anything other than move slowly through the strands (attack, cast a spell without benefit of the Still Spell feat, tumble, etc) it is affected by the enfeebling.
    The strands are incorporeal and immune to attack by corporeal forces and energies. They cannot burn. A 5’x5’x5’ area can be cleared per round with a force effect or ghost touch blade or other implement. Attempting to do so as a partial action forces the wielder to make a Reflex save once per round or suffer the enfeebling.
    Focus: An eye from a phase spider.

    Ray of Quickness
    Evocation
    Level: Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    A golden ray of positive energy streaks from your hand. You must succeed at a ranged touch attack to strike a target. If the touch attack succeeds, the target receives an extra partial action this round. This does not stack with the effects of haste. The ray of quickness does not affect undead or constructs.
    Material component: A feather from a hummingbird.


    Note: Arcane, Wizard, Sorceror"
     
    Related Links
    · More about Spells of Oerth
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    Revised & Expanded Druid Spell List

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