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<DIV class=date>Oct 18th 2006, 15:30 GMT</DIV>
<DIV class=headline>In Testing: Module 3 New Spells for Levels 1-10</DIV><B>Acid
Rain</B><BR>Level: Sor/Wiz 4<BR>Components: Material, Somatic, Verbal<BR>Target:
Foe, Positional, Breakable<BR>School: Conjuration<BR>Duration: 1 round/3
levels<BR><BR>You create a storm that sends down a single torrent of searing
rain. Any creatures that are hit with the rain continue to take 3d4 acid damage
every 2 seconds every 3 caster levels.<BR><BR><BR><B>Blur</B><BR>Level: Brd2,
Sor/Wiz 2<BR>Components: Verbal<BR>Target: Friend, Self<BR>School:
Illusion<BR>Duration: 1 min/level<BR><BR>An ally's outline becomes slightly
blurred, granting a 20% miss chance.<BR><BR><BR><B>Burning Blood</B><BR>Level:
Sor/Wiz 4<BR>Components: Material, Somatic, Verbal<BR>Target: Foe<BR>School:
Necromancy<BR>Duration: 1 round/level<BR><BR>You taint a living creature's blood
with a hot, corrosive infusion, dealing both 1d8 points of acid damage and 1d8
points of fire damage per round per caster level. A successful Fortitude save
negates the damage for one round.<BR><BR><BR><B>Deific Vengeance</B><BR>Level:
Clr 2<BR>Components: Somatic, DivineFocus, Verbal<BR>Target: Foe<BR>School:
Conjuration<BR>Duration: Instantaneous<BR><BR>The divine power of an angry deity
imposes a punishment in the form of a sharp, spiritual blow to the target,
dealing 1d6 points of bane damage per two caster levels (maximum 5d6) or 1d6
points per caster level (max 10d6) if the target is undead. A successful Will
save reduces this damage by half.<BR><BR><BR><B>Displacement</B><BR>Level: Brd
3,Sor/Wiz 3<BR>Components: Material, Verbal <BR>Target: Friend, Self<BR>School:
Illusion<BR>Duration: 1 round/level<BR><BR>An ally's outline becomes blurred,
granting a 50% miss chance.<BR><BR><BR><B>Fire Shield</B><BR>Level: Sor/Wiz
4<BR>Components: Focus, Material, Somatic, Verbal<BR>Target: Self<BR>School:
Evocation<BR>Duration: 1 round/level<BR><BR>Wreaths the caster in hot or cold
flames. Any creature striking you in melee takes 1d6 +1 per caster level (max
15) damage. The Fire version of this spell deals fire damage and reduces damage
the caster takes from cold by half. The cold version of this spell deals cold
damage and protects from fire. The flame from this spell will burn away any webs
that attempt to entangle you.<BR><BR><BR><B>Force Missiles</B><BR>Level: Sor/Wiz
4<BR>Components: Somatic, Verbal<BR>Target: Foe<BR>School:
Evocation<BR>Duration: Instantaneous<BR><BR>A powerful missile of magical force
darts from your fingertips and unerringly strikes its target, inflicting 2d6+2
points of force damage. You gain one missile for every four caster
levels.<BR><BR><BR><B>Glyph of Warding</B><BR>Level: Clr 3<BR>Components:
Material, Somatic, Verbal<BR>Target: Foe, Positional<BR>School:
Abjuration<BR>Duration: Instantaneous when triggered<BR><BR>A powerful
inscription that explodes when entered, doing 1d8 per two caster levels (max
5d8) to the intruder and all nearby targets. A successful Reflex save reduces
the damage by half.<BR><BR><BR><B>Minor Globe of Invulnerability</B><BR>Level:
Sor/Wiz 4<BR>Components: Material, Somatic, Verbal<BR>Target: Self<BR>School:
Abjuration<BR>Duration: 1 round/level<BR><BR>An immobile, faintly shimmering
magical sphere surrounds you and excludes all spell effects of level 3 and
lower. Such spells fail to target anyone located within the globe, but any type
of spell can be cast through or out of the magical globe.<BR><BR><BR><B>Nimbus
of Light</B><BR>Level: Clr 1<BR>Components: Focus, Somatic, Verbal<BR>Target:
Foe, Directional, Breakable<BR>School: Evocation<BR>Duration:
Instantaneous<BR><BR>A glittering corona of light coalesces around your
outstretched arm, dealing 1d8 points of light damage +1 per caster
level.<BR><BR><BR><B>Otto's Sphere of Dancing</B><BR>Level: Brd 4<BR>Components:
Verbal<BR>Target: Foe, Positional, Breakable<BR>School: Enchantment<BR>Duration:
1 round/level<BR><BR>A magical sphere that compels all enemies who enter it to
dance. A successful Will save negates this effect.<BR><BR><BR><B>Symbol of
Flame</B><BR>Level: Clr 4, Sor/Wiz 4<BR>Components: Material, Somatic,
Verbal<BR>Target: Foe, Positional<BR>School: Evocation<BR>Duration: 1
round/level after triggered<BR><BR>You scribe a potent rune of power in the air.
When the symbol is activated by a target approaching, any targets that come
within range of the symbol take 1d6 damage per caster level (max 10d6) once. A
successful Reflex save negates this effect.<BR><BR><BR><B>True
Seeing</B><BR>Level: Clr 5, Sor/Wiz 6<BR>Components: Material, Somatic,
Verbal<BR>Target: Friend, Self<BR>School: Divination<BR>Duration: 1
min/level<BR><BR>You confer on the subject the ability to see things as they
actually are. This allows the target to notice secret doors hidden by magic, see
the exact location of creatures hidden by blur or displacement effects, and see
invisible creatures or objects normally.</DIV></FONT></DIV>
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