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Magic and mayhem, healing and hindrances, astonishing displays of the arcane and soul-touching demonstrations of faith await within the Spell Compendium. Allow your characters a huge range of options in this compilation of spells both arcane and divine -- plus see illustrations and read descriptive text that gives some more life to your character's magic. The excerpts below include information from the introduction, renamed spells, two sample spells, the assassin spell list, and some domains. To learn more about what you'll find within this tome, the Introduction (see below) is a great place to start.

Prismatic Eye and Prismatic Ray
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The prismatic eye spell becomes more dangerous with multiple castings |
Prismatic Eye Evocation Level: Sorcerer/wizard 7 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Magical eye Duration: 1 round/level Saving Throw: See text Spell Resistance: Yes
With a popping sound, a moist, apple-sized eye with a rainbow-hued iris appears and sends a beam of colored light at the foe you designate.
You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell (PH 264). You can move the eye up to your speed as a move action, but it cannot go beyond the spell's range.
Starting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round. You must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a +6 bonus on attack rolls instead of your ranged attack bonus.
A target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that the save DC (if applicable) is 19. After a particular color of ray has been used, it is no longer available to the eye, and die rolls that indicate the same color are rerolled. Once all seven rays have been fired, the eye remains until the spell's duration expires. You can still move it, but it can fire no more rays.
The eye is a Fine object with AC 18 (+8 size) and 9 hit points. It uses your save bonuses for saving throws.
Focus: A polished, rainbow-hued abalone shell.
Prismatic Ray Evocation Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes
You feel within you, as the spell nears completion, various energies locked in a battle within your body. As nausea threatens to overcome you, you croak out the final syllables of arcane power and point your hand. A single beam of brilliantly colored light then shoots from your outstretched hand.
You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect:
| 1d8 |
Color of Beam |
Effect |
| 1 |
Red |
20 points fire damage (Reflex half) |
| 2 |
Orange |
40 points acid damage (Reflex half) |
| 3 |
Yellow |
80 points electricity damage (Reflex half) |
| 4 |
Green |
Poison (Kills; Fortitude partial, take 1d6 Con damage instead) |
| 5 |
Blue |
Turned to stone (Fortitude negates) |
| 6 |
Indigo |
Insane, as insanity spell (Will negates) |
| 7 |
Violet |
Sent to another plane (Will negates) |
| 8 |
-- |
Two effects; roll twice more, ignoring any "8" results |

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