By Various, Fantasy Flight Games
School of Evocation is the definitive advisor to evocation magic and includes ideas that extend the thaumaturgical arts of evocation and destruction. superbly designed and illustrated, School of Evocation bargains a wide selection of interesting new participant thoughts, together with: <UL> * The dedicated Evoker status classification, the real masters of destruction * Dozens of latest evocation spells, feats, and magic goods * unique principles on shaping and adorning power and construction spells similar to fireball, wall of iron, and masses extra!
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Additional info for School of Evocation (Legends & Lairs, d20 System)
When the protrusions are extended, they serve as a form of guidance and focus for any ray spell, granting the wearer a +1 bonus on attack rolls if he can succeed in a Spellcraft check (DC 20) and takes a full action to cast the spell. If the check fails, the user suffers a –2 penalty to attack rolls. Crafting the ring requires 100 gp worth of material and a Craft (jeweler) check (DC 20). The market cost is 200 gp. Mithral Fan: Usually created by dwarven jewelers, the mithral fan is a large circular hand fan woven from thin threads of mithral formed into a cloth.
Cube) or windowless cell (10-ft. cube) Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No An immobile cubicle prison composed of flame springs into existence, trapping any creatures within the area. Creatures that touch the bars or the floor of the flamecage immediately suffer 1d6 points of fire damage (no save). If they attempt to pass through the flamecage, they suffer 1d6 points of fire damage per caster level (no save). Remaining within the flamecage subjects the creatures within to extreme heat, dealing an additional 1d6 points of fire damage per minute (no save).
Upon impact, the wave deals 1d6 points of sonic damage +1 per level (maximum +10). In addition to the sonic damage, the wave of sound deafens its target for 2d6 rounds unless the target succeeds at a Fortitude save. Wizard’ s Dawn Wizard’s dawn creates a brilliant sphere of pure daylight that hovers in a fixed location up to 2 miles above a horizontal surface (whether solid or liquid). In a radius around the sphere equal to 1 mile per two caster levels (maximum 10 mile radius), the sphere sheds actual daylight, illuminating the area equal to the noontime sun in a cloudless sky.