Spells (Legacy)

De'halins Spells
There are many new spells in De'Halin that are not found in other worlds.

Find the Area
Divination

Level: Brd 6, Clr 6, Drd 6

Components: V, S, M

Casting time: One minute

Duration: 10 minutes per level

Range: Target area

Saving throw: None

Spell resistance: None

The map that this spell is cast on shows all things that find path would show in an area around the target area in a 100 ft+10ft per level radius.

Spell component: A Blank map.

===Heavy fort ===

Abjuration Level: Clr 5 Components: V, S Casting Time: 1 standard action Range: Touch Targets: One touched creature Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

You gain heavy fortitude for 10/min. per level and are immune to sneak attacks and crits.

===Hide life ===

Abjuration Level: Clr 6 Components: V, S, DF Casting Time: 1 standard action Range: Touch Targets: One touched creature/level Duration: 10 min./level (D) Saving Throw: Will negates (harmless); see text Spell Resistance: Yes

Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them.If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients. You also gain heavy fort for 10/min. per level and are immune to sneak attacks and crits. Also the warded creaturs are immune to life sence for the duration of the spell.

Truce
Mind-effecting (compulsion) Level: Clr 2, Sor/Wiz 2 Components: V,S Range: Short 25ft +5ft per two levels. Target: one living creature Duration: 1 round/level Saving throw: Will negates Spell resistance: Yes

You influence your foe to stop attacking you and listen to you and your allies. After you cast the spell, if the enemy fails the will save, the foe becomes Friendly and stop his attack. If you attack it automatically gets a new will save at a plus 20.

Water Walker
Transmutation (Water) Level: Clr 3, Sor/Wiz 3, Brd 2, Drd 3, Rgr 2, Asn 2 Components: V,S Range: Touch Target: One living creature Duration: 10 min/level (D) Saving throw: Will negates (Harmless) Spell resistance: No

This spell gives the target the ability to walk on water as if it were solid ground. The target can activate, and deactivate, the ability as an immediate action. Activating this ability only works if the target is not under water. The target of this spell still takes falling damage if they fall onto the water while the ability is active. Stormy weather makes the water rough terrain.