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Almost all wars lead to developments and improvements in weapons. One of the most potent weapons on the battlefield is magic and it is no surprise that major conflicts have spurred the development of hundreds of devastating spells. Wars against trolls are no exception to this rule, and some of the most successful spells used against trolls are described below.
Acid Rain
Evocation [Acid]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per level (S)
Duration: 1 full round
Saving Throw: Reflex half
Spell Resistance: Yes
The whole area is shot through with sheets of driving rain that burns through flesh and other organic material. Any creature within the area (or those who enter it) takes 1d6 points of acid damage per caster level (maximum 20d6). Creatures take a –4 penalty to each Listen check made within the acid rain’s effect. At the end of the duration, the acid rain disappears, leaving no aftereffects (other than the damage dealt).
Acidic Dart
Evocation [Acid, Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round + 1 round per 3 levels
Saving Throw: None
Spell Resistance: Yes
You fire a hollow needle of force filled with virulent acid at a single target. You must make a normal ranged attack roll; if you succeed, the bolt inflicts 1d4 points of force damage and inserts the thin stream of acid beneath the skin. The creature takes 2d6 points +1 point per three caster levels you possess (maximum +5) in acid damage. For every three caster levels (to a maximum of 18th) the acid lasts another round, inflicting 2d6 points of damage in that round. Because the needle inserts the acid into the bloodstream, it can only be neutralized by spells and other abilities that purge the blood.
If the attack roll misses, calculate whether it would have hit as a ranged touch attack. If so, then the acidic dart strikes and inflicts only the acid damage. In these circumstances the acid does damage to the surface of the target, and can be neutralized in a manner similar to any other acid attack. If the ranged touch attack also misses, there is no effect.
Since the dart is a force effect, it can strike incorporeal opponents without the normal miss chance associated with incorporeality.
Material Component: A needle tipped with silver.
Acidic Geyser
Conjuration (Creation) [Acid]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 5 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
An immobile geyser of black acid bursts into existence, throwing forth a column of virulent liquid into the air. Anyone caught in the area of the geyser takes 1d6 points of acid damage per caster level (maximum 15d6). Creatures within 10 feet of the geyser are showered with droplets of acid, taking 2d6 points of acid damage every round and creatures past 10 feet but within 20 feet take 1d6 points of acid damage per round.
If you evoke the geyser so that it erupts where creatures are, each creature takes damage as if standing in the geyser.
If the geyser suffers at least 40 points of cold damage in 1 round, it freezes solid, becoming a wall of ice with the acidic geyser’s dimensions.
Material Component: A drop of acid.
Blade of Corrosion
Conjuration (Creation) [Acid]
Level: Blk 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: Blade of acid
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A magical sword composed of seething acid appears in your hand. You can wield the blade as though you were proficient with it, inflicting 1d6 points of acid damage with no splash damage on a successful melee touch attack. The acid eats away at the wound for one round for every three caster levels you possess (to a maximum of 6 rounds at 18th level), inflicting another 1d6 points of acid damage in that round unless it is somehow neutralized.
Burning Battalion
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft/2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The body of each selected creature is surrounded by an aura of leaping flames that cause fire damage to creatures they attack or those that attack the subjects in melee. The flames do not harm the subjects, but their touch is hot enough to ignite combustible material such as parchment, straw, dry sticks and cloth.
While surrounded by the burning aura, the subject inflicts an additional 1d6 points of fire damage when attacking with an unarmed attack or attacking with a metallic melee weapon. When the subject makes a successful melee attack, their opponent must make a Reflex save (DC 15) or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame (see Catching on Fire in the SRD).
Any creature striking the subject with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of fire damage. Creatures wielding weapons with exceptional reach, such as longspears, are not subject to this damage if they attack the subject.
Material Component: A tindertwig.
Burning Lance
Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Spearlike beam of fire.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create a 10-foot-long beam of intangible, burning flames that burst from the palm of your hand. The beam superficially resembles a burning longspear, and you may strike an opponent with it by making a successful melee touch attack. The burning lance has a 10-foot reach and inflicts 1d4 points of fire damage on a successful strike. Since the lance is immaterial, your Strength modifier does not apply to the damage. A burning lance can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
This spell does no function underwater.
Degenerating Scourge
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 8 hours/level
Saving Throw: Fortitude negates
Spell Resistance: No
You turn the target’s own body against them, causing their blood to harm where it would ordinarily heal and their bones to degenerate when they would ordinarily strengthen. The creature doesn’t heal naturally, instead suffering 1 point of damage per character level every 24 hours as their body breaks down.
Creatures that possess fast healing or regeneration as an extraordinary ability suffer extreme pain while under the effects of this spell. Their extraordinary abilities are negated for the duration of the spell, and they instead suffer lethal damage at the beginning of every round equal to the rate they would ordinarily heal. For example, Halgo casts this spell on a troll with Regeneration 5. While the troll would ordinarily heal 5 hit points at the beginning of its turn every round, their regeneration is negated and it instead takes 5 points of damage every round as its body starts to degenerate.
Creatures under the effects of this spell still heal normally when using magic, supernatural or spell-like healing such as a cure light wounds spell or a supernatural regeneration.
Material Component: Rags that have been soaked in the sweat of a plague victim.
Eternal Wound
Transmutation
Level: Clr 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target’s wounds are locked in a specialized form of temporal stasis that prevents it from healing. Time ceases to flow around the wound, and its condition becomes fixed. Any hit point damage the subject has taken when the spell is cast doesn’t heal naturally, regenerate or heal with the help of magic. The damage persists until the magic of the eternal wound is removed (such as by a successful dispel magic or a break enchantment spell).
Material Component: A powder composed of bone, blood and diamond worth at least 100 gp.
Leaping Pyre
Evocation [Fire]
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 ft./level)
Area: Circle with a radius of up to 5 feet/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
Any creature that drops (typically by dropping it below 0 hit points, knocking it unconscious using nonlethal damage or killing it) within a 30-foot radius of you immediately ignites in a blazing bonfire. The creature’s body suffers 1d6 points + 1 point per caster level fire damage. Any creature reduced to -10 hit points by this spell is reduced to ash.
Material Component: A handful of ash taken from a funeral pyre.
Mist of the Black Blood
Conjuration (Creation)
Level: Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Effect: Cloud spreads in a 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell generates a bank of fine acidic mist, fine enough to see through but strong enough to irritate the skin and burn open wounds. Creatures that are unwounded when they are first caught within the mist suffer 1d6 points of acid damage per round, while wounded creatures take 2d6 points of acid damage per round. In addition, any creature that suffers damage from a slashing or piecing attack while in the mist suffers an additional 2d4 points of damage from the blow as the acid seeps into the freshly created wounds, and start taking damage every round as if they were wounded when the entered the mist.
Material Component: A vial of acid.
Trollbane Blast
Evocation [Fire, Acid]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with rays of burning acid. You may fire one ray, plus one additional ray for every four levels beyond 5th (to a maximum of 3 rays at 17th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of damage. Half the damage inflicted is fire damage, and half is acid. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of one another and fired simultaneously.