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Spell focus
For other uses, see Focus (disambiguation). A spell focus or focus was a basic tool used in spellcasting. -
Elemental Plane of Water
the seas and oceans, in clear underground lakes, or as surface whirlpools in any large body of water. Temporary gates could be created by the plane shift spell or the abilities of high level druids. -
Elemental Plane of Air
four elements and two energies that make up the known universe and therefore of keen interest to cosmologists as well as spell casters that wish to harness and wield the raw power of the elements. -
Fly
Fly was a transmutation spell or supernatural ability that allowed the caster to fly for a time by simply concentrating. Clerics of Baervan Wildwanderer, Brandobaris, Gwaeron Windstrom, Herne, Hoar, Ibrandul, Kelemvor, Lliira, Marthammor Duin, Mielikki -
Levitate
Levitate was a transmutation spell or supernatural ability that allowed the caster to move a creature or object vertically as desired. Some races native to Faerûn, such as the air genasi, had the innate ability -
Animate objects
Animate objects (also seen as animate object) was a transmutation or alteration spell that allowed the caster to temporarily bring to life one or more inanimate objects to attack a designated target. This spell could -
Major image
creatures with innate powers of illusion, such as deceiver genies, could also duplicate the effects of this spell. This spell allowed the caster to create an illusion that included sound, visual imagery, smell, and even -
Melf's acid arrow
Melf's acid arrow, sometimes simply called acid arrow, was an arcane conjuration spell that propelled an arrow of acid from the caster's hand that continued to corrode what it struck. After the Year -
Scarf
This article is about the article of clothing. For the spell, see Scarf (spell). Scarves, also known as mufflers, were lengths of fabric that people wore for a variety of reasons. -
Minor image
Minor image, also known as improved phantasmal force or, originally, as Carbury's improved force, was an illusion spell of the figment subschool that created a simple illusory image accompanied by sound. It was typically -
Fleece
Fleece was a type of textile fiber, obtained from sheering the coats of sheep. Usages[] Fleece was most commonly refined into the textile known as wool., Fleece could be processed alonside natron to craft felt -
The Complete Book of Necromancers
The Complete Book of Necromancers is an accessory for AD&D 2nd edition. It is the seventh book in the DMGR series. “ Come, let us explore the art of necromancy together. ” — the arch-necromancer Kazerabet -
Changestones
Changestones was a transmutation spell that turned specifically prepared stones into fake liths. Changestones was a spell cast on specifically prepared stones, which needed to be touched. On casting the spell on these stones, they -
Rainbow pattern
Rainbow pattern, originaly known as Nalevac's rainbow, was a spell that created an alluring light display. Rainbow pattern created an illusionary rainbow-hued, glowing pattern of interweaving colors within over 100 feet (30 meters -
Phezult's sleep of ages
Phezult's sleep of ages was a spell which created a protective sphere of suspended animation. After casting, a spherical stasis field would slowly expand out from the "spell focus" until it reached it's -
Focus (disambiguation)
to the intended article. Focus may refer to: Spell focus: used to cast arcane magic spells., Divine focus: used to cast divine magic spells., Focus (potion): the non-magical potion., Focus (spell): the divine spell. -
Focus (spell)
For other uses, see Focus (disambiguation). Focus was a faith magic spell that gathered devotional energy to power a semi-permanent divine effect. -
Minimus containment
Minimus containment was one of many spells within the Demonomicon of Iggwilv. When cast, this spell entrapped the body and spirit of a targeted elemental or outsider within a gem. The targeted creature remain trapped -
Clairaudience/clairvoyance
Clairvoyance, sometimes known as clairaudience/clairvoyance, was a divination spell that allowed the caster to put an invisible magical ear or eye in a well known place, and then hear or see what the magical -
Unhallow
Unhallow was a divine evocation spell for clerics and druids that marked an unholy site. It was the evil counterpart to hallow. From the point touched by the caster, the unhallow spell covered an area -
Cloak of chaos
Cloak of chaos was a divine abjuration spell that granted magical armor and resistance, especially against lawful creatures and magic. The affected beings—up to fifteen or more within 20 feet (6.1 meters) of -
Xothol
antagonistic Netherese Empire located on the surface of Faerûn to the east. Within the college, Ammarindar wizards would research new spells and methods of spell preparation, with the particular focus of thwarting the Netherese arcanists. -
Summon fiend
fiend was able to ignore the summons. The caster had to maintain constant concentration to control the summoned fiend. If the caster lost focus, the spell instantly expired and the fiend returned to its plane. -
Starharp
Starharp was a rare and powerful spell used by the Harpers and clerics of Finder Wyvernspur. The spell created a large glowing image of a harp, which floated above the caster. The harp played by -
Find the path
Find the path was a divination spell that found the most direct way from point A to point B. The reverse of this spell, lose the path, could completely confuse a creature and prevent it
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