Lingering Flame

Lingering Flame
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Effect: 20 ft. sheet of flame
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Summonables: Summon Monster II

One of the hardest things about using summon monster spells if you're a new player or DM (or even if you're experienced) is that you have to apply templates to most of the creatures you can summon with these spells. And if your character has the Augment Summoning feat, then you also have to recalculate anything in the creature's stat block that has to do with Strength or Constitution.

Summonables: Summon Monster I

The summon monster spell chain is useful, but it's challenging to players and Dungeon Masters alike because it summons a lot of different creatures, applying the celestial or fiendish templates many of them. The Augment Summoning feat from the Core Rules additionally modifies the summoned creature's Strength and Constitution scores, which changes its hit points, Fortitude save, and usually its grapple modifier, attack and damage modifiers, and skill check modifiers as well.

Owl's Fletching

Level: Asn 1, Rng 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Self
Duration: 1 round

Static Charge

Static Charge

Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action

Range: Personal
Area: 5ft + 5ft/5 levels spread
Duration: 1 round/level
Saving Throw: None

Spell Resistance: Yes

You charge the air around you with electrical energy, which deals electricity damage to anyone within the spell’s range. The air crackles with visible sparks and small arcs of electricity, making the spell’s area obvious to almost any observer. The spell has an effective range of 5ft plus 5ft per five caster levels, to a maximum of 15ft at 15th level. Each round on your turn, starting when you cast the spell, the static charge deals 1d8 points of electricity damage to each creature and object within it. Any creature that enters the area of the spell immediately takes 1d8 electricity damage.

Material Component: Two small pieces of fabric, which are rubbed together between the thumb and index finger

Lesser Tree Stride

Level: Drd 1, Rng 1, Sor/Wiz 1
Components: V, S, F, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You
Duration: Instantaneous

Spells and Items of Tolrea

The inhabitants of Tolrea claim hundreds of craftsmen, mages and priests among their number. Millennia of their painstaking study and practice have led to innovations and curiosities beyond count. Some of their most noteworthy discoveries, both for good and ill, are enumerated below.

Imperial Spy

The Aureshan Empire has endured for almost a thousand years, weathering civil war, barbarian invasion, religious turmoil, and economic privation and emerging from these trials with a rich and vigorous culture. The Empire’s ability to overcome the challenges posed by its size, its warlike neighbors, and its disparate peoples and religions owes to the expansiveness and dedication of the Emperor’s government and soldiers . . . and to the quality of the espionage service that feeds information to them so that they can act before a problem becomes insurmountable.

Cartel Magus

The temperate rainforests of the Kingdom of Enteria are home to the members of secretive and dangerous cartels that cultivate the parasitic magical plants dubbed bleak banyans. The cartels use zombie slaves to harvest the banyans' figs despite the aura of negative energy that keeps living creatures at bay, and brew a decadent, addictive wine from the fruit for sale to the unwary.

Unctuous Contamination

Conjuration (Creation)
Brd 5, Sor/Wiz 5
V, S, M
Casting Time:
1 standard action
Close (25 ft. + 5 ft./2 levels)
Target or Area:
One object or a 10-ft. square
1 round/level
Saving Throw:
See text
Spell Resistance:
Yes (see text)


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