spell

Owl's Fletching

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

Delay Onset Time

Delay Onset Time
Transmutation
Level: Sor1/Wiz1

Components: V, S, M
Casting Time: 1 Round
Range: Touch
Target: Poison touched

Duration: 10 min./level
Saving Throw: None
Spell Resistance: No


This spell is delays the onset time for a single dose of poison by up to 10 minutes per level. The spell is cast on the poison before it is applied to an object. The poison does not take effect until the duration of the spell is completed.

Animate Corpse

Animate Corpse

Necromancy [Evil]
Level: Clr 1, Sor/Wiz 1
Components:
V, S, M
Casting Time:
1 round
Range: Close (25ft +5ft/level)

Target: One corpse
Duration: Concentration
Saving Throw: None
Spell Resistance: No

You cause the corpse of one Medium or Small creature to rise up like a zombie. So long as you concentrate this zombie remains under your control, and may act, move, and attack as normal for a zombie of the creature’s size and type. If you stop concentrating or your concentration is broken, the body immediately becomes an inanimate corpse again, limply falling to the ground in whatever square it was in when your concentration ceased. You may only control a zombie with hit dice equal to or less than your caster level + 2 (to a maximum of 11 hit dice).

Material Component: Two pieces of string, which are suspended from your hands and manipulated like a marionette puppet.

Hide From Construct

Hide from Construct

Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action

Range: Touch
Targets: One creature touched/ level
Duration: 10 minutes/ level (D)
Saving Throw: Will negates (harmless)

Spell Resistance: Yes

Constructs 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. Constructs simply act as though the warded creatures are not there. If commanded by a creature that can see the warded creatures, a construct may attempt to locate and attack them, though the warded creatures have total concealment against such attacks.

If a warded creature touches a construct or attacks any creature (even with a spell), the spell ends for all recipients.

Material Component: A small piece of the body of a construct.

Calm Mind

Calm Mind

Divination
Level: Clr 3
Components: V, S
Casting Time: 1 standard action

Range: Touch
Target: Target creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)

Spell Resistance: Yes

The target creature receives a +5 competence bonus on a single mental skill check of their choice, after which the spell’s duration immediately ends. It must choose to use the bonus before making the roll to which it applies. Mental skills are skills that are adjusted by Intelligence, Charisma or Wisdom ability scores, as well as the Concentration skill.

Ring of Fire

Ring of Fire

Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action

Range: Personal
Area: 5ft + 5ft/5 levels burst
Duration: Instantaneous
Saving Throw: Reflex half

Spell Resistance: Yes

You create a sudden burst of fire that spreads outward from you in a ring, either horizontally or vertically, dealing 1d6 damage per two caster levels, to a maximum of 10d6 at 20th level. The ring has a range of 5ft plus 5ft per five caster levels, to a maximum of 25ft at 20th level.

Burning Lash

Burning Lash

Conjuration (Creation) [Fire]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 swift action

Range: 0 ft.
Targets: Whip-like flame
Duration: 1 round/ level
Saving Throw: None

Spell Resistance: No

You conjure a long tongue of flame that functions as a +1 flaming burst whip, doing 1d3 slashing damage and 1d6 fire damage. The burning lash does not require proficiency with the whip to use effectively, however a character with whip proficiency and additional combat feats related to the whip, such as Weapon Focus or Improved Trip, can take full advantage of those feats when using the burning lash.

For every four caster levels above 4th, the enhancement bonus on the whip increases by +1.

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

Dread

Dread
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You project an extremely unsettling image into the mind of a single target, which makes it seem as though you are changing forms. You have no control over what the target sees, the image is whatever the creature fears the most. Common results are that the target sees you transform into a pile of snakes, spiders or rats or the rotting visage of a dead loved one. Regardless of what the target actually sees, if it fails a Will save, it is too frightened to think clearly enough to make an attack of opportunity against you for the duration of the spell. The target may still act normally otherwise.

Foppish Extravagance

Foppish Extravagance

Enchantment
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)
Target: One sentient creature
Duration: 1 round/level; see text
Saving Throw: Will negates

Spell Resistance: Yes

This spell robs the target creature of its good sense in exchange for a temporary increase in the force of its personality. A creature must possess Int, Wis, and Cha scores of 3 or above to be a valid target for this spell. The target creature must succeed on a Will save or suffer two points of ability drain to its Wisdom and a +4 enhancement bonus to Charisma. The enhancement bonus lasts for a period equal to 1 round per caster level. The ability drain is permanent, but can be healed by the greater restoration and restoration spells.

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