transmutation

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.

Lesser Tree Stride

Transmutation
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

Bestow Smite

Bestow Smite

Transmutation [Good]
Level: Paladin 4
Components: V, S, DF, XP
Casting Time: 1 hour

Range: Touch
Targets: One creature per smite evil use possessed by the caster (maximum five creatures)
Duration: 2 hours/level
Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

This spell imbues the designated target(s) with the paladin’s ability to smite evil. The paladin may transfer this ability to any number of targets, up to her maximum available smite evil attempts per day. However, the target’s alignment must be within one step from LG on the alignment scale: LG, NG, or LN. The paladin may choose to give more than one smite evil attempt to a single character. In doing this, the paladin transfers all ability to the targets, including the Charisma bonus added to attack rolls, and the level bonus added to damage. These uses are expended as if the paladin herself had done so, using the paladin’s Charisma score and paladin level, and should they go unused, they become available to the paladin again when the spell's duration has expired. Otherwise, the paladin regains access to them when the paladin normally regains uses of her smite evil ability.

Greater Fabricate

Greater Fabricate

Transmutation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: See text

Range: Close (25 ft. + 5 ft./2 levels)
Target: See text
Duration: Instantaneous
Saving Throw: None

Spell Resistance: No

You can turn individual materials into a composite substance or return an amalgam or solution to its base parts. This effect is similar to fabricate, but the fabricated substance may be composed of up to four different materials. Creating complex objects requires an appropriate Craft check, as with fabricate. The reverse disassembles an object into its base components.

Assembling Objects: The base materials must be within five feet of each other. This version of the spell can affect up to 10 cubic feet of material per level. Casting requires 1 round per 10 cubic feet if no more than two materials are used. For each material included after the first, the casting time increases by 1 round per 10 cubic feet. This spell may also be used to assemble multiple items; for each object past the first, the casting time increases by 1 round per 10 cubic feet.

Disassembling Objects: The object to be disassembled can be composed of any number of base materials, but it must fit at least two of the following criteria:

· Must weigh less than 200 pounds
· Must fit entirely within a 5' * 5' * 5' box
· Must fit entirely within a 10' cylinder with a diameter of 4'.

The casting time for the disassemble effect is 1 hour.

Creatures or magic items cannot be transmuted by the greater fabricate spell. The quality of items made by this spell is commensurate with the quality of materials used as the basis for the new fabrication.

Material Component: The assembly effect of this spell requires the component materials necessary to produce the final product, which cost the same amount as the raw materials required to craft the item to be created. The disassembly effect requires the object to be disassembled.

Focus: A miniature anvil and hammer composed of platinum and diamonds, worth at least 10,000 gp.

Custom Morph

Custom Morph
Transmutation
Level: Sor/Wiz 4
Component: V, S, M

Casting Time: 1 standard Action
Range: Personal
Duration: 1 round/level
Saving Throw: None

Spell Resistance: No

Choose two of the following:

· A pair of leathery, large wings sprout from your back. You gain a fly speed twice your base land speed (good maneuverability). If you are wearing anything tougher than simple clothing (armor, magic robes), you cannot choose this option. Otherwise, the wings will tear through the back of your clothing when they appear.

· Your arms become squid-like tentacles. You gain a tentacle attack with bludgeoning damage determined by your size as usual (1d3 Small, 1d4 Medium) as well as Improved Grab. If you hit with a tentacle attack, you may immediately start a grapple as a free action.

· Your nails and teeth grow and become feral weapons. You gain a claw and a bite attack. As a standard action, you can make one claw or bite attack at full base attack bonus. As a full-round action, you can attack with both claws at full base attack bonus and make a bite attack as a secondary attack at base attack bonus -5. The claws deal 1d4 (1d3 if Small) plus ½ your Strength modifier piercing damage, and the bite deals 1d6 (1d4 if Small) plus your Strength modifier piercing damage.

· Your skin toughens considerably. You gain a +3 natural armor bonus to your AC (this stacks with other natural armor bonuses).

· Bony spikes protrude from your skin, threatening harm to any who touch you. They deal piercing damage according to your size (1d4 Small, 1d6 Medium) plus ½ your Strength modifier. You are treated as proficient in using them as they are considered natural weapons. As part of a full attack, may make a secondary attack with the spikes at your full base attack bonus -5.

· Your muscles become stronger, tougher, or more reflexive. You gain a +4 enhancement bonus to your Strength, Constitution, or Dexterity. You may choose this option more than once, but can not choose to enhance the same ability twice (ex. You may choose to both enhance your Strength and Constitution by +4, but not your Strength by +8).

Material Component: A piece of an animal that has one of the traits you are gaining (ex. Squid eye for tentacle, wolf fur for claws and fangs, etc.)

Ghost Touch

Ghost Touch
Transmutation
Level: Clr 4, Sor/Wiz 5
Component: V, S

Casting Time: 1 standard Action
Range: Touch
Area: Object touched
Duration: 1 min/level

Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell renders a weapon, 50 projectiles, or an article of clothing capable of interacting normally with incorporeal creatures. An item with ghost touch cast upon it counts as either corporeal or incorporeal at any given time, granting weapons or ammunition the ghost touch special ability. This spell, when cast on an appropriate item (gloves, boots, etc) worn by a person, allows them to make unarmed attacks against an incorporeal creature. This spell cannot be cast on a creature.

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