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| Tweet Topic Started: Oct 14 2013, 01:43 AM (29 Views) | |
| Kayenta Moenkopi | Oct 14 2013, 01:43 AM Post #1 |
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LEVEL 1 Alarm Abjuration Components: V, S, F Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm unless the intruder becomes material while in the warded area. Alarm can be made permanent with a permanency spell. Arcane Focus: A tiny bell and a piece of very fine silver wire Endure Elements Abjuration Components: V, S Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This abjuration grants a creature limited protection to damage from whichever one of five energy types you select: acid, cold, fire, electricity, or sonic. Each round the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type regardless of whether the source of damage is natural or magical. The spell protects recipient's equipment as well. Endure elements absorbs only damage. The character could still suffer unfortunate side effects, such as drowning in acid, since drowning comes from a lack of oxygen, or becoming encased in ice. Note: Endure elements overlaps and does not stack with resist elements and protection from elements. If a character is warder by protection from elements and one or both of the other spells, the protection spell absorbs the damage until it is exhausted. If a character is warded by the resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not. Iron Guts Abjuration Components: L V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes You mutter the spell and uncork a bottle with a noxious concoction of scorpion venom, toad sweat, adder venom, and the strained brains of carrion crawlers. The poisonous liquid evaporates into a black cloud that surrounds your hand as you reach out to touch the target. You enable a creature to better fight off the effects of poison. The subject is filled with antitoxin and gains a +5 alchemical bonus on Fortitude saves against all kinds of poisons, whether injury, contact, ingestion , or inhalation. After the spell ends, the subject is nauseated for 1 round. Material Component: A vial containing the diluted poison of four different creatures. Hold Portal Abjuration Components: V Casting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One portal, up to 20 sq. ft./level Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. For a portal affected by this spell, add 5 to the normal DC for forcing open the portal. Protection from Chaos Abjuration [Lawful] Components: V, S, M Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No; see text This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaos effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. Protection from Evil Abjuration [Good] Components: V, S, M Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No; see text This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. Protection from Good Abjuration [Evil] Components: V, S, M Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No; see text This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from good effect. If the protection from good effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Evil summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. Protection from Law Abjuration [Chaotic] Components: V, S, M Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No; see text This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by law creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from law effect. If the protection from law effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Chaotic summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. Shield Abjuration [Force] Components: V, S Casting time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also intercepts attacks providing 3/4 cover +7AC and + 3 on reflex saves against attacks that affect a area. The disk moves out of the way when you attack so it does not provide cover to opponents. The disk protects you only against magic missiles and attacks from one direction. You designate half the battlefield with yourself on the dividing line as being blocked by the shield. You can change the defensive direction of the shield, that is rotate the dividing line, once as a free action on each of your turns. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Corrosive Grasp Conjuration Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature touched Duration: Instantaneous Saving Throws: None Spell resistance: Yes Your hand glistens and smokes from a viscous coating of acid. It does not harm you, but your opponents are less fortunate. A touch attack with this hand causes 1d8 points of acid damage. You can use this melee touch attack up to one time per level. You can also deal an unarmed strike or an attack with a natural weapon. If you grapple as opponent, you can deal this damage in addition to other damage you deal with a successful grapple check. Grease Conjuration (Creation) Components: V, S, M Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target, or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Mage Armor Conjuration (Creation) [Force] Components: V, S, F Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. Focus: A piece of cured leather. Obscuring Mist Conjuration (Creation) Components: V, S Casting time: 1 standard action Range: 30 ft. Effect: Cloud spreads in 30-ft. radius from you, 20 ft. high Duration: 1 min./level Saving Throw: None Spell Resistance: No A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has 1/2 concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. Unseen Servant Conjuration (Creation) Components: V, S, M Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One invisible, mindless, shapeless servant Duration: 1 hour/level Saving Throw: None Spell Resistance: No An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist. Material Component: A piece of string and a bit of wood. Detect Secret Doors Divination Components: V, S Casting time: 1 standard action Range: 60 ft. Area: A quarter circle emanating to the extreme of the range Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Undead Divination Components: V, S, M Casting time: 1 standard action Range: 60 ft. Area: A quarter circle emanating from you to the extreme of the range. Duration: Concentration, up to 1 minute/ level (D) Saving Throw: None Spell Resistance: No You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: HD........................Strength lingering aura.......dim 1 or lower.............Faint 2–4.......................Moderate 5–10.....................Strong 11 or higher..........Overwhelming Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength.................Duration of Lingering Aura Faint...................................1d6 minutes Moderate............................1d6 x 10 minutes Strong.................................1d6 hours Overwhelming.....................1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Material Component: A bit of earth from a grave. Identify Divination Components: V, S, M Casting time: 8 hour Range: Touch Targets: Up to One touched object/ level Duration: Instantaneous Saving Throw: None Spell Resistance: No The spell determines the most basic function of each magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. If a magic item has multiple different functions that are equally basic identify determines the lowest level function. If these functions are also of equal level, the DM decides randomly which is identified. Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. True Strike Divination Components: V, F Casting time: 1 standard action Range: Personal Target: You Duration: See text You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. Focus: A small wooden replica of an archery target. Charm Person Enchantment (Charm) [Mind-Affecting] Components: V, S Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This charm makes a humanoid creature of medium or smaller regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. Hypnotism Enchantment (Compulsion) [Mind-Affecting] Components: V, S Casting time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: Several living creatures, no two of which may be more than 30 ft. apart Duration: 2d4 rounds (D) Saving Throw: Will negates Spell Resistance: Yes Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. While hypnotized a creature's spot and listen checks suffer a -4 penalty. Any potential threat allows the creature a second saving throw. Any obvious threat, such as casting a spell or drawing a sword, automatically breaks the hypnotism as does shaking or slapping the creature. A creature that fails its saving throw does not remember that you enspelled it. Sleep Enchantment (Compulsion) [Mind-Affecting] Components: V, S, M Casting time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: One or more living creatures within a 15-ft.-radius burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes A sleep spell causes a magical slumber to come upon 2d4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. Sleep does not effect creatures with 5 or more HD. Material Component: A pinch of fine sand, rose petals, or a live cricket. Magic Missile Evocation [Force] Components: V, S Casting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A missile of magical energy darts forth from your fingertip and unerringly strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. Tenser's Floating Disk Evocation [Force] Components: L V, S, M Casting Time: L 1 action Range: L Close (25ft. x 5 ft./2 levels) Effect: 3-ft.-diameter disk of force Duration: 1 hour/level Saving Throw: None Spell Resistance: No You create a slightly concave, circular place of force that follows you about and carries loads for you. The disk is a 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range (by moving too fast or by such means as a teleport spell) or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it. Material Component: A drop of mercury. Color Spray Illusion (Pattern) [Mind-Affecting] Components: V, S, M Casting time: 1 standard action Range: Close: 25 ft. + 5ft/2 levels Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. The closest 1d6 creatures are effected. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Nystul's Magic Aura Illusion [Glammer] Components: V, S, F Casting Time 1 action Range: Touch Target: One touched object wighing up to 5lb/level. Duration: 1 day/level Saving Throw: None(see text) Spell Resistance: No You make an item's aura register to detection spells (and similar spells) as though it were either a magic item of the type that you specify or the subject of a spell that you register as a +2 vorporal sword as far as magical detection is concerned or make a +2 vorpal sword register as if it were a +1 sword. If the object bearing Nystul's magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects at a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. IF the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), Nystul's magic aura doesn't work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura. Focus: A small square of sil that must be passed over the object that receives the aura. Nystul's Undetectable Aura Illusion (Glamer) Components: V, S, F Casting Time: 1 action Range: Touch Target: Object touched weighing up to 5lb/level Duration: 1 day/level Saving Throw: None (see text) Spell Resistance: No This spell allows you to mask a magic item's aura from detection. If the object bearing Nystul's undetectable aura has identify cast on it or is similarly examines, the examiner recognizes that the aura of false and detects the object's actual qualities if he succeeds at a Will save. Focus: A small square of silk that must be passed over the object. Silent Image Illusion (Figment) Components: V, S, F Casting time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level Duration: Concentration Saving Throw: Will disbelief (if interacted with) Spell Resistance: No This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. Focus: A bit of fleece. Ventriloquism Illusion (Figment) Components: V, F Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Intelligible sound, usually speech Duration: 1 min./level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it). Focus: A parchment rolled up into a small cone. Cause Fear Necromancy [Fear, Mind-Affecting] Components: V, S Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with 5 or fewer HD Duration: 1d4 rounds or 1 round; see text Saving Throw: Will partial Spell Resistance: Yes The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear. Chill Touch Necromancy Components: V, S Casting time: 1 standard action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: Instantaneous Saving Throw: Fortitude partial or Will negates; see text Spell Resistance: Yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. Ray of Enfeeblement Necromancy Components: V, S Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 min./level Saving Throw: Fortitude negates Spell Resistance: Yes A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. Animate Rope Transmutation Components: V, S Casting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text Duration: 1 round/level Saving Throw: None Spell Resistance: No You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half. The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope. Burning Hands Transmutation [Fire] Components: V, S Casting time: 1 standard action Range: 10 ft. Area: Semi-circular burst of flame 10ft. long centered on your hands. Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A thin sheet of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action. Enlarge Transmutation Components: V, S, M Casting time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or one object up to 10 cubic ft./level in volume Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell causes instant growth of a creature or object, increasing both size and weight. The subject grows by up to 10%/caster level, increasing by this amount in height, width and depth to a max of 50%. Weight increases by approximately the cube of the size increase as follows: Height increase..........weight increase 10% ..........................30% 20% ..........................70% 30% ..........................120% 40% ..........................170% 50% ..........................240% All equipment worn or carried by a creature is enlarged by the spell. If insufficient room is available for the desired growth , the creature or object obtains the maximum possible size, burting weak enclosures in the process. However, it is contained without harm by stronger materials-the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell. Weight, mass and strength are effected though. Thus a table blocking a door would be heavier and more effective. A creature's hit points armor class and base attack bonus do not change. But strength increases along with size. For every 20% of enlargement the creature gains a +1 enlargement bonus to strength. Multiple magical effects that encrease size do not stack. Enlarge counters and dispells reduce. material components: pinch of powdered iron Erase Transmutation Components: V, S Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One scroll or two pages Duration: Instantaneous Saving Throw: See text Spell Resistance: No Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead. Expeditious Retreat Transmutation Components: V, S Casting time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill). Feather Fall Transmutation Components: V Casting time: 1 free action Range: Close (25 ft. + 5 ft./2 levels) Targets: Any free-falling objects or creatures in a 10ft. radius whose weight does not total more than 300lbs./round Duration: Until landing or 1 round/level Saving Throw: Will negates (harmless) or Will negates (object) Spell Resistance: Yes (object) The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn. This spell has no effect upon ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, such as a boulder dropped form the top of a castle wall, the item does half the normal damage based on weight with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. Jump Transmutation Components: V, S, M Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject gets a +30 enhancement bonus on Jump checks and does not have the usual maximums for jumping distance. For leaps of the max horizontal jumping distance, the jump reaches its peak(1/4 the horizontal distance) at the halfway point. Material Component: A grasshopper’s hind leg, which you break when the spell is cast. Magic Weapon Transmutation Components: V, S Casting time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell. focus: Weapon Message Transmutation [Language-Dependent] Components: V, S, F Casting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level Duration: 10 min./level Saving Throw: None Spell Resistance: No You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Focus: A short piece of copper wire. Reduce Transmutation Components: V, S, M Casting time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or one object up to 10 cubic ft./ caster level Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell causes instant diminution of a creature or object, decreasing its size and weight. It's height shrinks up to 10%/caster level to a max reduction of 50%. The reduced weight is proportional to the cube of the new height as follows: height decreased..................weight decreased -10%....................................... -30% -20%....................................... -50% -30%....................................... -60% -40%....................................... -80% -50%....................................... -90% All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). For every 10% of reduction a creature's strength score takes a -1 penalty, min of 1. Multiple magical effects that reduce size do not stack. Reduce counters and dispels enlarge. Reduce can be made permanent with a permanency spell. Material Component: A pinch of powdered iron. Shocking Grasp Transmutation [Electricity] Components: V, S Casting time: 1 standard action Range: Touch Target: Creature or object touched Duration: Instantaneous until discharged Saving Throw: None Spell Resistance: Yes Your successful melee touch attack deals 1d8+1/level points of electricity damage per caster level (max 20 levels). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). Spider Climb Transmutation Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throws: Will negates (harmless) Spell Resistance: Yes (harmless) The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half its speed. A creature with a strength score of at least 20+1 per caster level can pull the subject off a wall. Material Components: A drop of bitumen and a live spider, both of which must be eaten by the subject. |
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3:10 PM Jul 11