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Spellbook
Archive

Animate
Dead Familiar
Necromancy
[Evil]
Level:
Sor/Wiz 5
Components: V, S,
XP
Casting Time: 1 round
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
In order
to cast this spell, you must have a familiar, and that creature must be
dead. You animate the dead familiar as a zombielike undead, restoring
some measure of the bond you had with it while it lived.
You do
not regain the experience points you lost when the familiar died. You
also lose the special benefits you gained based on the familiar's animal
type (such as the +2 bonus to Move Silently checks bestowed by a cat familiar).
Being undead, the creature has no Constitution score, which affects its
Fortitude saves but not its hit points. It retains its natural armor and
its preternatural Intelligence, as well as all of the special abilities
it had based on your level except for the ability to speak with animals
of its type. It still has effective Hit Dice equal to your level and hit
points equal to half your total hit points.
The undead
familiar resembles a zombie, but is not slow like a zombie. Its type changes
to Undead. As an undead creature, it is immune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. It is not subject to
critical hits, subdual damage, ability damage, energy drain, or death
from massive damage. If you are within range of the familiar's empathic
link with you (one mile), it cannot be turned or rebuked. Beyond that
range, it is subject to turning and rebuking (as well as commanding and
destroying) as an undead of its effective Hit Dice.
In addition,
the familiar gains a special attack delivered by a melee attack. The nature
of this attack depends on your caster level at the time you cast this
spell; it does not improve as your level increases. You may choose a lower-level
ability than your level indicates.
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Caster
Level
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Special
Attack |
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9-10
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Paralysis:
Those hit by the undead familiar's attack must succeed at a Fortitude
save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to
this paralysis. |
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11-14
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Strength
damage: The undead familiar's attack deals 1d6 points of temporary
Strength damage in addition to the normal damage. |
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15-18
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Energy
Drain: Living creatures hit by the undead familiar's attack receive
one negative level. The Fortitude save to remove the negative level
has a DC of 16. |
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19-20
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Constitution
Drain: Living creatures hit by the undead familiar's attack must succeed
at a Fortitude save (DC 18) or suffer 1d6 points of permanent Constitution
drain. |
If the undead familiar
is destroyed, you lose experience points as if you had lost a living familiar
(again). The corpse is utterly destroyed in this case, and cannot be animated
via this spell again, nor can it be restored to life with a raise dead
spell (resurrection will work, however).
You cannot
cast this spell on another character's familiar.
XP
Cost: 100 XP.
Arcane
Bolt
Evocation [Force]
Level:
Sor/Wiz 1
Components:
V, S
Casting
Time: 1 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:
Reflex half
Spell Resistance:
Yes
A bolt
of magical energy shoots forth from your fingertips at its target, dealing
1d6+1 points of damage.
For every
two levels of experience past 1st, you gain an additional bolt, which
you fire at the same time. You have two at 3rd level, three at 5th level,
four at 7th level, and the maximum of five bolts at 9th level or higher.
If you shoot multiple bolts, you can have them strike a single creature
or several creatures. A single bolt can strike only one creature. You
must designate targets before you roll for SR or roll damage.
This
spell counts as magic missile for spell, items, or special qualities
that protect a target from magic missile, such as a brooch of
shielding and shield.
Bite
of the Werebear
Transmutation
Level: Sor/Wiz
9, Drd 8
Components:
V, S, M
Casting Time:
1 action
Range: Personal
Target: You
Duration: 1
round/level
You take
on certain qualities of a brown bear, almost as though you were a werebear
in hybrid form (if werebears had hybrid forms). You gain a +16 enhancement
bonus to your Strength score, a +2 enhancement bonus to your Dexterity
score, and a +8 enhancement bonus to your Constitution score. Your face
becomes that of a bear and your hands become massive paws with sharp claws.
These paws burden you with a 25% spell failure chance when you cast any
spell with a somatic component (even a divine spell).
You can
attack with both claws at your full base attack bonus and your bite at
only 2 from your full attack bonus (as if you had the Multiattack feat).
The claws deal 1d8 points of damage each (1d6 if you are Small), and the
bite deals 2d8 (2d6 if you are Small). You gain the benefits of the Blind-Fight
and Power Attack feats as well, and a +7 natural armor bonus.
Material
Component: Hair from a werebear.
Bite
of the Wereboar
Transmutation
Level: Sor/Wiz 7, Drd 6
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
You take
on certain qualities of a boar, almost as though you were a wereboar in
hybrid form (if wereboars had hybrid forms). You gain a +4 enhancement
bonus to your Strength score and a +6 enhancement bonus to your Constitution
score. Your face becomes that of a boar, and you can attack with your
tusks if you choose, dealing 1d8 points of damage (or 1d6 points if you
are Small) on a hit. You gain the benefits of the Blind-Fight feat as
well, and a +8 natural armor bonus.
Material
Component: Hair from a wereboar.
Bite
of the Wererat
Transmutation
Level: Sor/Wiz
4, Drd 3
Components:
V, S, M/DF
Casting Time:
1 action
Range: Personal
Target: You
Duration: 1
round/level
You take
on certain qualities of a dire rat, almost as though you were a wererat
in hybrid form. You gain a +6 enhancement bonus to your Dexterity score
and a +2 enhancement bonus to your Constitution score. You gain a +3 natural
armor bonus as your hide thickens and sprouts extra hair. Your face lengthens
into a ratlike snout, and you can attack with your bite as a natural weapon
without provoking an attack of opportunity. The bite deals 1d4 points
of damage, or 1d3 points if you are Small. You also gain the benefits
of the Weapon Finesse feat with your bite attack.
Arcane
Material Component: Hair from a wererat.
Bite
of the Weretiger
Transmutation
Level: Sor/Wiz
8, Drd 7
Components:
V, S, M
Casting Time:
1 action
Range: Personal
Target: You
Duration: 1
round/level
You take
on certain qualities of a tiger, almost as though you were a weretiger
in hybrid form. You gain a +12 enhancement bonus to your Strength score,
a +4 enhancement bonus to your Dexterity score, and a +6 enhancement bonus
to your Constitution score. Your face lengthens into a tigerlike muzzle
and your fingernails grow into sharp claws. You can attack with both claws
at your full base attack bonus and your bite at only 2 from your full
attack bonus (as if you had the Multiattack feat). The claws deal 1d8
points of damage each (1d6 if you are Small), and the bite deals 2d6 (2d4
if you are Small). You gain the benefits of the Blind-Fight and Power
Attack feats as well, and a +5 natural armor bonus.
Material
Component: Hair from a weretiger.
Bite
of the Werewolf
Transmutation
Level: Sor/Wiz
5, Drd 4
Components:
V, S, M
Casting Time:
1 action
Range: Personal
Target: You
Duration: 1
round/level
You take
on certain qualities of a wolf, almost as though you were a werewolf in
hybrid form. You gain a +2 enhancement bonus to your Strength score, a
+4 enhancement bonus to your Dexterity score, and a +4 enhancement bonus
to your Constitution score. Your face lengthens into a wolflike muzzle,
and you can attack with your bite if you choose, dealing 1d6 points of
damage (or 1d4 points if you are Small) on a hit. You gain the benefits
of the Blind-Fight feat as well, and a +4 natural armor bonus.
Material
Component: Hair from a werewolf.
Bladesong
Transmutation
Level:
Brd 2, Sor/Wiz 2
Components:
V, S, F
Casting
Time: 1 action
Range:
Touch
Target:
Weapon touched
Duration:
1 round/level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
Bladesong
makes a bladed weapon emit magical music in combat. Any round that the
weapon is used in melee combat, this spell allows the wielder to make
a single, additional touch attack with the sword as a free action. The
attack uses the wielder's normal attack bonus with that weapon but inflicts
no damage. Instead, anyone successfully touched by the weapon in this
way is dazed for one round. Dazed characters cannot take actions but can
defend themselves normally.
Focus:
The weapon.
Delay
Disease
Conjuration
(Healing)
Level: Clr 2
Components:
V, S, DF
Casting Time:
1 full round
Range: Touch
Target: Creature
touched
Duration: 1
day
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject
becomes temporarily immune to the ravages of disease. The progress of
any nonmagical disease that already afflicts the target is halted for
the duration of the spell. Delay disease allows the subject to
skip the required saving throw against the disease for the day that the
spell is in effect. During this period, the subject accrues no further
ability damage from the disease. A skipped saving throw counts as neither
a success nor a failure for the purpose of recovery from the disease.
Furthermore, the incubation period of any disease to which the subject
is exposed during the spell's duration does not begin until the spell
expires. Delay disease does not cure any damage that a disease
may already have dealt, and it has no effect against magical or supernatural
diseases.
Dirge
of Discord
Enchantment (Compulsion) [Chaos, Sonic]
Level:
Clr 5
Components:
V, S, F
Casting
Time: 1 action
Range: Close
(25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius
spread
Duration:
2d4 rounds + 1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This
spell creates an unholy, chaotic dirge that fills the subject's head with
the screams of the dying, the wailing of the damned, and the howling of
the mad. Affected creatures suffer a -4 profane penalty to attack rolls
and Concentration checks, a -8 enhancement penalty to effective Dexterity
(with Reflex saves reduced accordingly for the spell's duration), and
halved movement due to the subject's equilibrium being thrown off by the
dirge.
Focus:
A tiny urn containing some ashes of a destrachan.
Divine
Interdiction
Abjuration
Level: Clr 4
Components:
V, S, DF
Casting
Time: 1 action
Range:
Close (25ft. +5ft./2 levels)
Area:
10-ft.-radius emanation, centered on a creature, object, or point in space
Duration:
1 round/level
Saving Throw:
Will negates or none (object)
Spell Resistance:
Yes
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Try
these optional corollaries to the divine interdiction spell:
Spell
Option A
At
your DMs discretion, the effects of divine interdiction
can include other turning-like abilities -- for example, it may
also apply to a clerical (or other class) ability to command, rebuke,
or turn elementals, outsiders, lycanthropes, or other types of creatures.
Spell
Option B
Your
DM also may choose to have divine interdiction temporarily
negate any extraordinary, spell-like, or supernatural granted powers
due to access to a spell domain. In this circumstance, special powers
from domain access (such as increased caster levels, death touch,
or smiting, among others) are lost for the duration of the spell.
Domain benefits that result in skill proficiency (such as Trickerys
allowance of Bluff, Disguise, and Hide as class skills) are unaffected,
as the skill is already learned and committed to memory, not powered
daily by divine force.
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Divine
interdiction interferes with a cleric's connection to his or her divine
source of power, resulting in a temporary loss of the ability to turn
or rebuke undead. Paladins, blackguards, and other classes capable of
rebuking, turning, or otherwise commanding the undead can also suffer
a temporary loss of this ability through divine interdiction.
This
spell creates a beam of invisible disruptive energy that streaks out from
the casters pointed finger to strike the target(s) automatically.
As usual, a target benefits only from his or her size modifier, Dexterity
modifier, and deflection bonus (if any); armor bonuses, shield bonuses,
or natural armor bonus do not apply.
The spell
can be cast on a point in space, but the effect is stationary unless cast
on a mobile object. The spell can be centered on a creature, and the effect
then radiates from the creature and moves as it moves. An unwilling creature
can attempt a Will save to negate the spell and can use SR, if any. Should
the save fail, the targets turning abilities are immediately negated
for the spells duration.
While
under the influence of divine interdiction, the target is treated
as though he or she has no ability to turn, rebuke, or command undead.
Note that the spell does not prevent positive or negative energy from
affecting undead within the area (it merely becomes a barrier to activating
such powers).
Elemental
Familiar
Transmutation
Level: Sor/Wiz 3
Components:
V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
In order
to cast this spell, you must have a familiar. When you cast the spell,
the target creature becomes a Tiny air, earth, fire, or water elemental,
as detailed below. You choose what type of elemental the creature becomes.
The creature retains its basic shape, but it is in every way an elemental,
not an element creature (as described in Manual of the Planes).
You lose
any special ability the familiar previously granted to you (such as the
+2 bonus to Move Silently checks bestowed by a cat familiar). However,
you gain a replacement special ability, depending on the type of elemental
your familiar becomes:
Air -- Master
gains a +2 bonus to Initiative checks (stacks with Improved Initiative).
Earth -- Master
gains +1 natural armor.
Fire -- Master
gains a +3 resistance bonus to saving throws against fire attacks.
Water -- Master
gains a +1 resistance bonus to Fortitude saving throws.
Only
a limited wish, miracle, or wish or similar magic can restore
a transmuted familiar to its original state. Otherwise, the familiar remains
an elemental forevermore. You cannot cast this spell on another character's
familiar. Most creatures consider the transformation harmless and beneficial,
but if the creature decides to resist, a successful Fortitude save negates
the spell.
Material Component:
A small quantity of air, earth, fire, or water, depending on the elemental
type the creature is to become.
XP Cost: 500
XP.
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|
Tiny
Air Elemental |
Tiny
Fire Elemental |
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|
Tiny
Elemental (Air) |
Tiny
Elemental (Fire) |
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Hit Dice:
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1d8 (4
hp)
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1d8 (4
hp)
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Initiative:
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+6
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+5
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Speed:
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Fly 100
ft. (perfect)
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50 ft.
|
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AC:
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16 (+2
size, +2 Dex, +2 natural)
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15 (+2
size, +1 Dex, +2 natural)
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Attacks:
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Slam +4
melee
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Slam +3
melee
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Damage:
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Slam 1d3-1
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Slam 1d3-1
and 1d3 fire
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Face/Reach:
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2 1/2
ft. by 2 1/2 ft./0 ft.
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2 1/2
ft. by 2 1/2 ft./0 ft.
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Special Attacks:
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Whirlwind
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Burn
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Special Qualities:
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Air mastery,
elemental traits
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Elemental
traits, fire subtype
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|
Saves:
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Fort +0,
Ref +4, Will +0
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Fort +0,
Ref +3, Will +0
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Abilities:
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Str 8,
Dex 15, Con 10, Int 4, Wis 11, Cha 11
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Str 8,
Dex 13, Con 10, Int 4, Wis 11, Cha 11
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Skills:
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Hide +10,
Listen +4, Spot +4
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Hide,
+9, Listen +4, Spot +4
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|
Feats:
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Flyby
Attack, Improved Initiative, Weapon Finesse (slam)
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Improved
Initiative, Weapon Finesse (slam)
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| Climate/Terrain: |
Any
land and underground |
Any
land and underground |
| Organization: |
Solitary |
Solitary |
| Challenge
Rating: |
1/2 |
1/2 |
| Treasure:
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None |
None |
| Alignment:
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Usually
neutral |
Usually
neutral |
-
|
|
Tiny
Earth Elemental |
Tiny
Water Elemental |
|
|
Tiny
Elemental (Earth) |
Tiny
Elemental (Water) |
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Hit Dice:
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1d8+1 (5 hp)
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1d8+1 (5 hp)
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Initiative:
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1
|
+0
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Speed:
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20 ft.
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20 ft., swim 90 ft.
|
|
AC:
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16 (+2 size, 1 Dex, +5
natural)
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16 (+2 size, +4 natural)
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|
Attacks:
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Slam +4 melee
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Slam +3 melee
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Damage:
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Slam 1d3+3
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Slam 1d3+1
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|
Face/Reach:
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2 1/2 ft. by 2 1/2 ft./0
ft.
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2 1/2 ft. by 2 1/2 ft./0
ft.
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Special Attacks:
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Push
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Water mastery, drench,
vortex
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Special Qualities:
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Earth mastery, elemental
traits
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Elemental traits
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|
Saves:
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Fort +3, Ref 1, Will +0
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Fort +3, Ref +0, Will
+0
|
|
Abilities:
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Str 15, Dex 8, Con 13,
Int 4, Wis 11, Cha 11
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Str 12, Dex 10, Con 13,
Int 4, Wis 11, Cha 11
|
|
Skills:
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Hide +7, Listen +4, Spot
+4
|
Hide +8, Listen +4, Spot
+4
|
|
Feats:
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Power Attack
|
Power Attack
|
| Climate/Terrain: |
Any
land and underground |
Any
land and underground |
| Organization: |
Solitary |
Solitary |
| Challenge
Rating: |
1/2 |
1/2 |
| Treasure:
|
None |
None |
| Alignment:
|
Usually
neutral |
Usually
neutral |
A Tiny
air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth elemental
is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet tall
and weighs 1/4 pound. A Tiny water elemental is 2 feet tall and weighs
8 pounds.
Elemental Traits:
Immune to poison, sleep, paralysis, and stunning; not subject to critical
hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though
a wish or miracle spell can restore life).
The special
attacks of Tiny elementals conform to the information given for elementals
of their subtype in the Monster Manual, except as specified. The
save DC against the Tiny air elemental's whirlwind is 9, the damage is
1d3, and the whirlwind's height is 10 feet. The save DC against the Tiny
fire elemental's burn is 10. The save DC against the Tiny water elemental's
vortex is 11, the damage is 1d3, and the vortex's height is 10 feet.
Exacting
Shot
Transmutation
Level:
Rgr 1
Components:
V, S
Casting
Time: 1 action
Range:
Touch
Target:
Ranged weapon touched
Duration:
1 minute/level
Saving Throw:
None
Spell Resistance:
No
This
transmutation makes a ranged (projectile) weapon strike true against the
caster's favored enemies. All critical rolls against favored enemies automatically
succeed, so every threat is a critical hit. The affected weapon also negates
any miss chance due to concealment whenever the caster fires at a favored
enemy (unless it has total concealment, in which case the normal miss
chance applies). If the ranged weapon or the projectile fired has any
magical effect or property related to critical hits, this spell has no
effect.
Fearsome
Grapple
Transmutation
Level:
Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
This
spell causes two additional arms to grow from your sides and coordinate
their efforts to help you grapple another creature. These extra arms give
you a +4 circumstance bonus to grapple checks you make while the spell
is in effect. The arms are not coordinated enough to wield weapons, manipulate
tools, or perform any action other than grappling.
If your
caster level is at least 9th, you grow four additional arms, and the circumstance
bonus increases to +8.
Note:
If you use this spell in your game, all creatures with more than two arms
should gain a circumstance bonus to grapple checks, as suggested in Sword
& Fist. This
bonus is +4 per extra pair of arms, and is the same bonus granted by the
spell (not an additional bonus).
Foebane
Evocation
Level:
Rgr 4
Components:
V, S
Casting
Time: 1 action
Range:
Touch
Target:
Weapon touched
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
This
spell imbues one of the caster's weapons with great killing power against
a single favored enemy type. Against creatures of that type, the weapon
acts as a +5 magic weapon and deals +2d6 points of bonus damage. Furthermore,
while the caster wields the weapon, he or she gains a +4 resistance bonus
to saving throws against effects created by creatures of that type.
The spell
is automatically canceled 1 round after the weapon leaves the caster's
hand for any reason. The caster cannot have more than one foebane
weapon at a time.
If this
spell is cast on a magic weapon, the powers of the spell supersede any
that the weapon normally has, rendering the normal enhancement bonus and
powers of the weapon inoperative for the duration of the spell. This spell
is not cumulative with exacting shot or any other spell that might
modify the weapon in any way. This spell does not work on artifacts.
Note:
A masterwork weapon's bonus to attack does not stack with an enhancement
bonus to attack.
Guidance
of the Avatar
Divination
Level:
Clr 2
Components:
V, S
Casting
Time: 1 action
Range:
Touch
Target:
Creature touched
Duration:
1 minute or until discharged
Saving Throw:
None
Spell Resistance:
Yes
Your
deity's chosen avatar imbues the subject with divine power. The creature
gets a +20 competence bonus on a single skill check and must choose to
use the bonus before making the roll to which it applies.
Heal
Animal Companion
Conjuration
(Healing)
Level: Drd 5, Rgr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Caster's animal companion touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Heal
animal companion enables the caster to wipe away disease and injury
in one of his or her own animal companions (gained via class feature or
the animal friendship spell). It completely cures all diseases,
blindness, or deafness of the animal companion, cures all points of damage
suffered due to wounds or injury, and repairs temporary ability damage.
It cures mental disorders caused by spells or injury to the brain.
Heal
animal companion does not remove negative levels, restore drained
levels, or restore drained ability scores.
Hemorrhage
Necromancy
Level: Clr 1
Components:
V, S, DF
Casting Time:
1 action
Range: Touch
Target: Creature
touched
Duration: 1 round/2 levels (maximum 5 rounds)
Saving Throw:
Will negates
Spell Resistance:
Yes
Your
touch inflicts a deep, painful wound that bleeds profusely and refuses
to heal. The target takes 1d3 points of damage per round from bleeding
until the spell's duration expires. Nonmagical healing neither stops the
blood loss nor restores hit points lost from such bleeding. A cure
spell restores hit points normally but does not stop the bleeding. A styptic
or heal spell both stops the bleeding and restores lost hit points
as it normally would.
Hemorrhage
is countered by styptic.
Hindsight
Divination
Level: Brd 6, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour
Area: 60 ft. radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can
see and hear into the past of your current location. The level of detail
you see and hear via this spell depends on the span of time you wish to
observe; concentrating on a span of days during the past renders a more
detailed perspective than, say, a span of centuries. Chose a span of time
from the options below:
- Days: You
clearly see the events of one day per caster level. You gain detailed
knowledge of the people, conversations, and events that transpired.
- Weeks: You
gain a detailed summary of the events of one week per caster level.
Exact wording and details are lost, but you know all of the participants
and the highlights of the conversations and events.
- Years: You
gain a general idea of the events of one year per caster level. You
notice only noteworthy events such as deaths, battles, scenes of great
emotion, important discoveries, and significant happenings.
- Centuries:
You gain the general idea of the events of one century plus an additional
century for every four levels of experience past 1st level. For instance,
a 16th-level caster would gain insight into four centuries, and a 17th-level
caster would see five centuries. You notice only the most remarkable
of events: coronations, deaths of important personages, major battles,
and other truly awesome happenings.
The
following spells can be used in conjunction with a hindsight spell:
darkvision, detect magic, detect chaos, detect evil, detect good, detect
law, read magic, see invisibility, tongues, and true seeing.
Focus:
An hourglass-shaped diamond worth at least 5,000 gp.
Leomund's
Hidden Lodge
Conjuration (Creation)
Level: Sor/Wiz
5
Components:
V, S, M, F
Casting Time:
10 minutes
Range: Close
(25 ft. + 5 ft./2 levels)
Targets: 20-ft.
square structure
Duration: 2
hours/level (D)
Saving Throw:
None
Spell Resistance:
No
This
spell is similar to Leomund's Secure Shelter, except that the conjured
structure is perfectly camouflaged to blend in with whatever terrain or
surroundings are appropriate. It may appear as a house-sized boulder in
mountainous or rocky areas, a sand dune, a deadfall, a small grassy knoll,
or even a mighty tree. The spell also conceals all telltale signs of habitation,
including any smoke, light, or sound coming from within the lodge. Creatures
examining the lodge or studying its immediate vicinity note the presence
and extent of the shelter with a successful Wilderness Lore check (DC
30). If the lodge's occupants are seen entering or leaving the lodge,
the DC for this check drops to 10.
Masters
Touch
Divination
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 action
Range: Self
Targets: Self
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No
Masters
touch is a spell often found in the repertoire of the adventurers
that specialize in casting arcane spells. It grants casters the knowledge
and experience to claim proficiency in whatever single weapon or shield
they hold in their hands when the spell is cast. The lack of a somatic
component means the spell may be cast in the midst of a fight while keeping
ready whatever items stand between the caster and danger.
Proficiency
is granted for only a single, specific item, although multiple castings
allow for multiple proficiencies. For example, a sorcerer holding a short
sword and rapier, with a buckler strapped to his off hand, could cast
the spell three times, once for each weapon and shield.
Note
that this spell does not grant proficiency for a class of item, but only
for the one specific item held in the hand at the time the spell is cast.
Should the caster set that item down or otherwise lose his or her grip
on it, proficiency does not fade away; the proficiency is due to knowledge
gained, not due to any transmutation of the caster or the item. The caster
may therefore recover that specific item and continue to use it with proficiency
until the spells effect runs out.
Masters
touch does not convey any information about a magic item to the caster.
The caster may not even be aware that an item is magical at all.
Arcane
Focus: The item in whose use the caster wishes to be proficient.
Mindless
Rage
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2,
Sor/Wiz 2
Components:
V, S, F
Casting
Time: 1 action
Range: Close
(25 ft. + 5 ft/2 levels)
Targets:
One person or creature
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
Creatures
affected by the spell mindless rage become so filled with rage
that they can do nothing but focus on engaging the caster in personal
physical combat. The affected creature cannot use any spells, spell-like
or supernatural abilities, or ranged weapons while attacking the caster.
The subject's only thoughts are of killing the caster -- if not with bare
hands, then with a hand-held melee weapon at best.
It's
worth noting that the recipient of this spell, though overcome with rage,
is by no means rendered an idiot or suicidal. For example, an affected
creature will not charge off a cliff in an attempt to reach the target.
While
under the effect of a mindless rage spell, the subject can make
use of all normal melee combat skills, abilities, and feats -- either
offensive or defensive. However, the affected creature cannot use any
ability that requires activation or concentration.
An interesting
side effect of mindless rage occurs when the spell is cast upon
any character capable of the rage ability (such as a barbarian). In these
cases, the mindless rage episode counts as one of the character's
uses of rage for that day.
Mindless
rage is a fairly uncommon spell. Its believed to have been developed
by dwarven fighter/wizards who preferred to face their opponents in melee
combat over magical conflicts. Of course, many of the stories tracing
this spell's origins to the battle-mages also note that this dwarven method
of ensuring melee combat against spellcasters backfired when the group
ran afoul of a band of sorcerer/barbarians.
Arcane
Focus: Successful casting of mindless rage requires the caster
to utilize a scarlet handkerchief or similar piece of cloth, which is
waved in the target's direction while the caster vocalizes the verbal
component.
Mirror
Move
Transmutation
Level:
Brd 2, Sor/Wiz 2
Components:
V, S, M
Casting
Time: 1 action
Range:
Personal
Target:
You
Duration:
1 minute/level
Mirror
move allows you to reproduce any general feat with an obvious physical
effect that you observed another perform within the past 10 rounds, providing
you meet the prerequisites for that feat.
For example,
Mialee is proficient with the shortbow but does not possess the Point
Blank Shot feat. However, she can watch Soveliss perform the feat, then,
using mirror move, she can mimic his Point Blank Shot feat to better
attack an orc advancing on her. When the spell dissipates, Mialee can
no longer access this feat (unless she later acquires it herself or recasts
mirror move for the same effect).
With
a single casting, you may mirror move a number of feats equal to
your Intelligence bonus, but always at least one. That is, a caster with
an Intelligence of 10 can mirror one feat, while a caster with 18 Intelligence
can mirror up to four feats with a single use of the spell. The effects
of multiple castings of mirror move do not stack. Each new casting
wipes out the previous one.
You can
mirror move the following feats:
- Ambidexterity
- Combat Casting
- Combat Reflexes
- Dodge
- Exotic Weapon
Proficiency
- Expertise
- Improved
Disarm
- Improved
Trip
- Whirlwind
Attack
- Improved
Critical
- Improved
Initiative
|
- Improved
Unarmed Strike
- Deflect
Arrows
- Stunning
Fist
- Lightning
Reflexes
- Martial Weapon
Proficiency
- Mounted Combat
- Mounted
Archery
- Trample
- Ride-By
Attack
- Spirited
Charge
- Point Blank
Shot
- Far Shot
- Precise
Shot
- Rapid
Shot
- Shot
on the Run
|
- Power Attack
- Cleave
- Improved
Bull Rush
- Sunder
- Great
Cleave
- Quick Draw
- Run
- Shield Proficiency
- Simple Weapon
Proficiency
- Two-Weapon
Fighting
- Improved
Two-Weapon Fighting
- Weapon Finesse
- Weapon Focus
|
The DM
may allow mirroring of feats from sources other than the Player's Handbook,
as long as they are feats with observable physical effects.
Spellcasters
who do not meet the prerequisite(s) for the feat they wish to mirror can
sometimes find clever ways around this limitation. For example, Mialee
has the Improved Unarmed Strike feat but a Dexterity of only 11. She casts
cat's grace on herself, receiving 2 additional Dexterity points
for a 13 Dexterity. She then casts mirror move, adopting Ember's
Deflect Arrows feat. When mirror move dissipates, Mialee retains
her heightened Dexterity until her cat's grace spell ends but she
loses access to Deflect Arrows. If she somehow lost the effects of cat's
grace before the end of mirror moves duration, she would
lose access to the Deflect Arrows feat.
One interesting
note about mirror move is that the spell conveys all the nuances
of the mirrored character's style. Using the previous example, Mialee
not only gains the ability to Deflect Arrows but the arcane power results
in her deflecting arrows exactly as Ember would do it. Although Ember
may not be with Mialee when she cast the mirror move spell, anyone
familiar with Ember's style (for instance, a lifelong enemy or former
trainer) may recognize that Mialee's arrow deflection is actually borrowed
from Ember. Anyone familiar with Ember's defensive style should be allowed
a Spot check (DC 15) to recognize the similarities.
It's
worth noting that Item Creation Feats and Special Feats can not be duplicated
by mirror move. Likewise, Metamagic Feats are too subtle and/or
complex to be mirrored.
Material
Component: Any reflective surface, including highly polished shields
or armor and even surfaces of water, can be used for this spell. Many
spellcasters carry small mirrors with them for material components.
Mordenkainen's
Force Missiles
Evocation
[Force]
Level: Sor/Wiz
4
Components:
V, S
Casting Time:
1 action
Range: Medium
(100 ft. + 10 ft./level)
Targets: Up
to four creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw:
None or Reflex
half (see text)
Spell Resistance:
Yes
You create
a powerful missile of magical force, which darts from your fingertips
and unerringly strikes its target, dealing 2d6 points of damage. The missile
then bursts in a 5-foot blast of force that inflicts half this amount
of damage to any creatures in the area (other than the primary target).
The primary target is not entitled to a saving throw against the burst,
but creatures affected by the burst may attempt a Reflex save for half
damage.
If the
missiles' burst areas overlap, secondary targets make only one saving
throw attempt (and only one SR check, if applicable). A character can
be struck by one missile (or more) and also be caught in the burst of
another missile. In such a case, the character may attempt a Reflex save
to halve the burst damage, and SR might apply.
The missile
strikes unerringly, even if the target is in melee or has anything less
than total cover or concealment. A caster cannot single out specific parts
of a creature. The spell can target and damage unattended objects.
For every
five caster levels, the caster gains one missile. A caster has two missiles
at 9th level or lower, three missiles from 10th to 14th level, and four
missiles at 15th level or higher. A caster can make more than one missile
strike a single target, if desired. However, the caster must designate
targets before rolling for SR or damage.
Nature's
Rampart
Conjuration
(Creation)
Level: Clr 4/Drd
3
Components:
V, S, M, DF
Casting Time:
10 minutes
Range: Medium
(100 ft. + 10 ft./level)
Area: Structure
up to 40 ft. square
Duration: Instantaneous
Saving Throw:
None
Spell Resistance:
No
You shape
a natural setting into a formidable defensive position. Usually this is
used to prepare an open outdoor area such as a hillside or a forest, but
a large natural cavern could be shaped into a divine rampart. Artificial
structures or features are not affected, although a divine rampart
could be positioned to fill a gap between two buildings or barricade an
unpaved road. The effects of the spell depend on the terrain:
Open
Outdoor Site: A rampart or dike of earth 5 feet high and 5 feet thick
at its base rises immediately behind a shallow ditch 5 feet wide and 5
feet deep along the perimeter of the site. Creatures behind the dike receive
75% cover. Attackers approaching on foot must scramble down into the ditch
and then 10 feet up the dike (Climb DC 10).
Rough
Outdoor Site or Cavern: Loose stones and boulders, deadwood, and patches
of dense briars are arranged to form a defensible wall 5 feet high and
2 feet thick at the base around the perimeter of the site. Creatures behind
the wall receive 75% cover.
Marshy
or Low-Lying Site: In areas such as marsh, bog, swamp, or tundra,
divine rampart cannot raise a wall, but instead creates a water-filled
ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch
are reduced to one-eighth their normal movement (minimum 5 feet) and cannot
charge or run.
Material
Components: A small quartz gem engraved with the image of an exquisite
tiny castle, worth at least 100 gp.
Planar
Familiar
Transmutation
Level: Clr 3
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
In order
to cast this spell, you must have a familiar, special mount, animal companion,
or other companion acquired as a class ability. The spell does not function
on outsiders or undead. When you cast the spell, the target creature undergoes
a transformation into a celestial, fiendish, axiomatic, or anarchic creature,
depending on the alignment of your patron deity (or your alignment, if
you have no patron deity). If your patron deity is good, the creature
becomes celestial. If your patron deity is evil, the creature becomes
fiendish. If your patron deity is lawful neutral, the creature becomes
axiomatic, and if your patron deity is chaotic neutral, the creature becomes
anarchic. The axiomatic and anarchic creature templates are detailed in
Manual of the Planes.
If the
target creature is your familiar, it gains energy resistance, fast healing,
damage reduction, and additional damage for its smite attack as though
its Hit Dice were equal to your character level. Otherwise, use its actual
Hit Dice to determine these qualities. If the target creature becomes
axiomatic, its linked minds ability applies to you (and only to you).
You cannot
cast this spell on another characters companion creature. Most creatures
consider the transformation harmless and beneficial, but if the creature
resists, a successful Fortitude save negates the spell.
XP
Cost: 500 XP.
Ray
of Depletion
Necromancy
Level:
Sor/Wiz 2, Brd 3
Component:
V, S
Casting
Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
A shimmering
ray springs from your hand to disrupt the mental fabric of psionically
empowered beings, causing them a loss of power points. You must succeed
at a ranged touch attack to strike a target.
The ray
of depletion affects only targets possessing psionic power points.
Non-psionic beings hit by a ray register some momentary unpleasant sensory
awareness, but not so much as to disrupt an action or concentration.
Affected
targets suffer a temporary loss of a number of psionic power points equal
to 1+ half the attacker's caster level (round down). Thus a 10th-level
caster would deplete 6 points. The victim's available psionic power point
total can never drop below 0. Lost psionic power points are regained through
normal means.
Recitation
Conjuration (Creation)
Level: Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: 60 ft.
Area: All allies and foes within a 60-ft. radius burst centered
on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
By reciting
a sacred passage or declaration from your holy writings, you bring special
favor upon yourself and your allies while bringing disfavor to your foes.
You and your allies gain a +2 luck bonus on attack rolls, weapon damage
rolls, saves, and skill checks, while foes suffer a 2 penalty on
such rolls.
Sirellyn's
Superior Magnetism
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One metallic creature or object
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You fire
a brilliant blue ray at a single creature or object within range. If your
ranged touch attack succeeds, you charge the target with an intensely
powerful magical magnetism effect. You can affect only objects made of
metal, or creatures wearing or carrying metal armor, weapons, or gear.
You can also choose to target a specific attended metal object in a creature's
possession, such as a sword held in the hand. A metal-armored or metallic
creature is instantly grappled (see below).
The magical
magnetism generated by Sirellyn's superior magnetism creates a
zone of attraction with a radius of 30 feet around the affected creature
or object. Every metallic object entering the zone of attraction is pulled
toward the target creature or object by this attractive force, which has
an effective Strength score of 10 + the caster's level (maximum 25). Every
round in which metal creatures or creatures wearing metal armor remain
within the zone of attraction, they must attempt an opposed Strength check
against the force. If the attracted creature wins this contest, it suffers
no ill effects this round. If it fails, it is entangled and drawn 10 feet
closer to the creature or object at the center of the zone, +1 foot for
every point by which it failed the opposed Strength check.
Creatures
carrying or holding metal objects may choose to release them, in which
case the items fly to the creature or object at the center. If they instead
hold onto them, they are treated as metal creatures. Unattended metal
objects of 50 lb. or less in the zone of attraction (including items voluntarily
released, as well as metallic missiles fired through the zone) fly with
great force and strike the target, inflicting 1d6 points of damage per
5 lb. of weight (maximum 10d6). Objects heavier than 50 lb. are dragged
10 feet closer each round.
Metal
creatures or objects that reach the target of Sirellyn's superior magnetism
become stuck fast to the target. (If the target is a metal or metal-armored
creature, it is instantly stuck fast to itself by the spell.) Creatures
stuck together this way are considered to be grappled and must first escape
the grapple by defeating the attractive force in an opposed Strength check
before they can try to move away or take any actions prohibited in a grapple.
Similarly, an object stuck to the target must be wrested away with a Strength
check before it can be used.
If a
creature or object within the zone of attraction is more than twice as
heavy as the target of Sirellyn's superior magnetism, the subject
is dragged to it instead of vice-versa. This naturally moves the zone
of attraction, which may shift other creatures out of the magnetism's
range of influence.
Material Components:
A small lodestone.
Sonic Blast
Evocation
[Sonic]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You generate
a deadly beam of sonic energy from your outstretched hand that deals 1d6
points of damage per caster level (maximum 10d6) to each creature within
its area.
The sonic
blast may shove creatures in the area back along the path of the spell.
Any creature failing its saving throw must make a Strength check (DC equal
to damage inflicted by the spell);
those who fail
find themselves bull rushed directly away from the caster as if by a Large
creature with a Strength score equal to the damage the spell inflicted.
The spell moves with the target; see the bull rush description in Chapter
Eight of the Player's Handbook for details on attacks of opportunity,
stability modifiers, etc.
If a
creature is shoved back into a solid barrier such as a wall or a strong
door, the creature sustains an additional 1d4 points of bludgeoning damage.
Like
a lightning bolt, the sonic blast damages or destroys objects
in its path. If the damage caused to an interposing barrier such as a
closed door shatters or breaks through it, the sonic blast may
continue beyond the barrier if the spell's range permits; otherwise, it
stops at the barrier.
Material
Components: A tiny glass cone.
Styptic
Conjuration (Healing)
Level: Clr 0
Components:
S, M
Casting Time:
1 action
Range: Touch
Target: Creature
touched
Duration: Instantaneous
Saving Throw: Will
negates (harmless)
Spell Resistance:
Yes (harmless)
The target
of this spell immediately stops bleeding from any wounds it has suffered
from slashing or piercing weapons or wounding effects. The spell also
immediately stabilizes a creature that is dying as a result of such injuries.
Styptic has no effect on injuries resulting from other types of
damage, or on conditions that do not deal hit point damage.
Material
Component: A specially carved stick with a wax tip.
Summon
Blood Elemental
Conjuration
(Summoning) [Evil]
Level: Clr 5
Components: V,
S, M, DF
Casting Time:
1 full round
Range: Close
(25 ft. + 5 ft./2 levels)
Effect: One
summoned Medium-size blood elemental
Duration: 1
round/level
Saving Throw: None
Spell Resistance:
No
This
spell summons a blood elemental to attack your enemies. It appears where
you designate and acts immediately, on your turn. As soon as it arrives,
you must designate its target or targets by pointing. If there are multiple
creatures in the general area where you point, it attacks them all. Because
of the blood elemental's incomprehensible nature (see the Incomprehensible
special quality, below), it is not possible to communicate with it by
any means that involves language (including a tongues spell or
a monk's tongue of the sun and moon ability). Thus, you cannot redirect
its attacks verbally, command it to take other actions, or otherwise control
it in any way.
A blood
elemental cannot be dismissed the way other summoned creatures can. If
there are no enemies present, or if the blood elemental destroys all the
creatures designated as enemies before the duration of the spell ends,
it either returns to its home plane voluntarily (25% chance) or attacks
the nearest creature (75% chance), even if that creature is you. If it
decides to continue attacking and there are multiple potential targets
at the same distance, it chooses the one that seems weakest. When the
spell duration expires, the creature disappears at the end of your turn
if it has not already departed.
Material
Component: A drop of blood from a good creature.
| Blood
Elemental |
| Medium-Size
Outsider |
| Hit
Dice: |
5d8+12
(37 hp) |
| Initiative:
|
+1 |
| Speed:
|
20
ft., swim 90 ft. |
| AC: |
20
(+1 Dex, +9 natural), touch 11, flat-footed 19 |
| Attacks:
|
Slam
+8 melee |
| Damage: |
Slam
1d8+4 |
| Face/Reach: |
5
ft. by 5 ft./5 ft |
| Special
Attacks: |
Bloodbath,
cause insanity |
| Special
Qualities: |
DR
5/+1, incomprehensible, immunities (critical hits, mind-affecting
effects, stunning), outsider traits |
| Saves:
|
Fort
+7, Ref +5, Will +4 |
| Abilities: |
Str
17, Dex 12, Con 17, Int 10, Wis 11, Cha 19 |
| Skills: |
Listen
+8, Move Silently +9, Search +8, Spot +8, Swim +19 |
| Feats: |
Cleave,
Power Attack |
| Climate/Terrain: |
Any |
| Organization:
|
Solitary |
| CR: |
6 |
| Treasure: |
None |
| Alignment: |
Always
neutral evil |
| Advancement: |
6-10
HD (Large); 11-15 HD (Huge) |
A
blood elemental is a dreadful creature from a remote outer plane.
It is extremely alien in both appearance and outlook, and it has
a bizarre intelligence all its own. In their home plane, blood elementals
have a civilization of sorts, though its nature is incomprehensible
to visitors. When summoned to the Material Plane (see summon
blood elemental spell, above), they are eager to lay waste to
all about them.
A
blood elemental resembles a water elemental except that its fluid
body is composed entirely of red, viscous blood. It oozes and undulates
as it moves, leaving streaks of red on any surface it traverses.
Blood
elementals communicate with each other via a language of their own
that sounds like a series of shuddering gurgles and burps.
COMBAT
Blood
elementals are extremely hostile and do not hesitate to fight any
creature designated as an enemy by their summoners. In melee, they
prefer to deal damage immediately with their slam attacks, then
use their bloodbath ability on foes that seem weak enough to grapple.
Beyond this technique, they exhibit no clear strategy.
Bloodbath
(Ex): With a successful grapple check (grapple bonus +12, including
a +5 racial bonus on grapple checks), a blood elemental may engulf
a creature of up to its own size category. An engulfed creature
is subject to drowning (see the Drowning Rule in Chapter 3 of the
Dungeon Master's Guide). The elemental may eject the engulfed
creature at any time. A victim that is still alive when it emerges
from the blood elemental's body (whether by escaping the monster's
hold or by being ejected) takes 1d6 points of Wisdom damage because
of the strain on its sanity that the sensation of drowning in blood
produced. Furthermore, the victim creature must make a successful
Fortitude save (DC 15) on emerging or be nauseated for 2d6 rounds.
Cause
Insanity (Su): Once per day, a blood elemental can produce an
effect identical to that of the insanity spell (caster level
13th; save DC 16).
Immunities(Ex):
The blood elemental's alien psychology and physiology make it
immune to critical hits, mind-affecting effects, stunning.
Incomprehensible
(Ex): Because of its alien mentality, a blood elemental does
not understand verbal communication of any sort, nor can its own
gurgling language be understood by any creature except its own kind.
A blood elemental is immune to all language-dependent spells and
effects, and no mundane or magical effect that usually allows verbal
communication (including a tongues spell or a monk's tongue
of the sun and moon ability) functions with respect to it.
Outsider
Traits: A blood elemental has darkvision (60-foot range). It
cannot be raised or resurrected.
|
Understand
Object
Divination
Level:
Brd 1, Sor/Wiz 2
Components:
S, M
Casting
Time: 1 minute
Range:
Touch
Targets:
One touched object
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
Understand
object determines the non-magical functions of an object or technological
item. The caster must handle or touch the object throughout the casting
time and spell duration to gain any knowledge. If the item has more than
one function, the spell identifies its most general or most likely use.
Casters can gather further information about the item only through additional
uses of the spell. Understand object does not reveal magical functions
(as identify would), only mechanical operations.
The spell
is used most often to help casters understand the nature and use of an
object from another technological level (such as a firearm found in a
world where such weapons don't normally exist), or to gain some clues
to extremely complex gadgets or puzzles.
If used
in the latter manner, however, this spell can prove very, very dangerous.
Using understand object to figure out how a trapped device operates
can be disastrous, as the spell does not distinguish a harmful nonmagical
trap from any other gadget! And, since the spell starts with the easiest
or most general effect first (and traps are often much easier to trigger
than non-trap functions of an item), understand object may just
tell you how to kill yourself.
For example,
a character might cast the spell on three interlocking rings found on
what appears to be the locking mechanism of a box. The first use of the
spell tells the caster that the interlocking rings are, indeed, a locking
mechanism and they have to be turned in a certain way to cause a needle
to spring out of the box (a trap, though the spell doesn't tell the caster
that). On a second use of the spell, the caster learns that turning the
interlocking rings also can cause the box to open. Since the interlocking
rings have no other function, further uses of the spell reveal nothing.
If opening the box causes a fire trap to go off in the opener's
face, that is not revealed, since fire trap is a magical effect.
But when
the spell is used in its most basic way, it can be a boon to adventurers
who encounter technological items and strange objects that they have no
way of understanding without help. New exotic weapons, high-tech gadgets,
and the like are the province of understand object.
|