World:Hobbes FR Campaign/Game Info/House Rules/Spells
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The following spells are part of the Slumbering Tsar adventure and are authorized for use in the game. Spells by ClassBard SpellsLevel 1 Spells Level 2 Spells Level 3 Spells Level 4 Spells Level 5 Spells Cleric SpellsLevel 1 Spells Level 2 Spells Level 3 Spells Level 4 Spells Level 5 Spells Druid SpellsLevel 0 Spells Level 2 Spells Level 3 Spells Level 4 Spells Level 5 Spells Level 7 Spells Paladin SpellsLevel 2 Spells Ranger SpellsLevel 1 Spells Level 3 Spells Sorcerer / Wizard SpellsLevel 0 Spells Level 1 Spells Divination Illusion Transmutation Level 2 Spells Divination Evocation Illusion Level 3 Spells Enchantment Evocation Transmutation Level 4 Spells Evocation Necromancy Transmutation Level 5 Spells Necromancy Transmutation Level 6 Spells Necromancy Level 7 Spells Abjuration Evocation SpellsAcid SpittleSchool transmutation [acid]; Level sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (6 oz. of wine, consumed by caster) Range 10 ft. Target one creature Duration 1 hour/level Saving Throw Reflex half; Spell Resistance No You belch forth a small viscous glob of potent acid at a nearby target as a ranged touch attack with a splash weapon. The target takes 1d6 points of acid damage +1 point per caster level (+20 maximum) unless a Reflex save is made for half damage. Anyone within 5 ft. of where the acid glob strikes takes 1 point of acid damage +1 per two caster levels (+10 maximum) unless a Reflex save is made for half damage. If the acid glob is not spit before the spell’s duration expires, it inflicts maximum damage upon the caster internally (no saving throw) unless otherwise protected from acid. Animate ShadowSchool transmutation [darkness]; Level sorcerer/wizard 3 Casting Time 1 standard action Components S Range medium (100 ft. + 10 ft./level) Target one shadow Duration 1 round/level (D) Saving Throw Reflex; Spell Resistance no You transform a normal shadow into a long, thick tentacle. The tentacle remains rooted where the transmuted shadow fell upon the wall or floor, but the shadow tendril is able to reach up to 5 ft. per caster level to reach a target. The shadow tendril operates in most respects as an animate rope spell but differs in that the shadow is intangible and attempts to attack or sever it pass harmlessly through. Since the shadow tendril is intangible, it cannot be used to climb upon or tie objects, but when directed against a creature the target must make a Reflex save or be entangled (the shadowy rope is quite solid to the victim). The victim is held in place as long as he is entangled. A DC 23 Strength check can burst the tendril, and a DC 20 Escape Artist check can slip its bonds. You can command it to release a creature and attempt to entangle a new target within range as a standard action. Assassin’s SensesSchool divination; Level bard 3, cleric 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S, DF/F (severed finger of a professional assassin) Range personal Target you Duration 1 round/level (D) Saving Throw none; Spell Resistance no The critical threat range and multiplier of any weapon or natural attack that you are using increase by 1. This stacks with the Improved Critical feat, the keen weapon quality, and other conditions that may have already increased these. It does not stack with multiple castings of this spell. Aura of MenaceSchool illusion (glamer); Level bard 2, cleric 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 hour/level (D) Saving Throw none; Spell Resistance no You create a subtle but very real aura of menace around yourself. You seem vaguely larger, fiercer, and more imposing. You gain a +1 morale bonus to Intimidate checks per character level (maximum +10). Bloodied BladeSchool transmutation [evil]; Level cleric 4, druid 4, evil 4, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (one drop of the caster’s blood) Range touch Target one weapon touched Duration 1 day + 1 round/level (see below) Saving Throw Will negates (object); Spell Resistance yes (object) You cast this spell on any piercing or slashing weapon, and it becomes dormant until activated by the weapon dealing at least 1 point of damage on a living creature or until the next sunrise, at which point the spell is discharged without effect. Once activated, the weapon gains a limited feral intelligence and a lust to shed more blood. Every 5 points of damage that the weapon deals grants a +1 morale bonus to attack and damage rolls (maximum +5) for 1 round/ caster level. Since this is a morale bonus, it stacks with any enhancement bonuses the weapon may have, but is not considered a magic bonus for purposes of overcoming damage reduction. In addition, any creature struck by a bloodied blade must make a Will save or suffer a –2 morale penalty on attacks made against the blade’s wielder due to the horrible aura of glee emanating from the weapon when it draws blood. This effect ends when the spell expires. If the spell is cast on a weapon wielded by someone other than the caster, the weapon may receive a saving throw to avoid the effects of the spell if the wielder wishes. Weapons with the holy weapon quality must make a saving throw when they slay a living creature while under the effects of this spell to avoid becoming unholy. Similarly intelligent weapons with non-evil alignments that slay a living creature while under the effects of this spell must make a Will save or have their alignment shift one step before neutral evil. These effects can be reversed by a remove curse spell. BloodstormSchool evocation [fear]; Level sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (a small vial of blood) Range medium (100 ft. + 10 ft./level) Area cylinder (10 ft. radius, 40 ft. high) Duration 1 round/level Saving Throw see text; Spell Resistance yes This spell summons a whirlwind of blood that envelops the entire area of effect and has several effects on those caught within it. First, those in the area must make a Reflex save or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it. Second, all attacks within the area have a –4 penalty to attack rolls, including ranged attacks fired into it. Third the blood deals 1d4 points of acid damage per round of exposure to the whirlwind. Finally, any caught within it must make a Will save or become frightened if 8 HD or more or panicked if less than 8 HD. Bread of LifeSchool transmutation; Level cleric 2 Casting Time 1 round Components V, S, DF Range touch Target one 2-lb. loaf of bread Duration instantaneous Saving Throw none; Spell Resistance no You bless a loaf of bread with healing magic. Consuming a quarter of the loaf as a standard action that provokes attacks of opportunity sustains a Medium creature for 1 day as if it was a full meal. Two quarters will sustain a Large creature, and the entire loaf will sustain a Huge creature. Each quarter consumed heals 1d8 points of damage +1 per caster level. ChantSchool conjuration (creation); Level cleric 2, paladin 2 Casting Time 1 standard action Components V, S, DF Range 40 ft. Area all allies and foes within a 40-ft. burst centered on you Duration concentration; maximum 5 minutes per level (see below) Saving Throw none; Spell Resistance no As long as you chant, you bring special favor upon your allies and bring disfavor to your enemies. You and your allies gain a +1 luck bonus on all attack rolls, saves, and skill checks while your foes suffer a –1 penalty on such rolls. You must chant in a clear voice. Any interruption in your chanting, such as a failed concentration check, a silence spell, or your speaking or casting another spell, ends the effect. As an exception to the general rule, the effects of this spell stack with those of a prayer spell if cast by a cleric of the same deity and alignment during your chanting. Chaos FlameSchool evocation [fire]; Level sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one creature per round Duration 1 round/level Saving Throw Reflex half; Spell Resistance yes You create a ball of flame that attempts to attack a target within range each round. The caster must make a DC 13 Will save each round to select the target; if he fails, then the fire attacks a random target that round. The caster is never targeted by the spell, but his allies may be. The ball of flame instantly travels anywhere within its range each round to strike a target as a ranged touch attack by the caster that deals 4d4 points of fire damage. This spell can be substituted for produce flame as the 2nd level domain spell of the Fire domain. Chaos FlameSchool evocation [fire]; Level sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one creature per round Duration 1 round/level Saving Throw Reflex half; Spell Resistance yes You create a ball of flame that attempts to attack a target within range each round. The caster must make a DC 13 Will save each round to select the target; if he fails, then the fire attacks a random target that round. The caster is never targeted by the spell, but his allies may be. The ball of flame instantly travels anywhere within its range each round to strike a target as a ranged touch attack by the caster that deals 4d4 points of fire damage. This spell can be substituted for produce flame as the 2nd level domain spell of the Fire domain. CondemnedSchool necromancy; Level cleric 4 Casting Time 1 round Components V, S, M (powdered skull, graveyard mold, and a dead man's blood) Range touch Target one living creature Duration permanent Saving Throw Fortitude negates; Spell Resistance yes A victim struck by this touch attack that fails its save cannot benefit from the healing effects of positive energy (cure spells, channel positive energy, etc.) until the condition is removed by a dispel magic or remove curse. Natural healing still works normally. It does not, however, prevent the damaging effects of such spells and abilities to undead creatures. Dead Man's EyesSchool divination; Level bard 2, cleric 2, sorcerer 2/wizard 2 Casting Time 1 standard action Components V, S, M (50 gp gem placed over each eye of the corpse) Range touch Target one dead creature Duration 1 round/level (D) Saving Throw none; Spell Resistance no By peering into a dead creature’s eyes, you may see 1 minute/level preceding the corpse’s death as seen by the dead creature (for example, if the creature died in its sleep there is likely little to see). You see these events in compressed time, 1 round for every minute of the corpse’s past. A successful DC 15 concentration check gives near-perfect recall of the events; failure indicates fuzzy recall and partial details. A roll of a natural 1 indicates a mangled, inaccurate version of events. You may dismiss the spell at any point, but if you witness the creature’s fi nal moment and it was a violent death, you immediately suffer 2d6 points of nonlethal damage from the empathic resonance of the death. Detect ShapechangersSchool divination; Level cleric 1, ranger 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, M (a sprig of wolfsbane)/DF Range 60 ft. Area cone-shaped emanation Duration concentration, up to 10 min./level (D) Saving Throw none; Spell Resistance none You can sense the presence of creatures with the shapechanger subtype regardless of their current form. The spell has the added benefit of detecting other creatures in the spell’s area that are currently using spells or other abilities to assume a form other than their natural form. The amount of information gained depends on how long you study a particular area or subject. 1st Round: Presence or absence of shapechangers or form-altered creatures. 2nd Round: Number of shapechangers and form-altered creatures in the area and the power of the most potent shapechanger or form-altered creature present. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: A shapechanger or form-altered creature aura’s power depends on its CR as described on the table below. Creature CR / Aura Power 3 or less Dim 4–6 Faint 7–9 Moderate 10–12 Strong 13+ Overwhelming Each round, you can turn to detect shapechangers and form-altered creatures 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. DisappearSchool illusion (glamer); Level bard 1, sorcerer/wizard 1 Casting Time 1 standard action Components V Range personal Target you Duration 2 rounds (D) Saving Throw none; Spell Resistance no You disappear from sight with a brief puff of blue smoke and become invisible (as the spell) for the round of the casting and the following round. If not already visible, you reappear at the start of your action on the third round. The spell was designed to be helpful under duress in order to escape combat. As a result, you receive a +4 bonus to concentration checks made to cast defensively or continue to casting even while being distracted. This bonus stacks with any other bonuses from Combat Casting, etc. Disrupting HandSchool evocation; Level sorcerer/wizard 3 Casting Time 1 standard action Component V, S, AF Range Medium (100 ft. + 10 ft./level) Effect One hand of force Duration 1 minute (D) Saving Throw None; Spell Resistance yes A small, spectral human hand springs into existence before your target. It hovers in the air, ready to deliver a backhanded blow. This spell creates a magical construct in the form of a human hand. The hand targets a single opponent of your choice within range. You choose this opponent as you cast the spell. You can target a different opponent with this spell by taking a move action to do so. When the subject of disrupting hand attempts to cast a spell, the hand punches him. This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC. If the subject fails the check, the hand's blow ruins his casting attempt. The hand is about 1 foot long. It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural). It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal. Focus A soft glove. Divine RaimentSchool abjuration; Level cleric 3, missionary 3, protection 3 Casting Time 1 standard action Components V, S, DF Range touch Target self or one creature of same religion Duration 2 rounds/level Saving Throw Will negates; Spell Resistance no This spell is similar to sanctuary, but with the distinction that it does not break if you directly attack another while under the protection of the spell. Whether you attack or not, anyone wishing to direct harm towards you must make a Will save. Success means the attacker may act normally and need not save again in order to continue attacking. Failure means the attacker loses the action committed to the attack and may not attack the protected creature at all that round. However, the attacker may attempt another save the next round. DoomwailSchool necromancy [fear, sonic]; Level bard 5, cleric 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Area cone-shaped burst Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes You let loose an ear-scourging howl that deafens and paralyzes creatures in its area of effect. Any creature in the area must make a Fortitude save. Those who save are shaken for 3d8 rounds. Those who fail their save area also shaken and must roll d% on the following table for the further effects. These effects remain until magically cured. Essential BladeSchool transmutation [force]; Level bard 4, cleric 5, druid 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, F (the weapon) Range touch Target 1 melee or natural weapon Duration 1 minute/level Saving Throw none; Spell Resistance no You touch a melee or natural weapon, suffusing it with raw magical force. So fortified, the weapon acquires the ghost touch special quality, ignores hardness, and strikes as a melee touch attack. Ethereal BoltSchool evocation [force]; Level sorcerer/wizard 2 Casting Time 1 standard action Components V, S, F (the eye of a creature with a gaze attack) Range 120 ft. Area 120-ft. line Duration instantaneous Saving Throw Reflex half; Spell Resistance yes You release a bolt of translucent, blue-white energy that deals 1d10 points of force damage per caster level (maximum 5d10) to each incorporeal creature in its area. The bolt begins at your fingertips. The energy released by this spell exists primarily on the Ethereal Plane. As such, it has no effect whatsoever upon creatures or objects that exist only in the Material Plane. The bolt ignores corporeal barriers and creatures. The spell does not empower you to see into the Ethereal Plane or through solid objects. EyeburstSchool evocation; Level sorcerer/wizard 7 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration permanent Saving Throw Fortitude partial (see text); Spell Resistance no You cause a spark of blinding light to leap from your hand and explode in the face of your target, searing its face and causing the viscous fluid in its eyes to boil and possibly rupture. The target must make a Fortitude save or take 6d6 points of damage and be permanently blinded. A successful save halves the damage and avoids the blindness effect. Eyes destroyed in this way can only be restored by a regenerate or wish spell. Fountain of BloodSchool evocation [acid]; Level cleric 3, sorcerer/wizard 2 Casting Time 1 standard action Components V, S/DF Range medium (100 ft. + 10 ft./level) Area 20-ft. square Duration instantaneous Saving Throw Reflex half; Spell Resistance yes You cause a geyser of blood to erupt from the ground, spraying all within a 20-foot by 20-foot area. The blood burns as a powerful acid, causing 1d6 points of acid damage per two caster levels (maximum 10d6). Clerics (or other classes and creatures) that have the Destruction domain are not affected by the fountain of blood. Ganest's FarstrikeSchool evocation [fire]; Level druid 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S Range line of sight Target one creature or object Duration instantaneous Saving Throw Reflex negates; Spell Resistance yes You create a bolt of flame that flies from your finger to strike any single target within the range of your sight. Your sight may be augmented with eyes of the eagle or other effects to increase this range, but visual range based on remote viewing such as scrying or similar effects do not allow the targeting of this spell. The spell deals 1d4 points of fire damage per caster level (maximum 10d4) and has a chance to set anything flammable that it hits on fire. The bolt flies in a parabolic arc that is clearly visible from a distance and can thus be avoided, which is why a successful Reflex save negates all damage. This spell can be substituted for fireball as the 3rd-level domain spell of the Fire domain. Great KnockSchool transmutation; Level sorcerer/wizard 3 Casting Time 1 standard action Components V Range medium (100 ft. + 10 ft./level) Area one door, box, or chest with an area of up to 25 sq. ft./level Target you, one creature, etc. Duration instantaneous; see text Saving Throw none (Reflex half for burst effect); Spell Resistance no This spell functions identically to the lesser knock spell. However, it also shatters welds, shackles, chains, and similar impediments (like portcullises), removing all methods preventing egress through a single portal, and removes any arcane lock. More significantly, you completely destroy the door or item in the process of opening it. Anyone standing within 10 feet of the other side of the door or within 10 feet of a chest, etc. takes 1d6 points of damage per two caster levels (maximum 5d6, or 2d6 if the item is small) from flying debris. The sound of object being destroyed is clearly audible as an explosion. Greater Spectral HandSchool necromancy; Level sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect one greater spectral hand Duration 1 min./level (D) Saving Throw none; Spell Resistance no This spell functions in all ways like spectral hand, with the following exceptions. Upon casting the spell, the caster loses 1d8 hit points that return when the spell ends, but not if the hand is destroyed. Any ranged touch range spell of 6th-level or lower that can be cast by the spellcaster can be delivered by greater spectral hand. The hand has the spellcaster’s save bonuses +2, AC 24 plus the caster’s Intelligence modifier. The hand has as many hit points as are lost during the casting. Grim FeastSchool necromancy [evil]; Level cleric 1 Casting Time 1 standard action Components V, S, DF Range medium (100 ft + 10 ft./level) Target up to one fresh corpse/level Duration instantaneous Saving Throw none; Spell Resistance no You can cure yourself of 1d4 lost his points per affected corpse by casting this spell on the bodies of size Small or larger, formerly living, creatures that died with the last hour. Dead bodies used in this way shrivel up and become unusable for anything else, including animation. LureSchool enchantment (compulsion); Level bard 4, druid 2, ranger 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (a small mundane item) Range close (25 ft. + 5 ft./2 levels) Target person who sees it first (see below) Duration 1 round/level Saving Throw Will negates; Spell Resistance no When you place this enchantment on a small mundane item, the first person to see it must make a Will save or experience an overwhelming desire to possess it. This causes him to move immediately towards it, ignoring all dangers. While under the influence of this spell, the victim is considered flat-footed and fights at a –4 attack penalty. Mirror SafeSchool transmutation; Level sorcerer/wizard 4 Casting Time 10 minutes Components V, S, M (a silver coin and a small key), F (a mirror) Range touch Target one mirror Duration one access/2 levels Saving Throw none; Spell Resistance no Similar to a bag of holding, this spell creates an extradimensional space beyond the surface of a mirror. The extra-dimensional space is able to hold 100 lb. per caster level. After mirror safe has been cast, the caster can access the space freely up to one access per two caster levels. During the casting, the caster can set directions that will allow access to the safe and its contents. The “combination” to open the safe can be as simple as a command word or anything as complicated as the conditions needed to fulfill a magic mouth activation. Each access opens the safe for a period of up to 5 minutes. If the spell runs out of access uses, it ends, and any items remaining within the mirror stay within the extra-dimensional space; the mirror will continue to radiate a faint lingering magical aura. Any caster may recast this spell to gain access to the space once again. A successful dispel magic will end the duration of mirror safe, but the items stored within remain there. Break enchantment, limited wish, miracle, wish, and mage’s disjunction will all end the mirror safe, eject all items within it, and destroy the mirror. A mirror can have only one mirror safe cast upon it at any given time, and it may link to only one extra-dimensional space at any given time. Living matter can be placed within the mirror safe. Anything inside the mirror safe can exit the safe freely and leave the extra-dimensional space regardless of whether the mirror safe is still active or not. If the spell is active, such an exit uses up one access of the mirror safe. Any mirror can be used as the focus, but its dimensions limit the size of the items that can be placed within. Plague TouchSchool necromancy [evil]; Level cleric 5, druid 5, sorcerer/wizard 6 Casting Time 1 standard action Components V, S, M (a piece of putrid flesh and a drop of blood) Range touch Target one creature Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes This spell is identical to the contagion spell, but you can infect the subject with the disease of your choice from the Appendix of the Pathfinder Roleplaying Game or any other sources your GM allows. Sacrifice SpellSchool evocation [force]; Level sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous Saving Throw Reflex half; Spell Resistance yes You can sacrifice a prepared spell (if a wizard) or an unused spell slot (if a sorcerer) to create bolts of pure magical force. The arcane energy is cannibalized and released in a silent, blue-white blast of destructive force that deals 1d8 damage/spell level (maximum 15d8) sacrificed to create it to the target. You can select multiple prepared spells or unused spell slots to power a single energy bolt. Sacrifice spell itself does not count towards the spells that fuel the bolt. SeverSchool abjuration; Level druid 7, sorcerer/wizard 7 Casting Time 1 round Components V, S/DF Range medium (100 ft. + 10 ft./level) Target one divine spellcaster Duration concentration Saving Throw Will negates; Spell Resistance yes You impede all contact that the target possesses with his deity by temporarily cutting the conduit through which such powers flow. The target is unable to cast any divine spell or use any spell-like or supernatural ability that is divine in nature, such as channeling energy. The innate abilities of outsiders are not affected, however, an outsider’s divine spells are subject to being severed. Silent PortalThe spell is as written from the Magic of Faerûn book with the following additions: Despite being a Level 0 spell this spell can only be cast a number of times per day equal to half of the character's caster level. Stelan's Blood TentaclesSchool necromancy [evil]; Level sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (handful of dirt from a strangled man’s grave) Range close (25 ft. + 5 ft./2 levels) Target all dead and dying creatures Duration 1 hour/level Saving Throw Fortitude negates; Spell Resistance yes When you cast this spell, all dead (within the last 24 hours) and dying creatures (those below 0 hit points and disabled) in the area have all the blood drawn from their bodies, killing them if still alive. Dying creatures are allowed a Fortitude save to avoid this effect, but dead creatures are not. The blood forms horrible tentacles of clotted, black blood that remain in contact with the bodies from which they were drawn. They lash out and flail at the caster’s foes with a reach of 10 feet. One tentacle is created per corpse, up to a maximum of 1 per caster level (no more than 20). The tentacles are AC 15 with 1 hp per level of the caster. They have the attack bonus, CMB, and CMD of the caster. They are immune to spells that do not cause damage, except for disintegrate, dispel magic, and those spells that can affect water or blood (which deal 1d6 hp per caster level, no save, unless otherwise noted). A tentacle that hits with its slam attack deals 1d6 points of damage and can start a grapple as a free action without provoking attacks of opportunity. On a successful grapple, the tentacle begins to drown its victim (see “Drowning” in Chapter 13 of the Pathfinder Roleplaying Game) as long as it is able to maintain the grapple. Summun Nature's Minor AllyThis spell is allowed for use in the game. Level Druid 0 See the PFSRD for spell description. SunspearSchool evocation [force, light]; Level cleric 3 Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Target, Effect, or Area see text Duration 1 minute/level (D) Saving Throw Fortitude partial; Spell Resistance yes This spell creates a glowing spear of white energy positive energy. At the caster’s discretion, the weapon can appear and function as a shortspear, a spear, or a longspear. The caster can wield the sunspear proficiently as a melee weapon with an enhancement bonus to attack and damage rolls of +1, plus an additional +1 per 3 caster levels above 5th level. The spear glows brightly providing illumination as per the light spell. The caster can also use the sunspear to make a single melee touch or ranged touch attack in order to cure or inflict damage. The sunspear’s enhancement bonus applies to this attack. The sunspear can be hurled up to the maximum range of the spell with no penalty to the roll. A successful attack results in a brilliant blast of positive energy infl icting 2d4+2 points per caster level. The victim must also make a Fortitude save or be blinded for 1d4 rounds. If the caster elects to use the healing effect, she must touch a willing ally or make a ranged touch attack to a distant ally. If successful, the recipient is surrounded in a bright nimbus of white light and cured of 2d4+2 points per caster level. As with other positive energy effects, this effect damages undead. Any excess hit points over the target’s normal maximum, gained for the effect, remain for 1 round per caster level as temporary hit points. When the sunspear is used for either the special attack or healing effect, the spell ends regardless whether or not the touch was successful. Unholy ChannelSchool necromancy [evil]; Level cleric 4 Casting Time 1 round Components V, S, DF Range touch Target one undead creature Duration 1 hour/level (D) Saving Throw Will negates (harmless); Spell Resistance yes With this spell you may establish a link with an undead creature that you command. Through this link you may cast any single-target infl ict spells to heal the undead creature as long as it is within long range (400 ft. + 40 ft./level). If you are also undead, any cure spell cast upon you has a 50% chance to harm either you or the undead recipient of your unholy channel, regardless of who was the original target of the spell. If the cure spell requires a Will or Refl ex save, then the targeted creature must make the saving throw to determine the effects of the spell. If the spell allows a Fortitude save, then the creature affected must make the saving throw. You can only have one unholy channel in effect at any given time. An unholy channel cannot be established with a living creature. Vangal's WoundingSchool transmutation; Level cleric 3 Casting Time 1 standard action Components V, S, M (iron fi lings) Range medium (100 ft. + 10 ft./level) Target one injured, living creature Duration 1 round/level Saving Throw Fortitude half; Spell Resistance yes You cause blood to flow quickly from the affected target’s wounds, infl icting 1d6 points of damage per round, with a maximum duration of 10 rounds. Victims are allowed one saving throw at the onset of the spell. A successful save reduces the damage each round by half. This spell works only on victims who have already sustained damage that has not fully healed. If the victim’s wounds are fully healed while still under the effects of this spell, then the damage ceases. |
