RolePlaying Master - Skills
Spells
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Type:
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Enchantment (Compulsion) [Mind-Affecting] |
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Levels:
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Clr 2, Good 2, Luck 2 |
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Cast Time:
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1 action |
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Range:
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Touch |
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Target:
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Living creature touched |
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Duration:
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1 minute/level |
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Save:
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None |
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Resistance:
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Yes (harmless) |
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Components:
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V, S, DF |
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Description
The subject is encouraged just as with bless (+1 morale
bonus to attack rolls and saves against fear effects), plus it gains 1d8
temporary hit points.
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Type:
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Transmutation |
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Levels:
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Air 4, Clr 4 |
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Cast Time:
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1 action |
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Range:
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Touch |
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Target:
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Creature (Gargantuan or smaller) touched |
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Duration:
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10 minutes/level |
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Save:
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None |
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Resistance:
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Yes (harmless) |
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Components:
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V, S, DF |
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Description
The transmuted creature can tread on air as if walking
on solid ground. Moving upward is similar to walking up a hill. The maximum
upward or downward angle possible is 45 degrees, at a rate equal to one-half
the creature's normal speed.
A strong wind (21+ mph) can push an air walker along
or hold her back. At the end of her turn each round, the wind blows her
5 feet for each 5 miles per hour of wind speed. The creature can, at the
DM's option, be subject to additional penalties in exceptionally strong
or turbulent winds, such as loss of control over movement or suffering
physical damage from being buffeted about.
The character can cast air walk on a specially trained
mount so it can be ridden through the air. The character trains a mount
to air walk with the Handle Animal skill (air walking counts as an unusual
task).
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Type:
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Abjuration |
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Levels:
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Brd 1, Rgr 1, Sor/Wiz 1 |
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Cast Time:
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1 action |
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Range:
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Close (25 ft. + 5 ft./2 levels |
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Target:
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25-ft.-radius emanation centered on
a point in space |
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Duration:
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2 hours/level (D) |
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Save:
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None |
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Resistance:
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No |
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Components:
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V, S, F/DF |
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Description
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
who speaks the password (determined by the character at the time of casting)
does not set off the alarm. The character decides at the time of casting
whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts the character (and
only the character) so long as the character remains within a mile of the
warded area. The character notes a single mental "ping" that awakens the
character 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 up to 180 feet away. The ringing 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.
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Type:
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Transmutation |
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Levels:
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Sor/Wiz 2 |
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Cast Time:
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1 action |
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Range:
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Personal |
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Target:
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The character |
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Duration:
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10 minutes/level (D) |
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Save:
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Resistance:
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Components:
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V, S |
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Description
The character can alter the character's appearance and
form-including clothing and equipment-to appear taller or shorter, thin,
fat, or in between. The assumed form must be corporeal. The character's
body can undergo a limited physical transmutation, including adding or
subtracting one or two limbs, and the character's weight can be changed
up to one-half. If the form selected has wings, The character can fly at
a speed of 30 feet with poor maneuverability. If the form has gills, the
character can breathe underwater.
The character's attack rolls, natural armor bonus, and
saves do not change. The spell does not confer special abilities, attack
forms, defenses, ability scores, or mannerisms of the chosen form. Once
the new form is chosen, it remains for the duration of the spell. If the
character is slain, the character automatically returns to the character's
normal form.
If the character uses this spell to create a disguise,
the character gets a +10 bonus on the character's Disguise check.
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Type:
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Divination |
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Levels:
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Sor/Wiz 6 |
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Cast Time:
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8 hours |
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Range:
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Close (25 ft. + 5 ft./2 levels |
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Target:
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One object or creature |
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Duration:
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1 round/level (D) |
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Save:
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See text |
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Resistance:
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No |
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Components:
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V, S, F |
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Description
The character discerns spells and magical properties
present in a creature or object. One property, spell, or power is revealed
each round, from lowest level (or weakest power) to highest (or strongest).
For each spell or power, the character makes a caster
level check (1d20 + caster level). If the result is equal to or higher
than the spell's or power's caster level, the character identifies it.
Otherwise, the character fails to identify that spell or power, and the
character can check for the next one next round.
Analyze dweomer does not function when used on an artifact.
After the character analyzes one object or creature,
the spell ends, even if its duration has not expired yet. Casting this
spell is physically taxing; The character must make a Fortitude save (DC
21) when the spell ends or be exhausted and unable to do anything but rest
for the next 1d8 hours.
Focus: The focus must be worth at least 1,500 gp.
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Type:
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Enchantment (Charm) [Mind-Affecting] |
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Levels:
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Drd 1, Rgr 1 |
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Cast Time:
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1 action |
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Range:
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Close (25 ft. + 5 ft./2 levels |
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Target:
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One animal |
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Duration:
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Instantaneous |
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Save:
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Will negates |
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Resistance:
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Yes |
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Components:
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V, S, M |
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Description
The character wins the loyalty of an animal, provided
that the character's heart is true. The spell functions only if the character
actually wishes to be the animal's friend. If the character is not willing
to treat the animal as a friend (for example, the character intends to
eat it, or to use it to set off traps), the spell fails. An animal's loyalty,
once gained, is natural (not magical) and lasting.
The character can teach the befriended animal three specific
tricks or tasks for each point of Intelligence it possesses. Typical tasks
are coming when called, rolling over on command, fetching, or shaking hands.
They cannot be complex (complex tricks, such as accepting a rider, require
the Handle Animal skill).
At any one time, the character can have only a certain
number of animals befriended to the character.
The character can have animal friends whose Hit Dice
total no more than twice the character's caster level. The character may
dismiss animal friends to enable the character to befriend new ones.
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Type:
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Transmutation |
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Levels:
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Drd 5, Sor/Wiz 5 |
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Cast Time:
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1 action |
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Range:
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Medium (100 ft. + 10 ft./level |
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Target:
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Up to one animal/two levels, no two
of which can be more than 30 ft. a |
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Duration:
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1 minute/level |
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Save:
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None |
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Resistance:
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Yes |
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Components:
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V, S |
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Description
A number of animals grow to twice their normal size.
This doubles each animal's height, length, and width, increasing its weight
by a factor of eight. This increase in size has a number of effects:
Hit Dice: The creature's HD double, doubling the creature's
base attack bonus and increasing its saves accordingly.
Size: The creature's size increases one step. This increase
reduces its AC (according to the new size), reduces its attack bonus (according
to the new size), affects its ability to grapple, and so on. The creature
gains an enlargement bonus to Strength and Constitution scores, and its
damage with natural attacks increases. This spell does not affect Colossal
creatures.
When the spell ends, the creature's hit points return
to normal, and all damage the creature has taken while enlarged is divided
by 2.
The spell gives the character no special means of command
or influence over the enlarged animals.
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Type:
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Enchantment (Compulsion) [Mind-Affecting] |
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Levels:
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Clr 2, Drd 2, Rgr 2 |
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Cast Time:
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1 action |
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Range:
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Close (25 ft. + 5 ft./2 levels |
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Target:
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One Tiny animal |
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Duration:
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1 day/level |
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Save:
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None |
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Resistance:
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Yes |
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Components:
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V, S, M |
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Description
The character compels a Tiny animal to go to a spot the
character designates. The most common use for this spell is to get the
animal to carry a message to the character's allies. The animal cannot
be one tamed or trained by someone else.
Using some type of food desirable to the animal as a
lure, the character calls the animal to the character.
It advances and awaits the character's bidding. the character
can mentally impress on the animal a certain place well known to the character
or an obvious landmark (such as the peak of a distant mountain or mouth
of a nearby river). The directions must be simple, because the animal depends
on the character's knowledge and can't find a destination on its own. The
character can attach some small item or note to the messenger. The animal
then goes to the designated location and waits there until the duration
of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others
to approach it and remove any scroll or token it carries. Note that unless
the intended recipient of a message is expecting a messenger in the form
of a bird or other small animal, the carrier may be ignored. The intended
recipient of a message gains no special ability to communicate with the
animal or read any attached message (if it's in a language she
doesn't know, for example).
The spell works only on animals with an Intelligence
score of 1 or 2.
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Type:
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Transmutation |
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Levels:
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Animal 7, Drd 8 |
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Cast Time:
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1 action |
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Range:
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Close (25 ft. + 5 ft./2 levels |
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Target:
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One willing creature/level, all within
30 ft. of each other |
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Duration:
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1 hour/level (D) |
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Save:
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None (see text) |
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Resistance:
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Yes (harmless) |
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Components:
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V, S, DF |
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Description
As polymorph other, except the character polymorphs up
to one willing creature per level into an animal of the character's choice;
the spell has no effect on unwilling creatures. Recipients remain in the
animal form until the spell expires or the character dismisses the spell
for all recipients. In addition, an individual subject may choose to resume
her normal form (as a full-round action); doing so ends the spell for her
and her alone.
The allowed size of the animal form depends on the character's
level:
Caster Level Allowed Sizes
------------ -------------
Up to 16th Small or Medium-size
17th-19th Tiny through Large
20th Diminutive through Huge
Creatures polymorphed by this spell don't suffer the
disorientation penalty that those transformed by
polymorph other often do.
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Type:
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Enchantment (Compulsion) [Mind-Affecting,
Sonic] |
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Levels:
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Brd 2, Drd 2 |
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Cast Time:
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1 action |
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Range:
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Close (25 ft. + 5 ft./2 levels |
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Target:
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Animals, beasts, or magical beasts
of Intelligence 1 or 2 |
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Duration:
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Concentration |
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Save:
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Will negates (see text) |
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Resistance:
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Yes |
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Components:
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V, S |
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Description
The character's swaying motions and music (or singing,
or chanting) compel animals, beasts, and magical beasts to do nothing but
watch the character. Only creatures with Intelligence scores of 1 or 2
can be affected by this spell. Roll 2d6 to determine the total number of
HD that the character entrances.
The closest targets are selected first until no more
targets within range can be affected.
Animals trained to attack or guard, beasts, and magical
beasts are allowed saving throws; animals not trained to attack or guard
are not. An entranced creature can be struck (with a +2 bonus to the attack
roll, as if it were stunned), but it then recovers from the compulsion
and is no longer affected by the spell.
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Type:
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Necromancy [Evil] |
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Levels:
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Clr 3, Death 3, Sor/Wiz 5 |
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Cast Time:
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1 action |
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Range:
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Touch |
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Target:
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One or more corpses touched |
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Duration:
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Instantaneous |
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Save:
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None |
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Resistance:
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No |
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Components:
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V, S, M |
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Description
This spell turns the bones or bodies of dead creatures
into undead skeletons or zombies that follow the character's spoken commands.
The skeletons or zombies can follow the character, or can remain in an
area and attack any creature (or just a specific type of creature) entering
the place. The undead remain animated until they are destroyed. (A destroyed
skeleton or zombie can't be animated again.)
Regardless of the type of undead, the character can't
create more HD of undead than the character has caster levels with a single
casting of animate dead.
The undead the character creates remain under the character's
control indefinitely. No matter how many times the character uses this
spell, however, the character can control only 2 HD worth of undead creatures
per caster level. If the character exceeds this number, all the newly created
creatures fall under the character's control, and any excess undead from
previous castings become uncontrolled (the character chooses which creatures
are released). If the character is a cleric, any undead the character might
command by virtue of the character's power to command or rebuke undead
do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly
intact corpse or skeleton. The corpse must have bones (so purple worm skeletons
are not allowed). If a skeleton is made from a corpse, the flesh falls
off the bones. The statistics for a skeleton depend on its size; they do
not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact
corpse. The creature must have a true anatomy (so gelatinous cube zombies
are not allowed). The statistics for a zombie depend on its size, not on
what abilities the creature may have had while alive.
Material Component: The character must place a black onyx
gem worth at least 50 gp into the mouth or eye socket of each corpse. The
magic of the spell turns these gems into worthless, burned-out shells.
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Type:
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Transmutation |
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Levels:
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Chaos 6, Clr 6 |
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Cast Time:
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1 action |
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Range:
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Medium (100 ft. + 10 ft./level |
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Target:
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Objects or matter, 1 cu. ft./level |
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Duration:
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1 round/level |
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Save:
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None |
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Resistance:
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No |
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Components:
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V, S |
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Description
The character imbues inanimate objects with mobility
and a semblance of life. The animated object, or objects, then attack whomever
or whatever the character initially designates. The animated object can
be of any nonmagical material-wood, metal, stone, fabric, leather, ceramic,
glass, etc. The character can also animate masses of raw matter, such as
water, a rock from a wall or a rock on the ground, as long
as the volume of material does not exceed 1 cubic foot
per caster level.
The spell cannot animate objects carried or worn by a
creature.
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Type:
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Transmutation |
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Levels:
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Sor/Wiz 1 |
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Cast Time:
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1 action |
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Range:
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Medium (100 ft. + 10 ft./level |
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Target:
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One ropelike object, length up to 50
ft. + 5 ft./level |
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Duration:
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1 round/level |
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Save:
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None |
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Resistance:
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No |
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Components:
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V, S |
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Description
The character can animate a nonliving ropelike object,
including string, yarn, cord, line, rope, or even a cable. The maximum
length assumes a rope with a 1-inch diameter. Reduce the total length by
50% for every additional inch of thickness, and increase the length by
50% for each reduction of the rope's width 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," etc.). One command can be given each round as a standard
action.
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. The rope
has a range increment of 10 feet. A typical rope has 2 hit points, AC 10,
and can be burst with a Strength check (DC 23). The rope does not deal
damage of any type, but it can be used as a trip line or to entangle a
single opponent who fails a Reflex saving throw. An entangled creature
suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity.
If the rope can anchor itself to an immobile object, the entangled creature
cannot move. Otherwise, it can move at half speed but can't run or charge.
A creature capable of spellcasting that is bound by this spell must make
a Concentration check (DC 15) to cast a spell. An entangled creature can
slip free with an Escape Artist check (DC 20).
The rope itself, and any knots tied in it, are not magical.
This spell grants a +2 bonus to any Use Rope checks the
character makes when using the transmuted rope.
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Type:
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Abjuration |
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Levels:
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Animal 6, Clr 6, Drd 6 |
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Cast Time:
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1 full round |
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Range:
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10 ft. |
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Target:
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10-ft.-radius emanation, centered on
the character |
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Duration:
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10 minutes/level (D) |
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Save:
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None |
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Resistance:
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Yes |
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Components:
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V, S, DF |
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Description
The character brings into being a mobile, hemispherical
energy field that prevents the entrance of most sorts of living creatures.
The effect hedges out animals, aberrations, beasts, magical beasts, dragons,
fey, giants, humanoids, monstrous humanoids, oozes, plants, shapechangers,
and vermin, but not constructs, elementals, outsiders, or undead.
Note: This spell may be used only defensively, not aggressively;
forcing an abjuration barrier against creatures whom the spell keeps at
bay collapses the barrier.
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Type:
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Abjuration |
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Levels:
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Clr 8, Magic 6, Protection 6, Sor/Wiz
6 |
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Cast Time:
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1 action |
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Range:
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10 ft. |
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Target:
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10-ft.-radius emanation, centered on
the character |
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Duration:
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10 minutes/level (D) |
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Save:
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None |
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Resistance:
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See text |
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Components:
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V, S, M/DF |
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Description
An invisible barrier surrounds the character and moves
with the character. The space within this barrier is impervious to most
magical effects, including spells, spell-like abilities, and supernatural
abilities.
Likewise, it prevents the functioning of any magic items
or spells within its confines.
An antimagic field suppresses any spell or magical effect
used within, brought into, or cast into the area, but does not dispel it.
Time spent within an antimagic field counts against the suppressed spell's
duration.
Golems and other magical constructs, elementals, outsiders,
and corporeal undead, still function in an antimagic area (though the antimagic
area suppresses their supernatural, spell-like, and spell abilities normally).
If such creatures are summoned or conjured, however, see below.
Summoned or conjured creatures of any type and incorporeal
undead wink out if they enter an antimagic field. They reappear in the
same spot once the field goes away. Time spent winked out counts normally
against the duration of the conjuration that's maintaining the creature.
If the character casts antimagic field in an area occupied by a conjured
creature who has spell resistance, the character must make a caster level
check (1d20 + caster level) against the creature's SR to make it wink out.
(The effects of instantaneous conjurations, such as create water, are not
affected by the antimagic field because the conjuration itself is no longer
in effect, only its result.)
Normal creatures can enter the area, as can normal missiles.
The spell has no effect on constructs that are imbued with magic during
their creation process and are thereafter self-supporting (unless they
have been summoned, in which case they are treated like any other summoned
creatures). Undead and outsiders are likewise unaffected unless summoned.
These creatures' spell-like or supernatural abilities,
however, may be temporarily nullified by the field.
Dispel magic does not remove the field. Two or more antimagic
fields sharing any of the same space have no effect on each other. Certain
spells, such as wall of force, prismatic sphere, and prismatic wall remain
unaffected by antimagic field (see the individual spell descriptions).
Artifacts and creatures of demigod or higher status are unaffected by mortal
magic such as this.
Note: Should the character be larger than the area enclosed
by the barrier, any part of the character's person that lies outside the
barrier is unaffected by the field.
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Type:
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Enchantment (Compulsion) [Mind-Affecting] |
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Levels:
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Drd 9, Sor/Wiz 8 |
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Cast Time:
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1 hour |
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Range:
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Close (25 ft. + 5 ft./2 levels |
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Target:
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One location (up to a 10-ft. cube/level)
or one object |
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Duration:
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2 hours/level |
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Save:
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Will partial |
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Resistance:
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Yes |
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Components:
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V, S, M/DF |
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Description
The character causes an object or location to emanate
magical vibrations that repel either a specific type of intelligent creature
or creatures of a particular alignment, as defined by the character. The
particular type of creature to be affected must be named specifically-for
example, red dragons, hill giants, wererats, lammasu, cloakers, or vampires.
Larger groups, such as "goblinoids," are not specific enough.
Likewise, the specific alignment must be named-for example,
chaotic evil, chaotic good, lawful neutral, or true neutral.
Creatures of the designated type or alignment feel an
overpowering urge to leave the area or to avoid the affected item. A compulsion
forces them to abandon the area or item, shunning it and never willingly
returning to it while the spell is in effect. A creature who makes a successful
saving throw can stay in the area or touch the item, but feels very uncomfortable
doing so. This distracting discomfort reduces the creature's Dexterity
score by 4 points.
Antipathy counters and dispels sympathy.
This spell cannot be cast upon living creatures.
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Type:
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Abjuration |
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Levels:
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Drd 4 |
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Cast Time:
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1 action |
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Range:
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10 ft. |
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Target:
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10-ft.-radius emanation, centered on
the character |
|
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Duration:
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10 minutes/level (D) |
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Save:
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None |
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Resistance:
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Yes |
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Components:
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V, S, DF |
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Description
The antiplant shell spell creates an invisible, mobile
barrier that keeps all creatures within the shell protected from attacks
by plant creatures or animated plants. As with many abjuration spells,
forcing the barrier against creatures whom the spell keeps at bay strains
and collapses the field.
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Type:
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Divination |
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Levels:
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Sor/Wiz 4 |
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Cast Time:
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10 minutes |
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Range:
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Unlimited |
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Target:
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Magical sensor |
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Duration:
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1 minute/level |
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Save:
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None |
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Resistance:
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No |
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Components:
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V, S, M |
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Description
The character creates an invisible magical sensor that
sends the character visual information. The arcane eye travels at 30 feet
per round (300 feet per minute) if viewing an area ahead as a human would
(primarily looking at the floor) or 10 feet per round (100 feet per minute)
if examining the ceiling and walls as well as the floor ahead. The arcane
eye sees exactly as the character would see if the character were there.
The arcane eye can travel in any direction as long as the spell lasts.
Solid barriers prevent the passage of an arcane eye, although it can pass
through a space no smaller than a small mouse hole (1 inch in diameter).
The character must concentrate to use the eye. If the
character does not concentrate, the eye is inert until the character again
concentrates. The powers of the eye cannot be enhanced by other spells
or items (though the character can use magic to improve the character's
own eyesight). The character is subject to any gaze attack met by the eye.
A successful dispel magic cast on the character or the eye ends the spell.
With respect to blindness, magical darkness, and other phenomena that affect
vision, the arcane eye is considered an independent sensory organ of the
character's. (For example, it is not blinded if the character's normal
eyes are blinded.)
Any creature with Intelligence 12 or higher can notice
the arcane eye by making a Scry check or an Intelligence check (DC 20).
Spells such as detect scrying can also detect the eye.
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Type:
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Abjuration |
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Levels:
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Sor/Wiz 2 |
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Cast Time:
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1 action |
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Range:
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Touch |
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Target:
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The door, chest, or portal touched,
up to 30 sq. ft./level in size |
|
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Duration:
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Permanent |
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Save:
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None |
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Resistance:
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No |
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Components:
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V, S, M |
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Description
An arcane lock spell cast upon a door, chest, or portal
magically locks it. The character can freely pass the character's own lock
without affecting it; otherwise, a door or object secured with arcane lock
can be opened only by breaking in or by a successful dispel magic or knock
spell. Add +10 to the normal DC to break open a door or portal affected
by this spell. Note that a knock spell does not remove an arcane lock.
It only suppresses it for 10 minutes.
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Type:
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Universal |
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Levels:
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Sor/Wiz 0 |
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Cast Time:
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1 action |
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Range:
|
0 ft. |
|
Target:
|
One personal rune or mark, all of which
must fit within 1 ft. square |
|
|
Duration:
|
Permanent |
|
Save:
|
None |
|
Resistance:
|
No |
|
Components:
|
V, S |
|
Description
This spell allows the character to inscribe the character's
personal rune or mark, which can be no taller than 6 inches in height and
consist of no more than six characters. The writing can be visible or invisible.
An arcane mark spell enables the character to etch the
rune upon any substance (even stone or metal) without harm to the material
upon which the mark is placed. If an invisible mark is made, a detect magic
spell causes it to glow and be visible (though not necessarily understandable).
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise
allows their users to see an invisible arcane mark. A read magic spell
reveals the words, if any. The mark cannot be dispelled, but it can be
removed by the caster or by an erase spell. If cast on a living being,
normal wear gradually causes the mark to fade in about a month.
Arcane mark must be cast on an object prior to casting
Drawmij's instant summons on the same object (see that spell description
for details).
|
Type:
|
Necromancy |
|
Levels:
|
Clr 9, Sor/Wiz 9, Travel 9 |
|
Cast Time:
|
30 minutes |
|
Range:
|
Touch |
|
Target:
|
The character plus one additional creature
touched per two levels |
|
|
Duration:
|
See text |
|
Save:
|
None |
|
Resistance:
|
Yes |
|
Components:
|
V, S, M |
|
Description
Freeing the character's spirit from the character's physical
body, this spell allows the character to project an astral body into another
plane altogether. The character can bring the astral forms of other creatures
with the character, provided the creatures are linked in a circle with
the character at the time of the casting. These fellow travelers are dependent
upon the character and must accompany the character at all times. If something
happens to the character during the journey, the companions are stranded
wherever the character left them.
The character projects the character's astral self into
the Astral Plane, leaving the character's physical body behind on the Material
Plane in a state of suspended animation. The spell projects an astral copy
of the character and all the character wears or carries onto the Astral
Plane. Since the Astral Plane touches upon other planes, the character
can travel astrally to any of these other planes as the character wishes.
The character then leaves the Astral Plane, forming a new physical body
(and equipment) on the plane of existence the character has chosen to enter.
When on the Astral Plane or another plane, the character's
astral body is connected at all times to the character's material body
by a silvery cord. If the cord is broken, the character is killed, astrally
and materially. Luckily, very few things can destroy a silver cord. When
a second body is formed on a different plane, the incorporeal silvery cord
remains invisibly attached to the new body. If the second body or the astral
form is slain, the cord simply returns to the character's body where it
rests on the Material Plane, reviving it from its state of suspended animation.
Although astral projections are able to function on the Astral Plane, their
actions affect only creatures existing on the Astral Plane; a physical
body must be materialized on other planes.
The character and the character's companions may travel
through the Astral Plane indefinitely. The character's bodies simply wait
behind in a state of suspended animation until the character chooses to
return to the physical body. The spell lasts until the character desires
to end it, or until it is terminated by some outside means, such as dispel
magic cast upon either the physical body or the astral form, or the destruction
of the character's body back on the Material Plane (which kills the character).
Material Components: The components must be worth at
least 1,000 gp, plus a 5 gp worth of silver for each person to be affected.
|
Type:
|
Abjuration |
|
Levels:
|
Clr 5, Drd 5 |
|
Cast Time:
|
1 hour |
|
Range:
|
Touch |
|
Target:
|
Living creature touched |
|
|
Duration:
|
Instantaneous |
|
Save:
|
None |
|
Resistance:
|
Yes |
|
Components:
|
V, S, M, F, DF, XP |
|
Description
This spell removes the burden of evil acts or misdeeds
from the subject. The creature seeking atonement must be truly repentant
and desirous of setting right its misdeeds. If the atoning creature committed
the evil act unwittingly or under some form of compulsion, atonement operates
normally at no cost to the character. However, in the case of a creature
atoning for deliberate misdeeds and acts of knowing and willful nature,
the character must intercede with the character's deity at the cost of
500 experience points in order to expunge the subject's burden. Naturally,
many casters first assign a subject of this sort a quest (see geas/quest)
or similar penance to determine if the creature is truly contrite before
casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending
on the version selected:
Reverse Magical Alignment Change: If a creature has had
its alignment magically changed, atonement returns its alignment to its
original status at no cost in experience points.
Restore Class: A paladin who has lost her class features
due to unwillingly or unwittingly committing an evil act may have her paladinhood
restored to her by this spell. Note: A paladin who willingly and deliberately
commits an evil act can never regain her paladinhood.
Restore Cleric or Druid Spell Powers: A cleric or druid
who has lost his ability to cast spells because he incurred the anger of
his deity may regain his spell powers by seeking atonement from another
cleric of the same deity or another druid. If the transgression was intentional,
the casting cleric loses 500 XP for his intercession. If the transgression
was unintentional, he does not lose XP.
Redemption or Temptation: The character may cast this
spell upon a creature of an opposing alignment in order to offer it a chance
to change its alignment to match the character's. The prospective subject
must be present for the entire casting process. Upon completion of the
spell, the subject freely chooses whether it retains its original alignment
or acquiesces to the character's offer and changes to the character's alignment.
No duress, compulsion, or magical influence can force the subject to take
advantage of the opportunity offered if it is unwilling to abandon its
old alignment. This use of the spell does not work on outsiders (or any
creature incapable of changing its alignment naturally).
Note: Normally, changing alignment is up to the player
(for PCs) or the DM (NPCs). This use of atonement simply offers a believable
way for a character to change her alignment drastically, suddenly, and
definitively.
Focus: The Focus must be worth at least 500 gp.
XP Cost: When cast for the benefit of creatures whose
guilt was the result of deliberate acts, the cost to the character is 500
XP per casting (see above).
|
Type:
|
Divination |
|
Levels:
|
Clr 2 |
|
Cast Time:
|
1 action |
|
Range:
|
Personal |
|
Target:
|
The character |
|
|
Duration:
|
Instantaneous |
|
Save:
|
|
|
Resistance:
|
|
|
Components:
|
V, S, F |
|
Description
An augury can tell the character whether a particular
action will bring good or bad results for the character in the immediate
future.
The base chance for receiving a meaningful reply is 70%
+ 1% per caster level; the DM makes the roll secretly. The DM may determine
that the question is so straightforward that a successful result is automatic,
or so vague as to have no chance of success. If the augury succeeds, the
character gets one of four results:
? "Weal" (if the action will probably bring good results).
? "Woe" (for bad results).
? "Weal and woe" (for both).
? "Nothing" (for actions that don't have especially good
or bad results).
If the spell fails, the character gets the "nothing" result.
A cleric who gets the "nothing" result has no way to tell whether it resulted
from a failed or successful augury.The augury can see into the future only
about half an hour, so anything that might happen after that does not affect
the augury. Thus, it might miss the long-term consequences of the contemplated
action. All auguries cast by the same person about the same topic use the
same dice result as the first augury.
Focus: Worth at least 25 gp value.
|
Type:
|
Transmutation |
|
Levels:
|
Drd 5 |
|
Cast Time:
|
One day |
|
Range:
|
Touch |
|
Target:
|
Animal or tree touched |
|
|
Duration:
|
Instantaneous |
|
Save:
|
Will negates |
|
Resistance:
|
Yes |
|
Components:
|
V, S, F, XP |
|
Description
The character awakens a tree or animal to humanlike sentience.
To succeed, the character must make a
Will save (DC 10 + the target's HD, or the HD the tree
will have once awakened).
The awakened animal or tree is friendly toward the character.
The character has no special empathy or
connection with a creature the character awakens, although
it serves the character in specific tasks or
endeavors if the character can communicate the character's
desires to it.
An awakened tree has characteristics as if it were an
animated object, except that its Intelligence,
Wisdom, and Charisma scores are all 3d6. Awakened plants
gain the ability to move their limbs, roots,
vines, creepers, etc., and have senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma,
and +2 HD.
An awakened tree or animal can speak one language that
the character knows, plus one additional
language that the character knows per point of Intelligence
bonus (if any).
XP Cost: 250 XP.