Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Obscure Object | ||
Abjuration | 1 standard action | PRPG-O |
Will negates (object) - Yes (object) | Brd 1, Clr 3, Sor/Wiz 2 | V, S, M/DF |
8 hours (D) | Touch | 24 hours |
Target: One object touched of up to 100 lbs./level | ||
Masks object against scrying. |
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This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball . Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person). |
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Obscuring Mist | ||
Conjuration (Creation) | 1 standard action | PRPG-O |
None - No | Adp 1, Air 1, Clr 1, Darkness 1, Drd 1, Sor/Wiz 1, Water 1, Weather 1 | V, S |
1 min./level (D) | 20 ft. | General |
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high | ||
Fog surrounds you. |
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A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. |
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Open/Close | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (object) - Yes (object) | Brd 0, Sor/Wiz 0 | V, S, F |
Instant | Close | General |
Target: Object weighing up to 30 lbs. or portal that can be opened or closed | ||
Opens or closes small or light things. |
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You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect. |
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Order's Wrath | ||
Evocation [Lawful] | 1 standard action | PRPG-O |
Will partial; see text - Yes | Clr 4, Law 4 | V, S |
Instant (1 round); see text | Medium | General |
Area: Nonlawful creatures within a burst that fills a 30-ft. cube | ||
Harms and dazes chaotic creatures (1d8 damage/2 levels). |
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You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save. |
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Overland Flight | ||
Transmutation | 1 standard action | PRPG-O |
- | Sor/Wiz 5 | V, S, F |
1 hour/level | Personal | 6 hours |
Target: You | ||
You fly at a speed of 40 ft. and can hustle over long distances. |
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This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet). |
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Owl's Wisdom | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Wis for 1 min./level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
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Mass Owl's Wisdom | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Clr 6, Drd 6, Sor/Wiz 6 | V, S, M/DF |
1 min./level | Close | 30 minutes |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
As owl's wisdom, affects 1 subject/level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. This spell functions like owl's wisdom, except that it affects multiple creatures. |