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 | ||
Aid | ||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O |
None - Yes (harmless) | Adp 2, Clr 2, Luck 2 | V, S, DF |
1 min./level | Touch | 5 minutes |
Target: Living creature touched | ||
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). |
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Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). |
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Animal Trance | ||
Enchantment (Compulsion) [Mind-affecting] [Sonic] | 1 standard action | PRPG-O |
Will negates - Yes | Adp 2, Brd 2, Drd 2 | V, S |
Concentration | Close | General |
Targets: Animals or magical beasts with Intelligence 1 or 2 | ||
Fascinates 2d6 HD of animals. |
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Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. |
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Bear's Endurance | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Adp 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Con for 1 min./level. |
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The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are. |
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Bull's Strength | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Adp 2, Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Str for 1 min./level. |
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The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
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Cat's Grace | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Adp 2, Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 | V, S, M |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Dex for 1 min./level. |
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The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
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Cure Moderate Wounds | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Will half (harmless); see text - Yes (harmless); see text | Adp 2, Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 2d8 damage +1/level (max. +10). |
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This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). |
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Darkness | ||
Evocation [Darkness] | 1 standard action | PRPG-O |
None - No | Adp 2, Brd 2, Clr 2, Sor/Wiz 2 | V, M/DF |
1 min./level (D) | Touch | 4 hours |
Target: Object touched | ||
20-ft. radius of supernatural shadow. |
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This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level thandarkness . If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed. This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level. |
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Delay Poison | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Fortitude negates (harmless) - Yes (harmless) | Adp 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 | V, S, DF |
1 hour/level | Touch | 6 hours |
Target: Creature touched | ||
Stops poison from harming target for 1 hour/level. |
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The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. |
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Invisibility | ||
Illusion (Glamer) | 1 standard action | PRPG-O |
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or yes (harmless, object) | Adp 2, Brd 2, Sor/Wiz 2, Trickery 2 | V, S, M/DF |
1 min./level (D) | Personal or touch | 5 minutes |
Target: You or a creature or object weighing no more than 100 lbs./level | ||
Subject is invisible for 1 min./level or until it attacks. |
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The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. |
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Mirror Image | ||
Illusion (Figment) | 1 standard action | PRPG-O |
- | Adp 2, Brd 2, Sor/Wiz 2 | V, S |
1 min./level | Personal | 30 minutes |
Target: You | ||
Creates decoy duplicates of you. |
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This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply). |
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Resist Energy | ||
Abjuration | 1 standard action | PRPG-O |
Fortitude negates (harmless) - Yes (harmless) | Adp 2, Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2 | V, S, DF |
10 min./level | Touch | 1 hour |
Target: Creature touched | ||
Ignores first 10 (or more) points of damage per attack from specified energy type. |
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This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with) protection from energy If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. |
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Scorching Ray | ||
Evocation [Fire] | 1 standard action | PRPG-O |
None - Yes | Adp 2, Sor/Wiz 2 | V, S |
Instant | Close | General |
Effect: One or more rays | ||
Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). |
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You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. |
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See Invisibility | ||
Divination | 1 standard action | PRPG-O |
- | Adp 2, Brd 3, Sor/Wiz 2 | V, S, M |
10 min./level (D) | Personal | 4 hours |
Target: You | ||
Reveals invisible creatures or objects. |
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You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell. |
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Web | ||
Conjuration (Creation) | 1 standard action | PRPG-O |
Reflex negates; see text - No | Adp 2, Sor/Wiz 2 | V, S, M |
10 min./level (D) | Medium | 5 minutes |
Effect: Webs in a 20-ft.-radius spread | ||
Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. |
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Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled. Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. |