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===Cantrips=== ====Amanuensis==== ''Transmutation'' '''Level:''' Cleric 0, sorcerer/wizard 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target:''' Object or objects with writing '''Duration:''' 10 minutes/level '''Saving Throw:''' Will negates (object) '''Spell Resistance:''' Yes (object) You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings {such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied. The spell triggers (but does not copy) writing-based magic traps in the material being copied. Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. if more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy. ====Acid Splash==== ''Conjuration (Creation) [Acid]'' '''Level:''' Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' One missile of acid '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. ====Arcane Mark==== ''Universal'' '''Level:''' Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 0 ft. '''Effect:''' One personal rune or mark, all of which must fit within 1 sq. ft. '''Duration:''' Permanent '''Saving Throw:''' None '''Spell Resistance:''' No This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it 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 the user 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 an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). ====Caltrops==== ''Conjuration (Creation)'' '''Level:''' Sorcerer/wizard 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Area:''' See text '''Duration:''' 1 round/level '''Saving Throw:''' None '''Spell Resistance:''' No A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target's shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a+2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-halt because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops' attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect. ====Detect Magic==== ''Divination'' '''Level:''' Brd 0, Clr 0, Drd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 60 ft. '''Area:''' Cone-shaped emanation '''Duration:''' Concentration, up to 1 min./level (D) '''Saving Throw:''' None Spell '''Resistance:''' No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. '''1st Round:''' Presence or absence of magical auras. '''2nd Round:''' Number of different magical auras and the power of the most potent aura. '''3rd Round:''' The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. '''Aura Strength:''' An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. ————————— Aura Power ————————— Spell or Object Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact) '''Lingering Aura:''' A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic 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. Detect magic can be made permanent with a permanency spell. ====Launch Item==== ''Transmutation'' '''Level:''' Sorcerer/wizard 0 '''Components:''' S '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' One Fine item in your possession, weighing up to 10 lb. '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range {100 ft. 4 10 ft./Ievel). This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range. ====Mage Hand==== ''Transmutation'' '''Level:''' Brd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target:''' One nonmagical, unattended object weighing up to 5 lb. '''Duration:''' Concentration '''Saving Throw:''' None '''Spell Resistance:''' No You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. ====Mending==== ''Transmutation'' '''Level:''' Brd 0, Clr 0, Drd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 10 ft. '''Target:''' One object of up to 1 lb. '''Duration:''' Instantaneous '''Saving Throw:''' Will negates (harmless, object) '''Spell Resistance:''' Yes (harmless, object) Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). ====Message==== ''Transmutation [Language-Dependent]'' '''Level:''' Brd 0, Sor/Wiz 0 '''Components:''' V, S, F '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft./level) '''Targets:''' One creature/level '''Duration:''' 10 min./level '''Saving Throw:''' None '''Spell Resistance:''' No You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. '''Note:''' To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. '''Focus:''' A short piece of copper wire. ====Prestidigitation==== ''Universal'' '''Level:''' Brd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 10 ft. '''Target, Effect, or Area:''' See text '''Duration:''' 1 hour '''Saving Throw:''' See text '''Spell Resistance:''' No Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. ====Read Magic==== ''Divination'' '''Level:''' Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 '''Components:''' V, S, F '''Casting Time:''' 1 standard action '''Range:''' Personal '''Target:''' You '''Duration:''' 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. '''Focus:''' A clear crystal or mineral prism. ====Stick==== ''Transmutation'' '''Level:''' Bard 0, sorcerer/wizard 0 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Nonmagical, unattended object weighing up to 5 lb. '''Duration:''' Instantaneous '''Saving Throw:''' Will negates (object) '''Spell Resistance:''' Yes (object) Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage liana* or unseen scrawl spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue.
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