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=== 1st Level === ====Benign Transportation==== ''Conjuration (Teleportation)'' '''Level:''' Sorcerer/wizard 1 '''Components:''' V '''Casting Time:''' I standard action '''Range:''' Medium (100 ft. + 10 ft/level) '''Targets:''' Two willing creatures of up to Large size '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. ====Feather Fall==== ''Transmutation'' '''Level:''' Brd 1, Sor/Wiz 1 '''Components:''' V '''Casting Time:''' 1 free action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Targets:''' One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart '''Duration:''' Until landing or 1 round/level '''Saving Throw:''' Will negates (harmless) or Will negates (object) '''Spell Resistance:''' Yes (object) The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. ====Grease==== ''Conjuration (Creation)'' '''Level:''' Brd 1, Sor/Wiz 1 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target or Area:''' One object or a 10-ft. square '''Duration:''' 1 round/level (D) '''Saving Throw:''' See text '''Spell Resistance:''' No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. '''Material Component:''' A bit of pork rind or butter. ====Identify==== ''Divination'' '''Level:''' Brd 1, Magic 2, Sor/Wiz 1 '''Components:''' V, S, M/DF '''Casting Time:''' 1 hour '''Range:''' Touch '''Targets:''' One touched object '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. '''Arcane Material Component:''' A pearl of at least 100gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. ====Mage Armor==== ''Conjuration (Creation) [Force]'' '''Level:''' Sor/Wiz 1 '''Components:''' V, S, F '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 1 hour/level (D) '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' No An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. '''Focus:''' A piece of cured leather. ====Obscuring Mist==== ''Conjuration (Creation)'' '''Level:''' Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 20 ft. '''Effect:''' Cloud spreads in 20-ft. radius from you, 20 ft. high '''Duration:''' 1 min./level '''Saving Throw:''' None '''Spell Resistance:''' No A misty vapor arises around you. It is stationary once created. 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, flame strike, 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. ====Protection from Evil==== ''Abjuration [Good]'' '''Level:''' Clr 1, Good 1, Pal 1, Sor/Wiz 1 '''Components:''' V, S, M/DF '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 1 min./level (D) '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' No; see text This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. '''Arcane Material Component:''' A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. ====Ray of Enfeeblement==== ''Necromancy'' '''Level:''' Sor/Wiz 1 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' Ray '''Duration:''' 1 min./level '''Saving Throw:''' None '''Spell Resistance:''' Yes A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. ====Summon Monster I==== ''Conjuration (Summoning) [see text]'' '''Level:''' Brd 1, Clr 1, Sor/Wiz 1 '''Components:''' V, S, F/DF '''Casting Time:''' 1 round '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' One summoned creature '''Duration:''' 1 round/level (D) '''Saving Throw:''' None '''Spell Resistance:''' No This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Arcane Focus: A tiny bag and a small (not necessarily lit) candle. '''1st Level''' * Celestial dog (LG) * Celestial owl (LG) [instead of Elysian Thrush (NG, PH118)] * Celestial giant fire beetle (NG) * Celestial porpoise (NG) * * Celestial badger (CG) * Celestial monkey (CG) * Fiendish dire rat (LE) * Fiendish raven (LE) * Fiendish monstrous centipede, Medium (NE) * Fiendish hawk (CE) * Fiendish monstrous spider, Small (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)] * Fiendish octopus (CE) * * Fiendish monstrous crab, Small (NE, Sto141) [instead of Fiendish monstrous scorpion, Small (NE)] * Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Small viper (CE)] ''* May be summoned only into an aquatic or watery environment.''
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