Editing
Eric Thursley
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== 2nd Level === ====Chain of Eyes==== ''Divination'' '''Level:''' Cleric 3, druid 4, sorcerer/wizard 2 Components: V, S '''Casting Time:''' I standard action '''Range:''' Touch '''Target:''' Living creature touched '''Duration:''' 1 hour/level '''Saving Throw:''' Will negates '''Spell Resistance:''' Yes You can use another creature's vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in round, you can use a free action to switch from seeing through the current creature s eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends. ====Eagle's Splendor==== ''Transmutation'' '''Level:''' Brd 2, Clr 2, Pal 2, Sor/Wiz 2 '''Components:''' V, S, M/DF '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 1 min./level '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' Yes The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase. '''Arcane Material Component:''' A few feathers or a pinch of droppings from an eagle. ====Fog Cloud==== ''Conjuration (Creation)'' '''Level:''' Drd 2, Sor/Wiz 2, Water 2 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft. level) '''Effect:''' Fog spreads in 20-ft. radius, 20 ft. high '''Duration:''' 10 min./level '''Saving Throw:''' None '''Spell Resistance:''' No A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater. ====Glitterdust==== ''Conjuration (Creation)'' '''Level:''' Brd 2, Sor/Wiz 2 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft./level) '''Area:''' Creatures and objects within 10-ft.-radius spread '''Duration:''' 1 round/level '''Saving Throw:''' Will negates (blinding only) '''Spell Resistance:''' No A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a –40 penalty on Hide checks. '''Material Component:''' Ground mica. ====Snake's Swiftness==== ''Transmutation'' '''Level:''' Druid 1, sorcerer/wizard 2 '''Components:''' V, S, M/DF '''Casting Time:''' I standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target:''' One allied creature '''Duration:''' Instantaneous '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' Yes (harmless) The subject can immediately make one melee or ranged attack. Taking this action doesn't affect the subject's normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails. '''Arcane Material Component:''' A few scales from a snake. ====Spider Climb==== ''Transmutation'' '''Level:''' Drd 2, Sor/Wiz 2 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 10 min./level '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' Yes (harmless) The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider-climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. '''Material Component:''' A drop of bitumen and a live spider, both of which must be eaten by the subject. ====Summon Monster II==== ''Conjuration (Summoning) [see text for summon monster I]'' '''Level:''' Brd 2, Clr 2, Sor/Wiz 2 '''Effect:''' One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. '''2nd Level''' *Celestial giant bee (LG) *Celestial giant bombardier beetle (NG) *Celestial riding dog (NG) [instead of Ur'Epona (PH130)] *Celestial eagle (CG) *Clockwork Mender (MMIV30) *Devil, Lemure (LE) *Fiendish squid (LE) * *Fiendish wolf (LE) *Fiendish monstrous centipede, Large (NE) *Fiendish monstrous crab, Medium (NE, Sto141) [instead of Fiendish monstrous scorpion, Medium (NE)] *Fiendish shark, Medium (NE) * *Fiendish monstrous spider, Medium (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)] *Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Medium viper (CE)] *Nerra, Veroot (FF130) *Kaorti (FF108) *Howler Wasp (MMIV74) ''* May be summoned only into an aquatic or watery environment.'' ====Summon Swarm==== ''Conjuration (Summoning)'' '''Level:''' Brd 2, Drd 2, Sor/Wiz 2 '''Components:''' V, S, M/DF '''Casting Time:''' 1 round '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' One swarm of bats, rats, or spiders '''Duration:''' Concentration + 2 rounds '''Saving Throw:''' None '''Spell Resistance:''' No You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. '''Arcane Material Component:''' A square of red cloth. ====Web==== ''Conjuration (Creation)'' '''Level:''' Sor/Wiz 2 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft./level) '''Effect:''' Webs in a 20-ft.-radius spread '''Duration:''' 10 min./level (D) '''Saving Throw:''' Reflex negates; see text '''Spell Resistance:''' No Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs 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 entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. 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 magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet 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. '''Material Component:''' A bit of spider web.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information