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Post by Rashad on Apr 16, 2014 1:43:42 GMT
Druid Spells: Some are really good and some are very bad and a lot are so situational that it's hard to know what to prepare. The harder part is knowing that when you prepare them you can use all druid spells so i made a little spell book of most used spells so the party members and the scout can let me know which they prefer or can let me know what to prepare after they gone and scouted ahead.
Most of the spells are a type of buff, debuff , battle field control and the occasional damage or stat
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Post by Rashad on Apr 16, 2014 1:44:12 GMT
Level 0:
Create Water
School conjuration (creation) [water]; Level cleric/oracle 0, druid 0, inquisitor 0, paladin 1 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect up to 2 gallons of water/level Duration instantaneous Saving Throw none; Spell Resistance no [This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.] DESCRIPTION
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Countervailing
School transmutation; Level cleric/oracle 0, druid 0 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range touch Target one creature Duration 1 round/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) DESCRIPTION
You compensate after the fact for the effects of any ongoing detrimental spell; the penalty is temporarily removed and turned into a bonus equal to one-half the value of that penalty (round fractions up). For example, if a character is affected by a bane spell that makes her suffer a –1 morale penalty on attacks and saves against fear, then the spell grants a +1 morale bonus to attacks and saves against fear. If a curse causes a character to suffer a –6 penalty to Strength, this spell grants a +3 bonus to Strength.
Countervailing affects only targets affected by spells with a non-instantaneous duration. This spell does not heal wounds (or compensate for them), although it will grant bonuses to ability scores to compensate for very temporary effective losses, such as the effects of a ray of enfeeblement.
Purify Food and Drink
School transmutation; Level cleric/oracle 0, druid 0 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range 10 ft. Target 1 cu. ft./level of contaminated food and water Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes (object)
DESCRIPTION
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Mending
School transmutation; Level bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0 CASTING
Casting Time 10 minutes Components V, S EFFECT
Range 10 ft. Target one object of up to 1 lb./level Duration instantaneous Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object) [This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.] DESCRIPTION
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Elemental Sample
School conjuration (creation) [air, earth, fire or water]; Level sorcerer/wizard 0 ((druid version from the secrets of adventuring)) CASTING
Casting Time 1 standard action Components S EFFECT
Range close (25 ft. +5 ft./2 levels) Effect create 1-foot cubic block of elemental substance Duration instantaneous Saving Throw Reflex (negates) fire only; Spell Resistance yes DESCRIPTION
Elemental sample creates a small block of elemental matter (air, earth, fire, or water). The effects of this conjuration vary depending on the type of elemental matter created.
Air : The conjured air disperses into air or fire. However, if used underwater or underground, it creates a bubble of breathable air, allowing a character to breathe for 1d6 rounds before it is spent.
Earth: The conjured earth forms into a block of stone, crumbling into dust after 1d3 rounds. You can drop it on an opponent, given the right conditions (treat the stone as weighing 15 lbs.), or you could use it as a stepping stone or for any number of other possible uses.
Fire: The conjured fire snuffs out in 1 round. If used against an opponent and the opponent fails a Reflex save, the fire deals 1d3 points of damage. Conjured fire can ignite combustibles, which burn for 1d2 rounds before extinguishing.
Water: Conjured water can snuff small fires (fireplace or smaller) or provide drinking water. If not used immediately, the conjured water evaporates in 1d6 rounds.
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Post by Rashad on Apr 16, 2014 1:46:15 GMT
Level 1
Burning Disarm
School transmutation [fire]; Level cleric/oracle 1, druid 1, sorcerer/wizard 1 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range Short (25 ft. + 5 ft./2 levels) Target Held metal item of one creature or 15 lbs. of unattended metal Duration Instantaneous Saving Throw Reflex negates (object, see text); Spell Resistance Yes (object) DESCRIPTION
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
Faerie Fire
School evocation [light]; Level druid 1; Domain light 1 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range long (400 ft. + 40 ft./level) Area creatures and objects within a 5-ft.-radius burst Duration 1 min./level (D) Saving Throw none; Spell Resistance yes Candle A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). DESCRIPTION
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.
The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Frostbite School transmutation [cold]; Level druid 1, magus 1, witch 1 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range touch Targets creature touched Duration instantaneous Saving Throw none; Spell Resistance yes
DESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
Goodberry
School transmutation; Level druid 1; Domain seasons 1 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range touch Targets 2d4 fresh berries touched Duration 1 day/level Saving Throw none; Spell Resistance yes
DESCRIPTION
Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Hydraulic Push
School evocation [water]; Level druid 1, magus 1, sorcerer/wizard 1; Bloodline aquatic 1 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range close (25 ft. + 5 ft./2 levels) Targets one creature or object Duration instantaneous Saving Throw none; Spell Resistance yes DESCRIPTION
You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.
Mudball
School conjuration [earth]; Level druid 1, magus 1, sorcerer/wizard 1, witch 1 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect single fist-sized blob of sticky mud Duration instantaneous Saving Throw Reflex negates; see text; Spell Resistance no When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy's face as a ranged touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.
Shillelagh
School transmutation; Level druid 1 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range touch Target one touched non-magical oak club or quarterstaff Duration 1 min./level Saving Throw Will negates (object); Spell Resistance yes (object)
DESCRIPTION
Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
Spikes of the Locust Tree
School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1 CASTING
Casting Time 1 immediate action Components V EFFECT
Range touch Target one willing creature Duration 1 round/level Saving Throw none; Spell Resistance yes (harmless) DESCRIPTION
Long, woody thorns erupt from the target's skin, damaging those who touch or grapple him. Anyone who touches or grapples the subject takes 1 point of piercing damage. Unarmed strikes by the target deal an additional point of piercing damage. The subject gains a +2 circumstance bonus to combat maneuver grapple checks.
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Post by Rashad on Apr 16, 2014 1:46:37 GMT
Level 2:
Barkskin
School transmutation; Level alchemist 2, druid 2, ranger 2, summoner 2; Domain defense 2, plant 2 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range touch Target living creature touched Duration 10 min./level Saving Throw none; Spell Resistance yes (harmless) DESCRIPTION
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Carry Companion
School transmutation; Level druid 2, paladin 2, ranger 2, sorcerer/wizard 2, witch 2 CASTING Casting Time 1 standard action Components V, S, M (a pinch of sand or limestone dust) EFFECT
Range touch Target one willing creature touched Duration permanent; see text Saving Throw none; Spell Resistance yes (harmless) [This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.] DESCRIPTION
You touch an animal or magical beast that has a helpful attitude toward you, instantly transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand. Creatures with an attitude of less than helpful will not tolerate this spell, and it automatically fails to work on them.
An intelligent animal or magical beast must be a willing subject in order for this spell to take effect. Any items that the creature wears (such as a harness or saddle) or carries (such as those stowed in saddlebags) are transformed along with the creature.
While miniaturized, the creature is under an effect similar to that of a flesh to stone spell: It is mindless and inert, and does not seem alive when viewed with spells like deathwatch. However, you may return the creature to its normal form at any time simply by placing the figurine on the ground, touching it, and uttering a word of command. Otherwise, the creature remains in miniature form unless the spell is broken, such as by dispel magic or stronger magic. Unlike a flesh to stone spell, a creature affected by carry companion is unaffected by stone to flesh. If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.
Chill Metal
School transmutation [cold]; Level druid 2 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range close (25 ft. + 5 ft./2 levels) Target metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest Duration 7 rounds Saving Throw Will negates (object); Spell Resistance yes (object) DESCRIPTION
Chill metal makes metal extremely cold.
It has the following effects:
Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession (not an "unattended") uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.
Round Metal Temperature Damage 1 Cold None 2 Icy 1d4 points 3-5 Freezing 2d4 points 6 Icy 1d4 points 7 Cold None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.
Chill metal counters and dispels heat metal.
Campfire Wall
School evocation [fire, light]; Level bard 3, druid 2, ranger 2, sorcerer/wizard 3 CASTING
Casting Time 1 standard action Components V, S, M/DF (ash made from burnt thorns) EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect 20-ft.-radius sphere centered on fire source Duration 2 hours/level; see below (D) Saving Throw none; Spell Resistance yes [This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.] DESCRIPTION
You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch.
The barrier blocks line of sight, granting creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light.
Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier's center is extinguished or moved, the spell ends.
Heat Metal
School transmutation [fire]; Level druid 2; Domain metal 2, sun 2 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range close (25 ft. + 5 ft./2 levels) Target metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle Duration 7 rounds Saving Throw Will negates (object); Spell Resistance yes (object) DESCRIPTION Round Metal Temperature Damage 1 Warm None 2 Hot 1d4 points 3-5 Searing 2d4 points 6 Hot 1d4 points 7 Warm None
Heat metal causes metal objects to become red-hot. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table.
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.
Lockjaw
School transmutation; Level druid 2, ranger 2 CASTING
Casting Time 1 standard action Components V, S, M (sticky tree gum) EFFECT
Range touch Targets creature touched Duration 1 round/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent. Choose one of the creature's natural attacks (usually a claw or bite attack). The creature gains the grab ability with that natural attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple. A creature with multiple natural attacks can strike at its grappled opponent with its other natural attacks, but cannot attack any other creature.
Masterwork Transformation
School transmutation; Level bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, witch 2 CASTING
Casting Time 1 hour Components V, S, M (see below) EFFECT
Range touch Target one weapon, suit of armor, shield, tool, or skill kit touched Duration instantaneous Saving Throw none; Spell Resistance no Paizo Peripheral
This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules. DESCRIPTION
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.
The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).
Pox Pustules
School necromancy [disease]; Level druid 2, witch 2 CASTING
Casting Time 1 standard action Components V, S, M (leaves from a toxic plant) EFFECT
Range close (25 ft. + 5 ft./2 levels) Targets one creature Duration 1 minute/level Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 penalty to Dexterity (this penalty cannot lower Dexterity below 0). The target can spend a move action scratching furiously at the rash to remove the sickened condition (but not the Dexterity penalty) until the start of its next turn.
Summon Swarm
School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2 CASTING
Casting Time 1 round Components V, S, M/DF (a square of red cloth) EFFECT
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
DESCRIPTION
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.
Savage Maw
School transmutation; Level antipaladin 1, cleric 2, druid 2, inquisitor 2, magus 2, ranger 1 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range personal Target you Duration 1 minute/level (D), special (see below)
Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is considered a secondary attack, is made at your full base attack bonus –5, and adds half your Strength modifier to its damage. You can end this spell before its normal duration by making a bestial roar as a swift action. When you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.
Tar Ball
School transmutation; Level druid 2 CASTING
Casting Time 1 standard action Components V, S, M (a tiny ball of bitumen) EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect ranged attack Duration instantaneous Saving Throw none; Spell Resistance no
DESCRIPTION
You create a sticky ball of burning tar that you can hurl at your enemies as a ranged attack. If the tar ball strikes, it deals 1d4 points of fire damage + your Strength modifier, and splashes the target with hot, sticky tar. The tar deals 1d4 points of fire damage each round on the creature’s turn for the next 1d4 rounds and gives the target a –2 penalty to Dexterity for that duration. If desired, the target can use a full-round action to attempt to extinguish or cool the tar before taking this additional damage. Extinguishing or cooling the tar requires a DC 15 Reflex save or at least 1 gallon of nonflammable liquid. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically cooling the target automatically ends the effect.
Flexarmor
School transmutation; Level bard 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, sorcerer/wizard 2 CASTING
Casting Time 1 standard action Components V EFFECT
Range touch Target armor or shield touched Duration 1 minute/level Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless) DESCRIPTION
Flexarmor causes a single set of armor or a shield to become more malleable and less restrictive. The target's armor check penalty is reduced by 2, +1 for every five caster levels (maximum of +6 at level 20). Its maximum Dexterity bonus is increased by 1, +1 for every five caster levels (maximum increase of +5 at level 20). The arcane spell failure chance is decreased by 10%, +5% for every five caster levels (maximum decrease of 30% at level 20). This spell cannot reduce the armor check penalty or spell failure chance below 5%
Earthmaw
School transmutation [earth]; Level druid 2, sorcerer/wizard 2 CASTING
Casting Time 1 standard action Components V, S, M/DF (a pinch of dirt or sand) EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect earthen maw that fills a 5-foot cube Duration 1 round/level (D) Saving Throw none; see text; Spell Resistance yes DESCRIPTION
You transmute a section of the ground into a gaping maw. The spell affects normal earth, such as sand, clay, or stone, but not wood or metal. The maw tries to bite any creature standing on or stepping into the square where you create it (including you or your allies), attacking by making a CMB grapple check (CMB equal to your caster level plus your caster ability modifier). It automatically grabs and tries to establish a hold. If the maw successfully establishes or maintains a hold, it deals 1d6 points of bludgeoning damage plus your caster ability modifier bonus lethal or nonlethal damage at your option, chosen during casting).
The maw can grab or hold only one creature at a time, but it makes a new CMB check each round in your turn once it has seized a creature. If it succeeds with a second CMB check against a Medium or smaller creature, the maw swallows it, dealing another Id6 points of bludgeoning damage. There is no air inside the maw, and a swallowed creature also automatically takes 1d6 points of bludgeoning damage each round until the spell ends or it manages to escape (but is still grappled even if it succeeds). The maw can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine creatures, and can grapple (but not swallow) other creatures even when it is full. Creatures still in the maw when the spell ends are expelled from the earth, taking 1d6 points of damage. The maw itself is impervious to damage, but anything that destroys the 5-foot cube of earth ends the spell and frees any creature held inside.
A stone shape counters and dispels earthmaw, and a transmute rock to mud effect cast on the earthmaw's square ends the spell but leaves any formerly trapped creatures submerged in the mud.
Dire Form
School transmutation; Level druid 2, ranger 2, sorcerer/wizard 2 CASTING
Casting Time 1 standard action Components V, S, M/DF (a hair from a dire creature) EFFECT
Range close (25 ft. + 5 ft./2 levels) Targets one animal or magical beast Duration 1 minute/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) DESCRIPTION
Dire form causes a regular animal or magical beast to change into a more feral, more powerful form. The target animal or magical beast, which must not have more hit dice than you, gains a +4 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, and a +2 enhancement bonus to natural armor. All of the target's natural weapons improve as if it possessed the Improved Natural Attack feat. (The effect of this spell stacks with the actual feat, but not other magical sources.) This spell does not provide you with any additional way of controlling the animals affected, and indeed, it tends to make them more aggressive (increase animal Empathy DC by +5, and it gains a second chance to break any charm or compulsion effects).
Wildheart
School transmutation; Level druid 2, ranger 2 CASTING
Casting Time 1 standard action Components V, S, M/DF (charred or torn leaf) EFFECT
Range touch Target creature touched Duration1 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) DESCRIPTION
You are able to tap into the ancient, terrible might of nature, granting the subject of the spell a +2 enhancement bonus to Strength, Dexterity, and Constitution. It also gains an increase of 10 feet to base speed for all its natural movement modes (but not those granted by a spell or effect, such as fly).
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Post by Rashad on Apr 16, 2014 1:47:00 GMT
Level 3:
Ash Storm
School conjuration (creation) [fire]; Level druid 3, sorcerer/wizard 3, witch 3 CASTING
Casting Time 1 standard action Components V, S, M/DF (a pinch of ash) EFFECT
Range long (400 ft. + 40 ft./level) Area cylinder (40-ft. radius, 20 ft. high) Duration 1 round/level Saving Throw none; Spell resistance no DESCRIPTION
Driving ash blocks all sight (even darkvision) within the spell’s area of effect, and falling cinders cause the ground in the area to become difficult terrain.
Call Lightning
School evocation [electricity]; Level druid 3; Domain catastrophe 3, weather 3 CASTING
Casting Time 1 round Components V, S EFFECT
Range medium (100 ft. + 10 ft./level) Effect one or more 30-ft.-long vertical lines of lightning Duration 1 min./level Saving Throw Reflex half; Spell Resistance yes By the way... This spell does not start a fire on a ship.
Source Skull & Shackles Player's Guide DESCRIPTION
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area - a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) - each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
Call Lightning Storm
School evocation [electricity]; Level druid 5 CASTING
Range long (400 ft. + 40 ft./level) DESCRIPTION
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
Create Treasure Map
School divination; Level bard 2, druid 3, ranger 2, sorcerer/wizard 2 CASTING
Casting Time 1 hour Components V, S, M (powdered metal and rare inks worth 100 gp) EFFECT
Range touch Targets one dead creature Duration instantaneous Saving Throw none; Spell Resistance no [This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.] DESCRIPTION
You can take a piece from a dead creature's body and use it to create a map that reveals the locations of any valuables that creature knew about while still alive. You must cut this piece off yourself and the creature cannot have died more than 24 hours prior to the casting of this spell. You cannot cast this spell on a creature without a physical body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin. The map you create is accurate to the best knowledge the creature had at the time of its death. It reveals the location of one source of treasure for every three caster levels you possess.
Any inaccuracies or faulty information held by the creature are represented on the map as well. Similarly, the map cannot account for any changes that occur after the creature's death.
You must choose the scale of the map when creating it, opting between nearby (e.g., one or two dungeon levels), local (e.g., a valley or community), or broad (e.g., a country or larger). The map reveals the locations of what the creature deemed most valuable within its area. Depending on the creature, the map might reveal a source of tasty food, suitable mates, or even your own treasure vault.
Fungal Infestation
School necromancy [disease]; Level druid 3 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range touch Target creature touched Duration 1d3 days Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
You coat the target in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other disgusting fungal growths sprout from its skin. The target takes 1d3 points of Charisma damage. Any physical attack against the target automatically adds 1d6 points of bleed damage.
Hide Campsite
School illusion (glamer); Level druid 3, ranger 2 CASTING
Casting Time 10 minutes Components V, S, M (a sprig of mistletoe, and a vial of quicksilver) EFFECT
Range close (25 ft. + 5 ft./2 levels) Area one 20-ft. cube Duration 2 hours/level (D) Saving Throw Will disbelief (if interacted with); Spell Resistance no You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally.
Ice Spears
School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3 CASTING
Casting Time 1 standard action Components V, S, M (a small stalagmite-shaped crystal) EFFECT
Range close (25 ft. + 5ft./2 levels) Effect 1 ice spear/4 levels Duration instantaneous Saving Throw Reflex half and see below; Spell Resistance no
DESCRIPTION
Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.
If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points. Mad Monkeys
School conjuration (summoning); Level bard 3, druid 3, sorcerer/wizard 3, summoner 3 CASTING
Casting Time 1 round Components V, S, DF EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect swarm of monkeys Duration 1 round/level Saving Throw none; Spell Resistance no
DESCRIPTION
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.
Magic Fang
School transmutation; Level druid 1, ranger 1, summoner 1; Domain fur 1 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range touch Target living creature touched Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) DESCRIPTION
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.
Magic fang can be made permanent with a permanency spell. Magic Fang, Greater
School transmutation; Level druid 3, ranger 3, summoner 3 EFFECT
Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 hour/level DESCRIPTION
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.
Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.
Rain of Frogs
School conjuration (summoning); Level bard 3, druid 3, sorcerer/wizard 3, summoner 3, witch 3 EFFECT
Effect one swarm of poisonous frogs
DESCRIPTION
This spell functions as summon swarm, except you summon a swarm of poisonous frogs. This swarm has the statistics of a centipede swarm, except it has the animal type and its poison deals Constitution damage instead of Dexterity damage.
Putting it all together...
Note: If you have any corrections to suggest please feel free to email us! Send your comments here!
To save you the effort of looking up 5 different things, the wording (if meshed with summon swarm) would be: Rain of Frogs
School conjuration (summoning); Level bard 3, druid 3, sorcerer/wizard 3, summoner 3, witch 3 CASTING
Casting Time 1 round Components V, S, M/DF (a square of red cloth) EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect one swarm of poisonous frogs (see below) Duration concentration + 2 rounds Saving Throw none; Spell Resistance no DESCRIPTION
You summon a swarm of poisonous frogs, 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.
And here is a complete stat block for a poisonous frog swarm: Poisonous Frog Swarm
N Diminutive animal (swarm) Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 DEFENSE
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size) hp 31 (9d8–9) Fort +5, Ref +7, Will +3 Defensive Abilities swarm traits, Immune weapon damage OFFENSE
Speed 30 ft., climb 30 ft. Melee swarm (2d6 plus poison [1d4 Con damage; Fort DC 13]) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 13), poison STATISTICS
Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 Base Atk +6; CMB —; CMD — Feats Weapon FinesseB Skills Climb +12, Perception +4; Racial Modifiers +4 Perception SPECIAL ABILITIES Poison (Ex)
Bite—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save.
The save DC is Constitution-based and includes a +2 racial bonus.
*Special Notes on the Stat Block: If this were truly an "animal" instead of vermin (as centipede would be) there would be many other changes to make as well. However, the spell simply says to use the centipede swarm with the following changes..." so only the changes indicated in the spell have been applied.
Sheet Lightning
School evocation (electricity); Level druid 3, sorcerer/wizard 3 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range medium (100 ft. + 10 ft./level) Target 20-ft.-radius spread Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes [This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.] DESCRIPTION
You create a dazzling flash of electricity that fills the target area. Sheet lightning inflicts 1 point of electricity damage to all creatures within the area of effect (no save). The true power of the spell, though, lies not in the damage it inflicts but in the overwhelming pain the lightning creates. The sudden flash and jolt dazes living creatures for 1 round if they fail a saving throw. Creatures that save are instead dazzled for 1 round. Any creature wearing metal armor takes a –2 penalty to its saving throw against this spell.
Sleet Storm
School conjuration (creation) [cold]; Level druid 3, magus 3, sorcerer/wizard 3, witch 3; Domain weather 4 CASTING
Casting Time 1 standard action Components V, S, M/DF (dust and water) EFFECT
Range long (400 ft. + 40 ft./level) Area cylinder (40-ft. radius, 20 ft. high) Duration 1 round/level Saving Throw none; Spell Resistance no By the way... The sleet, snow, and ice created by this spell does not move with a ship, but the deck is considered icy. This spell also allows a ship to make an additional saving throw to extinguish fires.
Source Skull & Shackles Player's Guide DESCRIPTION
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).
The sleet extinguishes torches and small fires.
Vengeful Comets
School evocation [cold]; Level druid 3, sorcerer/wizard 3 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range long (400 ft. + 40 ft./level) Effect 1 comet per 4 levels Duration 1 round/level or until completely discharged (see below) Saving Throw none; Spell Resistance yes [This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.] DESCRIPTION
This spell causes a number of miniature comets (up to one per four caster levels) to orbit in the air above your head. Bits of snow and cold wind drift down from the orbiting comets, granting you a circumstance bonus equal to the number of comets on all saving throws against fire effects.
The actual use for the comets, though, is to make vengeful strikes against foes who dare to target you with offensive spells. As an immediate action whenever you are affected by a spell cast by another creature, you can fire one of your vengeful comets as a bolt of icy retribution (provided the source of the offensive spell is within range of your vengeful comet, of course). The comet requires a ranged touch attack to hit. If it hits, a comet deals 1d6 points of bludgeoning damage and 3d6 points of cold damage to the target, plus an additional amount of cold damage equal to the level of the spell you are retaliating against. If the spell you’re retaliating against had the fire descriptor, you may opt to fire two comets instead of one.
Companion’s Vengeance
School transmutation; Level druid 3, paladin 3, ranger 3 CASTING
Casting Time 1 standard action Components V, S, DF EFFECT
Range personal and your animal companion Target you and your animal companion Duration 1 min./level (D) DESCRIPTION Damage Morale Bonus 1-10 hp +1 11-20 hp +2 21-30 hp +3 31-40 hp +4 41+ hp +5
When your animal companion suffers damage at the hands of your enemies, either you or your animal companion (your choice) receives a morale bonus to your or its next attack and damage roll against that specific foe based upon the figures provided in the following chart. The bonus to the damage roll is only applied to the next attack; therefore a miss provides no benefit.
If more than one opponent hits your animal companion prior to its or your next attack roll, you can grant yourself and your animal companion the aforementioned morale bonus, but neither can gain more than one morale bonus in a single round. If you voluntarily end the spell before its effects expire, your companion recovers one hit point of damage per caster level (up to a maximum of +20).
Primeval Might
School divination; Level druid 3, ranger 3 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range personal Target you Duration 1 min./level DESCRIPTION
The spell imbues the creature touched with an extensive knowledge of the strengths and weaknesses of fey and magical beasts, improving his combat prowess against these adversaries. The spell grants him a +1 insight bonus to attack rolls, AC, and saving throws whenever he fights against fey and magical beast creatures. This bonus increases to +2 at 10th level and to +3 at 15th level, reaching a maximum of +4 at 20th level. At the time of casting, the recipient chooses one weapon that acts as a cold iron fey bane weapon for the spell’s duration. If the weapon is a nonmagical weapon, it also gains a +1 enhancement bonus.
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Post by Rashad on Apr 16, 2014 1:47:29 GMT
Level 4:
Atavism School transmutation; Level druid 4 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range close (25 ft. + 5 ft./2 levels) Target one animal Duration 1 minute/level Saving Throw Fortitude negates; Spell resistance yes
DESCRIPTION
By bringing forth the primeval ancestry of the target animal, you awaken a savage engine of destruction. The animal immediately gains the advanced creature simple template. It gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animal’s primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.” This spell has no effect on animals that already have the advanced creature template.
Atavism, Mass
School transmutation; Level druid 8 EFFECT
Target one animal/level, no two of which can be more than 30 ft. apart DESCRIPTION
This spell functions as atavism, except it affects multiple creatures.
Dispel Magic
School abjuration; Level antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3, summoner 3, witch 3; Domain magic 3; Bloodline arcane 3 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range medium (100 ft. + 10 ft./level) Target or Area one spellcaster, creature, or object Duration instantaneous Saving Throw none; Spell Resistance no DESCRIPTION
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell. Dispel Magic, Greater
School abjuration; Level bard 5, cleric/oracle 6, druid 6, inquisitor 6, magus 6, sorcerer/wizard 6, summoner 5, witch 6; Domain liberation 6 EFFECT
Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst DESCRIPTION
This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.
You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:
Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.
Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.
Freedom of Movement
School abjuration; Level alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4; Domain liberation 4, luck 4 CASTING
Casting Time 1 standard action Components V, S, M (a leather strip bound to the target), DF EFFECT
Range personal or touch Target you or creature touched Duration 10 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
Ice Storm
School evocation [cold]; Level druid 4, magus 4, sorcerer/wizard 4, witch 4; Domain water 5, weather 5 CASTING
Casting Time 1 standard action Components V, S, M/DF (dust and water) EFFECT
Range long (400 ft. + 40 ft./level) Area cylinder (20-ft. radius, 40 ft. high) Duration 1 round/level (D) Saving Throw none; Spell Resistance yes By the way... The sleet, snow, and ice created by this spell does not move with a ship, but the deck is considered icy. This spell also allows a ship to make an additional saving throw to extinguish fires.
Source Skull & Shackles Player's Guide DESCRIPTION
Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no after-effects (other than the damage dealt).
Kiss of the First World
School transmutation; Level bard 4, druid 4 CASTING
Casting Time 1 standard action Components V, S, M (diamond dust worth 100 gp) EFFECT
Range touch Area living or undead creature touched Duration 1 round/level Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell infuses a living creature with a surge of positive energy, filling the target with the raw energies of life. The exact effects of this spell vary, depending on the nature of the creature touched. Constructs are immune to the effects of this spell.
Living Creature: A living creature gains a 20-foot increase to his base land speed and a +2 insight bonus on all Charisma-based skill checks. In addition, the creature gains fast healing 2. Fire, acid, and negative energy cause this fast healing to stop functioning on the round following the attack. Undead Creature: An undead creature targeted by this spell is staggered for the duration of this spell. It does not gain the benefits of any channel resistance it might normally enjoy, and the save DCs for any of its special attacks (but not spell-like abilities or spells) are reduced by 2.
Strong Jaw
School transmutation; Level druid 4, ranger 3 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range touch Targets creature touched Duration 1 minute/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged. Natural Attack Base Damage by Size* Fine Dim. Tiny Small Medium Large Huge Garg. Col. Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 Claw - 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 Gore 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 Hoof, tentacle, wing - 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 Pincers, tail slap 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 Slam - 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 Sting - 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 Talons - 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 Other - 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8
True Form
School abjuration; Level druid 4, sorcerer/wizard 4 CASTING
Casting Time 1 standard action Components V, S EFFECT
Range medium (100 ft. + 10 ft./level) Targets up to one creature/3 levels, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Will negates; Spell Resistance yes Paizo Peripheral
This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules. DESCRIPTION
True form removes any polymorph effect from a target creature, returning it to its true form, even against its will. Against creatures affected by polymorph spell effects (such as baleful polymorph or giant form), you must make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the polymorph immediately ends.
A creature with the supernatural ability to change shape (such as a lycanthrope) must make a Will Saving Throw or immediately revert to its true form. If it fails this first Saving Throw, the creature can attempt another Will Saving Throw to overcome the spell as a full-round action that does not provoke attacks of opportunity. If this save succeeds, the spell ends and the creature is capable of changing shape once again. If the second save fails, the creature is locked in its true form for the duration of the spell, preventing any further polymorph effects from changing its shape.
Volcanic Storm
School evocation [fire]; Level druid 4, sorcerer/wizard 4, witch 4 CASTING
Casting Time 1 standard action Components V, S, M/DF (obsidian and ash) EFFECT
Range long (400 ft. + 40 ft./level) Area cylinder (20-ft. radius, 40 ft. high) Duration 1 round/level (D) Saving Throw none; Spell Resistance yes
Zone of Foul Flames School transmutation; Level druid 4 CASTING
Casting Time 1 standard action Components V, S, M (a sliver of tree bark from a burnt tree from the Uskwood) EFFECT
Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius spread Duration 1 minute/level Saving Throw Will negates; Spell Resistance yes DESCRIPTION
This spell creates a zone where magical fire effects twist and lash out against those who create the effects. A zone of foul flames looks unremarkable to the casual observer, but a Perception check (DC = 20 + the caster’s level) reveals a faint rippling effect in the area, as if of heat distortions in the air.
Whenever a creature casts a spell with the fire descriptor or activates a magical fire effect (as from a magic item or a special attack) while that creature is located in a zone of foul flames, that creature takes full fire damage from the effect. If the effect allows a saving throw to reduce the damage, the victim may attempt the same saving throw to reduce the damage. All creatures in a zone of foul flames gain a +4 circumstance bonus on all saving throws against fire effects, except for those made by a creature attempting to save against fire damage from his own magic. Nonmagical fire in a zone of foul flames burns half as brightly but is otherwise not affected.
Blood Slugs
School conjuration (creation); Level druid 4 CASTING
Casting Time 1 round Components V, S, DF EFFECT
Range close (25 ft. + 5 ft./2 levels) Effect ten blood slugs Target up to ten creatures within range Duration 1 round/level Saving Throw Fortitude negates; Spell Resistance yes DESCRIPTION
You create blood-thirsty slugs that burrow into flesh and settle in veins. The slugs appear on the subject’s body and immediately attempt to penetrate their skin. Targets must make a Fortitude save for each blood slug affecting them. Each failed saving throw deals 1 point of Constitution damage and reduces the target’s speed by 5 feet (minimum 5). The damage from multiple blood slugs stacks
Whiteout
School conjuration [cold]; Level druid 4 DESCRIPTION
You summon a flurry of snow. As darkness, but it drops light levels two steps in the area, and it doesn’t counter or get countered by light spells.
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