Surtur Ironsmiter's
Wizard Spells (Selected School: Evocation ~ Prohibited Schools: Enchantment, Illusion) |
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Level: | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Known: | 0 | 8 | 4 | 4 | 2 | -- | -- | -- | -- | -- |
Per Day: | 4 + 1 | 6 + 1 | 4 + 1 | 3 + 1 | 2 + 1 | -- | -- | -- | -- | -- |
PREP | SPELL NAME | DC | SAVE | CAST TIME | DURATION | RANGE | ||||
0 LEVEL | ||||||||||
Acid Splash |
15 |
None |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V,
S |
School:Conjuration |
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Desc: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. |
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Arcane Mark |
15 |
None |
1 Action |
Permanent |
0 ft. |
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Spell Resistance:No |
Components:V,
S |
School:Universal |
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Desc:Visibly or invisibly inscribes
your personal rune or mark, consisting of no more than 6
symbols, on any surface (PH201) |
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Dancing Lights |
15 |
None |
1 Action |
1 minute (D) |
Medium (100 ft.+10 ft./level) |
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Spell Resistance:No |
Components:V,
S |
School:Evocation |
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Desc:Create up to four lights that
resemble torches or glowing spheres of light, or one
faintly glowing humanoid shape(PH216) |
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Daze |
15 |
Will Negates |
1 Action |
1 round |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:Yes |
Components:V, S,
M |
School:Enchantment |
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Desc:This enchantment clouds the mind
of a humanoid creature with 4 or fewer Hit Dice so that it
takes no actions (PH217) |
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1 |
Detect Magic |
15 |
None |
1 Action |
Concentration, up to 1 minute/level
(D) |
60 ft. |
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Spell Resistance:No |
Components:V,
S |
School:Divination |
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Desc:Detects spells and magic items
within 60 ft (PH219) |
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Detect Poison |
15 |
None |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V,
S |
School:Divination |
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Desc:You determine whether a
creature, object, or area has been poisoned or is poisonous
(PH219) |
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Disrupt Undead |
15 |
None |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:Yes |
Components:V,
S |
School:Necromancy |
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Desc:You direct a ray of positive
energy and if the ray hits an undead creature, it deals 1d6
points of damage to it (PH223) |
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Flare |
15 |
Fortitude Negates |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:Yes |
Components:V |
School:Evocation |
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Desc:Creates a burst of light, that
can dazzle one creature for 1 minute unless it makes a
successful Fortitude save (PH232) |
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Ghost Sound |
15 |
Will Disbelief (if interacted
with) |
1 Action |
1 round/level (D) |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V, S,
M |
School:Illusion |
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Desc:Allows you to create a volume of
sound that rises, recedes, approaches, or remains at a
fixed place (PH235) |
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Light |
15 |
None |
1 Action |
10 minutes/level (D) |
Touch |
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Spell Resistance:No |
Components:V,
M/DF |
School:Evocation |
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Desc:Object shines like a torch
(PH248). |
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Mage Hand |
15 |
None |
1 Action |
Concentration |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V,
S |
School:Transmutation |
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Desc:5-pound telekinesis
(PH249). |
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Mending |
15 |
Will Negates (Harmless, Object) |
1 Action |
Instantaneous |
10 ft. |
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Spell Resistance:Yes (Harmless,
Object) |
Components:V,
S |
School:Transmutation |
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Desc:Makes minor repairs on an object
(PH253). |
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Message |
15 |
None |
1 Action |
10 minutes/level |
Medium (100 ft.+10 ft./level) |
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Spell Resistance:No |
Components:V, S,
F |
School:Transmutation |
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Desc:Whispered conversation at
distance (PH253). |
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Open/Close |
15 |
Will Negates (Object) |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:Yes
(object) |
Components:V, S,
F |
School:Transmutation |
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Desc:Opens or closes small or light
things (PH258). |
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Prestidigitation |
15 |
Special; See Text |
1 Action |
1 Hour |
10 ft. |
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Spell Resistance:No |
Components:V,
S |
School:Universal |
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Desc:Performs minor tricks
(PH264). |
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+1 |
Ray of Frost |
15 |
None |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:Yes |
Components:V,
S |
School:Evocation |
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Desc:A ray of freezing air and ice
projects from your pointing finger. You must succeed on a
ranged touch attack with the ray to deal damage to a
target. The ray deals 1d3 points of cold
damage. |
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1 |
Read Magic |
15 |
1 Action |
10 minutes/level |
Personal |
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Spell Resistance:- |
Components:V, S,
F |
School:Divination |
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Desc: 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. |
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Repair Minor Damage |
15 |
None |
1 Action |
Instantaneous |
Touch |
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Spell Resistance:No |
Components:V,
S |
School:Transmutation |
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Desc: |
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Repair Minor Damage |
15 |
None |
1 Action |
Instantaneous |
Touch |
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Spell Resistance:No |
Components:V,
S |
School:Transmutation |
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Desc: |
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Resistance |
15 |
Will Negates (Harmless) |
1 Action |
1 minute |
Touch |
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Spell Resistance:Yes
(harmless) |
Components:V, S,
M/DF |
School:Abjuration |
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Desc:Subject gains +1 on saving
throws (PH272). |
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2 |
Touch of Fatigue |
15 |
Fortitude Negates |
1 Action |
1 round/level |
Touch |
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Spell Resistance:Yes |
Components:V, S,
M |
School:Necromancy |
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Desc: You channel negative energy
through your touch, fatiguing the target. You must succeed
on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. Material Component: A drop of sweat. |
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1st LEVEL | ||||||||||
Alarm |
16 |
None |
1 Action |
2 hours/level (D) |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V, S,
F/DF |
School:Abjuration |
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Desc: Alarm sounds a mental or
audible alarm each time a creature of Tiny or larger size
enters the warded area or touches it. A creature that
speaks the password (determined by you at the time of
casting) does not set off the alarm. You decide at the time
of casting whether the alarm will be mental or audible. Mental Alarm A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. Alarm can be made permanent with a permanency spell. Arcane Focus: A tiny bell and a piece of very fine silver wire |
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+1 |
Burning Hands |
16 |
Reflex Half |
1 Action |
Instantaneous |
15 ft. |
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Spell Resistance:Yes |
Components:V,
S |
School:Evocation |
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Desc:A cone of searing flame shoots
from your fingertips. Any creature in the area of the
flames takes 1d4 points of fire damage per caster level
(maximum 5d4). Flammable materials burn if the flames touch
them. A character can extinguish burning items as a
full-round action. |
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1 |
Chill Touch |
16 |
Fortitude Partial or Will Negates; See
Text |
1 Action |
Instantaneous |
Touch |
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Spell Resistance:Yes |
Components:V,
S |
School:Necromancy |
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Desc: A touch from your hand, which
glows with blue energy, disrupts the life force of living
creatures. Each touch channels negative energy that deals
1d6 points of damage. The touched creature also takes 1
point of Strength damage unless it makes a successful
Fortitude saving throw. You can use this melee touch attack
up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. |
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Comprehend Languages |
16 |
None |
1 Action |
10 minutes/level |
Personal |
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Spell Resistance:- |
Components:V, S,
M/DF |
School:Divination |
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Desc: You can understand the spoken
words of creatures or read otherwise incomprehensible
written messages. In either case, you must touch the
creature or the writing. The ability to read does not
necessarily impart insight into the material, merely its
literal meaning. The spell enables you to understand or
read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Arcane Material Component: A pinch of soot and a few grains of salt. |
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Erase |
16 |
Special; See Text |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V,
S |
School:Transmutation |
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Desc: Erase removes writings of
either magical or mundane nature from a scroll or from one
or two pages of paper, parchment, or similar surfaces. With
this spell, you can remove explosive runes, a glyph of
warding, a sepia snake sigil, or an arcane mark, but not
illusory script or a symbol spell. Nonmagical writing is
automatically erased if you touch it and no one else is
holding it. Otherwise, the chance of erasing nonmagical
writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead. |
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Expeditious Retreat |
16 |
None |
1 Action |
1 minute/level (D) |
Personal |
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Spell Resistance:- |
Components:V,
S |
School:Transmutation |
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Desc:This spell increases your base
land speed by 30 feet. (This adjustment is treated as an
enhancement bonus.) There is no effect on other modes of
movement, such as burrow, climb, fly, or swim. As with any
effect that increases your speed, this spell affects your
jumping distance (see the Jump skill). |
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Identify |
16 |
None |
1 Hour(s) |
Instantaneous |
Touch |
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Spell Resistance:No |
Components:V, S,
M/DF |
School:Divination |
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Desc: 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 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. |
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Jump |
16 |
Will Negates (Harmless) |
1 Action |
1 minute/level (D) |
Touch |
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Spell Resistance:Yes |
Components:V, S,
M |
School:Transmutation |
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Desc: The subject gets a +10
enhancement bonus on Jump checks. The enhancement bonus
increases to +20 at caster level 5th, and to +30 (the
maximum) at caster level 9th. Material Component: A grasshopper's hind leg, which you break when the spell is cast. |
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1 |
Magic Missile |
16 |
None |
1 Action |
Instantaneous |
Medium (100 ft.+10 ft./level) |
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Spell Resistance:Yes |
Components:V,
S |
School:Evocation |
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Desc: A missile of magical energy
darts forth from your fingertip and strikes its target,
dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile; two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. |
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Mount |
16 |
None |
1 Round(s) |
2 hours/level (D) |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V, S,
M |
School:Conjuration |
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Desc: You summon a light horse or a
pony (your choice) to serve you as a mount. The steed
serves willingly and well. The mount comes with a bit and
bridle and a riding saddle. Material Component: A bit of horse hair. |
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1 |
Shocking Grasp |
16 |
None |
1 Action |
Instantaneous |
Touch |
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Spell Resistance:Yes |
Components:V,
S |
School:Evocation |
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Desc:Your successful melee touch
attack deals 1d6 points of electricity damage per caster
level (maximum 5d6). When delivering the jolt, you gain a
+3 bonus on attack rolls if the opponent is wearing metal
armor (or made out of metal, carrying a lot of metal, or
the like). |
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2nd LEVEL | ||||||||||
+1 |
Aganazzar`s Scorcher |
17 |
Reflex Half |
1 Action |
Instantaneous |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:Yes |
Components:V, S,
F |
School:Evocation |
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Desc:A jet of roaring flame bursts
from your outstretched hand, scorching any creature in a
5-foot-wide-path to the edge of the spell's range.
Aganazzar's scorcher deals 1d8 points of damage per two
caster levels, to a maximum of 5d8 points of damage. Focus: A red dragon's scale |
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Continual Flame |
17 |
None |
1 Action |
Permanent |
Touch |
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Spell Resistance:No |
Components:V, S,
M |
School:Evocation |
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Desc: A flame, equivalent in
brightness to a torch, springs forth from an object that
you touch. The effect looks like a regular flame, but it
creates no heat and doesn't use oxygen. A
continual flame can be covered and hidden but not smothered
or quenched. Light spells counter and dispel darkness spells of an equal or lower level. Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame. |
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1 |
False Life |
17 |
None |
1 Action |
Special; See Text |
Personal |
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Spell Resistance:- |
Components:V, S,
M |
School:Necromancy |
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Desc: You harness the power of unlife
to grant yourself a limited ability to avoid death. While
this spell is in effect, you gain temporary hit points
equal to 1d10 +1 per caster level (maximum +10). Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate. |
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1 |
Ghoul Touch |
17 |
Fortitude Negates |
1 Action |
1d6+2 rounds |
Touch |
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Spell Resistance:Yes |
Components:V, S,
M |
School:Necromancy |
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Desc: Imbuing you with negative
energy, this spell allows you to paralyze a single living
humanoid for the duration of the spell with a successful
melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair. |
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Invisibility |
17 |
Will Negates (Harmless, Object) |
1 Action |
1 minute/level (D) |
Personal or touch |
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Spell Resistance:Yes
(harmless) |
Components:V, S,
M/DF |
School:Illusion |
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Desc: The creature or object touched
becomes invisible, vanishing from sight, even from
darkvision. If the recipient is a creature carrying gear,
that vanishes, too. If you cast the spell on someone else,
neither you nor your allies can see the subject, unless you
can normally see invisible things or you employ magic to do
so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. Arcane Material Component: An eyelash encased in a bit of gum arabic. |
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Knock |
17 |
None |
1 Action |
Instantaneous |
Medium (100 ft.+10 ft./level) |
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Spell Resistance:No |
Components:V |
School:Transmutation |
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Desc:The knock spell opens stuck,
barred, locked, held, or arcane locked doors. It opens
secret doors, as well as locked or trick-opening boxes or
chests. It also loosens welds, shackles, or chains
(provided they serve to hold closures shut). If used to
open a arcane locked door, the spell does not remove the
arcane lock but simply suspends its functioning for 10
minutes. In all other cases, the door does not relock
itself or become stuck again on its own. Knock does not
raise barred gates or similar impediments (such as a
portcullis), nor does it affect ropes, vines, and the like.
The effect is limited by the area. Each spell can undo as
many as two means of preventing egress. |
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1 |
Spectral Hand |
17 |
None |
1 Action |
1 minute/level (D) |
Medium (100 ft.+10 ft./level) |
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Spell Resistance:No |
Components:V,
S |
School:Necromancy |
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Desc: A ghostly, glowing hand shaped
from your life force materializes and moves as you desire,
allowing you to deliver low-level, touch range spells at a
distance. On casting the spell, you lose 1d4 hit points
that return when the spell ends (even if it is dispelled),
but not if the hand is destroyed. (The hit points can be
healed as normal.) For as long as the spell lasts, any
touch range spell of 4th level or lower that you cast can
be delivered by the spectral hand. The spell gives you a +2
bonus on your melee touch attack roll, and attacking with
the hand counts normally as an attack. The hand always
strikes from your direction. The hand cannot flank targets
like a creature can. After it delivers a spell, or if the
hand goes beyond the spell range, goes out of your sight,
the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it. |
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3rd LEVEL | ||||||||||
Bands of Steel |
18 |
Reflex Partial |
1 Action |
1 round/level |
Medium (100 ft.+10 ft./level) |
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Spell Resistance:No |
Components:V, S,
M |
School:Conjuration |
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Desc: You conjure a number of shining
metallic bands out of thin air, encircling a Medium or
smaller creature. The victim must succeed on a Reflex save
or be immobilized (helpless). If the saving throw succeeds,
the victim is only partially trapped by the bands (treat as
entangled). A creature immobilized by the bands can attempt escape as a full-round action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a ful-round action to break or disentangle itself with a DC 13 Strength check or a DC 13 Escape Artist check. Large or Larger creatures are too big to be captured or impeded by bands. Material Component: Three small silver hoops, interlocked. |
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1 |
Fireball |
18 |
Reflex Half |
1 Action |
Instantaneous |
Long (400 ft.+40 ft./level) |
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Spell Resistance:Yes |
Components:V, S,
M |
School:Evocation |
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Desc: A fireball spell is an
explosion of flame that detonates with a low roar and deals
1d6 points of fire damage per caster level (maximum 10d6)
to every creature within the area. Unattended objects also
take this damage. The explosion creates almost no
pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A tiny ball of bat guano and sulfur. |
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Flame Arrow |
18 |
None |
1 Action |
10 minutes/level |
Close (25 ft.+5 ft./2 levels) |
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Spell Resistance:No |
Components:V, S,
M |
School:Transmutation |
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Desc: You turn ammunition (such as
arrows, bolts, shuriken, and stones) into fiery
projectiles. Each piece of ammunition deals an extra 1d6
points of fire damage to any target it hits. A flaming
projectile can easily ignite a flammable object or
structure, but it won't ignite a creature it
strikes. Material Component: A drop of oil and a small piece of flint. |
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+1 |
Lightning Bolt |
18 |
Reflex Half |
1 Action |
Instantaneous |
120 ft. |
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Spell Resistance:Yes |
Components:V, S,
M |
School:Evocation |
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Desc: You release a powerful stroke
of electrical energy that deals 1d6 points of electricity
damage per caster level (maximum 10d6) to each creature
within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. Material Component: A bit of fur and an amber, crystal, or glass rod. |
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1 |
Vampiric Touch |
18 |
None |
1 Action |
Special; See Text |
Touch |
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Spell Resistance:Yes |
Components:V,
S |
School:Necromancy |
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Desc:You must succeed on a melee
touch attack. Your touch deals 1d6 points of damage per two
caster levels (maximum 10d6). You gain temporary hit points
equal to the damage you deal. However, you can't
gain more than the subject's current hit points
+10, which is enough to kill the subject. The temporary hit
points disappear 1 hour later. |
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1 |
Phantom Steed |
18 |
None |
10 Minutes |
1 hour/level |
0 ft. |
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Spell Resistance:Noes |
Components:V,
S |
School:Conjuration (Creation) |
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Desc: You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels. 8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability). 12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. 14th Level: The mount can fly at its speed (average maneuverability). |
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Shrink Item |
18 |
Will negates (object) |
1 Action |
One day/level; see text |
Touch |
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Spell Resistance:Yes (object) |
Components:V, S |
School:Transmutation |
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Desc: You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell. Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster. |
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4th LEVEL | ||||||||||
+1 |
Burning Blood |
19 |
Fortitude Partial |
1 Action |
1 round/level |
100ft + 10ft/level |
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Spell Resistance:Yes |
Components:V, S,
M |
School:Necromancy |
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Desc: You taint a living creature's blood with hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. Searing pain limits the subject to a single move action in any round when it fails it Fortitude save. Burning blood does not affect creatures on the construct, elemental, ooze, plant or undead types. Material Component: A drop of blood and a pinch of saltpeter. |
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Ice Storm |
19 |
None |
1 Action |
1 full round |
Long (400 ft. + 40 ft./level) |
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Spell Resistance:Yes |
Components:V, S, M/DF |
School:Evocation |
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Desc: Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Material Component: A pinch of dust and a few drops of water. | ||||||||||