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Sofya Vichanz' Spellbook

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Sofya Vichanz' Spellbook Empty Sofya Vichanz' Spellbook

Post  Talis Sun Jun 12, 2011 7:25 pm

Spells (spell casting classes only):

Spell save: 5 = Wis(4) + Int(1)
DC = spell level +10
Conditional modifiers

Spells/day: 8- 0level // 8-1st level // 3-2rd level // 3-3rd level // 0-4th level // + 6 spells / day (wisdom modifier)
Spells known:
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Level 0: All Spells

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Level 1:

Cure Light Wounds Conjuration (Healing)
Level: Blg 1, Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Sorc/Wiz 1, Rgr 2
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
--

Weapon Bless
Prepare one weapon for combat against a particular foe. Gain +1 to attack and damage against that ONE foe.
Source: Oriental Adventures
School/Discipline: Transmutation/
Descriptors: [Magic]
Level: any 1
Components: T
Display: No
Casting Time: 1 action
Range: touch
Area, Target or Effect: one weapon
Duration: 5 rounds
Saving Throws: none
Resistance: none
--

Analyze
Source: Arcana Unearthed
School/Discipline: Divination/
Descriptors:
Level: Any 1
Components: T
Display: No
Casting Time: Eight hours
Range: Touch
Area, Target or Effect: T: One magic item
Duration: Instantaneous
Saving Throws: None
Resistance: No
Through careful study of a magic item, you learn one of its abilities that you did not already know, and how to activate it. If you know all the item's capabilities, then you learn that fact as well. Either way, you also learn the number of charges or uses the item has.
________________________________________
Diminished Effect: You gain a +4 bonus to an Alchemy check to identify something made within the casting time. The target becomes one item or substance.
Heightened Effect: The casting time becomes one hour.
Magic Item Creation Modifier: Single-use ×2, spell-completion ×2
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Acrobatics
Source: Arcana Unearthed
School/Discipline: Transmutation/
Descriptors:
Level: 1 any
Components: T
Display: No
Casting Time: 1 action
Range: Personal
Area, Target or Effect: T: You
Duration: 10 minutes/level
Saving Throws: None
Resistance: No
You gain a +5 competence bonus to Balance, Climb, Jump, and Tumble checks.
________________________________________
Diminished Effect: The bonus becomes +1.
Heightened Effect: The bonus becomes +10.
Magic Item Creation Modifier: Constant ×4, single-use ×2
--

Alarm
Source: Player's Handbook
School/Discipline: Abjuration/
Descriptors:
Level: Brd 1, Rgr 1,Mag/Wiz 1
Components: T, V, S, F/DF
Display: No
Casting Time: 1 action
Range: Close
Area, Target or Effect: 25-ft.-radius emanation centered on a point in space
Duration: 2 hours/level
Saving Throws: None
Resistance: No
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 who 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 a 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 up to 180 feet away. The ringing lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm unless the intruder
--

Amplify
Source: Forgotten Realms: Magic of Faerûn
School/Discipline: Transmutation/
Descriptors: [Sonic]
Level: Brd 1
Components: T, V, S
Display: No
Casting Time: 1 action
Range: Long
Area, Target or Effect: 15-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level
Saving Throws: Will negates
Resistance: Yes or No (object)
You cause an amplification of all sounds within the spell's area. This decrease the DC to hear those dounds by 20. Those creature within the spell's area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume.
--

Adhear to wood
Source: Relics & Rituals
School/Discipline: Transmutation/
Descriptors: [Plant]
Level: Drd 1 Rgr 1
Components: T, V, S, M
Display: No
Casting Time: 1 action
Range: Personal
Area, Target or Effect: T: You
Duration: Concentration
Saving Throws: None
Resistance: No
Even rangers and druids sometimes need a little assistance climbing. This simple spell eases difficult climbs on wooden surfaces, ; such as trees, towers or vines, even those that normally grant no purchase.
For as long as the caster concentrates, any desired portion of her skin sticks to wooden surfaces as though glued in place. The caster can change the locations so affected, for example to free one hand after one other for purpose of climbing. The spell makes climbing easier but slower because of the extra concentration required. Add +8 bonus to the character's Climb check. If the character moves at a leisurely pace (half the normal climbing speed), no concentration check is necessary. If the character is moving faster than that, make a Concentration check with every Climb check (use the same DC for both checks). Note that a single hand or foot does not have enough surface area to support the character's weight by itself. If a character is foolish enough to try hanging from a ceiling or wall by one hand, their weight will tear the skin off their hand for 1d4 damage (plus any falling damage that might result).
Material Component: lichen or bracken.
-----------------------
Level 2:

Aid
Source: Player's Handbook
School/Discipline: Enchantment (Compulsion)/
Descriptors: [Mind-Affecting]
Level: Cleric 2
Components: T, V, S, DF
Display: No
Casting Time: 1 action
Range: Touch
Area, Target or Effect: Living creature touched
Duration: 1 minute/level
Saving Throws: None
Resistance: Yes (harmless)
Aid is almost like a bless and a proactive cure light wound spell rolled into one. The subject is encouraged just as with bless (+1 morale bonus to attack rolls and saves against fear effects), plus it gains 1d8 temporary hit points. Temporary hit points are lost first, and can't be restored by magic. Multiple gains of temporary hit points do not stack.
--

Aganazzar's Scorcher
Source: Forgotten Realms Campaign Setting
School/Discipline: Evocation/
Descriptors: [Fire]
Level: Mag/Wiz 2
Components: T, V, S, F
Display: No
Casting Time: 1 action
Range: Close
Area, Target or Effect: 5-ft.-wide path to close range
Duration: Instantaneous
Saving Throws: Reflex half
Resistance: Yes
A jet of roaring flame burst from your outstretched hand, scorching any creature in a 5-ft.-wide path to the edge of the spell's range. Aganazzar's scorcher deals 1d8 points of damage per two caster level, to a maximum of 5d8 points of damage.
Focus: A red dragon's scale.
--

Animal Affinity
Source: Psionics Handbook
School/Discipline: Transmutation/Psychometabolism
Descriptors: [Animal]
Level: Rang/Drew2
Components: T
Display: Ma
Casting Time: 1 action
Range: Personal
Area, Target or Effect: T: You
Duration: 1 hour/level (D)
Saving Throws: None
Resistance: No
You forge a psychometabolic affinity with a chosen kind of animal ("animal" is a creature type defined in the Monster Manual), from which you emulate one ability score.
You can emulate any one ability score per manifestation of animal affinity, although multiple manifestations can affect you, as long as each emulates different ability scores. Any of the six ability scores can be enhanced in this fashion. You can increase your own ability score by a maximu of 1d4+1 points. Thus, if you have a Dexterity of 10, you could raise it to a maximum of 15 (on a good roll). The new ability scores takes the place of your own for the duration of the power.
You cannot emulate gross physical qualities such as wings, claws, fangs, and related anatomies, but you do take on subtle characteristics of the chosen animal, at the DM's discretion.
--

Anchor
Source: Adelfarn Website

School/Discipline: Transmutation/
Descriptors:
Level: Clr 2, Mag/Wiz2
Components: T, V, S, DF
Display: No
Casting Time: 1 action
Range: Touch
Area, Target or Effect: T: Creature touched
Duration: 10 minutes/level
Saving Throws: Will negates (harmless)
Resistance: Yes (harmless)
The target of this spell is able to safely hold on to any surface, regardless of how slick the material may be. This spell negates the effect of a grease spell or oil of slipperiness. It also allows the target to scale a vertical surface as if by means of a spider climb spell, although it doesn't allow clinging to a ceiling. Finally it allows wet or frozen surfaces to be traversed at a normal movement rate without slipping.
While underwater the target of this spell can walk across a firm surface at half the normal land movement rate. It also allows the target to cling to the slick sides of a moving vessel or aquatic life form while submerged.
--

Alibi
Source: Relics & Rituals
School/Discipline: Enchantment (Charm)/
Descriptors: [Mind-Affecting]
Level: Brd 2, Mag/Wiz 2
Components: T, (V), S, M
Display: No
Casting Time: 1 action
Range: Close
Area, Target or Effect: 1 creature/level
Duration: 1 day/level
Saving Throws: Will negates
Resistance: Yes
Upon casting this spell, those affected by it will believe that you were in their company for a period of time equal to your level in hours (or less if you so desire at the time of the casting). These vague memories will last for a period of days equal to your level. After this time passes, the false memories will fade, as minor details often do. Those individual unaffected by the spell will have no idea that the spell was cast, but their memories of your presence will conflict with those you've enchanted.
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.
Material Component: A small mirror left with one of the spell's targets or in the location of your alibi's presence.
-----------------------
Level 3:

Absorb weapon
Source: Song & Silence
School/Discipline: Transmutation/Psychometabolism
Descriptors: []
Level: Wiz 3rd, Bard 3rd, Mage 3rd
Components: V, S
Display: No
Casting Time: 1 action
Range: Touch
Area, Target or Effect: One touched weapon not in another creature's possession
Duration: 1 hour/level (D)
Saving Throws: Will negates (object)
Resistance: Yes
You can harmlessly absorb any light weapon you touch (even a poisoned one) into your arm, as long as it is not in another creature's possession. The absorbed weapon cannot be felt under the skin and doesn't restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although a detect magic spell reveals the presence of a magical aura. The only evidence of the weapon is a faint blotch on the skin that's shaped vaguely like the weapon. When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. An intelligent magic weapon gets a saving throw against this spell, but other weapons do not.

Diminished Effect: Duration is 1 minute/level (D)
Heightened Effect: You can absord up to two light weapons.
--

Acid pit
Source: Arcana Unearthed
School/Discipline: Conjuration (Creation)/
Descriptors: [Acid]
Level: Mag/Wiz 3
Components: T
Display: No
Casting Time: 1 action
Range: Close
Area, Target or Effect: A: A 10-foot by 10-foot pit with a depth of up to 1 foot/level
Duration: 1 minute/level
Saving Throws: None
Resistance: No
With a wave of your hands, amid an acrid odor, you create a pit in the floor filled with acid. You must place this acid pit within a solid, horizontal surface that can accommodate its size (a balcony with a floor 2 feet thick cannot accommodate a pit 2 or more feet deep). You cannot create a pit under a creature or object. The surface must be clear. Creatures touching the acid suffer 1d6 points of damage unless they are completely submerged, in which case they suffer 10d6 points of damage.
________________________________________
Diminished Effect: The pit lasts for only 1 round per level and has a maximum depth of 5 feet.
Heightened Effect: You can create the pit underneath a creature or object. Creatures get a Reflex save to leap to one side of the pit (where they leap to is up to them) and suffer no damage.
--

Analyze Portal
Source: Forgotten Realms Campaign Setting, Manual of the Planes
School/Discipline: Divination/
Descriptors:
Level: Brd 3,Mag/Wiz 3
Components: T, V, S, M/DF
Display: No
Casting Time: 1 minute
Range: 60 ft.
Area, Target or Effect: A: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 round/level
Saving Throws: None
Resistance: No
You can tell if an area contains a magic portal. If you study an area for 1 round, you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. If you find more than one portal, you can only study one at a time.
Each round you study a portal, you can discover one property of the portal, in this order:
1. Any key or command word needed to activate the portal.
2. Any special circumstances governing the portal's use (such as specific times for activation).
3. Wether the portal is one-way or two-way.
4. Any of the usual properties listed in the Building a Portal section of chapter 2 of the Forgotten Realms Campaign Setting (page 61) or in the Magic Portal section of chapter 2 of the Manual of the Plane (pages 21-22).
5. Finally, a glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round, the range of the caster's vision is the spell's range. Analyze portal does not allow other divination spells to extend through the portal. For example, you cannot use detect magic or detect evil to study the destination area while viewing it with analyze portal.
For each property, you make a caster level check (1d20+caster level) against DC 17. If fail, you can try again the next round. Analyze portal has only a limited ability to reveal unusual properties of portals, as follow:
• Random: the spell reveals only that the portal is random, and wether it can be activated now. It does not reveal when the portal starts or stops functionning.
• Variable: the spell reveals only that the portal is variable. If the caster study destination, the spell reveals only the one to which the portal is currently set.
• Creature Only: the spell reveals this property. Studying destination reveals where creature are sent; if it is the type of portal that sends creature to one place and their equipment to another place, the spell does not reveal where the equipment goes.
• Malfunctionning: the spell reveals that the portal is malfunctionning, not what sort of malfunction there is.
Arcane material components: a crystal lens and a small mirror.

Talis

Posts : 16
Join date : 2011-06-10

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