Conjuration (Creation) Difficulty: Easy (10), modified by proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
Effect: An arrow of acid springs from your hand and speeds to its target. You must succeed on a Thrown Weapons attack to hit your target. The arrow deals 2d acid damage with no splash damage. For every three dice in Conjuration (Creation), the acid, unless somehow neutralized, lasts for another round, dealing another 2d damage in that round.
Cure Moderate Wounds
Conjuration (Healing) Difficulty: Easy (10), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Light Wounds, and any other Conjuration spell
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Wounded Twice to fully healed.
Since undead are powered by negative energy, this spell inflicts a wounded twice on them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Wounded.
Delay Poison
Conjuration (Healing) Difficulty: Easy (10), modified by relationship
Time to Use: 1 action
Prerequisite: Any 2 Conjuration powers
This power can be kept 'up'
This power can be kept 'up'
Effect: The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed while the spell is kept 'up' does not affect the subject until the spell is dropped. Delay poison does not cure any damage that poison may have already done.
Fog Cloud
Conjuration (Creation) Difficulty: Easy (10), modified by proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration powers
This power can be kept 'up'
This power can be kept 'up'
Effect: A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 1.5 meters. A creature within 1.5 meters has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (15+ kmh) disperses the fog in 4 rounds; a strong wind (30+ kmh) disperses the fog in 1 round.
The spell does not function underwater.
GlitterdustA moderate wind (15+ kmh) disperses the fog in 4 rounds; a strong wind (30+ kmh) disperses the fog in 1 round.
The spell does not function underwater.
Conjuration (Creation) Difficulty: Easy (10), modified by proximity.
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded (a Willpower check against your Conjuration roll avoids this effect) and visibly outlining invisible things. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust increase the difficulty of stealth checks by +40.
Remove ParalysisAny creature covered by the dust increase the difficulty of stealth checks by +40.
Conjuration (Healing) Difficulty: Easy (10), modified by relationship and proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
Effect: You can free one or more creatures (up to 4, who must be within 9 meters of each other) from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another Willpower, Stamina, or Dodge check with a +1d+1 bonus against the effect that afflicts it. If cast on three or four creatures, each receives another Willpower, Stamina, or Dodge check with a +2 bonus.
Restoration, Lesser
Conjuration (Healing) Difficulty: Easy (10), modified by relationship
Time to Use: 3 rounds
Prerequisite: Any 2 Conjuration spells
Effect: Lesser restoration dispels any magical effects reducing one of the subject’s Attributes or cures 1d points of temporary Attribute reduction to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character. It does not restore permanent Attribute drain.
Conjuration (Summoning) Difficulty: Easy (10), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Monster I, and one other Conjuration spell
This power can be kept 'up'
This power can be kept 'up'
Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-circle list or 1d3 creatures of the same kind from the 1st-circle list. Summoned creatures must be summoned within 9 meters of each other.
Light Side Summon Monster II
Celestial Giant Bee
Celestial Giant Bombardier Beetle
Celestial Riding Dog
Celestial Eagle
Dark Side Summon Monster II
Lemure (devil)
Fiendish Squid (must be in an aquatic environment)
Fiendish Wolf
Fiendish Large Monstrous Centipede
Fiendish Medium Monstrous Scorpion
Fiendish Medium Shark (must be in an aquatic environment)
Fiendish Medium Monstrous Spider
Fiendish Medium Viper Snake
Summon Nature's Ally IILight Side Summon Monster II
Celestial Giant Bee
Celestial Giant Bombardier Beetle
Celestial Riding Dog
Celestial Eagle
Dark Side Summon Monster II
Lemure (devil)
Fiendish Squid (must be in an aquatic environment)
Fiendish Wolf
Fiendish Large Monstrous Centipede
Fiendish Medium Monstrous Scorpion
Fiendish Medium Shark (must be in an aquatic environment)
Fiendish Medium Monstrous Spider
Fiendish Medium Viper Snake
Conjuration (Summoning) Difficulty: Easy (10), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Nature's Ally I, and any other Conjuration spell
This power can be kept 'up'
This power can be kept 'up'
Effect: This spell functions like summon nature’s ally I, except that you can summon one 2nd circle creature or 1d3 1st-circle creatures of the same kind. Summoned creatures must be summoned within 9 meters of each other.
Summon Nature's Ally II
Bear, black
Crocodile
Dire Badger
Dire Bat
Small Elemental (any kind)
Hippogriff
Medium Shark (must be in an aquatic environment)
Medium Viper Snake
Squid (must be in an aquatic environment)
Wolverine
Summon Swarm Summon Nature's Ally II
Bear, black
Crocodile
Dire Badger
Dire Bat
Small Elemental (any kind)
Hippogriff
Medium Shark (must be in an aquatic environment)
Medium Viper Snake
Squid (must be in an aquatic environment)
Wolverine
Conjuration (Summoning) Difficulty: Easy (10), modified by proximity
Time to Use: 1 round
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: 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.
Web
Conjuration (Creation) Difficulty: Easy (10), modified by proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: Web creates a many-layered mass of strong, sticky strands in a 6 meter radius spread. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.
Anyone in the effect’s area when the spell is cast must make a Dodge check against your Conjuration roll. If this check succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the check fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Difficult (2) Strength check or a Very Difficult (25) Dexterity check. Once loose (either by making the initial Dodge check or a later Strength check or Dexterity check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Dexterity check. The creature moves 1.5 meters for each full 5 points by which the check result exceeds 10.
If you have at least 1.5 meters of web between you and an opponent, it provides cover. If you have at least 6 meters of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 1.5 square meters in 1 round. All creatures within flaming webs take 2d points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Anyone in the effect’s area when the spell is cast must make a Dodge check against your Conjuration roll. If this check succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the check fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Difficult (2) Strength check or a Very Difficult (25) Dexterity check. Once loose (either by making the initial Dodge check or a later Strength check or Dexterity check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Dexterity check. The creature moves 1.5 meters for each full 5 points by which the check result exceeds 10.
If you have at least 1.5 meters of web between you and an opponent, it provides cover. If you have at least 6 meters of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 1.5 square meters in 1 round. All creatures within flaming webs take 2d points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
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