Conjuration (Creation) Difficulty: Moderate (15), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 3 Conjuration spells
Effect: The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. The spell creates enough to sustain three humans per die in Conjuration. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and drink spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.
Cure Serious Wounds
Conjuration (Healing) Difficulty: Moderate (15), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Moderate Wounds, and any 2 other Conjuration spells
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Incapacitated to fully healed.
Since undead are powered by negative energy, this spell causes them to become incapacitated 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 twice.
Conjuration (Creation) Difficulty: Moderate (15)
Time to Use: 10 minutes
Prerequisite: Any 3 Conjuration spells
This power can be kept 'up'
This power can be kept 'up'
Effect: 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.
Phantom Steed
Type: Large Outsider
Dexterity: 5d+1
Perception: 1d
Strength: Equal to your Conjuration
Special Abilities:
All-terrain: If you have at least 8d in Conjuration (Creation), the mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
Water Walk: If you have at least 10d in Conjuration (Creation), the mount can use water walk at will (as the spell, no action required to activate this ability).
Air Walk: If you have at least 12d in Conjuration (Creation), 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.
Phantom Steed
Type: Large Outsider
Dexterity: 5d+1
Perception: 1d
Strength: Equal to your Conjuration
Special Abilities:
All-terrain: If you have at least 8d in Conjuration (Creation), the mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
Water Walk: If you have at least 10d in Conjuration (Creation), the mount can use water walk at will (as the spell, no action required to activate this ability).
Air Walk: If you have at least 12d in Conjuration (Creation), 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.
Fly: If you have at least 14d in Conjuration (Creation), The mount can fly at its speed.
Move: 6 meters per die in Conjuration, to a maximum of 72 meters.
Remove Blindness/DeafnessMove: 6 meters per die in Conjuration, to a maximum of 72 meters.
Conjuration (Healing) Difficulty: Moderate (15), modified by relationship
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
Effect: Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Remove blindness/deafness counters and dispels blindness/deafness.
Remove DiseaseRemove blindness/deafness counters and dispels blindness/deafness.
Conjuration (Healing) Difficulty: Moderate (15), modified by relationship
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
Effect: Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only with a high enough Conjuration roll.
Note: It does not prevent reinfection after a new exposure to the same disease at a later date.
Sepia Snake SigilNote: It does not prevent reinfection after a new exposure to the same disease at a later date.
Conjuration (Creation) Difficulty: Moderate (15)
Time to Use: 10 minutes
Prerequisite: Any 3 Conjuration spells
Effect: When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a Dodge check against your Conjuration roll to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its check, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d days + one day per die in Conjuration have elapsed.
While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.
A dispel magic can remove the sigil. An erase spell destroys the entire page of text.
Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Sleet StormSimply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a Dodge check against your Conjuration roll to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its check, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d days + one day per die in Conjuration have elapsed.
While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.
A dispel magic can remove the sigil. An erase spell destroys the entire page of text.
Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Conjuration (Creation) Difficulty: Moderate (15), modified by proximity.
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
This power can be 'kept' up
This power can be 'kept' up
Effect: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area (cylinder 12 meter radius, 6 meters high) to be icy. A creature can walk within or through the area of sleet at half normal speed with an Easy (10) Running check. Failure means it can’t move in that round, while failure by 5 or more means it falls.
The sleet extinguishes torches and small fires.
Stinking CloudThe sleet extinguishes torches and small fires.
Conjuration (Creation) Difficulty: Moderate (15) or the targets Stamina check, modified by proximity.
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
This power can be 'kept' up
This power can be 'kept' up
Effect: Stinking cloud creates a bank of fog (6 meter radius, 6 meter high), except that the vapors are nauseating. Living creatures in the cloud become nauseated (they cannot attack, use Force powers, or anything else that requires attention. This condition lasts as long as the creature is in the cloud and for 1d rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its Stamina check but remains in the cloud must continue to make Stamina checks each round on your turn.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Summon Monster IIIStinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Conjuration (Summoning) Difficulty: Moderate (15), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Monster II, and any two other Conjuration spells
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 3rd-circle list, 1d3 creatures of the same kind from the 2nd-circle list or 1d 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 III
Celestial Black Bear
Celestial Bison
Celestial Dire Badger
Celestial Hippogriff
Neutral Summon Monster III
Elemental, Small (any)
Dark Side Summon Monster III
Fiendish Ape
Fiendish Dire Weasel
Hell Hound
Fiendish Snake, Constrictor
Fiendish Boar
Fiendish Dire Bat
Fiendish Monstrous Centipede, Huge
Fiendish Crocodile
Dretch (demon)
Fiendish Snake, Large Viper
Fiendish Wolverine
Summon Nature's Ally III
Conjuration (Summoning) Difficulty: Moderate (15), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Nature's Ally II, and any two other Conjuration spell
This power can be kept 'up'
Effect: This spell functions like summon nature’s ally I, except that you can summon one 3rd-circle creature, 1d3 2nd-circle creatures of the same kind, or 1d 1st-circle creatures of the same kind. Summoned creatures must be summoned within 9 meters of each other.
Summon Nature's Ally III
Ape
Dire Weasel
Dire Wolf
Eagle, Giant
Lion
Owl, giant
Satyr (without pipes)
Shark, large
Snake, Constrictor
Snake, Large Viper
Thoqqua
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