Doru Div Spells

Doru Div Spells

Doru Div Spells word answer would be misleading or contrary to Charm Person (DC 13) 3/day the deity’s interests, a short phrase (five words School enchantment (charm) [mind-affecting]; or less) may be given as an answer instead. Level bard 1, sorcerer/wizard 1 The spell, at best, provides information Casting Time 1 standard action to aid character decisions. The entities Components V, S contacted structure their answers to further their Range close (25 ft. + 5 ft./2 levels) own purposes. If you lag, discuss the answers, Target one humanoid creature or go off to do anything else, the spell ends. Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes Detect Good Constant This charm makes a humanoid creature regard you as its trusted friend and ally (treat the Detect Magic target’s attitude as friendly). If the creature is Constant currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on Invisibility (self only At Will) its saving throw. School illusion (glamer); Level bard 2, The spell does not enable you to control sorcerer/wizard 2 the charmed person as if it were an automaton, Casting Time 1 standard action but it perceives your words and actions in the Components V, S, M/DF (an eyelash encased most favorable way. You can try to give the in gum arabic) subject orders, but you must win an opposed Range personal or touch Charisma check to convince it to do anything it Target you or a creature or object weighing no wouldn’t ordinarily do. (Retries are not allowed.) more than 100 lbs./level An affected creature never obeys suicidal or Duration 1 min./level (D) obviously harmful orders, but it might be Saving Throw Will negates (harmless) or Will convinced that something very dangerous is negates (harmless, object); Spell Resistance worth doing. Any act by you or your apparent yes (harmless) or yes (harmless, object) allies that threatens the charmed person breaks The creature or object touched becomes the spell. You must speak the person’s language invisible. If the recipient is a creature carrying to communicate your commands, or else be gear, that vanishes, too. If you cast the spell on good at pantomiming. someone else, neither you nor your allies can see the subject, unless you can normally see Commune (CL 12th, 6 invisible things or you employ magic to do so. Items dropped or put down by an questions) 1/week invisible creature become visible; items picked School divination; Level cleric 5 up disappear if tucked into the clothing or Casting Time 10 minutes pouches worn by the creature. Light, however, Components V, S, M (holy or unholy water and never becomes invisible, although a source of incense worth 500 gp), DF light can become so (thus, the effect is that of a Range personal light with no visible source). Any part of an item Target you that the subject carries but that extends more Duration 1 round/level than 10 feet from it becomes visible. You contact your deity—or agents Of course, the subject is not magically thereof—and ask questions that can be silenced, and certain other conditions can render answered by a simple yes or no. (A cleric of no the recipient detectable (such as swimming in particular deity contacts a philosophically allied water or stepping in a puddle). If a check is deity.) You are allowed one such question per required, a stationary invisible creature has a caster level. The answers given are correct +40 bonus on its Stealth checks. This bonus is within the limits of the entity’s knowledge. reduced to +20 if the creature is moving. The “Unclear” is a legitimate answer, because spell ends if the subject attacks any creature. powerful beings of the Outer Planes are not For purposes of this spell, an attack includes necessarily omniscient. In cases where a one- any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on This spell creates the visual illusion of the invisible character’s perceptions. Actions an object, creature, or force, as visualized by directed at unattended objects do not break the you. The illusion does not create sound, smell, spell. Causing harm indirectly is not an attack. texture, or temperature. You can move the Thus, an invisible being can open doors, talk, image within the limits of the size of the effect. eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge Suggestion while enemies are on the bridge, remotely (DC 15) 1/day trigger traps, open a portcullis to release attack School enchantment (compulsion) [language- dogs, and so forth. If the subject attacks directly, dependent, mind-affecting]; however, it immediately becomes visible along Level bard 2, sorcerer/wizard 3 with all its gear. Spells such as bless that Casting Time 1 standard action specifically affect allies but not foes are not Components V, M (a snake’s tongue and a attacks for this purpose, even when they include honeycomb) foes in their area. Range close (25 ft. + 5 ft./2 levels) Invisibility can be made permanent (on Target one living creature Duration 1 hour/level or until completed objects only) with a permanency spell. Saving Throw Will negates; Spell Resistance yes Minor Image (DC 14) 3/day You influence the actions of the target School illusion (figment); Level bard 2, creature by suggesting a course of activity sorcerer/wizard 2 (limited to a sentence or two). The suggestion Duration concentration + 2 rounds must be worded in such a manner as to make This spell functions like silent image, the activity sound reasonable. Asking the except that minor image includes some minor creature to do some obviously harmful act sounds but not understandable speech. automatically negates the effect of the spell. The suggested course of activity can Silent Image continue for the entire duration. If the suggested School illusion (figment); Level bard 1, activity can be completed in a shorter time, the sorcerer/wizard 1 spell ends when the subject finishes what it was Casting Time 1 standard action asked to do. You can instead specify conditions Components V, S, F (a bit of fleece) that will trigger a special activity during the Range long (400 ft. + 40 ft./level) duration. If the condition is not met before the Effect visual figment that cannot extend beyond spell duration expires, the activity is not four 10-ft. cubes performed. + one 10-ft. cube/level (S) A very reasonable suggestion causes Duration concentration the save to be made with a penalty (such as –1 Saving Throw Will disbelief (if interacted with); or –2). Spell Resistance no Aghash Div Spells doesn’t exceed your maximum load. You may Bestow Curse (DC 18) At Will also bring one additional willing Medium or School necromancy; Level cleric 3, smaller creature (carrying gear or objects up to sorcerer/wizard 4 its maximum load) or its equivalent per three Casting Time 1 standard action caster levels. A Large creature counts as two Components V, S Medium creatures, a Huge creature counts as Range touch two Large creatures, and so forth. All creatures Target creature touched to be transported must be in contact with one Duration permanent another, and at least one of those creatures Saving Throw Will negates; Spell Resistance must be in contact with you. yes If you arrive in a place that is already You place a curse on the subject. occupied by a solid body, you and each creature Choose one of the following. traveling with you take 1d6 points of damage • –6 decrease to an ability score and are shunted to a random open space on a (minimum 1). suitable surface within 100 feet of the intended • –4 penalty on attack rolls, saves, ability location. checks, and skill checks. If there is no free space within 100 feet, • Each turn, the target has a 50% you and each creature traveling with you take an chance to act normally; otherwise, it takes no additional 2d6 points of damage and are action. shunted to a free space within 1,000 feet. If You may also invent your own curse, there is no free space within 1,000 feet, you and but it should be no more powerful than those each creature travelling with you take an described above. additional 4d6 points of damage and the spell The curse bestowed by this spell cannot simply fails. be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Minor Image (DC 16) At Will Bestow curse counters remove curse. School illusion (figment); Level bard 2, sorcerer/wizard 2 Duration concentration + 2 rounds Detect Good At Will This spell functions like silent image, except that minor image includes some minor Detect Magic At Will sounds but not understandable speech. Silent Image Dimension Door At Will School illusion (figment); Level bard 1, School conjuration (teleportation); Level bard 4, sorcerer/wizard 1 sorcerer/wizard 4 Casting Time 1 standard action Casting Time 1 standard action Components V, S, F (a bit of fleece) Components V Range long (400 ft. + 40 ft./level) Range long (400 ft. + 40 ft./level) Effect visual figment that cannot extend beyond Target you and touched objects or other four 10-ft. cubes touched willing creatures + one 10-ft. cube/level (S) Duration instantaneous Duration concentration Saving Throw none and Will negates (object); Saving Throw Will disbelief (if interacted with); Spell Resistance no and yes (object) Spell Resistance no You instantly transfer yourself from your This spell creates the visual illusion of current location to any other spot within range.

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