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Benign Transposition Spell Overview

spells

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Justin Aiello
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0% found this document useful (0 votes)
119 views3 pages

Benign Transposition Spell Overview

spells

Uploaded by

Justin Aiello
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

AVASCULATE

Necromancy [Death, Evil] Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect:
Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood or
other vital fluids through his skin. You must succeed on a ranged touch attack with the ray to strike a target. If the attack
succeeds, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful
Fortitude saving throw, the subject is not stunned

BACKBITER
Necromancy Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon Duration: 1 round/level or until discharged Saving Throw: Will negates; see text
Spell Resistance: Yes (object)
You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack, its shaft twists
around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made. The
wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes the attack, the self-dealt
damage can’t be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the
weapon attacks its wielder (whether successfully or not), the spell is discharged

BENIGN TRANSPOSITION
Conjuration (Teleportation) Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size Duration: Instantaneous Saving Throw: None SR: No
Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects
carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are
carried. The movement is instantaneous and does not provoke attacks of opportunity.

DISGUISE UNDEAD
Illusion (Glamer) Components: V, S, F Ca sting Time: 1 standard action Range: Touch Ta rget: 1 corporeal undead
Duration: 24 hours Saving Throw: None Spell Resistance: Yes (harmless)
You make one undead—including its clothing, armor, weapons, and equipment—look different. You can make it seem 1
foot shorter or taller, thin, fat, or in between. You cannot change the creature’s body type. For example, a wight could
look human, humanoid, or like any other generally humanshaped bipedal creature. Otherwise, the extent of the apparent
change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely
different creature. The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the
perceived tactile (touch) or audible (sound) properties of the undead or its equipment. A battleaxe made to look like a
dagger still functions as a battleaxe. This spell also foils magical means of detecting undead. The subject of disguise
undead detects as a creature of the type simulated. Creatures get Will saves to recognize the glamer as an illusion if they
interact with the subject (such as by touching the undead and having that not match what they see, in the case of this
spell). Focus: A cocoon of a death’s head moth

FREEZING FOG
Conjuration (Creation) [Cold] Components: V, S Casting Time: 1 standard action Range: Medium (100 ft.+10'/lvl) Effect:
Fog spreads in a 20-ft. radius, 20 ft. high Duration: 1 minute/level Saving Throw: Reflex partial; see text Spell
Resistance: No
A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5
feet. A creature within 5 feet has concealment, while creatures farther away have total concealment. Each round on your
turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any
creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and
takes a –2 penalty on melee attack rolls and damage rolls and a –6 penalty on ranged weapon attack rolls (but not ranged
spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes
through effectively reduces overall falling damage by 1d6. Freezing fog also coats all solid surfaces in its area with a
slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or
fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails
its save by 5 or more. Creatures in the fog can’t take a 5-foot step. A severe wind disperses the cloud in 1 round. The spell
does not function underwater.
GRIM REVENGE
Necromancy [Evil] Components: V, S, Undead Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level)
Target: One living humanoid Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes
The hand of the subject tears itself away from one of his arms, leaving a bloody stump. Then the hand, animated and
floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see Monster Manual) in terms of
statistics, special attacks and special qualities, except it is considered tiny and gains a +4 bonus to AC and attack rolls.
The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to
normal.

INCITE
Enchantment (Compulsion) [Mind-Affecting] Components: V, S Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels) Target: Creatures in a 10-ft. burst Duration: 1 minute/level
Saving Throw: Will negates DC 20 Spell Resistance: Yes
You cast this spell and your opponent is swallowed in a spiral of sparkling motes that urge your targets to act. Affected
creatures are not allowed to delay or to ready an action. If a subject is currently delaying, it acts as soon as the spell is
cast. If the subject currently has an action readied, it loses that action.

INCORPOREAL ENHANCEMENT
Necromancy [Evil] Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels) Target: One incorporeal undead/ level Duration: 24 hours
Saving Throw: None Spell Resistance: No
Calling upon the dark power of the Plane of Negative Energy, you bolster the power of incorporeal undead. The undead
affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on
attack rolls, and a +2 bonus to turn resistance. Each of these enhancements improves by the base amount for every five
caster levels beyond 5th, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls, and
+8 to turn resistance

IRONGUARD
Abjuration Components: V, S, F, M Range: Touch Duration: Round/lvl
This spell functions like lesser ironguard, except that the subject you touch is immune to magic metal as well. Material
Component: A tiny shield of wood, glass, or crystal. Focus: A small nugget of adamantine worth 100 gp

MASS SNAKE’S SWIFTNESS


Transmutation Range: Medium (100 ft. + 10 ft./level) Targets: Allied creatures in a 20-ft.- radius burst
This spell functions like snake’s swiftness, except that it affects multiple allies out to medium range.

SHRIVELING
Necromancy (Evil) Components: V,S, Disease Casting Time: 1 Standard action Range:Close (25' +5'/2 lvls)
Target: One living creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
The caster channels dark energy that blasts and blackens the subject's flesh. The subject takes 1d4 points of damage per
caster level (maximum 10d4)

SLIDE
Transmutation Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature
Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise
not on the ground, it moves parallel to the ground.) You can’t slide the subject into a space that is occupied by an ally, an
enemy, or a solid object; if you attempt to do so, the spell automatically ends. You cannot slide the subject up or down,
but you can slide it over the edge of a cliff or other drop-off if you desire. This movement does not provoke attacks of
opportunity
SPELL ENHANCER
Transmutation Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round
You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell. This
spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast this round is
cast at +2 caster level, and its save DC increases by 1

SPIRITWALL
Necromancy [Fear, Mind-Affecting] Components: V, S, M Casting Time: standard action Range:Medium
Effect: Swirling wall whose area is up to one 10'.square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D) Saving Throw: None; see text Spell Resistance: No
With a deep groan, as from a being subjected to eternal pain, you unleash the spell. An immobile, swirling mass of green-
white forms resembling tortured spirits forms nearby. The mass continues the low groaning you uttered while casting the
spell. One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make
a Will save or become frightened and flee for 1d4 rounds. Any living creature that merely touches the wall takes 1d10
points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of damage, as
above, and must make a Fortitude save or gain one negative level. The barrier is semimaterial and opaque, providing
cover and total concealment against physical attacks, and it blocks line of effect for magical effects (including spells,
spell-like abilities, and supernatural abilities). Material Component: A clear cut gemstone

WALL OF SMOKE
Conjuration (Creation) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S) Duration: 1 round/level
Saving Throw: Fortitude partial; see text Spell Resistance: No
You wave your hand in a circular motion, and black smoke swirls into existence as a dark wall. This spell creates a thin
wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite
sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke,
but it must make a Fortitude save to avoid being nauseated for 1 round. A moderate wind (11+ mph), such as from a gust
of wind spell, destroys the wall in 1 round. This spell does not function underwater.

WITHER LIMB
Necromancy [Evil] Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid Duration: 1 round/ level Saving Throw: Fortitude negates Spell Resistance: Yes
You choose to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the
same time reducing the subject’s land speed to 5 feet. Withered arms make it impossible for the subject to use objects or
cast spells with somatic components. A withered limb can be restored to normal by a successful dispel magic from a
spellcaster of a level higher than the level of the wither limb caster.

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