Spells And Powers

This section details specific information on arcane and divine spells, as well as psionic powers, for use in the Known Lands campaign setting.

Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content.

Allowed Spells

Only spells that appear in the SRD, as well as spells that appear on this website, are allowed as part of the Known Lands campaign. Players are invited to work with the DM to introduce new spells, but such contributions only become official once they are placed upon this website.

The Online Campaign Sourcebook for the Known Lands campaign contains a Master List of Spells for each class.

Bonus Spells For Cantrips And Orisons

Characters earn bonus spells for 0-Level cantrips and orisons based on high ability scores. The number of bonus 0-Level spells based on high ability scores is the same as the number of bonus 1st-Level spells for high ability scores.

Changes To Standard SRD Spells

The following standard spells are modified from what appears currently in the SRD, as detailed below:

Bear's Endurance

Duration: Changes from 1 min./level to 10 min./level

Bull's Strength

Duration: Changes from 1 min./level to 10 min./level

Cat's Grace

Duration: Changes from 1 min./level to 10 min./level

Eagle's Splendor

Duration: Changes from 1 min./level to 10 min./level

Fox's Cunning

Duration: Changes from 1 min./level to 10 min./level

Owl's Wisdom

Duration: Changes from 1 min./level to 10 min./level

Summon Monster I

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster II

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster III

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster IV

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster V

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster VI

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster VII

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster VIII

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Monster IX

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Note: The phrase "[Templated]" refers to any of the following extraplanar templates: aquan, auran, celestial, exemplar, fiendish, ignan, pandemoniac, terran.

Summon Nature's Ally I

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally II

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally III

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally IV

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally V

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally VI

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally VII

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally VIII

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

Summon Nature's Ally IX

Instead of the list of creatures found in the SRD, this spell allows you to choose from the following:

New Spells

The following spells are new to the Known Lands campaign setting.

Acidic Slam

Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Your successful melee touch attack deals 1d6 points of acid damage.

Baneblade

Transmutation
Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell bestows the 'bane' weapon quality on the target. A weapon bearing the Baneblade spell excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings affected by this spell bestow the bane quality upon their ammunition. Creature types may be selected from the following list:

This spell can not be cast on a natural weapon, such as a claw.
Material Component: Blood, hair or some essence of a creature type or subtype that is designated as the weapon's foe.

Detect Portals & Gates

Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect active portals and gates which provide instantaneous transport between distant locations, including other planes. You may use this spell to examine malignancies and minglings as well. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of any portals or gates in the area.
2nd Round: Number of portals and gates and the location of each. If a portal or gate's aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: One piece of information (destination, activation, etc.) for one particular portal or gate closely examined by you. Each round, you can turn to detect portals and gates in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Electric Ray

Evocation [Electricity]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of crackling electricity projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of electricity damage.

Electric Slam

Evocation [Electricity]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage.

Enhanced Knowledge

Transmutation
Level: Brd 4, Clr 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The caster selects a skill for which he already possesses at least one skill rank, and gains a +5 enhancement bonus on all skill checks with the selected skill for the duration of the spell. The enhancement bonus increases to +10 at caster level 11th, and to +15 (the maximum) at caster level 15th. The caster gains no additional bonuses for multiple applications of this spell.
Material Component: A pinch of salt and a lock of the caster's hair.

Enhanced Knowledge, Lesser

Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
The caster selects a skill for which he already possesses at least one skill rank, and gains a +5 enhancement bonus on all skill checks with the selected skill for the duration of the spell. The enhancement bonus increases to +10 at caster level 7th, and to +15 (the maximum) at caster level 11th. The caster gains no additional bonuses for multiple applications of this spell.
Material Component: A pinch of salt and a lock of the caster's hair.

Ethereal Bolt

Evocation [Force]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Target: 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You unleash a powerful bolt of force on the ethereal plane that deals 1d6 points of force damage per caster level (maximum 10d6) to each ethereal creature within its area. The bolt does no damage to corporeal creatures on the material plane. The bolt begins at your fingertips and ignores corporeal barriers on the material plane.
Material Component: The eye of a creature with a gaze attack.

Frigid Slam

Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of cold damage.

Haste, Personal

Transmutation
Level: Brd 4, Sor/Wiz 4
Range: Personal
Target: You
This spell acts like haste, except as noted above and in this description. Personal haste grants a +2 dodge bonus to AC and Reflex saves, instead of haste's +1 dodge bonus to AC and Reflex saves. In addition, the caster gains the following bonus feats temporarily: the Quicken Spell metamagic feat and/or the Quicken Power metapsionic feat, as applicable. If the character already possesses these feats, the character gains three extra uses of these feats, as per the rules for stacking multiple selections of spontaneous metamagic feats.

Note: The extra attack granted to someone making a full attack action with haste and personal haste is considered a swift action. The use of the Quicken Spell and Quicken Power feat is also considered a swift action, not a free action. A character is limited to only one swift action during the round.

Incendiary Ray

Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of heated air and flame projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of fire damage.

Incendiary Slam

Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of fire damage.

Invisibility, Lesser

Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 2 rounds (D)
Saving Throw: None
This spell functions like invisibility, except that it is a personal range spell that only lasts two rounds, unless dismissed or removed through actions that would normal remove invisibility.

Luck Of The Gods

Divination
Level: Clr 1, Luck 1, Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One day, or until discharged
Saving Throw: None
Spell Resistance: No
Through divinatory insight, the target is able to choose between two possible outcomes for a specific instance chosen by the target. Before rolling a d20 for an attack, skill check, ability check, caster level check, spell penetration roll or saving throw, the target announces that they are using the benefit of the Luck of the Gods spell, and rolls two d20s instead, then chooses which die roll they'd like to use to resolve the action. Any one creature can only receive one casting of the Luck of the Gods spell per day. Any attempts to cast this spell on such a creature more than once before a day has passed will automatically fail.
Material Component: A ceramic charm depicting a patron's holy symbol.

Luminous Strike

Transmutation
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One melee or thrown weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell bestows the 'brilliant energy' weapon quality on the target. A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This spell can only be applied to melee weapons, thrown weapons, and ammunition.

Minor Energy Ward

Abjuration
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
This spell grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 5 points of energy damage of that type, it is discharged.
Note: Minor energy ward overlaps (and does not stack with) resist energy. If a character is protected by both minor energy ward and resist energy, the minor energy ward spell absorbs damage first, until its power is exhausted. It combines with the other spells in the same manner as protection from energy and is superceded by protection from energy. If a character is protected by this spell and protection from energy, the protection spell absorbs damage but the ward does not.

Mystic Circumstances

Divination
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min., or until discharged
Saving Throw: None
Spell Resistance: No
Through divinatory insight, the caster gains a +2 circumstance bonus on their next skill check, so long as it is performed within the next minute.
Material Component: A copper piece.

Paste

Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A paste spell covers a solid surface with a layer of viscuous, sticky fluid. Any creature in the area when the spell is cast must make a successful Reflex save or become stuck in the paste. Creatures stuck in the paste cannot move, are denied their Dex bonus to their armor class, and suffer a -2 on attack rolls. A creature can break free from the paste, and walk within or through the area of the paste spell at half normal speed with a DC 15 Strength or Escape Artist check. Failure means the creature is stuck in the paste.
The spell can also be used to create a sticky coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature is stuck to the item, and must make a Strength check (DC 15) to drop or release the item. A creature wearing paste-covered armor or clothing gains a -10 circumstance penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
The sticky paste created by the spell is flammable. If ignited, those within the area of the spell take 1d6 points of fire damage. On the round following the ignition of the paste, all affected targets take an additional 1d6 points of fire damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Alcohol will neutralize the paste.

Resonant Ray

Evocation [Sonic]
Level: Brd 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of sonic force projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of sonic damage.

Resonant Slam

Evocation [Sonic]
Level: Brd 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of sonic damage.

Rune of the Burning Sun

Transmutation
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The energy of this spell creates an appropriate mystic rune prominently exposed and displayed on some portion of the target's body. The power of this rune does not function if the rune is hidden. For the duration of the spell, the bearer of the rune gains a +2 enhancement bonus to Dexterity. If the bearer so elects, they may spend a standard action to expend the power of the rune early, gaining a secondary effect at the loss of the ability score enhancement. For this rune spell, the secondary effect sheaths one of the bearer's weapons in fire, allowing the weapon to inflict one point of fire damage with each successful hit for a number of rounds equal to caster level (max of 10). Activating the secondary effect cannot allow the spell to last beyond the final duration of the primary effect. No one may bear more than one active rune spell at a time.

Rune of the Four Winds

Transmutation
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The energy of this spell creates an appropriate mystic rune prominently exposed and displayed on some portion of the target's body. The power of this rune does not function if the rune is hidden. For the duration of the spell, the bearer of the rune gains a +2 enhancement bonus to Dexterity. If the bearer so elects, they may spend a standard action to expend the power of the rune early, gaining a secondary effect at the loss of the ability score enhancement. For this rune spell, the secondary effect grants the bearer a +10 on Jump checks for a number of rounds equal to caster level (max of 10). Activating the secondary effect cannot allow the spell to last beyond the final duration of the primary effect. No one may bear more than one active rune spell at a time.

Rune of the Frigid North

Transmutation
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The energy of this spell creates an appropriate mystic rune prominently exposed and displayed on some portion of the target's body. The power of this rune does not function if the rune is hidden. For the duration of the spell, the bearer of the rune gains a +2 enhancement bonus to Constitution. If the bearer so elects, they may spend a standard action to expend the power of the rune early, gaining a secondary effect at the loss of the ability score enhancement. For this rune spell, the secondary effect sheathes the bearer in ice, granting them a +2 enhancement bonus to natural armor for a number of rounds equal to caster level (max of 10). Creatures without natural armor are treated as having a natural armor bonus of +0 for purposes of this spell. Activating the secondary effect cannot allow the spell to last beyond the final duration of the primary effect. No one may bear more than one active rune spell at a time.

Rune of the Great Seas

Transmutation
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The energy of this spell creates an appropriate mystic rune prominently exposed and displayed on some portion of the target's body. The power of this rune does not function if the rune is hidden. For the duration of the spell, the bearer of the rune gains a +2 enhancement bonus to Constitution. If the bearer so elects, they may spend a standard action to expend the power of the rune early, gaining a secondary effect at the loss of the ability score enhancement. For this rune spell, the secondary effect grants the bearer the ability to breathe water freely for a number of rounds equal to caster level (max of 10). Activating the secondary effect cannot allow the spell to last beyond the final duration of the primary effect. No one may bear more than one active rune spell at a time.

Rune of the Stone Mountains

Transmutation
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The energy of this spell creates an appropriate mystic rune prominently exposed and displayed on some portion of the target's body. The power of this rune does not function if the rune is hidden. For the duration of the spell, the bearer of the rune gains a +2 enhancement bonus to Strength. If the bearer so elects, they may spend a standard action to expend the power of the rune early, gaining a secondary effect at the loss of the ability score enhancement. For this rune spell, the secondary effect grants the bearer tremorsense with a range of 30 ft. for a number of rounds equal to caster level (max of 10). If the beareralready has tremorsense, add 30 ft to the normal range of darkvision. Activating the secondary effect cannot allow the spell to last beyond the final duration of the primary effect. No one may bear more than one active rune spell at a time.

Thundering Strike

Transmutation
Level: Brd 3, Clr 3, Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell bestows the 'thundering' weapon quality on the target. A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is X3, add an extra 2d8 points of sonic damage instead, and if the multiplier is X4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Tongues, Lesser

Divination
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
This spell grants the caster the ability to speak and understand one language, whether it is a racial tongue or a regional dialect. This spell does not allow the caster to speak with creatures that can not speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Lesser Tongues can be made permanent with a permanency spell.
Arcane Material Component: A piece of hair, flesh or similar item belonging to a creature with the ability to speak that language.

Transfer Exhaustion

Necromancy
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S
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
The caster exchanges fatigue/exhaustion levels with the targetted creature. While this can make the caster alert and awake after a long day, the caster does not gain the recuperative powers of a restful sleep (i.e. regaining lost hitpoints or ability damage.)
Note: Each use of this spell beyond the first, without taking a normal period of rest and sleep, causes two points of temporary Constitution damage, which heals normally.

Wraith Strike

Transmutation
Level: Clr 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell bestows the 'ghost touch' weapon quality on the target. A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time; whichever is more beneficial to the wielder.

Weapon Of Corrosion

Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One weapon or creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates (harmless, object)
Spell Resistance: Yes (harmless, object)
One weapon or creature touched by the caster drips acid, acting like a corrosive weapon for the duration of the spell. (All of a creature's natural attacks are affected by this spell, not just a specific attack form.) The acid does not harm the wielder. A corrosive weapon deals an extra 1d6 points of acid damage on a successful hit. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. An unarmed creature is treated as having the Improved Unarmed Strike feat for the duration, allowing it to fight unarmed without triggering attacks of opportunity as well as being able to threaten others with such attacks within the range of their natural reach.
This spell cannot be stacked with another spell that grants elemental damage to a weapon, nor can it be placed on a weapon that already has a permanent elemental enchantment.
Material Component: A small vial of vinegar.

Weapon Of Flame

Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One weapon or creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates (harmless, object)
Spell Resistance: Yes (harmless, object)
One weapon or creature touched by the caster becomes sheathed in fire, acting like a flaming weapon for the duration of the spell. (All of a creature's natural attacks are affected by this spell, not just a specific attack form.) The fire does not harm the wielder. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. An unarmed creature is treated as having the Improved Unarmed Strike feat for the duration, allowing it to fight unarmed without triggering attacks of opportunity as well as being able to threaten others with such attacks within the range of their natural reach.
This spell cannot be stacked with another spell that grants elemental damage to a weapon, nor can it be placed on a weapon that already has a permanent elemental enchantment.
Material Component: A small vial of oil.

Weapon Of Frost

Evocation [Cold]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One weapon or creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates (harmless, object)
Spell Resistance: Yes (harmless, object)
One weapon or creature touched by the caster becomes sheathed in icy cold, acting like a frost weapon for the duration of the spell. (All of a creature's natural attacks are affected by this spell, not just a specific attack form.) The cold does not harm the wielder. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. An unarmed creature is treated as having the Improved Unarmed Strike feat for the duration, allowing it to fight unarmed without triggering attacks of opportunity as well as being able to threaten others with such attacks within the range of their natural reach.
This spell cannot be stacked with another spell that grants elemental damage to a weapon, nor can it be placed on a weapon that already has a permanent elemental enchantment.
Material Component: A shiny silverpiece.

Weapon Of Resonance

Evocation [Sonic]
Level: Brd 3, Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One weapon or creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates (harmless, object)
Spell Resistance: Yes (harmless, object)
One weapon or creature touched by the caster emits a low thrumming hum which becomes a thunderous roar when striking another opponent, acting like a sonic weapon for the duration of the spell. (All of a creature's natural attacks are affected by this spell, not just a specific attack form.) The thunderous roar does not harm the wielder. A sonic weapon deals an extra 1d6 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. An unarmed creature is treated as having the Improved Unarmed Strike feat for the duration, allowing it to fight unarmed without triggering attacks of opportunity as well as being able to threaten others with such attacks within the range of their natural reach.
This spell cannot be stacked with another spell that grants elemental damage to a weapon, nor can it be placed on a weapon that already has a permanent elemental enchantment.
Material Component: A silver bell.

Weapon Of Shock

Evocation [Electricity]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One weapon or creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates (harmless, object)
Spell Resistance: Yes (harmless, object)
One weapon or creature touched by the caster becomes sheathed in crackling electricity, acting like a shock weapon for the duration of the spell. (All of a creature's natural attacks are affected by this spell, not just a specific attack form.) The electricity does not harm the wielder. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. An unarmed creature is treated as having the Improved Unarmed Strike feat for the duration, allowing it to fight unarmed without triggering attacks of opportunity as well as being able to threaten others with such attacks within the range of their natural reach.
This spell cannot be stacked with another spell that grants elemental damage to a weapon, nor can it be placed on a weapon that already has a permanent elemental enchantment.
Material Component: A shiny goldpiece.


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