Signature Spell Descriptions
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True Strike {Divination] |
Level 1
Component V M
Time 1 Segment
Range Personal
Target Self
Duration See text |
You gain immediate intuitive insight into the immediate future (30 seconds or one combat round) Your next attack roll (if made before the end of next combat phase) gains an automatic hit. (If there are several attacks in the attack sequences for that combat phase, only the actual first attack is automatic, and that effects attacking with two weapons, only one weapon is automatic. Additionally you are not affected by the -4 penalty that applies to a concealed target for all other attacks of that combat phase, as the location of that target can be deduced if it is within potential striking range within the duration of the next next combat phase. |
Shadow Hands [Transmutation] |
Level 1
Component V S
Time 1 Segment
Range 10 ft Radius
Area Semi circular wave of cold shadow 10 ft long centred on your hands
Duration instantaneous
Save Throw: for Half (Dex applies)
|
A freezing blast of shadow leaps from your hands in a fan pattern and creature caught in the shadows takes 1d6 of cold damage per your casters level (maximum 5d6) |
Cats Grace [Alteration] |
Level 2
Component V S M
Casting Time 2
Area of effect creature touched
Duration 1 round / level
Save Throw none
|
Just as the strength spell can enhance a subject's physical power for a time, Cats Grace enhances a subject's dexterity. An enhancement dexterity score may affect all abilities and skills that are Dexterity based including a subject's reaction adjustment, missile attack adjustment, defence adjustment, Dexterity Based proficiency scores and adjustments to thieves abilities. |
The exact amount of dexterity gained depends on the subject's class; Multiclass characters use the most favourable die. |
|
Class | Dexterity Gain |
Rogue | 1d8 |
Fighter | 1d6 |
Wizard | 1d4 |
Priest | 1d4 |
The spell cannot confirm a Dexterity score of 20 or more and is not cumulative with any other dexterity enhancing magical or psionic. Subjects without dexterity scores gain a +1 to AC and +1 to attack rolls with missiles. |
The material component is a few whiskers from an elven cat. |
Improved Strength [Alteration] spells and magic. |
Level 4
Component V S M
Casting Time 4 segments
Area of effect creature touched
Duration 1 hour / level
Save Throw none
|
By casting this spell the wizards empowers a creature with super human Strength. Unlike the 2nd level Strength spell Improved Strength allows the recipient of the spell to ignore race or class restrictions on his maximum strength score, possibly reaching as high as 25 |
The exact amount of gained depends on the subject?s class; Multiclass characters use the most favourable die. |
Class | Strength Gain* |
Fighter | 1d8 +4 - Max 25 |
Priest | 1d6 +4 - Max 23 |
Rogue | 1d6 +4 - Max 23 |
Wizard | 1d4 +4 - Max 21 |
* Count each percentile of exceptional Strength as 1 point of strength gained proceeds as 18, 18/01, 18/51, 18/76,18/91,18/00, 19 and so on |
Even if the recipient is not a warrior gains the benefit of exceptional Strength. For example a Thief with Strength of 14 gained 7 points would possess strength of 18/76 for the duration of the spell. In addition to attack and damage bonuses, increased chance to Open Doors or Bend Bars, and increased carrying Capacity, the spells recipient may temporary gain the ability to through boulders as a giant of equivalent strength as shown below |
Strength Damage |
Giant type |
Range in yards |
19 1d6 |
Hill |
80 |
20 1d8 |
Stone |
100 |
21 1d8 |
Frost |
100 |
22 1d8 |
Fire |
120 |
22 1d10 |
Cloud |
140 |
24 1d12 |
Storm |
160 |
25 1d20 |
Titan |
200 |
When the spell ends the recipient is struck by intense exhaustion he can do nothing except rest for 1d3 full turns to recover his strength |
The material component for this spell is a hair of a giant |
Ghost Blade [Transmutation] |
Level 3
Component V S F
Time 3 segments
Range Touch
Target One Weapon
Duration 10 mins per level
Save Throw Yes
|
Transmuted weapon fades in and out of reality gaining the ghost touch weapons special abilities. It can affect incorporeal creatures as if they were solid and can be wielded by incorporeal creatures normally. |
Shadow Bolt [Conjuration] |
Level 3
Component V S M
Time 3 segments
Range 100 +10 ft per level
Target One Shadow bolt / 4 levels
Duration Instantaneous
Save Throw (halves, dex applies) |
You can create bolts of pure shadow and fire them at your enemies. You must succeed at a ranged touch attack roll to hit. The bolt deals 4d6 points of cold damage (save for half) if you create extra bolts all bolts must be aimed at enemies with 30 ft of each other. |
Material Component An ink-blackened arrowhead. |
Shadow Blade [Transmutation] |
Level 4
Component V S M
Time 4 segments
Range Touch
Target One Weapon
Duration 1 hr/level
Save Throw No
|
The transmuted weapon is infused with energy from the plane of shadows and passes through physical armour to strike its target. While the spell is active all attacks made with the weapon are made as touch attacks. A targets armour bonus, shield bonus and natural armour bonuses don't count towards a touch attack. |
Vitriolic Sphere [conjuration/summoning, Elemental Water, alchemy] |
Level 4
Component V S M
Casting Time 4
Range 150 yards
Area of effect 5 ft Radius
Duration Special
Save Throw Yes
Spell Resistance Yes |
This spell conjures a 1-foot sphere of glowing emerald acid that the caster can direct to strike any target with in range. When it reaches it target the sphere explodes and drenches the target in potent acid. The victim suffers 1d4 per caster level (to maximum damage 12d4) and may attempt a saving throw verses spell for half damage. If the victim saves the spell he continues to suffer acid damage in the following rounds, sustaining 2 less dice of damage each round. |
Example 9th level wizard inflicts 9d4 on the first round, 7d4 on the second round, 5d4 on the third round, 3d4 on the fourth round, 1d4 on the fifth and final round. Each round the subject is entitled to a saving throw- the spell ends if the victim makes a successful saving throw or when the acid damage runs it course. |
The acid can be neutralised with ash, soda, lye, charcoal or removed by a large quantity of water |
The Vitriolic Sphere also splashes acid in a 5ft Radius around the primary target; any creatures with in the splash radius take 1d4 for every five caster levels. Splash hits don?t not cause continuing damage. |
Material component a glob of slug bile. |