dungeons dragons players handbook - 247

Arcane M aterial Component: A small p iece of iron thai was once pan of either a n iron golem, a hero's armor, or a war m achine.

I ron w o o d
T ransmutation L evel: D r d * C o m p o n e n t s : V, S, M C astingTime: I minute/lb. created R ange: 0 ft. . Effect: An ironwood object weighing up rôs lb./Ievel D uration: One day/level (D) S aving Throw: None S pell Resistance: No Ironwood is a magical substance created by . d r u i d s from normal wood. W h i l e remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as sieeI._SpelÍs that affec m etal or iron (such as lieiit metal} do no f unction on ironwood. Spells that ajfecr^ wood (such as wood shape) do affect ironwood, although ironit'ood does not b u r n . U sing this spell with wood shape or aj w ood-related Craft check, you can lashion w ooden items that function as steel items. T hus, wooden plate armor and wooden swords can be created that are as durable a s their normal steel counterparts. These i tems are freely usable by druids. F urther, if you make only half as much ironwood as the spell would normally., allow, any weapon, shield, or suit ofarmo so created is treated as a magic item wiih + 1 e nhancement bonus. Material Component:_Wood shaped into the form of the intended ironwood object.

T argets: One weapon or fifty projectiles, a ll of which must be in contact with e ach other at the rime of casting D uration: 10 min./level S aving Throw: Will negates (harmless, o bject) S pell Resistance: Yes (harmless, object) . This spell makes a weapon magically k een, improving its ability to deal telling . blows. This transmutation doubles the t hreat range of the weapon. A threat range o f 20 becomes 19-20, a threat range of 1 9-20 becomes 17-20, and a threat range o f 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. I f cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile s trikes its intended target. (Treat shuriken a s arrows, rather than as thrown weapons, for the purpose of this spell.) __Multiple effects that increase a weapon's threat range (such as the keen edge j spell and the Improved Critical feat) dont ^ s tack. You can't cast this spell on a natural . w eapon, such as a claw.

C a s t i n g T i m e : 1 standard action R ange: Personal T arget: You D uration: Instantaneous i i nstantly know the direction of north f rom your current position. The spell is. e ffective In any environment in w h i c h , " north" exists, but it may not work i n , e xtraplanar settings. Your knowledge of n orth is correct at the moment of casting, b ut you can get lost again w i t h i n moments if you don't find some external reference point to help you keep track of d irection. Legend Lore D ivination L evel: Brd 4, Knowledge 7, Sor/Wiz 6 C o m p o n e n t s : V, S, M, F C asringTime; See text R ange; Personal T arget: You D uration: See text Legend lore brings to your mind legends about an important person, place, or thing If ihe person or thing is at hand, or il you a re in the place in question, the casting t ime is only l d 4 x i o minutes, if you have .only detailed information on the person, p lace, or thing, the casting time is id 10 d ays, and the resulting lore is less complete a nd specific (though it often provides e nough information to help you find the p erson, place, or thing, thus allowing a b etter legend lore result next time). If you k now only rumors, the casting rime is 2d6 weeks, and the resulting lore is vague and i ncomplete (though it often directs you to m ore detailed information, thus allowing a .better legend lore result next time). . D uring the casting, you cannot engage i n other than routine activities: eating, s leeping, and so forth. When completed, t h e divination b r i n g s legends (if any) a bout the person, place, or things to your m ind. These may be legends that are still c urrent, legends that have been forgotten, o r even information that has never been g enerally known. If the person, place, or t hing is not of legendary importance, you gam no information. As a rule of thumb, c haracters who are 1 Ith level and higher a re "legendary," as are the sorts of creatures they contend with, the major magic i tems they wield, and the places where t hey perform their key deeds. E xamples of legend lore results include t he following A d ivination about a mysterious magic axe you have at hand: "Woe to the evildoer w hose hand touches the axe, for even the haft chops the hand of the evil ones. Only a t rue Son or Daughter of Stone, one who loves Moradin and whom Moradin loves, may awaken the true powers of the axe,.

Knock
T ransmutation _ _ _ _ _ _ _ _ L evel: Sor/Wiz 2 Components: V C astingTime: I standard action R ange: Medium (100 ft. * 10 ft/level) T arget: One door, box, or chest with an area of up to 10 sq. ft./level D uration: Instantaneous; see text S aving Throw: None S pell Resistance: No T he knock s pell o p e n s stuck, barred, l ocked, held, or arcane locked d oors. It. o pens secret doors, as well as locked or. t rick-opening boxes or chests. It also l oosens welds, shackles, or chains (provided they serve to hold closures shut). If u sed to open a arcane locked door, the spell d oes not remove the arcane lock b ut simply s uspends its functioning for 10 minutes. I n all other cases, the door does not relock i tself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor d oes it affect ropes, vines, and t h e like. T he effect is limited by the area. A 3rdlevel caster can cast a knock spell on a door o f 30 square feet or less (for example, a s tandard 4-foot-by-7-foot door). Each spell c an undo as many as two means of preventing egress. Thus if a door is locked, b arred, and held, or quadruple locked, o pening it requires two knock spells. Know Direction D ivination L evel: Brd 0, Drd 0 C o m p o n e n t s : V, S

J ump
T ransmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 C o m p o n e n t s : V, S, M C a s t i n g T i m e : 1 standard action R ange: Touch T arget: Creature touched D uration: I mia/Ievel (D) S aving Throw: Will negates (harmless) S pell Resistance: Yes T he subject gets a - 1 0 e n h a n c e m e n t . b onus on Jump checks. The enhancement | b o n u s increases to «20 at caster level Sth, • a nd to *30 (the maximum) at caster level

^9lh.
M aterial Component: A grasshopper's h ind leg, which you break when the spell.

K een Edge_
T ransmutation Level: Sor/Wi/ 3 Components: V S C a s t i n g T i m e : I standard action R ange: Close [25 ft. * 5 ft/2 levels)

Ještě nehodnoceno. Buďte první :-)

Strany: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159, 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223, 224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 250, 251, 252, 253, 254, 255, 256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272, 273, 274, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287, 288, 289, 290, 291, 292, 293, 294, 295, 296, 297, 298, 299, 300, 301, 302, 303, 304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 318, 319, 320, 321, 322,
(c)2011 Edgehunt Corporation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .