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)


































































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