Coloursfall

Book Spells

Apr 2nd, 2015
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  1. DRAGONEYE RUNE
  2. Universal
  3. Level: Sorcerer/wizard 2
  4. Components: V, S
  5. Casting Time: 1 standard action
  6. Range: Touch
  7. Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
  8. Duration: Permanent
  9. Saving Throw: None
  10. Spell Resistance: No
  11. A brightly glowing sigil appears briefly, burning as though branded into the surface before fading to invisibility. This spell allows you to brand a special arcane mark onto an object or creature, denoting that it is under your watchful eye. The mark inscribed is unique to your casting of this spell; no two casters create the same mark. It otherwise functions just as arcane mark, with two exceptions.
  12. First, you can treat the marked object or creature as familiar for the purpose of any divination (scrying) spell. Second, three times per day you can (as a swift action) detect the direction and distance of the marked object or creature from you. If the creature is dead or on another plane, you gain no knowledge from this function.
  13.  
  14. Special: if you are of the dragonblood subtype, any object or creature with a dragoneye rune gains a +2 bonus on saves against divination (scrying) spells or effects cast by other dragonblooded creatures.
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  18. HOARD GULLET
  19. Transmutation
  20. Level: Sorcerer/wizard 1
  21. Components: V, S
  22. Casting Time: 1 standard action
  23. Range: Personal
  24. Target: You
  25. Duration: 1 hour/level
  26. You move your hands to your throat, chanting in low murmurs as you trace an imaginary line from your lower jaw down to your abdomen. You gain a magical second stomach, which can be used to transport objects securely. You can safely swallow and transport any object you could normally swallow (including items at least three size categories smaller than you). The capacity of your hoard gullet is 100 pounds and/or 10 cubic feet per caster level (up to a maximum of 1,000 pounds and 100 cubic feet). You can't remove individual items from your hoard gullet, but as a fullround action, you can expel its entire contents into your square. It otherwise functions as a bag of holding. At the end of the spell's duration, anything still in your second stomach is immediately and instantly brought up, falling to the ground next to you. You can't have more than one hoard gullet active at one time; casting this spell before its duration ends the
  27. duration of the previous casting. For example, if a 7th-level sorcerer with 2 hours left on his hoard gullet casts the spell again, the spell's duration resets to 7 hours.
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  30.  
  31. ROT OF AGES
  32. Conjuration (Creation)/Necromancy
  33. Level: Druid 1, sorcerer/wizard 1
  34. Components: V, S
  35. Casting Time: 1 standard action; see
  36. text
  37. Range: Close (25 ft. + 5 ft./2 levels)
  38. Target: One creature
  39. Duration: 2 rounds
  40. Saving Throw: Fortitude partial
  41. Spell Resistance: No
  42. A cloud of rot ling plant and animal matter swirls up from the ground around your target, encompassing it in a whirlwind of decay.
  43. This spell encompasses your target in a cloud of rotting debris. The target is sickened for 2 rounds. Furthermore, all other creatures are treated as having concealment against the target. A successful Fortitude save negates the sickness, but not the concealment. Nonliving creatures are unaffected by the sickness effect. A living creature already under the effect of rot of ages that fails a save against a second casting of the spell is nauseated (rather than sickened) for as long as both effects last (and then sickened for the remainder of the second spell's duration).
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  46.  
  47. ACID SPLASH
  48. Conjuration (Creation) [Acid]
  49. Level: Sor/Wiz 0
  50. Components: V, S
  51. Casting Time: 1 standard action
  52. Range: Close (25 ft. + 5 ft./2 levels)
  53. Effect: One missile of acid
  54. Duration: Instantaneous
  55. Saving Throw: None
  56. Spell Resistance: No
  57. You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
  58.  
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  60.  
  61. BANE
  62. Enchantment (Compulsion) [Fear, Mind-Affecting]
  63. Level: Clr 1
  64. Components: V, S, DF
  65. Casting Time: 1 standard action
  66. Range: 50 ft.
  67. Area: All enemies within 50 ft.
  68. Duration: 1 min./level
  69. Saving Throw: Will negates
  70. Spell Resistance: Yes
  71. Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless.
  72.  
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  74.  
  75. GUIDANCE
  76. Divination
  77. Level: Clr 0, Drd 0
  78. Components: V, S
  79. Casting Time: 1 standard action
  80. Range: Touch
  81. Target: Creature touched
  82. Duration: 1 minute or until discharged
  83. Saving Throw: Will negates (harmless)
  84. Spell Resistance: Yes
  85. This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
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