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Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes (see text)
Range: Two miles
Area: Two-mile-radius circle, centered on you (see text)
Duration: 2d12 hours (D)
Saving Throw: Fortitude negates (see text)
Spell Resistance: No
This spell creates doldrums (a total lack of any wind) in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. When it manifests, all natural winds cease immediately. Magically-created winds and weather receive a Fortitude saving throw as if the spell affected their caster.
Druids casting this spell double the duration and affect a circle with a three-mile radius.
Conjuration (Creation)
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 minute
Range: 0 ft.
Effect: Creates one cloud chariot
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You call into being a chariot drawn by a pair of horses (or
other horse-like creatures if you choose). Both the chariot
and its team coalesce out of mist and have a pearly white coloration. It comes complete with reins and harness for the
team. The creatures that draw the cloud chariot make no
sound and normal animals shun and refuse to attack them
(other creatures including dire animals may do so).
Each creature has AC 20 (-1 size, +6 natural, +5 Dex) and 10
hit points, +1 per caster level. If it loses all its hit points, the
creature disappears. A cloud chariot moves at half speed with
only one of its team and is incapable of movement if it loses
both. In the latter case, the chariot will slowly lower itself and
its passengers to the ground.
The cloud chariot can fly with a speed of 20 feet per caster
level to a maximum of 240 feet. It has a maneuverability
rating of average. The chariot can carry the caster and up to
one additional Huge creature (or two Large creatures, four
Medium-sized ones, or eight Small creatures).
Transmutation
Level: Clr 3, Drd 2, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 action
Range: Sight
Target: One cloud
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (object)
Some people see shapes in the clouds, but this spell allows the caster to make those shapes definate! Cloud shape alters the appearance of a single cloud within view (including smoke and mist, but not magic effects such as fog cloud) into any shape the caster desires. For example, the caster could make a cloud spell out a word, resemble a person known to her, or point to an object or location.
Cloud shape does not grant viewers any ability to understand written messages in the clouds if they don't know the language, and attempts at cloud portraiture require a Craft (painting, drawing, sculpture, or illusion-weaving) check (DC 10) to determine the accuracy of the portrayal. Note that the Craft skill may be used untrained.
Transmutation
Level: Clr 4, Drd 4, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Living creatures touched
Duration:1 hour/level (see text) (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The depths of the ocean are the very definition of a hostile environment to land dwelling creatures. Dive allows surface dwellers to not only survive but function freely in the inky depths. Transmuted creatures affected by this spell can breathe water freely, gain darkvision to 60 feet, are immune to the effects of pressure, and gain a +10 competence bonus to Swim checks. Divide the duration evenly among all the creatures touched.
This spell does not make creatures unable to breathe air.
Arcane Material Component: A tiny bronze bell.
Transmutation
Level: Clr 1, Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creatures touched
Duration: 10 minutes/level (see text)
Saving Throw: Will negates
Spell Resistance: Yes
The transmuted creatures affected by this spell gain fishlike gills on their necks or chests. They can breathe water freely, but sufer the effects of drowning when exposed to air. This spell may only be cast on willing subjects. Divide the duration evenly among all the creatures touched.
Evocation [Fire]
Level: Clr 4, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40-ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A gout of burning lava erupts from the ground where you
indicate, inflicting 1d6 points of fire damage per caster level
(maximum of 15d6) on all creatures within the spell’s area. A
successful Reflex saving throw reduces the damage by half.
The lava burst sets fire to all combustibles in the affected area
and may melt metals like lead, gold, silver, and bronze.
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One touched creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Transmuted creatures can stand, walk, or sit on clouds, fog,
or mist as if it were solid ground. The creatures can move
across or along the misty as if it were normal ground. This
means they can move along the surface of clouds and even"climb" a plume of steam or a wall of fog (Climb check, DC
15). The spell does not allow creatures to move through
empty air, only mist; so a creature walking on a cloud that
walks off the edge will fall. A creature under the effects of this
spell that falls into a cloud or area of mist stops falling as if
they hit solid ground, but takes no damage.
Necromancy
Level: Clr 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 cubic feet/level
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: Yes (object)
The spell preserves organic matter against decay. All once-living matter (leather, fish, dead flesh, and so on) within the effects of the spell completely resists the passage of time and gains a +1 resistance bonus on all saving throws.
Arcane Material Component: A pinch of sea salt, which is sprinkled over the objects to be preserved.
Conjuration (Creation)
Level: Clr 6, Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of water, up to one 10-ft. cube/level (S)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The wall of water spell creates a barrier of sea water under extremely high pressure. Any creature forced into or attempting to move through the wall takes 1d6 points of bludgeoning damage per caster level (maximum 15d6) per round of movement. Incorporeal and gaseous creatures, oozes, and creatures with the Aquatic subtype take no damage from the wall.
Because of the intense pressure within the wall of water, creatures move at one-quarter their normal speed when passing through it.
The caster can make the wall as thin as 5 feet thick, which allows her to shape the wall as a number of 10-by-10-by-5-foot blocks equal to caster level x 2. This has no effect on the damage inflicted by the wall, but any creature attempting to move through takes that much less time to move through the barrier.
Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and may omve out on its next turn.
Original material © Maryrita Steinhour,
2006, 2007.
All other material is the property of its
respective copyright owners.