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Samurai sheepdog book of many things vol 136

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Spells
Artificer’s Curse
School transmutation; Casting Time 1 standard action
Components V, S, M (a blank scroll or page from a spellbook)
Range close (25 ft. + 5 ft./2 levels); Target one magic item
Duration 1 minute/level (D)
Saving Throw Will negates (object); Spell Resistance yes
You temporarily suppress the most powerful qualities of a
magical item. This item can be any object you suspect bears a
magical enchantment, but if the targeted item is not magical,
your spell has no effect. The spell reduces the object’s caster level
by an amount equal to your caster level, to a minimum of 0. If
the item grants a competence, deflection, enhancement, insight,
luck, morale, natural armor, profane, resistance, or sacred bonus,
the bonus is reduced by 1 for every 4 caster levels the item loses.
If the item’s caster level is reduced to 0, all its magic qualities are
suppressed (as if dispelled) for the duration of the spell. This spell
has no effect on artifacts.
Baptism of Fire
School conjuration (healing) [fire]; Level alchemist 4, bard 4,
cleric 4, inquisitor 4, paladin 4, psychic 4, shaman 4, spiritualist
4, sorcerer/wizard 4, witch 4
Casting Time 1 round
Components V, S, M (a flask of alchemist’s fire)
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell functions like remove curse, remove disease, and
neutralize poison except you automatically succeed at caster level
checks to cure the affected the target. For each affliction removed


in this way, the target suffers 2 points of burn (2 nonlethal damage
per Hit Die that cannot be removed except with rest). Creatures
immune to fire damage or nonlethal damage are immune to the
effects of this spell.
Detect Stellar Alignment
School divination; Level alchemist 1, bard 0, cleric 0, druid 0,
inquisitor 1, occultist 0, ranger 1, shaman 0, skald 1, spiritualist
0, sorcerer/wizard 0, summoner 1, witch 0
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area 40-ft.-radius spread
Duration instantaneous
Saving Throw Reflex partial, Fortitude negates, see text; Spell
Resistance yes
You can sense the presence of astromancy. The amount of
information revealed depends on how long you study a particular
area or subject.
1st Round: Presence or absence of astromancy and the related
major constellation.
2nd Round: Number of astromancer or astromancy effects
(creatures, objects, or spells) in the area, the power of the most
potent effect present, and the related minor constellations.
3rd Round: The power and location of each astromancer or
astromancy effect. If one is outside your line of sight, then you
discern its direction but not its exact location.

Fallout
School evocation [light, fire, poison]; Level alchemist 6, cleric 9,
sorcerer/wizard 8

Casting Time 1 standard action
Components V, S, M (a piece of skymetal worth at least 10,000
gp)
Range long (400 ft. + 40 ft./level)
Area 40-ft.-radius spread
Duration instantaneous
Saving Throw Reflex partial, Fortitude negates, see text; Spell
Resistance yes
An alchemist can only learn this extract as a grand discovery.
Fallout is a very powerful and spectacular spell. When you cast
it, one 2-foot-diameter sphere springs from your outstretched
hand, destroying the held skymetal, and streaks in a straight line
to the spot you select. The sphere leaves a fiery trail of sparks
that burn for 1 round per level, dealing 3d6 points of fire damage
to creatures that enter or start their turn in the square.
If you aim the sphere at a specific creature, you may make
a ranged touch attack to strike the target with the sphere. Any
creature struck by the sphere takes 2d6 points of bludgeoning
damage (no save) and takes a –4 penalty on the saving throw
against the sphere’s fire damage (see below). If a targeted sphere
misses its target, it simply explodes at the nearest corner of the
target’s space.
Once the sphere reaches its destination, it explodes in a 40-footradius spread, dealing 6d6 points of fire damage to each creature
and object in the area, leaving behind sparks as described above.
Creatures that fail their saving throw are also blinded.
Creatures in the area must also attempt a Fortitude save or
be affected by a lingering dose of contact poison which deals
1d6 Con damage initially and 1d6 Con damage each day until
cured with 4 consecutive successful Fortitude saves. Any effect
that would remove the poison only counts as 1 successful save,

and no more than 1 of these can be applied each day. Even if
a creature is completely cured of the poison, small amounts of
it remain within its system, and there is a 30% chance per day
that the creature becomes reinfected, and must succeed at a new
saving throw or suffer the effects of the poison again. This chance
decreases by 5% per day, until it reaches 0%.
Objects in the area are coated in the contact poison above,
which lasts for 1 day per caster level before falling inert.
Final Fantasy
School evocation; Level summoner 6, sorcerer/wizard 7,
unchained summoner 6
Casting Time immediate action
Components S
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell triggers when you are reduced to 0 or fewer hit
points. You immediately cast a summon fantasy spell with a
spell-level no higher than one-half your caster level. You can
control the illusion for its duration, even if you are unconscious
or dead, but not destroyed (such as with disintegrate). You must
have prepared the spell in advance or possess a spell slot of the
appropriate level to cast it.

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