Deities: Balinor (N), Dark Six (Pantheon) (NE), Ehlonna (NG), Fharlanghn (N), Olidammara (CN), Sovereign Host (pantheon) (NG), The Traveler (CN), Xan Yae (N), Zouken (N)
Name: Celerity
Granted Power: Your land speed is faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Expeditious Retreat | ||
Transmutation | 1 standard action | SRD |
- | Arc 1, Beguiler 1, Brd 1, Celerity 1, Duskblade 1, HB 1, Hoard 1, Shu 1, Sor/Wiz 1 | V, S |
1 min./level (D) | Personal | 30 minutes |
Target: You | ||
This spell increases your base land speed* by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill). |
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Cat's Grace | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | Adp 2, Arc 2, Artificer 2, Asn 2, Brd 2, Celerity 2, Drd 2, Duskblade 2, Elf 2, EmBarachiel 2, Halfling 2, Hoard 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2 | V, S, M |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Dex for 1 min./level. |
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The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
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Blur | ||
Illusion (Glamer) | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Beguiler 2, Brd 2, Celerity 3, EmBarachiel 2, Sor/Wiz 2, Wuj 2 | V |
1 min./level (D) | Touch | 5 minutes |
Target: Creature touched | ||
Attacks miss subject 20% of the time. |
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The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spells effect (though fighting an unseen opponent carries penalties of its own). |
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Haste | ||
Transmutation | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | Arc 3, Beguiler 3, Brd 3, Celerity 4, EmBarachiel 3, Shu 3, Sor/Wiz 3, Time 3, Wuj 3 | V, S, M |
1 round/level | Close | General |
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. |
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The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you cant use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creatures modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creatures jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow. |
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Tree Stride | ||
Conjuration (Teleportation) | 1 standard action | SRD |
- | Arc 4, Celerity 5, Drd 5, Elf 4, Fey 5, Rgr 4 | V, S, DF |
1 hour/level or until expended; see text | Personal | 24 hours |
Target: You | ||
Step from one tree to another far away. |
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You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table. Type of Tree, Transport Range Oak, ash, yew, 3,000 feet Elm, linden, 2,000 feet Other deciduous, 1,500 feet Any coniferous, 1,000 feet All other trees, 500 feet You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action. You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete. |
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Wind Walk | ||
Transmutation [Air] | 1 standard action | SRD |
None and Will negates (harmless) - No and Yes (harmless) | APeace 6, Arc 6, Celerity 6, Clr 6, Drd 7, Shu 6, Sky 6 | V, S, DF |
1 hour/level (D); see text | Touch | 24 hours |
Targets: You and one touched creature per three levels | ||
You and your allies turn vaporous and travel fast. |
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You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently. Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like. A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others. For the last minute of the spells duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end. |
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Mass Cat's Grace | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | Arc 6, Brd 6, Celerity 7, Drd 6, Sor/Wiz 6 | V, S, M |
1 min./level | Close | 30 minutes |
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||
As cat's grace, affects one subject/level. |
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This spell functions like cat's grace, except that it affects multiple creatures. |
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Greater Blink | ||
SPC | ||
Brd 5, Celerity 8, Sor/Wiz 5 | ||
General | ||
As blink, but you control the timing. |
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Time Stop | ||
Transmutation | 1 standard action | SRD |
- | Beguiler 9, Celerity 9, Planning 9, Sor/Wiz 9, Time 9, Trickery 9, Wuj 9 | V |
1d4+1 rounds (apparent time); see text | Personal | 4 hours |
Target: You | ||
You act freely for 1d4+1 rounds. |
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This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creatures possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop. |