Deities: Finder Wyvernspur (CN), Sebek (NE), Semuanya (N), Set (LE), Tiamat (LE), Ubtao (N)
Name: Scalykind
Granted Power: You can rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.
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School | Casting Time | Source Book | ||||||||
Save - Res | Level | Comps | ||||||||
Dur | Range | Recharge | ||||||||
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Description | ||||||||||
Full Description | ||||||||||
Magic Fang | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes (harmless) | Arc 1, Bestial 1, Dragon 1, Drd 1, Rgr 1, Scalykind 1 | V, S, DF | ||||||||
1 min./level | Touch | 5 minutes | ||||||||
Target: Living creature touched | ||||||||||
One natural weapon of subject creature gets +1 on attack and damage rolls. |
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Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.) Magic fang can be made permanent with a permanency spell. |
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Animal Trance | ||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Sonic] | 1 standard action | SRD | ||||||||
Will negates; see text - Yes | Adp 2, Arc 2, Brd 2, Drd 2, Scalykind 2 | V, S | ||||||||
Concentration | Close | General | ||||||||
Targets: Animals or magical beasts with Intelligence 1 or 2 | ||||||||||
Fascinates 2d6 HD of animals. |
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Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not. |
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Greater Magic Fang | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Will negates (harmless) - Yes (harmless) | Arc 3, Bestial 3, Dragon 3, Drd 3, Rgr 3, Scalykind 3 | V, S, DF | ||||||||
1 hour/level | Close | 6 hours | ||||||||
Target: One living creature | ||||||||||
One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). |
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This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). Alternatively, you may imbue all of the creatures natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell. |
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Poison | ||||||||||
Necromancy | 1 standard action | SRD | ||||||||
Fortitude negates; see text - Yes | Arc 4, Asn 4, Blg 3, Blk 4, Clr 4, Drd 3, HB 3, Pestilence 4, Scalykind 4, Slime 3, Wmg 3 | V, S, DF | ||||||||
Instant; see text | Touch | General | ||||||||
Target: Living creature touched | ||||||||||
Touch deals 1d10 Con damage, repeats in 1 min. |
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Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier). |
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Animal Growth | ||||||||||
Transmutation | 1 standard action | SRD | ||||||||
Fortitude negates - Yes | Arc 4, Drd 5, Rgr 4, Scalykind 5, Sor/Wiz 5, Wuj 5 | V, S | ||||||||
1 min./level | Medium | General | ||||||||
Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart | ||||||||||
One animal/two levels doubles in size. |
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A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size. The spell gives no means of command or influence over the enlarged animals. Multiple magical effects that increase size do not stack. |
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Eyebite | ||||||||||
Necromancy [Evil] | 1 standard action | SRD | ||||||||
Fortitude negates - Yes | Brd 6, Necro 6, Orc 6, Scalykind 6, Sor/Wiz 6 | V, S | ||||||||
1 round/3 levels; see text | Close | General | ||||||||
Target: One living creature | ||||||||||
Target becomes panicked, sickened, and comatose. |
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Each round, you may target a single living creature, striking it with waves of evil power. Depending on the targets HD, this attack has as many as three effects.
The effects are cumulative and concurrent. Sickened: Sudden pain and fever sweeps over the subjects body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective. Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe. |
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Vipergout | ||||||||||
PGtF | ||||||||||
Scalykind 7, Sor/Wiz 7 | ||||||||||
General | ||||||||||
You spit forth celestial or fiendish vipers that attack your foes. |
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Animal Shapes | ||||||||||
Transmutation (Polymorph) | 1 standard action | SRD | ||||||||
None; see text - Yes (harmless) | Animal 7, Arc 8, Drd 8, Moon 8, Scalykind 8 | V, S, DF | ||||||||
1 hour/level (D) | Close | 24 hours | ||||||||
Targets: Up to one willing creature per level, all within 30 ft. of each other | ||||||||||
One ally/level polymorphs into chosen animal. |
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As polymorph, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level. |
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Shapechange (F) | ||||||||||
Transmutation (Polymorph) | 1 standard action | SRD | ||||||||
- | Animal 9, Arc 9, Drd 9, Scalykind 9, Sor/Wiz 9, Transformation 9, Wuj 9 | V, S, F | ||||||||
10 min./level (D) | Personal | 4 hours | ||||||||
Target: You | ||||||||||
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.) | ||||||||||
Transforms you into any creature, and change forms once per round. |
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This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed. You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. |