Abjur |
- Alarm: Wards an area for 2 hours/level.
- Dawn: Swift, Awaken sleeping and unconscious creatures.
- Easy Trail: Makes a trail easier to pass.
- Endure Elements: Exist comfortably in hot or cold environments.
- Hide from Animals: Animals cant perceive one subject/level.
- Impede Sun's Brilliance: Diminishes the heat and light of the sun in an area.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Segojan's Armor: You fabricate a suit of armor from natural materials that is suitable for a creature of Medium or smaller size.
- Surefoot: You gain a +10 competence bonus on Balance checks.
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Evoc |
- Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.
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Illu |
- Towering Oak: You gain a competence bonus of +10 on your Intimidate checks.
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Ench |
- Hold Animal: Paralyzes one animal for 1 round/level.
- Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
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Evoc |
- Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
- Nature's Favor: Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
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Illu |
- Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.
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Ench |
- AnathemaF: Break the divine link between your god and lower-ranked members of your faith.
- Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
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Abjur | |
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Evoc |
- Foebane: Enhances a weapon against a favored enemy, giving it +5 magic enhancement and +2d6 bonus damage.
- Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures.
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Necr |
- Shadow ArrowM: Masterwork arrow or bolt deals 1d6 points of Strength damage.
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