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 | ||
Kaupaer's Quickblast | ||
Magic Books of Faerun | ||
Sor/Wiz 1 | ||
General | ||
Quickened spell deals 1 fire, cold or electricity damage/level to target. |
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Kaupaer's Reflexive Strike | ||
Magic Books of Faerun | ||
Sor/Wiz 1 | ||
1 hour | ||
Subject gains one extra attack of opportunity to use during the duration of the spell, usable even while flat-footed. |
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Keen Edge | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Arc 3, Duskblade 3, Metal 3, Shu 3, Sor/Wiz 3, Wuj 3 | V, S |
10 min./level | Close | 1 hour |
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting | ||
Doubles normal weapons threat range. |
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This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.) Multiple effects that increase a weapons threat range (such as the keen edge spell and the Improved Critical feat) dont stack. You can't cast this spell on a natural weapon, such as a claw. |
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Kelgore's Fire Bolt | ||
PHBII | ||
Duskblade 1, Sor/Wiz 1 | ||
General | ||
1d6 fire damage/level (max 5d6), partially ignore SR. |
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Kelpstrand | ||
SPC | ||
Arc 2, Drd 2 | ||
5 minutes | ||
Ranged touch attack to special grapple with kelp. |
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Khyber Trap | ||
MoE | ||
Sor/Wiz 3 | ||
General | ||
Trap extraplanar creature within a Khyber dragonshard. |
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Kiss of the Toad | ||
Complete Arcane | ||
Wuj 2 | ||
General | ||
Your touch becomes poisonous dealing 1d6 Con damage secondary 1d6 Con. |
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Kiss of the Vampire (M) | ||
SPC | ||
Sor/Wiz 7 | ||
General | ||
You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead. |
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Knife Spray | ||
DotF | ||
Arc 2, Clr 2 | ||
General | ||
Cone of droplets, 1d6 and +1/level damage (max +5). |
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Knight's Move | ||
SPC | ||
Arc 3, Clr 3, Pal 2 | ||
General | ||
You instantly move to flank a subject. |
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Knock | ||
Transmutation | 1 standard action | SRD |
None - No | Beguiler 2, Greed 3, Hoard 2, Sor/Wiz 2, Wuj 2 | V |
Instant; see text | Medium | 5 minutes |
Target: One door, box, or chest with an area of up to 10 sq. ft./level | ||
Opens locked or magically sealed door. |
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The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress. |
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Know Bloodline | ||
LostEmpiresOfFaerun | ||
Arc 3, Clr 3 | ||
General | ||
Reveals target's type, race, subrace, and all subtypes possessed. |
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Know Direction | ||
Divination | 1 standard action | SRD |
- | Arc 0, Brd 0, Drd 0, Shu 0 | V, S |
Instant | Personal | General |
Target: You | ||
You discern north. |
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You instantly know the direction of north from your current position. The spell is effective in any environment in which north exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction. |
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Know Greatest Enemy | ||
SPC | ||
Arc 1, Blk 1, Pal 1 | ||
General | ||
Determines relative power level of creatures within the area. |
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Know Opponent | ||
SPC | ||
Arc 3, Brd 3, Clr 3 | ||
General | ||
Learn strengths and weaknesses of foe. |
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Know Protections | ||
Magic of Faerun | ||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||
General | ||
Determines target's defenses. |
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Know Vulnerabilities | ||
SPC | ||
Arc 3, Brd 2, Clr 3, Sor/Wiz 4 | ||
General | ||
Determine target's vulnerabilities and resistances. |
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Kuo-Toa Skin | ||
Stormwrack | ||
Arc 1, Drd 1, Rgr 1, Sor/Wiz 2 | ||
6 hours | ||
Subject gains +8 on Escape Artist checks and cannot be snared by webs. |