Difference between revisions of "Maayan's Spell List"

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Revision as of 19:29, 3 December 2014

0 Level Spells (Orisons)

Know Direction

School divination


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • Range personal
  • Target you
  • Duration instantaneous

DESCRIPTION
When you cast this spell, 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.


Purify Food and Water

School transmutation


CASTING
Casting Time: 1 standard action
ComponentsL V, S


EFFECT

  • Range 10 ft.
  • Target 1 cu. ft./level of contaminated food and water
  • Duration instantaneous
  • Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Flare

School evocation [light]


CASTING
Casting Time: 1 standard action
Components: V


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Effect burst of light
  • Duration instantaneous
  • Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Light

School evocation [light]


CASTING
Casting Time: 1 standard action
Components: V, M/DF (a firefly)


EFFECT

  • Range touch
  • Target object touched
  • Duration 10 min./level
  • Saving Throw none; Spell Resistance no

DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

1st Level Spells

Animal Messenger

School enchantment (compulsion) [mind-affecting]


CASTING
Casting Time: 1 minute
Components: V, S, M (a morsel of food the animal likes)


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Target one tiny animal
  • Duration 1 day/level
  • Saving Throw none; see text; Spell Resistance yes

DESCRIPTION
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).

Calm Animals

School enchantment (compulsion) [emotion, mind-affecting]


CASTING
Casting Time: 1 standard action
Components: V, S


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Targets animals within 30 ft. of each other
  • Duration 1 min./level
  • Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

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