Shiphrah's Spell List

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Envoy Spells (Once per day each)

Comprehend Languages

School divination


CASTING
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)


EFFECT

  • Range personal
  • Target you
  • Duration 10 min./level

DESCRIPTION
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Detect Magic

School divination


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


EFFECT

  • Range 60 ft.
  • Area cone-shaped emanation
  • Duration concentration, up to 1 min./level (D)
  • Saving Throw none; Spell Resistance no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

  • 1st Round: Presence or absence of magical auras.
  • 2nd Round: Number of different magical auras and the power of the most potent aura.
  • 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Poison

School divination


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


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Target or Area one creature, one object, or a 5-ft. cube
  • Duration instantaneous
  • Saving Throw none; Spell Resistance no

DESCRIPTION
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Read Magic

School divination


CASTING
Casting Time: 1 standard action
Components: V, S, F (a clear crystal or mineral prism)


EFFECT

  • Range personal
  • Target you
  • Duration 10 min./level

DESCRIPTION
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

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