Midge's Formula and Spell List

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Gnome Racial Spells

Dancing Lights

School evocation [light]


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


EFFECT

  • Range medium (100 ft. + 10 ft./level)
  • Effect Up to four lights, all within a 10-ft.-radius area
  • Duration 1 minute (D)
  • Saving Throw none; Spell Resistance no

DESCRIPTION
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights 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, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

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.

Prestidigitation

School universal


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


EFFECT

  • Range 10 ft.
  • Target, Effect, or Area see text
  • Duration 1 hour
  • Saving Throw see text; Spell Resistance no

DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Produce Flame

School evocation [fire]


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


EFFECT

  • Range 0 ft.
  • Effect flame in your palm
  • Duration 1 min./level (D)
  • Saving Throw none; Spell Resistance yes

DESCRIPTION
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

1st Level Extract Formulae

Adhesive Spittle

School conjuration (creation)


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


EFFECT

  • Range 15 ft.
  • Target one creature
  • Duration 1 round/level or until discharged (see text)
  • Saving Throw Reflex partial; Spell Resistance no

DESCRIPTION
Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.

Bomber's Eye

School transmutation


CASTING
Casting Time: 1 standard action
Components: S


EFFECT

  • Range personal
  • Targets you
  • Duration 1 round/level

DESCRIPTION
This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons.

Cure Light Wound

Cure Light Wounds

School conjuration (healing)


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


EFFECT

  • Range touch
  • Target creature touched
  • Duration instantaneous
  • Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Enlarge Person

School transmutation


CASTING
Casting Time: 1 round
Components: V, S, M (powdered iron)


EFFECT

  • Range close (25 ft. + 5 ft./2 levels)
  • Target one humanoid creature
  • Duration 1 min./level (D)
  • Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

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 a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.

True Strike

School divination


CASTING
Casting Time: 1 standard action
Components: V, F (small wooden replica of an archery target)


EFFECT

  • Range personal
  • Target you
  • Duration see text

DESCRIPTION
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

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