afroakuma
2008-09-29, 10:29 AM
Trick Sleeve
Transmutation
Level: Asn 2, Brd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You grant yourself the effect of a mage hand directed to all equipment you carry.
As a free action, you may return any objects in your hands weighing 5 lb. or less to a place up to 5 ft. away. You may secure an object with straps, open and close a pocket or shake a vial, if so desired. Complex, careful motions, such as mixing two potions, cannot be performed. You may also summon to your hand any item on your person weighing 5 lb. or less. This includes drawing such an item out of a sheath, twisting open a container or popping the cap off a tube.
You must be aware of the nature and shape of the item enough to mentally identify it. If you have no conclusive knowledge of the nature of an item, such as one placed on your person, you cannot affect it.
Material component: A glove
Tracking Lights
Evocation [Light]
Level: Asn 1, Brd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: Yes
You cause identifying points of light to appear on a creature.
The creature's facing and limbs are illuminated brightly, allowing the caster and others to observe which way the target is facing and what general action the target is performing, unless that target has concealment.
More importantly, you are able to track the movement of the creature's limbs. The creature is denied the benefits of evasion and improved evasion with respect to you. It suffers a -2 penalty on Reflex saves against effects you produce.
Material component: Strips of felt and phosphorescent moss.
Stifle Item
Abjuration
Level: Sor/Wiz 2
Components: S
Casting Time: 1 swift action
Range: Touch
Target: One magical item
Duration: 1 round/2 levels
Saving Throw: Yes
Spell Resistance: No
You temporarily interfere with the properties of a magical item.
The magic item you touch must make a Will save or have its properties temporarily nullified. For magic items with multiple properties, only one is removed. Touching a potion, oil or nonmagical item wastes the spell.
If you touch a magic weapon or magical armor, stifle item either removes a property from it or decreases its enhancement by 1. This cannot reduce an item's enhancement bonus beyond 0.
If you touch a charged item, that item permanently loses one charge, in addition to being stifled.
Static Well
Conjuration (Creation) [Electric]
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5 ft. static well
Duration: 1 round/level (Max 10 rounds)
Saving Throw: None
Spell Resistance: Yes
You conjure an animate locus of compressed static energy.
This locus takes the form of a small blot of darkness that constantly spits and arcs blue sparks. Tendrils of electricity strike out from the center to ground themselves on nearby objects. It must form in an empty square.
Each round, the well lashes out at all creatures in range with a concentrated static bolt, dealing 2d6 damage +1/caster level (max +10) to all adjacent creatures. Should a creature find itself within the same square as the locus, it takes 1d6 electric damage/caster level (max 10d6) and must make a Reflex save or be stunned for 1d4 rounds. The sphere has an effective reach of 5 ft. You may make a Concentration check (DC 15) as a move action to direct the static well to move 5 ft. once each round.
Material component: Sugar and a brass rod
Focus: A bit of wool
Transmutation
Level: Asn 2, Brd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You grant yourself the effect of a mage hand directed to all equipment you carry.
As a free action, you may return any objects in your hands weighing 5 lb. or less to a place up to 5 ft. away. You may secure an object with straps, open and close a pocket or shake a vial, if so desired. Complex, careful motions, such as mixing two potions, cannot be performed. You may also summon to your hand any item on your person weighing 5 lb. or less. This includes drawing such an item out of a sheath, twisting open a container or popping the cap off a tube.
You must be aware of the nature and shape of the item enough to mentally identify it. If you have no conclusive knowledge of the nature of an item, such as one placed on your person, you cannot affect it.
Material component: A glove
Tracking Lights
Evocation [Light]
Level: Asn 1, Brd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: Yes
You cause identifying points of light to appear on a creature.
The creature's facing and limbs are illuminated brightly, allowing the caster and others to observe which way the target is facing and what general action the target is performing, unless that target has concealment.
More importantly, you are able to track the movement of the creature's limbs. The creature is denied the benefits of evasion and improved evasion with respect to you. It suffers a -2 penalty on Reflex saves against effects you produce.
Material component: Strips of felt and phosphorescent moss.
Stifle Item
Abjuration
Level: Sor/Wiz 2
Components: S
Casting Time: 1 swift action
Range: Touch
Target: One magical item
Duration: 1 round/2 levels
Saving Throw: Yes
Spell Resistance: No
You temporarily interfere with the properties of a magical item.
The magic item you touch must make a Will save or have its properties temporarily nullified. For magic items with multiple properties, only one is removed. Touching a potion, oil or nonmagical item wastes the spell.
If you touch a magic weapon or magical armor, stifle item either removes a property from it or decreases its enhancement by 1. This cannot reduce an item's enhancement bonus beyond 0.
If you touch a charged item, that item permanently loses one charge, in addition to being stifled.
Static Well
Conjuration (Creation) [Electric]
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5 ft. static well
Duration: 1 round/level (Max 10 rounds)
Saving Throw: None
Spell Resistance: Yes
You conjure an animate locus of compressed static energy.
This locus takes the form of a small blot of darkness that constantly spits and arcs blue sparks. Tendrils of electricity strike out from the center to ground themselves on nearby objects. It must form in an empty square.
Each round, the well lashes out at all creatures in range with a concentrated static bolt, dealing 2d6 damage +1/caster level (max +10) to all adjacent creatures. Should a creature find itself within the same square as the locus, it takes 1d6 electric damage/caster level (max 10d6) and must make a Reflex save or be stunned for 1d4 rounds. The sphere has an effective reach of 5 ft. You may make a Concentration check (DC 15) as a move action to direct the static well to move 5 ft. once each round.
Material component: Sugar and a brass rod
Focus: A bit of wool