[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:43 pm

Chaos Bath {Evocation} {Chaos}
- Medium range (100+10xCL feet).
- Riotous profusion of colorful energy in 20-foot radius burst (cannot turn corners) from target point deals CL, max 10d6 damage to each lawful outsider, 1 per two CLs, max 5d8 damage to each other lawful creature, and half that much damage to each nonlawful, nonchaotic creature affected. Each creature Will saves for half damage (1/4 the original damage for a neutral creature which makes the save); if a lawful creature fails the save, it is also Slowed for 1d6 rounds.

(Originally called Chaos Hammer, but there's nothing hammerish about it, so I just went with an irreverent rhyme for Order's Wrath. Chaos probably does figure Law for a contaminant that ought to be scrubbed away - or at least someone funny to dunk in the suds that are left over, after it liquefies the local reality. Oddly, the text of Chaos Hammer fails to mention that being Slowed is also supposed to halve your land speed; they may have intended to leave that part out, but I'll risk it for the sake of consistency.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:43 pm

Holy Smite {Evocation} {Good}
- Medium range (100+10xCL feet).
- Glowing holy aura in 20-foot radius burst (cannot turn corners) from target point deals CL, max 10d6 damage to each evil outsider, 1 per two CLs, max 5d8 damage to each other evil creature, and half that much damage to each nongood, nonevil creature affected. Each creature Will saves for half damage (1/4 the original damage for a neutral creature which makes the save); if an evil creature fails the save, it is also blinded for 1 round (giving all creatures concealment relative to it, so that its attacks all take a 50% miss chance, creatures can make Hide checks against it, and it cannot use its DEX bonus to AC, plus has a -2 AC penalty, moves at half speed, and has -4 to Search checks and "most" STR- and DEX-based skill checks).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:44 pm

Sending {Evocation}
- 10 minutes to cast, uses divine focus, consumes material component (copper wire).
- Send a 25-word message to a familiar creature, which may respond likewise. 5% or better chance (DM's discretion based on local conditions) for a target on a different plane to fail to receive the message.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:45 pm

Lesser Planar Ally {Conjuration}, {Calling}
- 10 minutes to cast, Close range (25+5/2xCL feet), uses divine focus, costs 100 XP.
- Your deity sends a particular sort of outsider or elemental of 6 HD or less, specific to each deity; if you have no deity, a creature philosophically similar to you answers the call. (You may attempt to call a specific creature by name but might not succeed in getting them.) You may request a service from the creature in exchange for a payment of its choice; bargaining takes at least 1 round.
- Tasks which can be completed in caster level minutes cost about 600 gp (assuming a 6-HD creature). Tasks requiring the same number of hours are 5x as expensive, and tasks costing that many days are 10x so. The cost is halved for nonhazardous work, or increased for highly dangerous work; the creature is unlikely to accept suicidally dangerous tasks, since a called creature risks actual death.
- On completion of the task or expiration of the purchased time, the creature may report back to you if possible, and then returns to its home plane.
- This spell has these descriptors as appropriate for the called creature: {Good}, {Lawful}, {Evil}, {Chaotic}, {Air}, {Earth}, {Fire}, {Water}.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:45 pm

Polymorph {Transmutation}, {Polymorph}
- Touch range, consumes material component (an empty cocoon).
- The target (who must be willing) assumes another form of up to your caster level, maximum 15, in HD, or its own HD, whichever is lower, for 1 minute per caster level or until dismissed. The assumed form may be not be a construct, elemental, outsider, deathless or undead unless the target was already a member of that type. The target's type and subtype change to match the new form. Template forms cannot be taken, nor may gaseous or incorporeal forms; the spell cannot affect naturally incorporeal creatures, and a creature who normally has the Shapechanger subtype may resume its natural form as a standard action.
- You choose the assumed form's appearance, gender, and similar details; this can provide a +10 bonus on Disguise checks. Upon changing (but not changing back), the target regains hit points (but not lost ability points, spells, or other benefits of resting) as if it had rested for a night, generally 1 per HD. If the target dies, its corpse reverts to normal form.
- The target gains the physical stats of the new form, as well as abilities such as size, movement modes, natural armor, natural weapons, and racial skill bonuses or feats. It gains extraordinary special attacks, including constrict, improved grab, and poison; it does not gain special qualities such as fast healing, low-light vision, blindsight, or scent.
- Any items the target wears continue to be worn on the new form if possible; otherwise they meld into the target's body and become nonfunctional. Items worn in the new form which can't fit on the target's normal body fall off when the spell ends. Any body part or piece of melded equipment which is detached from the target's body reverts to its normal form.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:45 pm

Divination {Divination}
- 10 minutes to cast, consumes material component (25 gp of incense and faith-specific burnt offerings).
- Propose a course of action for the future (up to the next week); you are 70+caster level, max 90% likely to receive a useful, though cryptic, piece of advice (the DM may adjust the roll if the target is shielded against divination or if other unusual circumstances apply). If this secret DM roll fails, you receive no reply, unless another spell causes your Divination to give a false response. If the players do not act promptly, the topic may change so that the information becomes obsolete. Future castings of Divination by the same caster and about the same subject do not require rolls; they give the same answer (including none) as on the previous attempt.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:46 pm

Meld Into Stone {Transmutation}, {Earth}
- Touch range, uses divine focus.
- Step into a solid block of stone, if it is large enough in all three dimensions to contain you, and if you do not have more than 100 pounds of gear. Once inside, you can hear (though not see) your surroundings and are free to cast spells on yourself. At any time you may step out of the stone through the same surface you entered.
- If a Passwall spell is cast on the stone, you are expelled from it.
- If a Stone Shape spell is cast on the stone, you take 3d6 damage.
- If the stone is partially destroyed (thus that you no longer fit within it), if a Stone to Flesh spell is cast on the stone, if the spell is dispelled, or after 10 minutes per caster level elapse, you take 5d6 damage and are expelled from whatever remains of the stone.
- If the stone is completely destroyed or if a Transmute Rock to Mud spell is cast on it, you are expelled from whatever remains of the stone, then die unless you make a DC 18 Fortitude save.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:46 pm

Commune {Divination}
- 10 minutes to cast, costs 100 XP, consumes material component (incense and un/holy water), uses divine focus.
- You consult with your deity (or one philosophically allied to you) or agents thereof, asking up to caster level questions in the same number of rounds. Each question must be answerable with a "Yes", "No", or "Unclear", although the deity may answer at greater length (up to a five-word phrase) if a one-word answer would be misleading or contrary to the deity's interests. The deity structures its answers to further its own agenda, and in some cases it may not know the answer itself. Lagging or discussing the answers ends the spell.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:46 pm

Align Weapon {Transmutation}
- Touch range, uses divine focus.
- Target manufactured weapon (or a container of up to 50 projectiles) becomes {Good}, {Lawful}, {Evil}, or {Chaotic} (choose one) for 1 minute per caster level. This spell gains the descriptor you choose; you cannot choose a descriptor which would make the spell illegal for you to cast (for instance a Neutral Good cleric cannot align a weapon to Evil; if his god is Lawful Good, he cannot align his weapon to Chaos either). Once aligned, the weapon bypasses the damage reduction of Outsiders and similar creatures opposed to the chosen alignment; a weapon which already does so gains no further benefit. (Unarmed strikes do not count as a weapon for this purpose, except possibly in the case of a monk.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:47 pm

Blade Brothers {Abjuration}
- Touch range.
- For the next CL minutes, two willing creatures are sympathetically linked as long as they stay within 120 feet of each other (if they move further apart, the spell ends). Once during the spell's duration, when either creature makes a saving throw, it may activate the link; both subjects roll to save against the effect, using their own stats, and if either roll succeeds the effect fails. If both rolls fail, both subjects are affected. The spell ends after the linked saving throw is made.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:47 pm

Leomund's Secure Shelter {Conjuration}, {Creation}
- 10 minutes to cast, close range (25+5/2xCL feet), consumes material component (a square stone chip and a bit of crushed lime, sand, water and wooden splinters).
- Creates a sturdy cottage or lodge, 20 feet square, out of local materials (sod, timber, stone, etc), with a clean, dry floor and a small fireplace. The walls are as tough as stone regardless of their material, and are immune to fire and projectiles (except siege weapons). A sturdy door and two shuttered windows are protected by Arcane Locks, and even the chimney is secured with an iron grate at the top of the narrow flue; an Alarm protects all these entrances (if you provide the focus). The cottage does not heat or cool itself and is subject to local temperature extremes; it contains eight stools, eight bunks, a writing desk and a trestle table, and an Unseen Servant is available to the caster (if you provide the component required). The cottage remains in existence for 2 hours per caster level or until dismissed.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:47 pm

Deflect {Abjuration} {Force}
- Cast as an immediate action, no gestures.
- Gain a +CL/2 shield bonus against one attack; you must cast this spell before the attack is rolled. The attack may occur anytime before your next end-of-turn.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:47 pm

Nimbus of Light {Evocation} {Light}
- Personal range, uses divine focus.
- You shed light as a lantern) for 1 minute per caster level (each minute is 10 rounds) or until dismissed. As a move action, you may concentrate the light around your arm, then as a standard action you may fire it at an opponent within 30 feet; this requires a ranged touch attack and ends the spell afterward. If you hit the target, they take 1d8+X damage, where X is 1 per round since you cast the spell, maximum CL.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:48 pm

Flame Arrow {Transmutation} {Fire}
- Close range 25+5/2xCL feet), consumes material component (oil and flint).
- Target a container of up to 50 projectiles (including shurikens); for 10 minutes per caster level, each one deals an extra 1d6 fire damage to a target it strikes. The projectiles may ignite flammeable objects, but will not cause a creature to burn after the turn it is struck.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:48 pm

Shrink Item {Transmutation}
- Touch range.
- An object of up to 2xCL cubic feet in size may be shrunk to 1/16 its original size in each dimension (so a one-foot cube is reduced to 3/4 of an inch), reducing it by four size categories and dividing its original mass and volume by "4048" (I fail at math), and optionally also transformed to resemble cloth. The spell may even shrink a burning campfire or the like. A shrunken item is restored to its normal size and material when the spell ends; this occurs when the caster speaks a command word chosen upon casting, when the item is tossed onto a solid surface, or at the end of CL days. A magical object may Will save to keep from being shrunk, or the wielder of an object may Will save to keep it from being shrunk.
- If a Permanency spell is cast on Shrink Item, the caster of Shrink Item may shrink and expand the item any number of times.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:49 pm

Air Walk {Transmutation} {Air}
- Touch range, uses divine focus.
- One creature, which cannot be Colossal in size, gains the ability to stand or walk in midair for 10 minutes per caster level or until the spell is dismissed. Rising in the air resembles walking uphill and reduces speed by as much as half, for a 45-degree angle of ascent.
- A strong (21+ mph) wind pushes the subject back 5 feet per 5 mph of the wind at the end of its turn, potentially causing other difficulties (damage or loss of motion control) if the wind is particularly strong.
- When the spell ends (but not when it is negated by an anti-magic field), the subject drifts downward 60 feet each round for 1d6 rounds before falling.
- Training a mount to move while under the effects of Air Walk requires a specific Handle Animal trick.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:49 pm

Phantom Steed {Conjuration}, {Creation}
- 10 minutes to cast, 0 ft. range.
- You create a black and gray horse (with saddle and tack) whose hooves do not touch the ground and make no sound; it exists for 1 hour per caster level or until dismissed, and may be ridden only by you or by one other person you designate upon casting. It travels at a rate of 20xCL, max 240 feet per move action, and may carry no more than 10xCL pounds of weight beyond the rider's.
- With a caster level of 8 or more, the steed may ignore difficult terrain.
- With a caster level of 10 or more, the steed may activate Water Walk as a free action whenever necessary.
- With a caster level of 12 or more, the steed may activate Air Walk as a free action at will; it lasts only 1 round, and then the steed falls, but it may fly again during each of its turns.
- With a caster level of 14 or more, the steed may fly at the same speed it runs, with average maneuverability.
- The steed's stats: Large size, 7+CL HP, +5 DEXMOD, +4 Natural Armor bonus. If the steed loses all of its HP, it vanishes. The steed cannot attack, but animals will not attack it.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:49 pm

Lesser Celerity {Transmutation}
- Cast as an immediate action, personal range, no gestures.
- You may immediately take a move action, even if it is the middle of another creature's action. After this action, you become dazed (take no actions, though no easier to attack) until the end of your next turn.

Celerity {Transmutation}
- Cast as an immediate action, personal range, no gestures.
- You may immediately take a standard action, even if it is the middle of another creature's action. After this action, you become dazed (take no actions, though no easier to attack) until the end of your next turn.

Greater Celerity {Transmutation}
- Cast as an immediate action, personal range, no gestures.
- You may immediately take a full-round action (or two move actions, or a move and a standard), even if it is the middle of another creature's action. After this action, you become dazed (take no actions, though no easier to attack) until the end of your next turn.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:50 pm

Plant Growth {Transmutation}
- Uses divine focus.
- Choose "Overgrowth" or "Enrichment". This spell does not affect Plant creatures.
- Overgrowth: Target an area within Long range (400+40xCL feet), which may be a 100-foot circle, a 150-foot semicircle, or a 200-foot quarter-circle. Normal vegetation within that area thickens into a brush which restricts movement to 5 feet per turn for Small or Medium creatures, and 10 feet per turn for Large ones (DM's discretion for other sizes). You may choose to leave some of the affected area clear.
- Enrichment: Plants within a half-mile become 33% more productive for the next year.
- Counters and dispels Diminish Plants.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:50 pm

Command Undead {Necromancy}
- Close range 25+5/2xCL feet), consumes material component (bone and raw meat).
- You partially control an intelligent undead for 1 day per caster level unless it Will saves, or completely control a mindless undead for the same length of time without offering a save. Intelligent subjects who fail their save will not attack you and have an attitude of Friendly toward you for the duration, although you must win an opposed Charisma check to convince them to take actions they normally wouldn't. Mindless undead will obey any spoken order from you without regard to their own preservation, but only if it is simple enough for them to comprehend. Regardless of the affected undead's intellect, it breaks the spell instantly if you or an apparent ally of yours attacks or threatens it.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:50 pm

Clairaudience or Clairvoyance {Divination} {Scrying}
- 10 minutes to cast, Long range 400+40xCL feet), uses divine focus/uses focus (a glass eye to see or a small horn to hear).
- Choose hearing or sight. For 1 minute per caster level or until dismissed, an invisible sensor at the target point grants you the use of that sense as if you were standing there. You need not have line of sight or effect to the target point, but must be familiar with that location or able to obviously identify it, with an instruction such as "around the corner" or "in that grove of trees".
- The sensor may be rotated in place but not moved; if sight is chosen and the area is naturally lightless, you may see to a distance of ten feet, but magical darkness prevents all sight, and low-light vision or magical senses (including darkvision) do not function through the sensor.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:51 pm

Scrying {Divination} {Scrying}
- 1 hour to cast, uses divine focus/consumes material component (a day-raptor's eye and some chemicals) and uses focus (a 2x4" or larger silver mirror worth 1000 gp for arcane casters, a 100-gp holy water font for clerics, and a natural pool of water for druids).
- Target a creature, which may Will save to negate the effect and prevent you from targeting them again for 24 hours. If the creature fails the save, you may perceive it with sight (and possibly hearing, the text contradicts itself) for 1 minute per caster level or until dismissed. You see the subject and their immediate surroundings (about a 10 foot radius) by means of an invisible sensor which follows the subject at a speed of up to 150 feet per round.
- The target's Will save gets a +5 bonus if you have not met them, or a +10 bonus if you have never even heard of them; the latter is possible only if you use a connection. They take a -5 penalty if you know them well, and a penalty also applies if you have a connection to them: a likeness is -2, a possession or garment is -4, and any body part (even a fingernail or a lock of hair) is a -10. A subject on another plane gets a +5 bonus to their will save. (Thusly, the same roll applies either when you Scry on a casual acquaintance whom you don't have a statuette of handy, when you see what your good buddy's afterlife looks like now that he's been Disintegrated and left you with not even a picture of him, or when you attempt to Scry the owner of a severed finger you just found in your mailbox with no explanation. Scrying the person in a painting is extremely difficult, but less so if a local can tell you whom the portrait is of.)
- All your innate sensory abilities work through the sensor, as do abilities granted by a spell which targets you, but not one which emanates in an area from you. The sensor works even if you are blinded or deafened. Any creature with an Intelligence of 12+ may make a DC 20 Intelligence check to perceive the sensor. A sensor cannot be placed beyond a lead sheet or in an area warded by Nondetection, Mind Blank, or Antimagic Field.
- Uniquely to Scrying, the sensor has a CLx5% chance of conducting a Detect divination (not Detect Undead), as well as Message.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:51 pm

Greater Scrying {Divination} {Scrying}
- Cast as a standard action, no focus or material components required.
- Target a creature, which may Will save to negate the effect and prevent you from targeting them again for 24 hours. If the creature fails the save, you may perceive it with sight (and possibly hearing, the text contradicts itself) for 1 hour per caster level or until dismissed. You see the subject and their immediate surroundings (about a 10 foot radius) by means of an invisible sensor which follows the subject at a speed of up to 150 feet per round.
- The target's Will save gets a +5 bonus if you have not met them, or a +10 bonus if you have never even heard of them; the latter is possible only if you use a connection. They take a -5 penalty if you know them well, and a penalty also applies if you have a connection to them: a likeness is -2, a possession or garment is -4, and any body part (even a fingernail or a lock of hair) is a -10. A subject on another plane gets a +5 bonus to their will save. (Thusly, the same roll applies either when you Scry on a casual acquaintance whom you don't have a statuette of handy, when you see what your good buddy's afterlife looks like now that he's been Disintegrated and left you with not even a picture of him, or when you attempt to Scry the owner of a severed finger you just found in your mailbox with no explanation. Scrying the person in a painting is extremely difficult, but less so if a local can tell you whom the portrait is of.)
- All your innate sensory abilities work through the sensor, as do abilities granted by a spell which targets you, but not one which emanates in an area from you. The sensor works even if you are blinded or deafened. Any creature with an Intelligence of 12+ may make a DC 20 Intelligence check to perceive the sensor. A sensor cannot be placed beyond a lead sheet or in an area warded by Nondetection, Mind Blank, or Antimagic Field.
- Uniquely to Greater Scrying, the sensor conducts Detect divinations (not Detect Undead), as well as Message, Read Magic, and Tongues.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:51 pm

Inevitable Defeat {Enchantment} {Compulsion} {Mind-Affecting}
- Touch range.
- With a successful melee touch attack, the target takes 3d6 nonlethal damage; no saving throw applies, although spell resistance does. For the next CL rounds, the victim must Will save or take an additional 3d6 nonlethal damage; when it succeeds a save, the spell ends.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:52 pm

Swift Expeditious Retreat {Transmutation}
- Cast as a swift action, personal range, no gestures.
- You gain +30 ft. speed (providing a +12 to Jump checks but not affecting other movement modes) for 1 round.

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