[Whiteleaf] Spells Reference

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willpell
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Re: [Whiteleaf] Spells Reference

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

Curse of Ill Fortune {Transmutation}
- Medium range (100+10xCL feet), uses divine focus.
- Unless it Will saves, target living creature suffers -3 to attack rolls, saving throws, and skill and ability checks for CL minutes, or until it receives a Remove Curse spell.

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Re: [Whiteleaf] Spells Reference

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

Gentle Repose {Necromancy}
- Touch range, uses divine focus/consumes material component (pinch of salt and 1cp for each eye).
- Preserves a corpse for CL days, preventing it from decaying and buying time before it becomes impossible to Raise the individual (days spent under the effect of this spell do not count toward the Raise time limit). Can also preserve severed body parts and the like.

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Re: [Whiteleaf] Spells Reference

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

Increase Virulence {Transmutation}
- 1 minute to cast, touch range, uses material component (licorice root).
- Target poisonous creature, or target vial of artificial poison, has its saving throw DC increased by 2 for CL minutes.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:53 pm

Illusory Script {Illusion} {Phantasm} {Mind-Affecting}
- 1 minute or more to cast, touch range, uses material component (50 gp or more of lead-based ink).
- Write a message (the length of which may increase the writing time and component cost) on a piece of paper, parchment, or some material weighing no more than 10 pounds, then designate any number of readers. For CL days or until dismissed, the writing is incomprehensible to anyone other than the chosen readers (though another illusionist can tell that it is the product of this spell). Additionally, anyone other than the chosen readers attempting to read the garbled script must Will save; if they fail, they must obey an implanted Suggestion for 30 minutes, frequently including instructions to forget having seen the writing. If they succeed, they sense the writing is harmful and look away. The only way for a non-chosen reader to access the message is to be under the effects of both True Seeing and one of Comprehend Languages or Read Magic. When this spell ends or is dispelled, the writing vanishes.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:53 pm

Locate Creature {Divination}
- Long range (400+40xCL ft), consumes material component (bloodhound fur).
- You may sense the direction of a specific creature, or the nearest creature of a specific kind, within the spell's range. You also sense whether the creature is moving and in which direction. You must have seen the subject from within 30 feet at least once in order to sense for it. The spell lasts for CLx10 minutes and cannot sense beyond a body of running water.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:53 pm

False Life {Necromancy}
- Personal range, consumes material component (invisible symbols drawn on yourself in booze)
- You gain 1d10+CL, max 10 temporary hit points for up to CL hours.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:54 pm

Contact Other Plane {Divination}
- 10 minutes to cast, no gestures.
- While you concentrate for up to CL/2 rounds, extraplanar powers give one-word answers to one question each round. You may choose to contact the following planes, with the following possible results.
- Elemental Plane: Make a DC 7 Intelligence check. If you fail, your Intelligence and Charisma fall to 8 for 1 week, rendering you unable to cast arcane spells. If you succeed, an elemental lord answers your questions. On average, it is 68% likely to provide a true answer if the question pertains to the plane in question, and 34% for other questions. There are 7% and 28% chances respectively that the entity doesn't know the answer, and 23% or 21% chances that it lies intentionally. In the remaining 2% or 17% of cases, or if it tries to answer honestly but the question cannot be answered in one word, it makes up an answer.
- Energy Plane: Make a DC 8 Intelligence check. If you fail, your Intelligence and Charisma fall to 8 for 1 week, rendering you unable to cast arcane spells. If you succeed, a being answers your questions. On average, it is 39% likely to provide a true answer; there is a 26% chance that the entity doesn't know the answer, and a 21% chance that it lies intentionally. In the remaining 14% of cases, or if it tries to answer honestly but the question cannot be answered in one word, it makes up an answer.
- Astral Plane: Make a DC 9 Intelligence check. If you fail, your Intelligence and Charisma fall to 8 for 1 week, rendering you unable to cast arcane spells. If you succeed, a being answers your questions. On average, it is 44% likely to provide a true answer; there is a 23% chance that the entity doesn't know the answer, and a 21% chance that it lies intentionally. In the remaining 12% of cases, or if it tries to answer honestly but the question cannot be answered in one word, it makes up an answer.
- Outer Plane: You choose a deity to contact. Make a DC 10 Intelligence check if contacting a demideity, +2 each for lesser, intermediate, or greater deities. If you fail, your Intelligence and Charisma fall to 8 for 2 weeks, +1 week for each rank of the deity, rendering you unable to cast arcane spells. On average, a demideity is 49% likely to provide a true answer; there is a 21% chance that the god doesn't know the answer, and another 21% chance that it lies intentionally. In the remaining 9% of cases, or if it tries to answer honestly but the question cannot be answered in one word, it makes up an answer. For a lesser deity, these percentages improve to 60%, 15%, 20%, and 5%; for an intermediate deity, they are 73%, 8%, 17%, and 2%. A greater deity (Int check DC 16, failure blasts mind for 5 weeks) is 88% likely to provide a true answer; there is a 2% chance that the god doesn't know the answer, and an 9% chance that it lies intentionally. In the remaining 1% of cases, or if it tries to answer honestly but the question cannot be answered in one word, it makes up an answer.
- All of these percentages may be adjusted by the DM to reflect the nature of the question and the personality of the deity. The spell may also simply fail if the DM judges that a being equally powerful to the one being contacted acts to block the contact.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:54 pm

Dismissal {Abjuration}
- Grade 4 for clerics, grade 5 for arcane casters.
- Close range 25+5/2xCL feet), uses divine focus/uses focus (a chunk of rock salt, or a blank piece of paper in a pewter frame).
- Target extraplanar creature is forced out of the current plane if it fails a Will save, with a bonus equal to its HD and a penalty of -CL. If it fails to save, it is 80% likely to return to its own plane; otherwise it is banished to a random destination. (Example: A level 7 cleric with 19 Wisdom and no Spell Focus feats targets a 9-HD Erinyes. The DC for the Erinyes to avoid being dismissed is 10 +4 (Wis) + 4 (spell grade) + 7 (caster level) - 9 (target's HD) = 16, rather than the 18 for other grade-4 spells. A level 9 wizard would instead cast Dismissal as a grade-5 spell, and could have 20 Intelligence, so the DC would be 10 + 5 + 5 + 9 - 9 = 20, the same as his other grade-5 spells.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:54 pm

Major Creation {Conjuration} {Creation}
- 10 minutes to cast, close range (25+5/2xCL feet), consumes material component (a small bit of the intended substance).
- Creates a nonmagical object out of nonliving plant or mineral matter, up to CL cubic feet, at a point within range. It lasts until dismissed or until a duration has elapsed: CLx2 hours for vegetable matter, CL hours for stone, crystal, or base metals, CLx20 minutes for precious metals, CLx10 minutes for gems, and CL rounds for adamantine, mithral, alchemical silver, etc. The spell cannot create cold iron.
- An appropriate skill check is required to create anything complex. These objects cannot be used as material components.

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Vhigdravathvi's Helpful Hand

Post by willpell » Thu Nov 12, 2015 9:54 pm

- Grade X {Evocation}, {Force} (Lime used as placeholder color)
- 0 ft. range, uses focus (a glove)..
- 1-foot hand provides aid for CL hours unless destroyed. It may hold one object of up to 20 pounds, which you may take from it or give to it as a swift action; it also grants +2 competence on Craft, Disable Device, and Open Lock checks. The hand has hit points equal to half your usual total, with an AC size bonus of +4 and +6 natural armor; it takes damage from all sources normally and uses your saving throws. It disappears if destroyed or forcibly separated from you.
Last edited by willpell on Sat Apr 07, 2018 9:03 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:55 pm

Vhigdravathvi's Interposing Hand {Evocation}, {Force}
- Medium range (100+10xCL feet), uses focus (a glove).
- Large magic hand gives you cover (+4 AC) against target opponent for CL rounds or until dismissed; the hand floats midway between you and the target regardless of their movements or yours, though it does not pursue them further away from you. The hand has hit points equal to your usual total, with an AC size penalty of -1 and +11 natural armor; it takes damage from all sources normally and uses your saving throws. You may reorient the hand on a new target as a move action.
- A creature who tries to push past the hand to reach you is slowed to half its normal speed unless it weighs more than 2000 pounds. The hand is unaffected by most nondamaging magic, but is affected by Prismatic Wall or Sphere; Wall of Force stops it, Disintegrate destroys it, and it reacts to Dispel Magic or Antimagic Field like any other spell.
Last edited by willpell on Thu Nov 12, 2015 9:55 pm, edited 1 time in total.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:55 pm

Share Talents {Transmutation}
- 1 full round to cast, touch range, consumes material component (a knotted rope).
- Two willing creatures are linked for CLx10 minutes; for each skill that one of them has ranks in, the other may make checks with that skill even if it is not usable untrained, and both of them receive a +2 bonus to checks with that skill.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:56 pm

Find the Path {Divination}
- 3 rounds to cast, personal OR touch range, uses focus (personal divining tools).
- For up to CLx10 minutes, you or a creature you touch can find the shortest, most direct route into or out of a locale. You must be on the same plane as the locale being sought, and the specifications must be particular to the locale itself, not any objects or creatures (thusly, you could find "Draketooth Mountain", but not "the lair of Kromcrok the red dragon" if you didn't know that Kromcrok has his lair on Draketooth Mountain). While active, Find the Path promptly reveals all information necessary to safely travel the route, such as location of traps or passwords to bypass warding spells; the spell ends when the intended destination is reached. This spell enables the subject (and any companions) to escape from a Maze spell within 1 round.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:56 pm

Naturewatch {Necromancy}
- Cone with Close range (25+5/2xCL feet).
- For 10xCL minutes, you detect whether each plant and animal within the affected area is dead, near-death (3 or fewer HP), alive, or neither alive nor dead. (A plant or animal creature which was transformed into an undead creature would not register on this spell, since its type is no longer animal or plant; "neither alive nor dead" results might still be possible as a result of magical effects.) You also gain an assortment of miscellaneous information about those creatures' overall health (whether they are malnourished, dehydrated, etc). Naturewatch sees through any effect which feigns death.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:56 pm

Telekinesis {Transmutation}
- Long range (400+40xCL feet)
- Choose one of the following three effects.
- Violent Thrust: Target CL, max 15 objects or creatures, all within 10 feet of each other, with a total weight no more than CLx25, max 375 pounds. These are hurled toward a target creature within CLx10 feet of all of them; each object makes an attack roll, using your BAB+KEYMOD, to hit the target, dealing between 1 and 1d6 damage per 25 pounds of weight depending on their nature (a 100-pound barrel might do 4 damage as it shatters against the target; a boulder with the same weight is harder and deals 4d6), except for weapons, which deal their normal damage (arrows and bolts are treated as daggers), with no Strength bonus. A creature which is hurled, or whose possessions are targeted, can Will save to negate the spell.
- Sustained Force: Target an object weighing up to CLx25, max 375 pounds; you may manipulate it as if with one hand, moving it (not beyond your range) up to 20 feet per round you concentrate, for up to CL rounds. If you target an object in a character's possession, that character may Will save to prevent you from moving it. Delicate actions such as untying knots may require an Intelligence check at the DM's discretion.
- Combat Maneuver: Target a creature; each round you concentrate, for up to [color]CL[/color] rounds, you may affect that creature with a Bull Rush, Disarm, Grapple-and-Pin, or Trip maneuver. These maneuvers don't provoke AoOs or allow the opponent to counter; use CL as your BAB for these attacks, and your KEYMOD in place of Strength or Dexterity.

(This should really be an Evocation. Also I'm thinking it should be houseruled that you don't use your Size Modifier on grapples and such, although I won't make that ruling for now. It sort of makes sense that a giant would have giant-sized TK "hands", but for a halfling it seems less appropriate to punish him for physical smallness when he's lifting with his mind.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:56 pm

Spell Immunity {Abjuration}
- Touch range, uses divine focus.
- Name CL/4 spells of 4th level or lower. For 10 minutes per caster level, the target has immunity (ie infinite spell resistance) to the chosen spells. A creature can only benefit from one Spell Immunity (including the Greater version) at a time.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:57 pm

Greater Spell Immunity {Abjuration}
- Touch range, uses divine focus.
- Name CL/4 spells of 8th level or lower. For 10 minutes per caster level, the target has immunity (ie infinite spell resistance) to the chosen spells. A creature can only benefit from one Spell Immunity (including the Greater version) at a time.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:57 pm

Blessing of the Righteous {Evocation} {Good}
- Uses divine focus.
- For 1 round per caster level, allies within a 40-foot burst (cannot turn corners) of you gain a nimbus of light around their weapons, which makes those weapons Good and causes them to deal an extra 1d6 Holy damage.

(Possibly-true statement: Holy damage is halved against Morally-Neutral creatures and negated against Good ones.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:57 pm

Channeled Divine Health {Conjuration} {Healing}
- Variable casting time and range.
- Conjure a sphere of healing energy; in every case, the indicated amount of positive energy (PE) will heal a living creature or damage an undead one, which may Will save to negate it. You may release the spell at any time after you begin channeling it.
- Cast as a swift action, touch range, 1d8 PE.
- Cast as a standard action as usual, Close range (25+5/2xCL feet), 1d8+CL, max 10 PE.
- Cast as a full-round action, Medium range (100+10xCL feet), 2d8+CL, max 15 PE.
- Two full rounds to cast, Long range (400+40xCL feet), 4d8+CL, max 20 PE.

(Normally an undead Will saves to prevent half of the damage; it's not clear whether this spell was meant to be a specific exception or if they simply omitted the necessary text.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:58 pm

Healing Spirit {Conjuration} {Healing}
- Close range (25+5/2xCL feet).
- Conjure a sphere of healing energy, about 1 foot in diameter, which moves on its own and remains present for CL/2 rounds. It sheds bright light in a 10-foot radius, and shadowy illumination out to a total of 30 feet. The spirit is incorporeal and cannot be affected by spells or attacks. It flies 30 feet each round with perfect maneuverability. The spirit appears at a point within range, and you may move it immediately; at the start of your turn each round, you may move it again. The spirit disappears if it leaves the spell's range.
- Whenever the spirit enters a living creature's space, its touch heals that creature of 1d8 damage. If the spirit attempts to touch an undead creature, you must roll an incorporeal touch attack using your base attack bonus (no STRMOD); if you succeed, the undead takes 1d8 damage, and it may Will save to prevent half (it may also apply spell resistance).

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:58 pm

Fire Shield {Evocation}
- Personal range, uses divine focus/consumes material component (see below).
- Choose "warm" or "chill"; the spell gains a descriptor depending on your choice. You are wreathed in ghostly flames (50% likely to be blue in either case; otherwise see below) for CL rounds or until the spell is dismissed. The flames are dim and provide only half the light of a torch.
- Warm shield {Fire}: The flames are blue or violet; all cold damage you take is halved, and you gain Evasion (no damage on a successful Reflex save for half damage) against cold attacks. Any creature which strikes you with its body or a hand-held (non-reach) weapon takes 1d6+CL, max 15 fire damage, assuming the Fire Shield overcomes any spell resistance that creature has. Consumes a bit of phosphorus.
- Chill shield {Cold}: The flames are blue or green; all fire damage you take is halved, and you gain Evasion (no damage on a successful Reflex save for half damage) against fire attacks. Any creature which strikes you with its body or a hand-held (non-reach) weapon takes 1d6+CL, max 15 cold damage, assuming the Fire Shield overcomes any spell resistance that creature has. Consumes one live bioluminous insect, or the glowy bits of four dead ones.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:58 pm

Rainbow Pattern {Illusion} {Pattern} {Mind-Affecting}
- Medium range (100+10xCL feet), no incantations unless Bard, consumes material component (a bit of "phosphor") and uses focus (a prism).
- Colorful lights appear in a 20-foot radius spread (can turn corners) around the target point, and affect the minds of up to 24 HD of sighted creatures (lower-HD creatures are affected first, and creatures closer to the target point are affected before others with the same HD). Creatures affected must Will save or be fascinated (taking no actions, with -4 to reactive skill checks; potential threats give a new saving throw and obvious threats end the effect, except see below).
- The spell lasts as long as you concentrate, and for an additional CL rounds unless you dismiss it. Without breaking your concentration, you may gesture as a free action to move the pattern up to 30 feet per round; fascinated creatures follow the pattern if able, attempting to remain within it as it moves, or to re-enter it if it has moved away from them or they have been removed from it. If this pursuit would lead them into obvious danger (into a fire or off a cliff, etc), those creatures receive an additional save to break the effect; if they fail, they remain fascinated in spite of the danger. Any affected creature which can no longer see the pattern is automatically freed from the effect.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:58 pm

Rage {Enchantment} {Compulsion} {Mind-Affecting}
- Medium range (100+10xCL feet).
- CL/3 target willing living creatures (who do not have Spell Resistance, unless the Rage overcomes it), each within 30 feet of all others, gain half the benefits of raging barbarian: +2 Strength (+1 STRMOD), +2 Constitution (+1 CONMOD and 1 extra hit point per hit die), +1 morale bonus to Will saves. They also suffer the same (not halved) drawbacks as during a barbarian's rage: -2 AC and cannot use Dexterity, Intelligence or Charisma skills except for Balance, Intimidate, Escape Artist or Ride.
- The spell lasts as long as you concentrate, and for an additional CL rounds unless you dismiss it. When the spell ends, the characters lose the benefits of the spell, but they are not fatigued as with an actual barbarian rage.

(This spell is very much on my "hit list" of revisions; in 3E, there was a single "Emotion" spell which incorporated six different emotional effects, and this was one of them. However, this isn't just one-sixth of the old spell, because it omits an important sentence from the original Rage version: "the creatures are compelled to fight heedless of danger", and the targets didn't have to be willing. The ability to drive someone into a blood frenzy against their will is basic evil-wizarding, so I will want to restore this functionality, unless another spell exists which can fulfill this concept. It's also worth mentioning that the original versions of Emotion could counter and dispel each other, so perhaps this one should oppose Cause Fear in this fashion.)

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:59 pm

Snare {Transmutation}
- 3 rounds to cast, touch range, uses divine focus.
- Circle of rope, vine or thong with diameter no greater than CLx2+2 feet magically forms into a spring-loaded loop colored to blend into its surroundings; only characters with Trapfinding can detect it, with a Search DC of 23. The spell lasts indefinitely.
- If a flexible tree of sufficient strength is nearby, the snare can connect to it, and characters who step into the loop are captured and yanked into the air, taking 1d6 damage and being trapped in midair.
- If no tree is available, the snare simply ties the creature's legs together, rendering it Entangled (-2 on attack rolls, -4 Dexterity, half land speed, cannot charge or run, must check concentration at DC 15+X or lose any Xth-level spell it casts).
- The character may attack the snare (subject to the penalties for being entangled, or whatever penalty the DM deems appropriate for trying to cut its own way out while hanging upside-down in midair); it has AC 7 and 5 hit points. The snare may also be broken with a DC 23 Strength check, or pulled free with a DC 23 Escape Artist check. When any of these things happens, the spell ends.

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Re: [Whiteleaf] Spells Reference

Post by willpell » Thu Nov 12, 2015 9:59 pm

Magic Vestment {Transmutation}
- Touch range, uses divine focus.
- Target piece of clothing or armor has its armor bonus (+0 in the case of clothing) increased by +CL/4, maximum +5) for CL hours. This counts as an enhancement bonus to the item, and thus does not stack with magic armor.

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