Conjuration (Creation)
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You stretch out your hand and long
strands of wet kelp streak out to envelop your foes.
Make a ranged touch attack at each target.
If you hit a creature, you immediately make an opposed grapple check against
the creature as a free action without provoking attacks of opportunity. You add
your caster level and your Wisdom bonus to the result of your grapple check
rather than your Strength bonus and size bonus. If you succeed, the target
becomes entangled in the thick strands of kelp and is grappled. Each round, the
target can attempt to escape the kelpstrand by making
a successful grapple or Escape Artist check against the kelpstrand’s
grapple check. You are not considered grappling yourself while using this
spell. Once you shoot your strands of kelp, you need not take any action to maintain
the effect.
A creature targeted with multiple kelpstrands has to make separate grapple or Escape Artist
checks against each kelpstrand currently grappling it
to escape. If you cast this spell while you are within 300 feet of the ocean
shore, you gain a +4 bonus on any grapple checks made to determine the outcome
of a kelpstrand grapple.
Material Component: A piece of dried seaweed.
Necromancy
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Drawing upon the powers of unlife, you give yourself abilities similar to those of a
vampire. You become gaunt and pale with feral, red eyes.
You gain damage reduction 10/magic, and you
can use any one of the following abilities each round as a standard action.
• enervation, as a melee touch attack • vampiric touch, as a melee touch attack • charm person • gaseous form (self
only) While you are using this spell, inflict spells heal you and cure spells hurt you.
You are treated as if you were undead for the purpose of all spells and effects.
A successful turn (or rebuke) attempt
against an undead of your Hit Dice requires you to
make a Will saving throw (DC 10 + turning character’s Cha modifier) or be
panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or
command) undead of your Hit Dice requires you to make
a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or
charmed as by charm monster) for 10 rounds.
Any charm effect you create with this spell
ends when the spell ends, but all other effects remain until their normal
duration expires.
Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fangmouthed face.
Transmutation (Teleportation)
Level: Cleric 3, paladin 2
Components: V, S, DF
Casting Time: 1 swift action
Range: 5 ft./2 levels; see text
Target: You
Duration: Instantaneous
The ground before you appears
overlaid with a chessboard pattern, with certain squares of the chessboard
glowing softly red. Time stops for you as you move without walking to the
indicated location.
You can teleport with a limited distance
and a circumspect form of movement.
You can instantly move up to 5 feet per two
caster levels with this spell, but you must end this movement in a square that
leaves you flanking an enemy.
Divination
Level: Blackguard 1, paladin 1
Components: V, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: Yes
Your eyes flash green, turning golden
as your survey your opponents. To your eyes, the weakest of them are limned
with a pale green nimbus, which intensifies with power.
The most powerful is wrapped in a
brilliant, shimmering green aura.
This spell evaluates the creatures in the
area and determines the relative power level of each. Creatures are evaluated
as follows.
CR Strength 4 or
lower Weak 5–10 Moderate 11–15 Strong 16 or higher
Overwhelming Among creatures within
the same category, you know which is the most powerful, but not why. For
example, among a group of ogres (CR 2), you would know one of them (an ogre
with two levels of barbarian, CR 4) was the most powerful, but not know if it
was because the ogre had class levels, a template (such as half-fiendish), or
for another reason.
Any spell of 3rd level or higher that
prevents scrying attempts on a creature (such as nondetection) or an area (such as false vision) thwarts this spell’s ability to evaluate
that creature or creatures within that area.
Divination
Level: Bard 3, cleric 3
Components: S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You feel your eyes glow with magical
energy as you complete the spell. You see luminous words appear in the air
above your spell’s target. The words describe the creature’s strengths or
weaknesses, as you desire.
You gauge the strengths and weaknesses of
an opponent to gain combat advantages. Upon casting this spell, you learn a
number of strengths or weaknesses of the target equal to one, plus one strength
or weakness per two caster levels (maximum four). You can choose to learn
strengths, weaknesses, or some combination thereof that you specify. If a
creature has more strengths or weaknesses than you can learn with a single
casting, you learn the most powerful ones first. Thus, if a monster can use finger of death at will and has resistance to sonic 5, you
would learn about finger of death first.
Strengths can include attack forms and
special abilities (including spelllike abilities or
supernatural abilities).
Weaknesses include vulnerability to an
energy type.
For example, suppose a 7th-level cleric
casts know opponent on a blackarmored
warrior, choosing to learn one strength and two weaknesses. The warrior fails
his save, and the DM informs the cleric’s player that the opponent has the
ability to drain energy (a strength), is adversely
affected by sunlight, and can be repelled by a holy symbol (both weaknesses).
The cleric then concludes that he faces a vampire and breaks out the wooden
stakes.
Divination
Level: Bard 2, cleric 3, sorcerer/ wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Your eyes turn red, then take on a golden hue. As you look at the creature, you
see small runes dancing around its head. Each rune identifies a particular
vulnerability or resistance—red for resistances, green for vulnerabilities.
You learn any special qualities,
vulnerabilities, and resistances the target creature has. Vulnerabilities
include anything that causes the creature more than the normal amount of damage
(such as a creature with the cold subtype having vulnerability to fire or a
crystalline creature’s susceptibility to the shatter spell). Resistances
include any effects that reduce or negate damage the creature takes and
immunities to particular attacks. The spell identifies resistances and
vulnerabilities granted by spell effects.
For example, if cast upon a balor, you learn that it has damage reduction 15/cold iron
and good; spell resistance 28; immunity to poison, fire, and electricity;
resistance to acid 10 and cold 10; and that it does not have any particular
vulnerabilities.