KELPSTRAND.. 1

KISS OF THE VAMPIRE. 1

KNIGHT’S MOVE. 2

KNOW GREATEST ENEMY.. 2

KNOW OPPONENT. 3

KNOW VULNERABILITIES. 3

KELPSTRAND

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.

 

KISS OF THE VAMPIRE

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.

 

KNIGHT’S MOVE

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.

 

KNOW GREATEST 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.

 

KNOW OPPONENT

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.

 

KNOW VULNERABILITIES

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.