QUICK MARCH.. 1

QUICK POTION.. 1

QUILL BLAST. 1

QUILLFIRE. 2

QUICK MARCH

Transmutation
Level: Cleric 2, paladin 2
Components: V, S, DF
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft.-radius burst
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Upon casting this spell, your feet and those of your allies glow with a yellow nimbus of light.

 

Quick march increases your allies’ base land speed by 30 feet. (This adjustment is considered an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases a creature’s speed, this spell affects maximum jumping distance.

 

QUICK POTION

Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: 1 hour/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

 

 You mutter the last of the spell’s words and wave your fingers over the flask. Coppery sparks drop from your fingertips and suffuse the water with a deep rusty shade. As the sparks dissolve fully, you begin casting your next spell.

 

You transform the water in a flask so that it is capable of storing a spell in the manner of a potion. On your next turn, you or another spellcaster can cast a spell into the water, transforming the water into a potion of the appropriate type. Only spells suitable for making potions can be used in this way.

 

QUILL BLAST

Conjuration (Creation)
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

 

Needle-sharp quills emerge from your skin as you begin casting this spell, then fly outward in every direction when you complete the spell.

 

Creatures within the spread of a quill blast are hit by one or more quills, depending on their size: Tiny or smaller, 4 quills; Small, 6 quills; Medium, 8 quills; Large, 10 quills; and Huge or larger, 12 quills.

 

Small or larger creatures that make their saves are struck by half as many quills; Tiny or smaller creatures that make their saves avoid the quills completely.

 

Each quill deals 1d6 points of damage and lodges itself into the creature it hits.

 

Lodged quills impose a noncumulative –1 penalty on attack rolls, saves, and checks. All quills can be removed safely as a standard action with a DC 20 Heal check. Otherwise, removing the quills deals an extra 1d6 points of damage.

 

Material Component: A porcupine quill.

 

QUILLFIRE

Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

You evoke the power of nature, and the back of your hand bristles with a spikelike growth of quills.

 

Your hand sprouts poisonous quills that you can use in melee or as a ranged attack.

 

The quills deal 1d8 points of damage.

 

They can be thrown (range increment 10 feet). The quills are poisonous (injury DC equal DC of quillfire, 1d6 Str/1d6 Str).