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.
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.
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.
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).