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Page 1: Book of Shadows_wip
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ContentMysteries......................................................................................................4

Fundamentals...........................................................................................6ARROW OF DUSK...........................................................................6MYSTIC REFLECTIONS..................................................................6UMBRAL HAND...............................................................................7

Apprentice Mysteries..............................................................................8LIFE FADES......................................................................................8FLESH FAILS....................................................................................8UMBRAL TOUCH.............................................................................9BEND PERSPECTIVE....................................................................10PIERCING SIGHT...........................................................................11KILLING SHADOWS.....................................................................11

Initiate Mysteries...................................................................................12STEP INTO SHADOW....................................................................12

Maneuvers and Stances..............................................................................13Maneuvers.............................................................................................15

CLINGING SHADOW STRIKE.....................................................15CLOAK OF DECEPTION...............................................................15SHADOW BLADE TECHNIQUE...................................................16BURNING BLADE..........................................................................17DISTRACTING EMBER.................................................................17SHADOW JAUNT...........................................................................18

Stances...................................................................................................19CHILD OF SHADOW.....................................................................19

Spells..........................................................................................................20Level 0...................................................................................................22

GHOST SOUND..............................................................................22MESSAGE........................................................................................23DETECT MAGIC.............................................................................24OPEN/CLOSE..................................................................................25

Level 1...................................................................................................26DISGUISE SELF..............................................................................26COMPREHEND LANGUAGES.....................................................27DETECT SECRET DOORS.............................................................28FEATHER FALL..............................................................................29

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REMOVE SCENT............................................................................30VOCAL ALTERATION...................................................................31ANT HAUL......................................................................................32MEMORY LAPSE...........................................................................32

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Mysteries

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Spell Effect Save Range Form SR Duration

Fundamentals

Arrow of Dusk

2d4 non lethalcritical x3

/100ft + 10/CL

Ray No Instant

Mystic Reflections

Detect magic up to 30ft away

/ Personal / No 1 round/CL

Umbral Hand

Lift object weighting up to 5lb/CL

Will negates (10+CHA)

25ft+5ft/2CL

/ No 1 round/CL

Caul of Shadow

+1 deflection bonus to AC +1/6CL (max+4)

/ Personal / No 1 min/CL

Apprentice Mysteries

Life Fades1d6/CL (max 5d6)

+ Fatigue (1 Round/CL

Fort (11+CHA)against Fatigue

Touch / Yes Instant

Flesh Fails-4 Points STR or DEX

or 2 Points CON/ Touch / Yes Instant

Umbral Touch

5d6+ slowFort (13+CHA)

against slowTouch / Yes 1 min/CL

Bend Perspective

Take an alternate viewpoint within

25ft+5ft/CL/ Personal / No 1 min/CL

Piercing Sight

See invisible & ethernal creatures &

objects + 60ft darkvision

/ Personal / No 1 min/CL

Killing Shadows

1d8/CL (max 10d8)Will halves (13+CHA)

30ft Cone Yes Instant

Initiate Mysteries

Step Into Shadow

Transport self and willing touched

creatures or objects to point in range

Will negates (objects,

14+CHA)

400ft+40 ft/CL

/Yes

(objects)Instant

CL=Caster LevelSR=Spell Resistance

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Fundamentals

ARROW OF DUSK

Fundamental Level/School: 1st/EvocationRange: Medium (100 ft. + 10 ft./level)

Effect: RayDuration: Instantaneous

A bolt of shadow springs from your hand, draining vitality where it strikes.

You must succeed on a ranged touch attack to deal 2d4 points of nonlethal damage to the target. If you score a critical hit,triple the damage

MYSTIC REFLECTIONS

Fundamental Level/School: 0/DivinationRange: Personal

Target: YouDuration: 1 round/level

You peer slightly into the Plane of Shadow and can see the distortion in an object’s shadow-self caused by the presence of magic.

This mystery functions like the spell detect magic, except as noted above. You can detect magic up to 30 feet away

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UMBRAL HAND

Fundamental Level/School: 1st/TransmutationRange: Close (25 ft. + 5 ft./2 levels)

Target: One unattended object weighing up to5 lb./levelDuration: 1 round/level

Saving Throw: Will negates (object) (10+Cha)

You point your finger at a distant object, and the shadows seem to grasp and tug at it.

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as

far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Magic items

have a saving throw to negate the effect. You need not concentrate on the effect, but you must direct it with your thoughts once each round (a free

action), or the effect ends.

CAUL OF SHADOW

Level/School: 1st/AbjurationRange: Personal

Target: YouDuration: 1 minute/level

A shifting, whirling field of semisolid shadows and tiny rifts in the air rises around you.

Caul of shadow faintly darkens your form, but does not provide any bonuses on Hide checks or similar efforts. You gain a +1deflection bonus to AC, with an additional +1 for every six caster levels (maximum bonus

+4).

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Apprentice Mysteries

LIFE FADES

Path: Touch of TwilightLevel/School: 1st/Necromancy

Range: TouchTarget: Creature touchedDuration: Instantaneous

Saving Throw: Fortitude partial (11+Cha)Spell Resistance: Yes

A wave of darkness washes over the subject, sapping his energy into the Plane of Shadow.

Your touch deals 1d6 points of nonlethal damage per CL (maximum 5d6) and causes the subject to become fatigued for 1 round per CL (a Fort save negates the fatigue). This mystery does not stack with itself, so a creature fatigued by one casting does not become exhausted by a second casting.

FLESH FAILS

Path: Touch of TwilightLevel/School: 2nd/Necromancy

Range: TouchTarget: Living creature touched

Duration: InstantaneousSpell Resistance: Yes

You open your enemy to the darkness, trading his physical attributes for weaker abilities belonging to creatures of shadow.

You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind

of ability damage when you cast the mystery.

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UMBRAL TOUCH

Path: Touch of TwilightLevel/School: 3rd/Conjuration

Range: TouchTarget: Creature or creatures touched

Duration: 1 minute/level; see textSaving Throw: Fortitude partial; see text (13+Cha)

Spell Resistance: Yes

Darkness surrounds your hand, turning it into a deadly weapon. Umbral touch infuses one of your hands with dark, shadowy energy, allowing you

to make debilitating melee touch attacks.

A successful strike deals 5d6 points of damage to a target, which must succeed on a Fortitude saving throw or also be slowed. While this mystery is active, you threaten an area as if you were armed and can make attacks of opportunity with your umbral touch. This mystery completely occupies

one of your hands, as if you were holding an object in that hand. If you have another open hand, you can cast other mysteries or spells normally, even those with a range of touch, but you cannot deliver another touch

mystery or touch spell and make an attack with umbral touch in the same round. This effect normally lasts for 1 minute per level, but each

successful touch attack shortens the duration by 1 minute (allowing you to make one successful attack per level before the effect is discharged).

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BEND PERSPECTIVE

Path: Eyes of DarknessLevel/School: 1st/Divination (Scrying)

Range: PersonalTarget: You

Duration: 1 minute/level

You send your vision through shadows and into planar reflections, altering your point of view.

You view the world as though you were standing in a different spot, up to a maximum distance of 25 feet plus 5 feet per two caster levels. You

cannot see through solid objects. You can, however, look around corners or over barriers, obtain a bird’s-eye view of your area, and the like.

Essentially, you shift your perspective as though you were located at any spot in range to which you have line of effect. You can switch back and

forth between your own eyes and your alternate viewpoint as a swift action. You can move your alternate perspective, as in the spell arcane eye.

Its speedis only 10 feet per round, however, and every round of such movement

decreases the mystery’s duration by 1 minute (if you move the perspective in the last minute of the duration, you gain a few seconds of vision at the

new position before the effect expires).

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PIERCING SIGHT

Path: Eyes of DarknessLevel/School: 2nd/Divination

Range: PersonalTarget: You

Duration: 1 minute/level

You view the shadow reflection of the world around you, allowing you to penetrate darkness and mystical obstructions.

You can see invisible and ethereal creatures and objects as with the see invisibility spell. In addition, you gain darkvision out to 60 feet.

KILLING SHADOWS

Path: Eyes of DarknessLevel/School: 3rd/Transmutation

Range: 30 ft.Effect: Cone

Duration: InstantaneousSaving Throw: Will half (13+Cha)

Spell Resistance: Yes

Your eyes turn black and shoot forth a shadowy cone of punishment.

Creatures within a cone of killing shadows take 1d8 points of damage per caster level (maximum 10d8), or half that amount on a successful Will

save.

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Initiate Mysteries

STEP INTO SHADOW

Path: Ebon RoadsLevel/School: 4th/Conjuration (Teleportation)

Range: Long (400 ft. + 40 ft./level)Target: You and touched objects or other touched willing creatures

Duration: InstantaneousSaving Throw: None and Will negates (object)

Spell Resistance: No and Yes (object)

You transport yourself through the Plane of Shadow to any spot within range. Your shadow stretches out from you until it reaches

your chosen destination, passing through solid objects and moving independently of the ambient light. You appear to fall into your

shadow at one end, and rise from it at the other.

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by

simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature or its

equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All

creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a

place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with

you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage

and the spell simply fails.

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Maneuvers and Stances

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Name Effect Save Range Initiation Action Duration

Maneuvers

Clinging Shadow Strike

+1d6 DMG+ 20% Miss Chance

Fort (11+WIS)against Miss

ChanceMelee Standard /

Cloak of Deception

Turn invisible till end of turn (greater

invisibility)/ Personal Swift End of turn

Shadow Blade

Techniquesee Text / Melee Standard /

Burning Blade

Melee weapon deals +1d6 +1/IL fire

damage/ Personal Swift End of turn

Distracting Ember

Summon a small fire elemental (MM99) to

flank an enemy/ 30ft Swift End of turn

Shadow Jaunt

Teleport up to 50ft in line of sight. Only

works with free spaces/ 50ft Standard /

Stances

Child of Shadows

Gain concealment after moving 10ft/round

/ Personal Swift Stance

IL=Initiator Level

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Maneuvers

CLINGING SHADOW STRIKEShadow Hand (Strike)

Class/Level: Swordsage/1Initiation Action: 1 standard action

Range: Melee attackTarget: One creature

Saving Throw: Fortitude partial (11+Wis)

Your weapon transforms into solid darkness. When it strikes home, it discharges in a swirling orb of shadow that engulfs your foe’s eyes.

As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a

successful Fortitude save (DC 11 + your Wis modifier) or suffer a 20% miss chance on all melee and ranged attacks for 1 round. A successful save

negates the miss chance, but not the extra damage. This maneuver is a supernatural ability.

CLOAK OF DECEPTIONShadow Hand (Boost)

Class/Level: Swordsage/2Initiation Action: 1 swift action

Range: PersonalTarget: You

Duration: End of turn

The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.

When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH245). You remain invisible until the end of your

current turn. This maneuver is a supernatural ability.

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SHADOW BLADE TECHNIQUEShadow Hand (Strike)

Class/Level: Swordsage/1Initiation Action: 1 standard action

Range: Melee attackTarget: One creature

You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your

true weapon and the illusion slash at your foe.

This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy. As part of

this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die

results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you

use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double’s

attack and your true weapon strike home. This maneuver is a supernatural ability.

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BURNING BLADEDesert Wind (Boost) [Fire]

Class/Level: Swordsage/1Initiation Action: 1 swift action

Range: PersonalTarget: You

Duration: End of turn

Your blade bursts into flame as it sweeps toward your foe in an elegant arc.

A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire

damage + 1 point per initiator level. This maneuver is a supernatural ability.

DISTRACTING EMBERDesert Wind (Boost)

Class/Level: Swordsage/1Initiation Action: 1 swift action

Range: 30 ft.Effect: One summoned fire elemental

Duration: End of turn

A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.

This boost allows you to conjure a Small fire elemental (MM99) to threaten your enemy, providing you or an ally with the benefit of a

flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current

turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn. This maneuver is a supernatural ability.

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SHADOW JAUNTShadow Hand [Teleportation]

Class/Level: Swordsage/2Initiation Action: 1 standard action

Range: 50 ft.Target: You

A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the

battlefield and expels you from it.

As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.

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Stances

CHILD OF SHADOWShadow Hand (Stance)

Class/Level: Swordsage/1Initiation Action: 1 swift action

Range: PersonalTarget: You

Duration: Stance

As you move, shadows flutter and swarm around you. Even under the bright desert sun, you are difficult to spot as long as you remain in motion.

As an initiate of the Shadow Hand school, you learn to channel and control dark, shadowy energies. This energy flows around you like a concealing

robe, hiding you from your opponents as they attempt to strike you. If you move at least 10 feet during your turn, you gain concealment against all

melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in

plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. The fluttering shadows make it difficult to specifically target you, but your enemies are aware of your position. This

maneuver is a supernatural ability.

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Spells

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Name Effect Save RangeCasting

TimeSR Duration

Level 0

Ghost SoundCreates an illusionary

sound

Will disbelieve (10+INT)

25ft+5ft/2CL

Standard No1

round/CL

MessageHold a whispered conversation with

targets (1/CL)/

100ft+10ft/CL

Standard No10

min/CL

Detect MagicScans the area for magic

auras/ 60ft Standard No

up to 1 min/CL

Open-CloseOpens or closes doors or

objects

Will negates (object)

25ft+5ft/2CL

StandardYes

(object)Instant

Level 1

Disguise SelfDisguises self to look like another person

Will (11+INT)

Personal Standard /10

min/CL

Comprehend Language

Understand spoken and written languages

/ Personal Standard No10

min/CL

Detect Secret Doors

Scans the area for secret doors, compartments,

etc./ 60ft Standard No

up to 1 min/CL

Feather FallSlows the fall of 1

target/CL

Will negates

(11+INT)

25ft+5ft/2CL

ImmediateYes

(objects)up to 1

round/CL

Remove ScentHides the scent of a

creature

Will negates

(11+INT)Touch Standard Yes

10 min/CL

Vocal Alteration

Alters targets voiceFort

negates (11+INT)

25ft+5ft/2CL

Standard Yes 1 min/CL

Ant HaulIncreases targets carrying capacity

Fort negates

(11+INT)Touch Standard Yes

2 hours/CL

Memory Lapse

Let the target forget what happened last turn

Will negates

(11+INT)

25ft+5ft/2CL

Standard Yes Instant

SR=Spell ResistanceCL=Caster Level

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Level 0

GHOST SOUND

School: Illusion (Figment)Casting Time: 1 standard action

Components: V, S, M (a bit of wool or a small lump of wax)Range: close (25 ft. + 5 ft./2 levels)

Effect: Illusory soundsDuration: 1 round/level

Saving Throw: Will disbelief

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound

ghost sound creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking,

marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight

humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.

Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell.

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MESSAGE

School: Transmutation [language-dependent]Casting Time: 1 standard action

Components: V, S, F (a piece of copper wire)Range: medium (100 ft. + 10 ft./level)

Targets: one creature/levelDuration: 10 min./level

You can whisper messages and receive whispered replies. You point your finger at each creature you want to receive the message.

Those nearby can hear these messages with a DC 25 Perception check. When you whisper, the whispered message is audible to all targeted

creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.

The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s

entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you

must mouth the words and whisper.

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DETECT MAGIC

School: DivinationCasting Time: 1 standard action

Component: V, SRange: 60 ft.

Area: cone-shaped emanationDuration: concentration, up to 1 min./level

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.2nd Round: Number of different magical auras and the power of the most

potent aura.3rd Round: The strength and location of each aura. If the items or

creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each.

(Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect.) If the aura emirates from a magic item, you can attempt

to identify its properties (see Spellcraft).

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OPEN/CLOSE

School: TransmutationCasting Time: 1 standard action

Components: V, S, F (a brass key)Range: close (25 ft. + 5 ft./2 levels)

Target: object weighing up to 30 lbs. or portal that can be opened or closed

Duration: InstantaneousSaving Throw: Will negates (object)

Spell Resistance: Yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity

(such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus,

doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

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Level 1

DISGUISE SELF

School: Illusion (Glamor)Casting Time: 1 standard action

Components: V, SRange: Personal

Target: YouDuration: 10 min./level

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in

between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to

you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile

(touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamor gets a Will save to recognize it as

an illusion

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COMPREHEND LANGUAGES

School: DivinationCasting Time: 1 standard action

Components: V, S, M/DF (pinch of soot and salt)Range: personal

Target: youDuration: 10 min./level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not

necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or

write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal

messages concealed in otherwise normal text.

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DETECT SECRET DOORS

School: DivinationCasting Time: 1 standard action

Components: V, SRange: 60 ft.

Area: cone-shaped emanationDuration: concentration, up to 1 min./level

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information

revealed depends on how long you study a particular area or subject.1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a

thin sheet of lead, or 3 feet of wood or dirt blocks it.

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FEATHER FALL

School: TransmutationCasting Time: 1 immediate action

Components: VRange: close (25 ft. + 5 ft./2 levels)

Targets: one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart

Duration: until landing or 1 round/levelSaving Throw: Will negates (harmless) or Will negates (object)

Spell Resistance: Yes (object)

The affected creatures or objects fall slowly.

Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the

subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four

Medium creatures or objects, and so forth. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its

weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or

flying creature.

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REMOVE SCENT

School: TransmutationCasting Time: 1 standard action

Components: V, S, M (a pinch of unscented candle wax)Range: Touch

Target: Creature touchedDuration: 10 minutes/levelSaving Throw: Will negates

Spell Resistance: Yes

With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing.

this spell hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the

effect of a remove scent spell. it also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the

duration of the spell.

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VOCAL ALTERATION

School: TransmutationCasting Time: 1 standard action

Components: V, SRange: close (25 ft. + 5 ft./2 levels)

Target: one humanoid creatureDuration: 1 minute/level

Saving Throw: Fortitude negatesSpell Resistance: Yes

You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise,

the target gets a +10 bonus on the Disguise check when trying to fool a listener. The target can vary the disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice

and accent could speak in falsetto, with a rural halfling accent, and so on.

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ANT HAUL

School: TransmutationCasting Time: 1 standard action

Components: V, S, M/DF (a small pulley)Range: Touch

Target: creature touchedDuration: 2 hours/level

Saving Throw: Fortitude negates (harmless)Spell Resistance: Yes (harmless)

The target’s carrying capacity triples (see Table 7–4: Carrying Capacity on page 171 of the Core Rulebook). This does not affect the creature’s actual

Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for

doing so regardless of how much weight the spell allows it to carry.

MEMORY LAPSE

School: Enchantment [mind-affecting]Casting Time: 1 standard action

Components: V, SRange: close (25 ft. + 5 ft./2 levels)

Target: one living creature Duration: instantaneous

Saving Throw: Will negatesSpell Resistance: Yes

You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect

to the target, not other creatures that may be present.

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