Bloodline Powers

Cantrips (at will)

Level 1 Spells (7/day)

Level 2 Spells (5/day)

Level 3 Spells (4/day)

Moric Oddtree's Spells

Aberrant Sorcery

Bloodline Powers

Acidic Ray (Su)

Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels you possess.

Long Limbs (Ex)

At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.


Cantrips (at will)

Detect Magic

School Divination
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Component: V, S

Effect

Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

Description

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

If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcane) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original StrengthDuration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic 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.

Detect magic can be made permanent with a permanency spell.

Light

School Evocation [light]
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, M/DF (a firefly)

Effect

Range touch
Target object touched
Duration 10 min/level
Saving Throw none; Spell Resistance no

Description

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object.

Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mage Hand

School Transmutation
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lb.
Duration Concentration
Saving Throw none; Spell Resistance no

Description

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.

Mending

School Transmutation
Level bard 0, cleric 0, druid 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell resistance: yes (harmless, object)

Description

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to full hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are broken (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Prestidigitation

School Universal
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can colour, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters.

Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic

School Divination
Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)

Effect

Range personal
Target you
Duration 10 min./level

Description

You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.

Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Resistance

School Abjuration
Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)

Effect

Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell resistance yes (harmless)

Description

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.


Level 1 Spells (7/day)

Animate Rope

School Transmutation
Level bard 1, sorcerer/wizard 1

Casting

Casting time 1 standard action
Components V, S

Effect

Range medium (100 ft. + 10 ft./level)
Target one ropelike object, length up to 50 ft. + 5 ft./level; see text
Duration 1 round/level
Saving throw none; spell Resistance no

Description

You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it--it does not snake outward--so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch- diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell cannot affect objects carried or worn by a creature.

Enlarge Person

School Transmutation
Level sorcerer/wizard 1

Casting

Casting Time 1 round
Components V, S, M (powdered iron)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell resistance yes

Description

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a ­2 size penalty to Dexterity (to a minimum of 1), and a ­1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

Mage Armour

School Conjuration (creation) [force]
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S, F (a piece of cured leather)

Effect

Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

Description

An invisible but tangible field of force surrounds the subject of a mage armour spell, providing a +4 armour bonus to AC.

Unlike mundane armour, mage armour entails no armour check penalty, arcane spell failure chance, or speed reduction. Since mage armour is made of force, incorporeal creatures can't bypass it the way they do normal armour.

Shield

School Abjuration [force]
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range personal
Target you
Duration 1 min./level (D)

Description

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armour check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover.

Unseen Servant

School Conjuration (creation)
Level bard 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no

Description

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.


Level 2 Spells (5/day)

Invisibility

School Illusion (glamer)
Level bard 2, sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)

Effect

Range personal or touch Target you or a creature or object weighing no more than 100 lb./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell resistance yes (harmless) or yes (harmless, object)

Description

The creature or object touched becomes invisible, vanishing from sight. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Scorching Ray

School Evocation [fire]
Level sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell resistance yes

Description

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

See Invisibility

School Divination
Level bard 3, sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S, M (talc and powdered silver)

Effect

Range personal
Target you
Duration 10 min./level (D)

Description

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.


Level 3 Spells (4/day)

Fly

School Transmutation
Level sorcerer/wizard 3

Casting

Casting Time 1 standard action
Components V, S, F (a wing feather)

Effect

Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell resistance yes (harmless)

Description

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armour, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its manoeuvrability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armour it wears. The subject gains a bonus on Fly skill checks equal to half your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

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2011-11-25