Transmutation School Powers

Cantrips (at will of 4/day)

Level 1 Spells (6/day)

Level 2 Spells (4/day)

Level 3 Spells (2/day)

Tethan Evenfall's Spell Book

Volume 1, 33 of 100 pages, valued at 1,650gp

Transmutation School Powers

Telekinetic Fist (Su)

As a standard action, you can strike with a telekinetic fist targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage +1 for every two caster levels you possess.


Cantrips (at will of 4/day)

Acid Splash

Arcane Mark

School Universal
Level sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 0 ft.
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell resistance no

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Dancing Lights

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

Casting

Casting Time 1 standard action
Components V, S

Effect

Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell resistance no

Description

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Dancing lights can be made permanent with a permanency spell.

Daze

School Enchantment (compulsion) [mind-affecting]
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell resistance yes

Description

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

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.

Detect Poison

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

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell resistance no

Description

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

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.

Flare

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

Casting

Casting Time 1 standard action
Components V

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell resistance yes

Description

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Ghost Sound

School Illusion (figment)
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell resistance no

Description

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 twenty 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.Ghost sound 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.

Message

School Transmutation [language-dependent]
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, F (a piece of copper wire)

Effect

Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell resistance no

Description

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. 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, possibly allowing observers the opportunity to read your lips.

Open/Close

School Transmutation
Level bard 0, sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S, F (a brass key)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lb. or portal that can be opened or closed
Duration instantaneous
Saving Throw Will negates (object); Spell resistance yes (object)

Description

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.

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.

Ray of Frost

School Evocation [cold]
Level sorcerer/wizard 0

Casting

Casting Time 1 standard action
Components V, S

Effect

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

Description

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

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.


Level 1 Spells (4/day)

Disguise Self

School Illusion (glamer)
Level bard 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

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

Description

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 body type. 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.

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 glamer gets a Will save to recognize it as an illusion.

Expeditious Retreat

School Transmutation
Level bard 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

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

Description

This spell increases your base land speed by 30 feet. This adjustment is treated as 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 your speed, this spell affects your jumping distance (see the Acrobatics skill).

Feather Fall

School Transmutation
Level bard 1, sorcerer/wizard 1

Casting

Casting Time 1 immediate action
Components V

Effect

Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell resistance yes (object)

Description

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 two Large 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.

Identify

School Divination
Level bard 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S, M (wine stirred with an owl's feather)

Effect

Range 60 ft.
Area cone-shaped emanation
Duration 3 rounds/level (D)
Saving Throw: none; Spell resistance: no

Description

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Appraise checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

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.

Magic Missile

School Evocation [force]
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell resistance yes

Description

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile-- two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Obscuring Mist

School Conjuration (creation)
Level cleric 1, druid 1, sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level
Saving Throw none; Spell resistance no

Description

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Shocking Grasp

School evocation [electricity]
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell resistance yes

Description

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

True Strike

School Divination
Level sorcerer/wizard 1

Casting

Casting Time 1 standard action
Components V, F (small wooden replica of an archery target)

Effect

Range personal
Target you
Duration see text

Description

You gain temporary, intuitive insight into the immediate future during you next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.


Level 2 Spells (4/day)

Cat's Grace

School Transmutation
Level bard 2, druid 2, ranger 2, sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S, M (pinch of cat fur)

Effect

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

Description

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

Fox's Cunning

School Transmutation
Level bard 2, sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S, M/DF (hairs or dung from a fox)

Effect

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

Description

The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.

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.

Spider Climb

School Transmutation
Level druid 2, sorcerer/wizard 2

Casting

Casting Time 1 standard action
Components V, S, M (a live spider)

Effect

Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell resistance yes (harmless)

Description

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armour Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


Level 3 Spells (2/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