Tag: Magic

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  • The Crafter System

    Beings of incredible and unique power, [[Crafter|Crafters]] are unique individuals capable of creating nearly anything they can imagine. The Crafter system has three main focuses. First, the Crafter system allows the DM and their players to collaborate …

  • Item Evolution

    When advancing as a character, you often find old equipment to have too few uses or to be inferior to more advanced items. When you hit level 22 those Boots of Speed don't seem to quite have the kick they used to - but those epic Boots of Swiftness sure …

  • Mana

    Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force in every plane in the universe, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana’s …

  • Spells

    Some restrictions have been placed upon spellcasting for this game. A few spells have been changed for various purposes. Some new types of magic exist, see [[New Magic]] for more information. *Allowed Spells:* In general, any spell from any source is …

  • Material Components

    Magic is not entirely a science, but it does work on principles. The choice of material components for a given spell can now be shown not to be a pointless piece of arbitrary restriction there to make spells harder to cast, nor a definite and unalterable …

  • Mana Burn

    Should you fail to maintain proper control over a spell, the mana you were funneling into the spell can backlash and burn violently through your system. This effect is called mana burn by spellcasters, and it is one of the most painful things a …

  • Mana Essence

    Every living thing has a mana essence, it is a natural tie every entity has to [[Mana]] - be they humanoids, animals, or even plants. It is unknown whether a creatures attitudes, and tendencies create the tie between itself and a specific type of mana or …

  • Magical Items

    Magic items have received quite an overhaul for this game. Listed below are the changes, with elaborations for those needing them outlined afterwords. * Magical Weapons, Armor and Shields have been changed considerably (see below). * A single Crafter …

  • Dreambound Magic

    _This page is heavily in progress, individual pages for spells will be added later._ Dreaming magic is a unique magic that draws power not from the land of dreams, the thin line between reality and what lays beyond - a place otherwise known as the [[ …

  • Dreamscape

    [[File:629179 | class=media-item-align-none | Dreamscape.jpg]] The Dreamscape is a place of imaginary reality and true fictions, laying at the edge of existence and oblivion. Whenever a creature sleeps their mind touches the Dreamscape, their thoughts …

  • Conjurations

    Conjurations are creatures formed out of raw thought, ideas, and magical power. Even the less informed casters understand that summoned creatures aren’t real. The more informed, that being those who know of [[The Blind Eternities]], understand that …

  • Lycanthropes

    Lycanthropes are seemingly normal creatures which can transform partially or completely into powerful beasts. There are two types of lycanthropes, the most common occuring from the cursed disease known as lycanthropy. These afflicted lycanthropes take on …

  • Phelddagrif

    Phelddagrifs are semi-intelligent purple hippopotamus with large feathered wings. The presence of phelddagrifs is often highly valued by spell casters as their wing's coloration reflects even slight shifts in the polarity of the mana in the area. This …

  • Roleplaying your Mana Type

    Characters in a Magic: The Gathering setting are encouraged to have their Color be more than a simple character generation choice, but rather an aspect of their character that is defining to who they are. Below are a number of general truths in relation …

  • Chronomancy

    Chronomancy was once a school of magic no different than Abjuration or [[Necromancy]] (though the latter has problems of its own). Chronomancy allowed for the manipulation of time itself and was largely used by arcane casters as a means to heal, empower …

  • New Magic

    Below are many of the new magics, which are worth noting, that you may run across as the campaign progresses. * [[Dreambound Magic]] * [[Fairy Magic]] * [[Runic Magic]] * [[Chronomancy]] * [[Wild Magic]] * [[Nymphology]] * [[Sovereign Magic]] * …

  • Magic in Creed

    [[Mana]] is the lifeblood of Creed, a power that surges through the oceans, races through the forests, burns in the mountains, wallows in the swamps, and dances through the plains. From these lands, and memories of such places, beings can draw forth this …

  • Botanicas

    While [[Magic-Shops]] will commonly carry wide ranges of [[Material Components|material components]] in addition to their normal assortment of magical items, it’s rare to see one of these shops outside of large towns and the demand for material components …

  • Magical Uses of Gemstones

    Gemstones can be amazingly useful for mages, especially if they're looking to develop new spells or push spells beyond their normal limits. While uses as a required material component aren't noted below, generalized uses as an augmenting material …

  • Spellcasting

    Skies of Glass will be using the spellcasting system developed for the alpha-testing *Magic: The Gathering* roleplaying game. * [[Colors of Magic]] * [[Mana Essence]] * [[Attunement]] * [[Mana-Touched]] * [[Drawing Mana]] * [[Allied and Opposed …

  • Colors of Magic

    There are five colors of [[Mana]]: Red, Green, White, Blue and Black. Each color represents different aspects of the potential of magic. * [[Red]]: Fire, Destruction, Chaos, Rage, Freedom, Passion, Creativity, Impulse, Fury, Warfare, and Lightning * …

  • Attunement

    Attunement is what allows a creature to draw mana (but not necessarily use it). It happens naturally in all living creatures by simply living in an area and gaining that color as their mana essence. Those that pursue magic may learn to attune themselves …

  • Drawing Mana

    Mana is innate in existence and on a plane is tied to the land itself. To cast spells a caster calls up their memories of the land, draws forth that power, and unleashes it in whatever fashion they've learned. Each type of mana has its own key ability …

  • Allied and Opposed Mana

    Some types of mana play nicely with each other. Others don't. This is referred to as Allied and Opposed mana types and is important for [[Casting Spells]] and for [[Counterspelling]]. Mana types that touch on the mana wheel are considered to be Allied and …

  • Caster Level

    A character's caster level represents their ability to manipulate mana and wield them as spells. Only a character with the ability to cast spells, granted racially or by a class ability, has a caster level. All hero classes (classes available to PCs …

  • Mana Pools

    A mana pool represents a casters reserves for a color of magic, the grand sum of their memories and their ability to pull magic from them. There are five mana pools - red, green, white, blue, black. See [[Mana Points]] to understand how characters gain …

  • Mana Points

    Mana points represent memories of the land from which you can draw power. More mana points don't necessarily denote _more_ memories, but rather your ability to pull more power from each memory. Character gain mana points as they level determined by the …

  • Bonus Mana Points

    Each character gains a number of bonus mana points for each mana pool they have access to based on their caster level for that pool and their permanent ability score tied to each pool (see [[Drawing Mana]]). Temporary increases or decreases to an ability …

  • Spells by Pool

    Each [[Mana Pools|Mana Pool]] has a slew of aspects and powers unique to the spells it powers, where-as some spells bleed over between Pools and some spells require that you draw from multiple pools. Below are the spell-lists for the different pools, …

  • Red Pool Spells

    The spells below require [[Red]] [[Mana Points]] be dedicated to learn and use Red mana points to cast. They call on the powers of mountains, fire, lightning, and chaos to destroy their foes and enrage their champions. *Cantrips* |*Name*|*School*|* …

  • Green Pool Spells

    The spells below require [[Green]] [[Mana Points]] be dedicated to learn and use Green mana points to cast. They call on the powers of forests, the beasts of the wild, and life itself to cut down their foes and renew their champions. *Cantrips* |* …

  • White Pool Spells

    The spells below require [[White]] [[Mana Points]] be dedicated to learn and use White mana points to cast. They call on the powers of plains, light, good, and law to lay low their foes and protect their champions. *Cantrips* |*Name*|*School*|*Casting …

  • Blue Pool Spells

    The spells below require [[Blue]] [[Mana Points]] be dedicated to learn and use Blue mana points to cast. They call on the powers of islands, water, ice, and the mind itself to bewilder their foes and enlighten their champions. *Cantrips* |*Name*|* …

  • Black Pool Spells

    The spells below require [[Black]] [[Mana Points]] be dedicated to learn and use Black mana points to cast. They call on the powers of swamps, death, corruption, and evil to drain their foes and empower their champions. *Cantrips* |*Name*|*School*|* …

  • Diverse Spells

    The spells below can be accessed through various types of [[Mana]], but a caster must choose which [[Mana Pools|Pool]] he'll learn it in and it requires that Pool's mana be dedicated to learn it and that Pool's mana be used to cast it. *Cantrips* |* …

  • Multi-Mana Spells

    The spells below can be accessed through combining multiple types of [[Mana]], a multi-mana spell requires a caster to dedicate [[Mana Points]] from each [[Mana Pools|Pool]] used in the spell (see [[Learning Spells]]) and it requires certain amounts mana …

  • Learning Spells

    Learning to cast spells can be a difficult process. Many novices spend years studying with mentors and reading from arcane tomes to be able to grasp the concepts. To learn a new spell a spellcaster must first have an appropriate [[Caster Level]], then …

  • Casting Spells

    To cast a spell one must meet a number of requirements. You must know the spell (see [[Learning Spells]]), you must have the necessary amount and type of mana available (or allied mana, see below), and you must have all necessary material components or …

  • Counterspelling

    It is possible to use raw energy to counter an opponent's spell. By doing so, the caster is using the power of an Opposing mana type of the target spell in order to cancel it out. *How Counterspells Work* p. To use a counterspell, the character must …

  • Pool Focus

    *Pool Focus [Mana]* p. Choose a mana pool. Any spells you cast of that pool are more difficult to resist. * _Benefit:_ Add +1 to the Difficulty Class for all saving throws against spells from the pool of mana you select. * _Special:_ You can gain …

  • Damage Types

    In a world filled with magic and mystical creatures, there are uncountable ways to harm your foes. Below is a list of many of the types of damage you can encounter on Creed. Unless otherwise specified, damage ablation (as rare as it is) is functional …

  • Banned Spells

    The spells below have been banned by group decision. Be aware that some spells have become [[Spells|Legendary, Trial, or Imbued spells]], and thus cannot be learned without the noted efforts and do not appear on the allowed or banned spells list. * …

  • Wild Magic

    In some areas of Creed, the mana is so warped or frayed that magic rarely functions reliably. This damage may be due to some magical disaster or due to some powerful effect that fractures mana, such as breaking [[Powerstones]]. While most zones of wild …

  • Wild Items

    Wild items are objects created by wild mages by infusing fragments of wild magic into the item during its creation. This may be done by the wild mage either drawing the power of an area of wild magic into themselves and the item during the item's creation …

  • Nymphology

    Though rarely discussed, the fact is the erotic arts are one of the most beguiling and least discussed aspects of the mystical professions. Just as with all other aspects of magic there are dangers and rewards both. There is no immorality here, just the …

  • Demonology

    The practice of demonology, that is, the study and control of beings from the dark lands, is one of lengthy research and sheer force of personality. The strength of mind required to hold the most minor of demons in check is beyond the imagination of most …

  • Magical Item Descriptors

    For all but the most novice adventurer, magical items are an integral part of their plans and often a vital part of their survival. However, not all items are made the same and knowing the occasionally subtle differences between the many types of magical …

  • The Silver Wolf

    * Type: Liquor * Quality: Fantastic _Description:_ This exotic vodka-like liquor is made from the blood of dire wolf alphas, unholy water, potatoes grown on hallowed ground, and a variety of secret additional ingredients. It is usually served in a …

  • Rainbow Dust

    * Type: Liquor * Quality: Good _Description:_ An unusual liquor that sparkles and glows various colors, radiating reds, blues, violets, oranges, yellows, greens, and various other spectacular colors. Occasionally a person might distinguish some sort …

  • Something to Remember

    * Type: Liquor * Quality: Good _Description:_ A pale blue drink with a sweet and subtle flavor. Made from a particular plant native to the [[The Faewoods | faewoods]], this drink is extremely expensive but holds the unusual ability to lock memories …

  • Sylvanblood Wine

    * Type: Wine * Quality: Good _Description:_ This loathsome beverage appears to be a quality red wine and is one of few fae drinks known. Sylvanblood Wine, as the name implies, is the mingling of an average red wine with the blood of elves and the …

  • Specialized Conjurations

    While some spellcasters enjoy the versatility offered by the [[Summon Monster 1|Summon Monster]] spells, many prefer to sacrifice this versatility in exchange for a more specialized conjuration and some particularly powerful casters enjoy the protections …

  • Crafting New Spells

    While there are already many spells floating around Creed, new ones are always being researched and created every day. While some new spells are simple alterations of existing spells, some are radical new concepts never seen before. Spells fall into one …

  • Concentration

    You are particularly good at focusing your mind. Note that Concentration isn't a skill, but it functions very similarly to one. h4. Uses To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must …

  • Moxen Gems

    The Moxen Gems or Moxes are a set of gemstones that occasionally infuse themselves with one or more of the colors of mana as they form. * [[Ruby]] drawing [[Red]] [[Mana]] * [[Emerald]] drawing [[Green]] mana * [[Pearl]] drawing [[White]] mana * [[ …

  • Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Blood magic, otherwise known as sangromancy, is the practice of tapping the power inherent in blood. While many magics may call …

  • Feats of Sacrifice

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ * [[Bleed Dry]] * [[Blood of Power]] * [[Blood Sacrifice]] * [[Opportunistic Sacrifice]] * [[Tormented Sacrifice]]

  • Oni Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The blood magic of the oni is by far the most primal and overtly aggressive form of sangromancy. While the bloody powers of …

  • Vampiric Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Vampiric sangromancy is a natural expression and expansion of the vampire's innate powers. Vampiric blood magic allows the mage …

  • Demonic Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The concept of the devil's bargain, the contract written in blood, that is the power of demonic sangromancy. Ancient beyond …

  • Sangromancy Spells

    _Warning: [[Sangromancy]] is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Compared to many unique magics, sangromancy spells are relatively easy to learn and cast. Any caster that meets the …

  • Isochron Scepter

    _The golden scepter is topped with an ornate head and carved with arcane glyphs. A faint voice can be heard reciting spells when held._ An isochron scepter is unique Crafter item capable of holding the knowledge of spells within it, allowing a mage …

  • Serran Scabbard

    _A finely crafted bleached leather scabbard with a silver reinforcements. The symbol of serra graces the front of the scabbard._ While not necessarily tied to the Serran religion, it's believed the original creator of the scabbard was a member and the …

  • Planar Forks

    Unique magical items, planar forks facilitate for planar travel that transports a caster to a plane other than a Creed, Limbo, or the Shadow Lands. Planar forks rely on materials particularly resonate with desired destination plane, rare and often guarded …

  • Chasuble of Power

    A short robe that confers greater offensive mystical might upon the wearer. Chasubles of power are always attuned to a single element or alignment and add 1d6 points of damage (lesser) or 2d6 points of damage (greater) to any spell the wearer casts that …

  • Ring of Enduring Arcana

    A ring that helps defend the mystical workings of the wearer. A ring of enduring arcana is always attuned to a mana pool. The wearer is considered +1 or +2 levels higher than their actual caster level whenever another character attempts to dispel or …

  • Master's Mark

    A ring that grants specialized casting proficiency to the wearer. A master's mark is always attuned to an school or [[Descriptor]], such as alignments or elements, and grants a +1 or +2 Insight bonus to the wearer's caster level for that attuned school or …

  • Band of Arcane Might

    A ring that confers greater casting proficiency to the wearer. A band of arcane might is always attuned to a mana pool and grants a +1 to +2 Enhancement bonus to the wearer's caster level for that mana pool. This is an artificial caster level and doesn't …

  • Amulet of Focused Survival

    The wearer of this amulet gains a resistance bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on one chosen save is one greater. In addition, once per day as an immediate action, the character may choose to reroll a …

  • Dead Magic

    In some areas of Creed, the land has become so wounded that mana tears apart in its presence. This damage is often due to some extreme magical disaster, though natural destruction can occasionally have similar results. Many believe that dead magic areas …

  • Spell Focus

    *Spell Focus [General]* p. Choose a school of magic. Any spells you cast of that school are more difficult to resist. * _Benefit:_ Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. * _Special:_ …

  • Element Focus

    *Element Focus [General]* p. Choose one of the following spell descriptors - earth, air, fire, water, acid, sonic, cold, electricity, force, light, shadow, or darkness. Any spells you cast of that descriptor are more difficult to resist. * _Benefit:_ …

  • Pool Specialization

    *Red Specialization [Mana]* p. You are skilled at drawing power from the Mountains, but worse at drawing strength from opposed forces. * _Prerequisites:_ Caster level 5, Red Attunement * _Benefit:_ You increase your total Red mana points by 2 for …

  • Dual Pool Specialization

    *Gruul Specialization [Mana]* p. You are skilled at drawing power from the Mountains and Forests, but weak at drawing from anything else. * _Prerequisites:_ Caster level 9, Red Attunement, Green Attunement * _Benefit:_ You increase your total Red and …

  • Greater Pool Specialization

    *Greater Pool Specialization [Mana]* p. Choose a mana pool to which you already have applied the Pool Specialization feat. Your control over spells of this pool increases substantially, but must sacrifice proficiency with all other pools. * …

  • Pool Mastery

    *Pool Mastery [Mana]* p. Choose a mana pool to which you already have applied the Greater Pool Specialization feat. You gain a true mastery over spells of this pool, but must sacrifice proficiency with all other pools. * _Prerequisit:_ Greater Pool …

  • Metamagic Feats

    As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell for most purposes, so …

  • Merciful Spell

    *Merciful Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of …

  • Anarchic Spell

    *Anarchic Spell [Metamagic]* * _Prerequisite:_ Any chaotic alignment * _Benefit:_ A spell you modify with this feat gains the chaos descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't …

  • Aquatic Spell

    *Aquatic Spell [Metamagic]* * _Prerequisite:_ Blue Attunement * _Benefit:_ An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the fire descriptor. In addition, the spell can be cast …

  • Bend Spell

    *Bend Spell [Metamagic]* * _Benefit:_ You reduce all benefits from cover for creatures affected by one of your spells. Target creatures gain no cover bonuses to Armor Class against a bent spell, and any saving throws made by creatures in its area of …

  • Bleakborn Spell

    *Bleakborn Spell [Metamagic]* * _Prerequisite:_ Element Focus (any one element), ability to channel negative energy * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to …

  • Born of the Three Thunders

    *Born of the Three Thunders [Metamagic]* * _Prerequisite:_ Red Attunement, Elemental Focus (Electricity), Elemental Focus (Sonic) * _Benefit:_ When you cast a spell that naturally has either the electricity descriptor or the sonic descriptor that …

  • Bouncing Spell

    *Bouncing Spell [Metamagic]* * _Benefit:_ Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target …

  • Brilliant Spell

    *Brilliant Spell [Metamagic]* * _Prerequisite:_ White Attunement * _Benefit:_ When you cast a brilliant spell in normal or bright light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a …

  • City Magic

    *City Magic [Metamagic]* * _Prerequisite:_ Any metamagic feat, White Attunement * _Benefit:_ You can modify any damaging spell you cast to incorporate the urban environment. When casting an offensive spell with one of the following subtypes: Earth, …

  • Coercive Spell

    *Coercive Spell [Metamagic]* * _Benefit:_ The first time any given creature takes damage from this spell, it takes a -2 penalty on Will saves for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a …

  • Consecrate Spell

    *Consecrate Spell [Metamagic]* * _Prerequisite:_ Any good alignment * _Benefit:_ A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't …

  • Cooperative Spell

    *Cooperative Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round ( …

  • Corrupt Spell

    *Corrupt Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ A spell you modify with this feat gains the evil descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't be …

  • Disguise Spell

    *Disguise Spell [Metamagic]* * _Prerequisite:_ Perform (any) 9 ranks, ability to use bardic music * _Benefit:_ You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To disguise a spell, make a Perform check …

  • Disrupting Spell

    *Disrupting Spell [Metamagic]* * _Benefit:_ You can alter a spell so it interferes with one or more targets' supernatural and spell-like abilities, as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell- …

  • Disruptive Spell

    *Disruptive Spell [Metamagic]* * _Benefit:_ Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 …

  • Ectoplasmic Spell

    *Ectoplasmic Spell [Metamagic]* * _Prerequisite:_ White Attunement or Black Attunement * _Benefit:_ An ectoplasmic spell has full effect against incorporeal or ethereal creatures. * _Level Increase:_ +1

  • Elemental Spell

    *Elemental Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (acid, electricity, fire, or cold) * _Benefit:_ When you take this feat, choose one of the follow elements that you have the Elemental Focus feat for: acid, cold, electricity, or fire. …

  • Energized Spell

    *Energized Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (any one element) * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells of that element. An energized …

  • Enlarge Spell

    *Enlarge Spell [Metamagic]* * _Benefit:_ You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft.+5 ft./level, while medium-range spells have a range …

  • Extend Spell

    *Extend Spell [Metamagic]* * _Benefit:_ An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. * _Level Increase:_ +1

  • Focused Spell

    *Focused Spell [Metamagic]* * _Benefit:_ When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature’s saving throw DCs to resist the spell are increased by +2. You …

  • Hallowed Spell

    *Hallowed Spell [Metamagic]* * _Prerequisite:_ Any good alignment * _Benefit:_ This feat adds the good descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is hallowed damage. Hallowed damage deals damage to …

  • Imbued Summoning

    *Imbued Summoning [Metamagic]* * _Prerequisite:_ Augment Summoning, Spell Focus (Conjuration) * _Benefit:_ When you cast a spell from the summoning subschool, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower …

  • Intensified Spell

    *Intensified Spell [Metamagic]* * _Benefit:_ An intensified spell increases the maximum number of damage or healing dice or flat level increases by 5 levels. (If a spell has both dice and flat increases, choose only 1 to be increased). You must …

  • Invisible Spell

    *Invisible Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. …

  • Lifeborn Spell

    *Lifeborn Spell [Metamagic]* * _Prerequisite:_ Element Focus (one element), ability to channel positive energy * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells …

  • Lifekeeping Spell

    *Lifekeeping Spell [Metamagic]* * _Prerequisite:_ Ability to channel positive energy, nonevil alignment * _Benefit:_ Your spells are infused with positive energy. A lifekeeping spell deals an extra 50% damage to undead creatures, but deals 50% less …

  • Lingering Spell

    *Lingering Spell [Metamagic]* * _Benefit:_ You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area …

  • Overcharged Spell

    *Overcharged Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (any one element) * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells of that element. If an …

  • Rapid Spell

    *Rapid Spell [Metamagic]* * _Benefit:_ Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in …

  • Retributive Spell

    *Retributive Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours (or …

  • Sanctioned Spell

    *Sanctioned Spell [Metamagic]* * _Prerequisite:_ Any lawful alignment * _Benefit:_ A spell you modify with this feat gains the lawful descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can …

  • Sanctum Spell

    *Sanctum Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ A sanctum spell has an effective spell level 1 higher than its normal level and is cast with a +2 bonus to caster level if cast in your sanctum (see below), but if not cast …

  • Selective Spell

    *Selective Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat, Spellcraft 10 ranks * _Benefit:_ When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the …

  • Silent Spell

    *Silent Spell [Metamagic]* * _Benefit:_ A silent spell can be cast with no verbal components. Spells without verbal components are not affected. * _Level Increase:_ +1

  • Smiting Spell

    *Smiting Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell …

  • Still Spell

    *Still Spell [Metamagic]* * _Benefit:_ A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. * _Level Increase:_ +1

  • Tenebrous Spell

    *Tenebrous Spell [Metamagic]* * _Prerequisite:_ Black Attunement * _Benefit:_ When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a …

  • Threatening Illusion

    *Threatening Illusion [Metamagic]* * _Prerequisite:_ Spell Focus (illusion) * _Benefit:_ You can use this metamagic feat only on illusion (figment) spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one …

  • Toppling Spell

    *Toppling Spell [Metamagic]* * _Prerequisite:_ Red Attunement, Elemental Focus (Force) * _Benefit:_ The impact of your force spell is strong enough to knock a target prone. The first time any given creature takes damage from, fails its saving throw …

  • Violate Spell

    *Violate Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is vile damage. Vile damage deals damage to creatures harmed …

  • Coaxing Spell

    *Coaxing Spell [Metamagic]* * _Prerequisite:_ Green or Black Attunement, Spell Focus (enchantment),Knowledge (nature) 6 ranks. * _Benefit:_ This feat only works with mind-affecting effects. A coaxing spell affects mindless oozes and vermin as if they …

  • Empower Spell

    *Empower Spell [Metamagic]* * _Benefit:_ All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. * …

  • Enervate Spell

    *Enervate Spell [Metamagic]* * _Prerequisite:_ Ability to channel negative energy, nongood alignment * _Benefit:_ Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to living creatures, but deals 50% less damage …

  • Entangling Spell

    *Entangling Spell [Metamagic]* * _Benefit:_ This feat can be applied to any instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as fireball or lightning bolt. After the spell is cast, lingering tendrils of raw energy …

  • Explosive Spell

    *Explosive Spell [Metamagic]* * _Benefit:_ On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures …

  • Fell Drain

    *Fell Drain [Metamagic]* * _Prerequisite:_ Black Attunement, Spell Focus (Necromancy) * _Benefit:_ You can alter a spell that deals damage to foes so that a single living creature that is dealt damage by the spell also gains a negative level ( …

  • Guided Spell

    *Guided Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Only those spells delivered by a ranged touch attack can be guided. Choose a target within range before casting a guided spell. A guided spell ignores anything up to total …

  • Persistent Spell

    *Persistent Spell [Metamagic]* * _Benefit:_ The first time any given creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails …

  • Piercing Spell

    *Piercing Spell [Metamagic]* * _Prerequisite:_ Element Focus (acid, fire, sonic, cold, or electricity) * _Benefit:_ When you take this feat, choose one on the following elements that you have the Elemental Focus feat for: acid, fire, sonic, cold, or …

  • Scouting Summons

    *Scouting Summons [Metamagic]* * _Prerequisite:_ Spell Focus (conjuration), ability to cast Magic Jar * _Benefit:_ When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no …

  • Sickening Spell

    *Sickening Spell [Metamagic]* * _Prerequisite:_ Green or Black Attunement * _Benefit:_ You can modify a spell to sicken a creature damaged by the spell. The first time any given creature takes damage from this spell, they become sickened for a number …

  • Solar Spell

    *Solar Spell [Metamagic]* * _Prerequisite:_ Brilliant Spell * _Benefit:_ A solar spell gains the light descriptor. As long as the spell is in effect, the creature or object affected radiates light in a 10-foot radius, increase illumination similar to …

  • Threnodic Spell

    *Threnodic Spell [Metamagic]* * _Prerequisite:_ Black Attunement, Knowledge (religion) 6 ranks, Spell Focus (necromancy) * _Benefit:_ This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as …

  • Thundering Spell

    *Thundering Spell [Metamagic]* * _Prerequisite:_ Red Attunement * _Benefit:_ You can modify a spell to deafen a creature damaged by the spell. The first time any given creature takes damage from this spell, it becomes deafened for a number of rounds …

  • Umbral Spell

    *Umbral Spell [Metamagic]* * _Prerequisite:_ Tenebrous Spell * _Benefit:_ An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination …

  • Verdant Spell

    *Verdant Spell [Metamagic]* * _Prerequisite:_ Green Attunement, Spell Focus (enchantment),Knowledge (nature) 6 ranks * _Benefit:_ A verdant spell affects plant creatures (even mindless plant creatures) as if they weren't immune to mind-affecting …

  • Chain Spell

    *Chain Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Any aggressive spell that specifies a single target and has an unmodified range greater than touch can be chained (meaning a touch-range spell that has somehow been modified …

  • Delay Spell

    *Delay Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the spell activates just before your turn on the …

  • Maximize Spell

    *Maximize Spell [Metamagic]* * _Benefit:_ All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. * _Level Increase:_ +3

  • Reaping Spell

    *Reaping Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ A creature killed by a reaping spell cannot be returned to life by any magics lesser than true resurrection. An appropriate Wish spell has a 50% chance of allowing a …

  • Seeking Spell

    *Seeking Spell [Metamagic]* * _Benefit:_ A seeking spell's range can bend around obstacles to reach the intended target. You can define the route yourself or unambiguously identify a target and allow the spell to determine its own path. However, the …

  • Widen Spell

    *Widen Spell [Metamagic]* * _Benefit:_ You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. * _Level Increase:_ +3

  • Quicken Spell

    *Quicken Spell [Metamagic]* * _Benefit:_ Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full …

  • Fortify Spell

    *Fortify Spell [Metamagic]* * _Benefit:_ A fortified spell is treated as having a higher caster level for the purpose of defeating a target's spell resistance. You cast the spell as higher-level spell slot than normal, with each additional level …

  • Heighten Spell

    *Heighten Spell [Metamagic]* * _Benefit:_ A heightened spell is cast as a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. …

  • Reach Spell

    *Reach Spell [Metamagic]* * _Benefit:_ You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. * _Level Increase:_ Special. A reach …

  • Sudden Empower

    *Sudden Empower [Metamagic]* * _Prerequisite:_ Any two metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Empower Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Enlarge

    *Sudden Enlarge [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you may apply the [[Enlarge Spell]] feat to any spell you cast, without increasing the level of the spell.

  • Sudden Extend

    *Sudden Extend [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you can apply the effect of the [[Extend Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Maximize

    *Sudden Maximize [Metamagic]* * _Prerequisite:_ Any two metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Maximize Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Quicken

    *Sudden Quicken [Metamagic]* * _Prerequisite:_ Quicken Spell, Sudden Maximize, Sudden Empower, Any other three metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Quicken Spell]] feat to any spell you cast without increasing …

  • Sudden Silent

    *Sudden Silent [Metamagic]* * _Benefit:_ Once per day, you can apply the effect of the [[Silent Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Still

    *Sudden Still [Metamagic]* * _Benefit:_ Once per day, you can apply the effect of the [[Still Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Widen

    *Sudden Widen [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you can apply the effect of the [[Widen Spell]] feat to any spell you cast without increasing the level of the spell.

  • Twin Spell

    *Twin Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Casting a twinned spell causes the spell to take effect twice simultaneously. You make decisions separately for each iteration of the spell - rolling attack rolls, choosing …

  • Boots of Striding

    An item that provide an enhancement bonus to a single type of movement speed. While commonly called the Boots of Striding, the item must actually be in an appropriate slot depending on the type of movement speed to be enhanced - such as boots or legs for …

  • Wings of Flying

    *Wings of Flying:* A cloak that grants its wearer a magical fly speed of 60 ft (average), whipping about them as if in a heavy breeze as they fly. Magical fly speeds allow a creature to move straight up from the ground if prone and can function in airless …

  • Traveler's Trousers

    A pair of pants enhances a creature's racial land speed. The pants can increase a wearer's racial base land speed to up to a maximum of 60 feet. Creatures with a racial land speed of 0 ft cannot benefit from this item. The effects of this item apply …

  • Bleed Dry

    *Bleed Dry [Sangromancy]* p. Through long practice and a gruesome understanding of the best ways to bleed a victim, you can spill every last drop of blood from anyone you sacrifice, leaving them not merely dead but bled out like a stuck pig. * …

  • Blood of Power

    *Blood of Power [Sangromancy]* p. Your very blood is filled with magical power, far more so than any ordinary being. * _Prerequisite:_ Must be a [[Beings of Power|Being of Power]] or an immediate [[Descendants of Power|Descendant of Power]] * …

  • Blood Sacrifice

    *Blood Sacrifice [Sangromancy]* p. You have been better trained to ritually kill a helpless opponent, spilling their blood to gain greater magical energy for your own ends. * _Prerequisite:_ Knowledge (Blood Magic) 5 ranks, must have personally …

  • Opportunistic Sacrifice

    *Opportunistic Sacrifice [Sangromancy]* p. You are more warlike than the typical sangromancer, and have learned how to turn almost any opponent you have killed into sacrifice, drawing magical energy directly from his death at your hands, even if you slew …

  • Tormented Sacrifice

    *Tormented Sacrifice [Sangromancy]* p. You may draw a huge quantity of magical energy from a creature by painstakingly sacrificing it over a period of time. It is said that many O-bakemano do this by a process called the Blood Eagle, whereby the victim’s …

  • Augmenting Material Components

    A spellcaster may attempt to use an additional material component or focus to amplify or alter the effects of a spell, though such items are usually fairly expensive. Drawing upon the [[Material Components|Five Principles]], these augmenting components …

  • Example Augmenting Materials

    The following are examples of minor augmenting components and major augmenting components for a small selection of spells. These spells also include discussions of the base material components of the spell and some alternate components for the spell might …

  • Spell Circles

    Spell circles are a physical construct that represent a spell matrix as a two-dimensional construct. Many unique spells have evolved from this fundamental concept and even require very basic spell circles be made in their creation, most famously the …

  • Epic Magical Items

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Only Epic characters (that is, characters of 21st level or higher) may make or use Epic items, even if they would …

  • Epic Spellcasting

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Epic spells are considered any spell of 10th level or higher, whether they're naturally that level or are raised to …

  • Item Creation Feats

    An item creation feat lets a character create a magic item of a certain type. Regardless of the type of item each involves, the various item creation feats all have certain features in common. *Raw Materials Cost:* The cost of creating a magic item …

  • Craft Magic Catalysts

    You can create magic wands. As you grow in power, you can additionally create magical rods and magic staves. *Prerequisite:* Caster level 5th. *Benefit:* You can create a "wand":http://www.d20pfsrd.com/magic-items/wands of any 4th-level or lower …

  • Craft Magic Trinkets

    You can create magic scrolls. As you grow in power, you can additionally brew magical potions and create temporary magic items. *Prerequisite:* Caster level 1st. *Benefit:* You can create a "scroll":http://www.d20pfsrd.com/magic-items/scrolls of any …

  • Craft Magic Arms and Armor

    You can create magic armor, shields, and weapons. *Prerequisite:* Caster level 5th. *Benefit:* You can create "magic weapons":http://www.d20pfsrd.com/magic-items/magic-weapons, "armor, or shields":http://www.d20pfsrd.com/magic-items/magic-armor, or …

  • Craft Wondrous Equipment

    You can create wondrous equipment. *Prerequisite:* Caster level 3rd. *Benefit:* You can create a wide variety of magic wondrous equipment. Wondrous equipment is any "Wondrous Item":http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items or …

  • Needs Work Spells

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as being close to balanced or at least as being very good ideas. These spells below have been functionally banned, but are prime …

  • Inspiration Work

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as having interesting ideas, themes, or unique mechanics that may be applicable. These spells below have been functionally banned, …

  • Custom Spells

    This page is a collection of unique spells known to the party, whether made by the adventurers, found in their travels, or gifted to them by NPCs. Some of these spells may be duplicates of others known out in the world - many mages who create spells …

  • Polymorph Rules

    A subset of Transmutation, Polymorph spells have a number of unique rules. _Currently under discussion_ *Polymorph:* a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be …

  • Temporary Hit Points

    Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's …

  • Positive and Negative Levels

    Some spells and a number of creatures have the ability to focus the energies of life or death and use them to strike directly at their opponent's essence. If a creature or spell focuses life energy, they create "positive levels" if they strike a creature …

  • Magic (System)

    Magic comes in many different types. Whether it is the humble cantrip or a mighty Shivan Dragon's Disintegrating Breath attack, this page acts as a hub that covers the general mechanics you'll be dealing with regarding magic. Player Characters and most …

  • Choosing a Spell

    First you must choose which spell to cast. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must …

  • Spell Failure

    If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your [[Concentration | concentration]] is broken and might fail if you’re …

  • The Spell's Result

    Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails. This can be found in the [[Descriptive Text]].

  • Special Spell Effects

    Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools. h3. *Attacks* Some spell descriptions refer to attacking. All offensive combat actions, …

  • Combining Magic Effects

    Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. …

  • Name

    The first line of every spell description gives the name by which the spell is generally known. Some spells can have more than one name, or localized names. For instance, an ogre deep within the mountains of Dentyr might call [[Giant Growth]] by the name …

  • School (Subschool)

    Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs. Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A …

  • Descriptor

    Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor. Some descriptors are used with unique schools of magic. The descriptors …

  • Level

    The next line of a spell description gives the spell’s level, a number between 0 and 18 that defines the spell’s relative power. This number is preceded by the mana [[Attunement]] required to cast the spell. A spell’s level affects the DC for any save …

  • Components

    A spell’s components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Specifics for material and focus components are given at the …

  • Casting Time

    Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action. A spell that takes 1 full-round to cast requires a full-round action. It comes into effect after you spend both your move and …

  • Range

    A spell’s range indicates how far from you it can reach, as defined in the range entry of the spell description. a spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate …

  • Aiming a Spell

    You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell’s type. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate. h3. *Target …

  • Duration

    A spell’s duration entry tells you how long the magical energy of the spell lasts. h3. *Timed Durations* Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a …

  • Saving Throws (Magic)

    Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. …

  • Spell Resistance (Magic)

    Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 plus caster level) at least equal to the creature’s spell resistance for the spell to affect …

  • Descriptive Text

    This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes “see text,” this is where the explanation is found. Some spells have additional notes, in regards to the …

  • Spell-Like Abilities

    Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability’s use, even if …

  • Extraordinary Abilities

    These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they …

  • Natural Abilities

    This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

  • Antimagic

    An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics. # No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work …

  • Binding Outsiders

    One of the most potent tools a spellcasters can wield is the command of summoned creatures; the most powerful of these spells call forth allies mightier than mere flesh, reaching from the depths of Hell to the peaks of Heaven, and even stranger places …

  • Extradimensional Spaces

    A number of spells and magic items utilize extradimensional spaces, such as _rope trick_, a bag of holding, a handy haversack, and a portable hole. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do …

  • Domains

    _Domains are a work still heavily in progress. Expect many changes to this page and the pages within._ * [[Animal Domain]] * [[Earth Domain]] * [[Plant Domain]]

  • Animal Domain

    *Animal Domain* * Mana: Green *Granted Powers:* You can speak with and befriend animals with ease. In addition, you treat Knowledge: Nature as a class skill. * _Talk to the Animals (Ex)_: You gain Wild Empathy, treating your class level as your …

  • Earth Domain

    *Earth Domain* * Mana: Green *Granted Powers:* You have mastery over acid, earth, metal, and stone. In addition, you gain Knowledge: Geography as a class skill. * Well-Grounded: You gain a +4 racial bonus to their CMD when resisting a bull rush or …

  • Plant Domain

    *Plant Domain* * Mana: Green *Granted Powers:* You find solace in the green, can grow defensive thorns, and can communicate with plants. You also gain Knowledge: Nature as a class skill. * Lesser Verdant Empathy (Ex): You gain Lesser Verdant …

  • Size Modifiers

    |_*Table: Size Modifiers*_| |_*Size*_|_*Size Modifier*_| |Colossal|–8| |Gargantuan|–4| |Huge|–2| |Large|–1| |Medium|+0| |Small|+1| |Tiny|+2| |Diminutive|+4| |Fine|+8| Size modifiers do not stack. For instance, a creature that is naturally …

  • Weapon Damage by Size

    This table is used to figure out your weapon damage at a given size. If you are using a weapon that would be considered to have a weapon damage greater than Colossal, look for another instance of the Colossal damage on the chart at a lower category (no …

  • Augment Healing

    *Augment Healing [Metamagic]* * _Prerequisite:_ Skill Focus (Heal), Knowledge (religion) 5 ranks * _Benefit:_ You can increase the restorative potential of your spells. If the augmented spell would normally heal hit point damage, it heals an extra 3 …

  • Building Epic Spells

    Designing spells is a complex task that is part art, part science. This page describes what you need to think about when designing balanced, playable spells. For your most immediate point of reference, you should work to understand the core principles of …

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