Divine Spells

  2nd-level Cleric Spells
  Guidance of the Avatar. Adds +20 bonus to a skill check.
 
4th-level Cleric Spells
  Bane Weapon. Enchants a weapon to be more powerful against a specific enemy type.

 

  2nd-level Druid Spells
  Obliterate Tracks. Clears all tracks from a 100-ft.-radius spread.
 
3rd-level Druid Spells
  Trackless Domain. Creates an area in which no creatures may be tracked.

 

  1st-level Ranger Spells
  Exacting Shot. Causes your ranged attacks to be deadly against your favored enemies.
  Obliterate Tracks. Clears all tracks from a 100-ft.-radius spread.
  Servant's Guise. Changes appearance of clothing and equipment.
 
2nd-level Ranger Spells
  Trackless Domain. Creates an area in which no creatures may be tracked.

 

  Bane Weapon
  Transmutation
  Level: Clr 4, Sor/Wiz 4
  Components: V,S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels
  Target: One weapon or 50 projectiles, all of which must be in contact with each other at the time of casting
  Duration: 10 minutes/level
  Saving Throw: Will negates (Harmless, Object)
  Spell Resistance: Yes (Harmless, Object)
 
This spell makes a weapon more potent against a particular type of creature. At the time of casting, a creature type must be chosen from the list below:

  • Aberrations
  • Animals
  • Beasts
  • Constructs
  • Dragons
  • Elementals
  • Fey
  • Giants
  • Humanoids (must choose subtype)
  • Magical beasts
  • Monstrous humanoids
  • Oozes
  • Outsiders, chaotic
  • Outsiders, evil
  • Outsiders, good
  • Outsiders, lawful
  • Plants
  • Shapechangers
  • Undead
  • Vermin
Against its designated foe, the weapon's effective ehancement bonus is +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). Further, it deals +2d6 points of bonus damage against the foe.
Source: Dragon Magazine #279

 

  Exacting Shot
  Transmutation
  Level: Rgr 1
  Components: V,S
  Casting Time: 1 action
  Range: Touch
  Target: Ranged weapon touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
 
This transmutation makes a ranged (projectile) weapon strike true against the caster's favored enemies. All critical rolls against favored enemies automatically succeed, so every threat is a critical hit. The affected weapon also negates any miss chance due to concealment whenever the caster fires at a favored enemy (unless it has total concealment, in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect.
Source:WotC website

 

  Guidance of the Avatar
  Divination
  Level: Clr 2
  Components: V,S
  Casting Time: 1 action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute or until discharged
  Saving Throw: None
  Spell Resistance: Yes
 
Your deity's chosen avatar imbues the subject with divine power. The creature gets a +20 competence bonus on a single skill check and must choose to use the bonus before making the roll to which it applies.
Source:WotC website

 

  Obliterate Tracks
  Transmutation
  Level: Drd 2, Rgr 1
  Components: V,S
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 100-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
 
This spell obliterates all tracks and signs of passage in the area of effect. Scents vanish, broken twigs are repaired, and the area looks as if no one has passed through it in at least a month. The effect is instantaneous, and subsequent signs of passage remain. The spell cannot eliminate the tracks of Huge or larger creatures. Further, it cannot repair anything more than tiny branches on plants; it is not a plant healing spell and does not cure wounds (hit points) suffered by plants.
Source:WotC website

 

  Servant's Guise
  Illusion (Glamer)
  Level: Rgr 1, Sor/Wiz 0
  Components: S
  Casting Time: 1 action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
 
Servant's guise allows you to subtly alter your clothing, weapons, and equipment, but not your form, features, or body type, in a manner that makes you unworthy of notice. You must choose the style of clothing and decide what your weapons and equipment look like or whether they appear at all. This spell does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger or a sash still functions as a battleaxe. If you use this spell to create a disguise, you get a +5 bonus on the Disguise check.

Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in the case of this spell.)
Source:WotC website

 

  Trackless Domain
  Transmutation
  Level: Drd 3, Rgr 2
  Components: V,S,DF
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 100-ft.-radius spread
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
 
This spell creates an area in which no creatures can be tracked. In effect, all creatures passing through the area are affected by a pass without trace spell. The trackless effect affects beings only within the area of effect of the spell; once subjects leave the area they can be tracked normally. For example, if a bear passed into the trackless domain, it would suddenly cease to leave tracks, scent, or any sign of passage. If the bear later left the area at a different point, tracks and scent would resume.
Source:WotC website

 

Email Me   Go Up One Level   Classic Themes
1