Sorcerer/Wizard Level 1

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Alarm

School:Abjuration
Components:V,S,F/DF
Casting Time:1 Standard Action
Range:Close (25 ft. + 5 ft./2 levels)
Area:20-ft.-radius emanation centered on a point in space
Duration:2 Hours/Level
Saving Throw:None
Spell Resistance:No

Alarm sounds a mental alarm each time a creature of Tiny or larger size enters the warded area or touches it. A mental alarm alerts you (and only you) so long as you remain within the area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Appraising Touch

School:Divination
Components:V,S
Casting Time:1 Standard Action
Range:Personal
Target:You
Duration:1 hour/Level
Meta Magic:Still, Silent, Extend, Quicken, Persist

Encircling your eye with thumb and forefinger as if holding a jeweler's lens, you speak the arcane words that complete the spell. Objects near you seem clearer, more in focus. You note blemishes and imperfections you had missed before. You gain an intuitive insight into the value of objects you come into contact with. You gain a +10 insight bonus on appraise checks to determine the value of items you touch while this spell is in effect.

Benign Transposition

School:Conjuration (Teleportation)
Components:V
Casting Time:1 Standard Action
Range:Medium
Target:One Ally and Yourself
Duration:Instant
Meta Magic:Silent,Quicken

Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes. You and a target ally instantly swap positions. Objects carried by you and the ally go with them, but other creatures do not. This spell only works on players, not on summons, familiars, companions or henchmen.

Bestow Wound

School:Transmutation
Components:V,S,M
Casting Time:1 Standard Action
Range:Touch
Target:1 Living Creature
Duration:Instantaneous
Saving Throw:Fortitude negates
Spell Resistance:Yes

If the caster is wounded, she can cast this spell and touch a living creature. The creature takes the caster's wounds as damage, either 1 point per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less. The caster heals that much damage as if a cure spell had been cast on them.

Ectoplasmic Armor

School:Abjuration
Components:V
Casting Time:1 Standard Action
Range:Touch
Target:Creature Touched
Duration:1 Hour/Level
Meta Magic:Still,Silent,Extend,Quicken,Persist

With a final word, a shimmering translucent slime appears around the target and fits its form like a suit of plate. The subject of the spell gains a +5 armor bonus to AC, with an additional +1 to the bonus for every 4 caster levels you have (maximum +9 at 16th level). This armor bonus only applies against spirits. All other creatures ignore this bonus. (Sprits are defined as Incorporeal Undead, Fey, and Elementals)

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