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Time:10:42 am
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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.

 

Heal Animal Companion
Conjuration (Healing)
Level: Drd 5, Rgr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Caster's animal companion touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

Heal animal companion enables the caster to wipe away disease and injury in one of his or her own animal companions (gained via class feature or the animal friendship spell). It completely cures all diseases, blindness, or deafness of the animal companion, cures all points of damage suffered due to wounds or injury, and repairs temporary ability damage. It cures mental disorders caused by spells or injury to the brain.

Heal animal companion does not remove negative levels, restore drained levels, or restore drained ability scores.

 

 

Foebane
Evocation
Level: Rgr 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. Furthermore, while the caster wields the weapon, he or she gains a +4 resistance bonus to saving throws against effects created by creatures of that type.

The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason. The caster cannot have more than one foebane weapon at a time.

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with exacting shot or any other spell that might modify the weapon in any way. This spell does not work on artifacts.

Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.

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tacoma dnd group
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