Dr. Eggman's Spellbook

Detect Magic

School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 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.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

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; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Screen_Shot_2016-09-07_at_8.37.16_PM.png

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:

Screen_Shot_2016-09-07_at_8.38.56_PM.png

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.

Flare

School evocation [light]; Level bard 0, druid 0, magus 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 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.

Stabilize

School conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 0, witch 0

CASTING
Casting Time 1 standard action 
Components V,S

EFFECT
Range close (25 ft. + 5 ft./2 levels) 
Target one living creature
Duration instantaneous 
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Entanglement

DESCRIPTION
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.


School transmutation; Level druid 1, ranger 1, shaman 1; Domain plant 1; Elemental School wood 2

CASTING
Casting Time 1 standard action
Components V, S, DF

EFFECT
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no


DESCRIPTION
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

Screen_Shot_2016-09-07_at_8.33.16_PM.png

Burning Hands

School evocation [fire]; Level bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1; Domain fire 1; Elemental School fire 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes


DESCRIPTION
A cone of searing flame shoots from your fingertips.

Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).

Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Feather Step

School transmutation; Level bard 1, druid 1, ranger 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes


DESCRIPTION
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

Feather Step, Mass

School transmutation; Level bard 3, druid 3, ranger 3

EFFECT
Targets one creature/level, no two of which can be more than 30 ft. apart

DESCRIPTION
As feather step, except this spell affects multiple creatures.

Goodberry

School transmutationLevel druid 1, shaman 1; Subdomain seasons 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range touch
Targets 2d4 fresh berries touched
Duration 1 day/level
Saving Throw none; Spell Resistance yes

 

DESCRIPTION

Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

Aspect of the Bear

 

 

School transmutation (polymorph);  Level druid 2, ranger 2

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range personal
Targets you
Duration 1 minute/level

 

DESCRIPTION

You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rushgrapple, and overrun combat maneuvers without provoking attacks of opportunity.

Dr. Eggman's Spellbook

The Greasy Ocho jfranco0854 jfranco0854