![]() Make one creature believe it’s your ally for 1 day per level. Monitor condition and position of allies.Ĭall forth up to three extraplanar allies.Ĭalm an area of radiation, the strength of which depends on your caster level.Ĭhange a creature and impose penalties, possibly permanently. Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target.Ĭreatures near you must succeed at a Will saving throw or be fascinated for 1 round. Remove one moderate harmful condition affecting a creature. Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target. Restore 5d6 Hit Points to an object or construct.ĭisguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals Target is invisible for 1 minute/level or until it attacks. Target moves up and down at your direction.Ĭone deals 2d6 damage and bull rushes creatures. Target living creature of CR 5 or lower is dazed.įrighten multiple creatures of CR 4 or lower for 1 minute. Learn whether an action will have good or bad results.įling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds. Remove one minor harmful condition affecting a creature.Ī creature or weapon can deal a different type of energy damage as well as extra damage. ![]() Tiny needles deal damage plus additional bleed damage for 3 rounds. Gain a +10 bonus to identify magical or technological items.Įncase creatures in a shell of tolerable atmosphere.ĭeal 2d8 fire damage to creatures in a cone. One creature or object per level falls slowly. Remove writings of either magical or mundane nature.įrighten a living creature of CR 4 or lower for 1d4 rounds. One living creature is confused for 1 round.Įxtend the infinite worlds feature’s duration. You understand all spoken, signed, written, and tactile languages. Make one humanoid believe it is your ally. Telekinetically move an object of 1 bulk or less. Restore 1d4 Hit Points to an object or construct. Humanoid creature of CR 3 or lower is dazed.Ĭreate bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area.ĭetect spells and magic items within 60 feet.ĭeal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst. Give a creature a bonus to Charisma-based checks, and speed its gathering of information.Ĭhange the chemical composition of up to 1 bulk of liquid per level. The word “level” in the short descriptions that follow usually refers to caster level. A creature usually has a caster level equal to its CR (1st if a creature has a CR less than 1). ![]() When a spell’s name begins with “ lesser,” “ greater,” or “ mass,” the spell is alphabetized under the second word of the spell name instead.Ĭaster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain groupings. ![]() A superscript ( R) appearing at the end of spell’s name denotes a spell that requires an expenditure of Resolve Points to cast. The following table presents the witchwarper spell list. ![]()
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