Spells: Difference between revisions

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===School (Subschool)===
===School (Subschool)===
Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs.
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells ([[Arcane Mark (Spell)]], [[Wish, Limited (Spell)]], [[Permanency (Spell)]], [[Prestidigitation (Spell)]], and [[Wish (Spell)]]) are Universal, belonging to no school.
====Abjuration====
====Abjuration====
:Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
:If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the [[Perception]] skill drops by 4.
:If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
====Conjuration====
====Conjuration====
=====Calling=====
:Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually- but not always- obey your commands.
=====Creation=====
 
=====Healing=====
:A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
=====Summoning=====
 
=====Teleportation=====
:'''''Subschools'''''
::*'''Calling
::*'''Creation:''' A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
::*'''Healing:''' Certain divine conjurations heal creatures or even bring them back to life.
::*'''Summoning
 
:::When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
::*'''Teleportation:''' a teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.
 
:::Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
====Divination====
====Divination====
=====Scrying=====
:Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells.
 
:Many divination spells have cone-shaped areas. These move with you and extend in the direction you choose. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
:'''''Subschools'''''
::*'''Scrying:''' A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. The sensor, however, is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been blinded or deafened, or otherwise suffered sensory impairment.
 
:::A creature can notice the sensor by making a Perception check with a DC 20 + the spell level. The sensor can be dispelled as if it were an active spell.
 
:::Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is blocked.
====Enchantment====
====Enchantment====
=====Charm=====
:Enchantment spells affect the minds of others, influencing or controlling their behavior.
=====Compulsion=====
 
:All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature.
:'''''Subschools'''''
::*'''Charm:''' A charm spell changes how the subject views you, typically making it see you as a good friend.
::*'''Compulsion
====Evocation====
====Evocation====
:Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
====Illusion====
====Illusion====
=====Figment=====
:Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
=====Glamer=====
:'''''Subschools'''''
=====Pattern=====
::*'''Figment:''' A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental impression. Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like (or copy another sense exactly unless you have experienced it).
=====Phantasm=====
 
=====Shadow=====
:::Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.
 
::*'''Glamer
::*'''Pattern:''' Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
::*'''Phantasm
::*'''Shadow:''' A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
 
:'''Saving Throws and Illusions (Disbelief)'''
::Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
 
::A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.
 
====Necromancy====
====Necromancy====
====Transmutation====
====Transmutation====
=====Polymorph=====
:'''''Subschools'''''
::'''Polymorph'''


===Range of a Spell===
===Range of a Spell===

Revision as of 18:46, 9 June 2017