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Content

Mysteries......................................................................................................4
Fundamentals...........................................................................................6
ARROW OF DUSK...........................................................................6
MYSTIC REFLECTIONS..................................................................6
UMBRAL HAND...............................................................................7
Apprentice Mysteries..............................................................................8
LIFE FADES......................................................................................8
FLESH FAILS....................................................................................8
UMBRAL TOUCH.............................................................................9
BEND PERSPECTIVE....................................................................10
PIERCING SIGHT...........................................................................11
KILLING SHADOWS.....................................................................11
Initiate Mysteries...................................................................................12
STEP INTO SHADOW....................................................................12
Maneuvers and Stances..............................................................................13
Maneuvers.............................................................................................15
CLINGING SHADOW STRIKE.....................................................15
CLOAK OF DECEPTION...............................................................15
SHADOW BLADE TECHNIQUE...................................................16
BURNING BLADE..........................................................................17
DISTRACTING EMBER.................................................................17
SHADOW JAUNT...........................................................................18
Stances...................................................................................................19
CHILD OF SHADOW.....................................................................19
Spells..........................................................................................................20
Level 0...................................................................................................22
GHOST SOUND..............................................................................22
MESSAGE........................................................................................23
DETECT MAGIC.............................................................................24
OPEN/CLOSE..................................................................................25
Level 1...................................................................................................26
DISGUISE SELF..............................................................................26
COMPREHEND LANGUAGES.....................................................27
DETECT SECRET DOORS.............................................................28
FEATHER FALL..............................................................................29
2

REMOVE SCENT............................................................................30
VOCAL ALTERATION...................................................................31
ANT HAUL......................................................................................32
MEMORY LAPSE...........................................................................32

Mysteries

Spell

Effect

Save

Range

Form

SR

Duration

Arrow of
Dusk

2d4 non lethal


critical x3

100ft +
10/CL

Ray

No

Instant

Mystic
Reflections

Detect magic up to
30ft away

Personal

No

1 round/CL

Umbral
Hand

Lift object weighting


up to 5lb/CL

Will negates
(10+CHA)

25ft+5ft/
2CL

No

1 round/CL

Caul of
Shadow

+1 deflection bonus to
AC +1/6CL (max+4)

Personal

No

1 min/CL

Fundamentals

Apprentice Mysteries
Life Fades

1d6/CL (max 5d6)


+ Fatigue (1
Round/CL

Fort (11+CHA)
against Fatigue

Touch

Yes

Instant

Flesh Fails

-4 Points STR or DEX


or 2 Points CON

Touch

Yes

Instant

Umbral
Touch

5d6+ slow

Fort (13+CHA)
against slow

Touch

Yes

1 min/CL

Bend
Perspective

Take an alternate
viewpoint within
25ft+5ft/CL

Personal

No

1 min/CL

Piercing
Sight

See invisible &


ethernal creatures &
objects + 60ft
darkvision

Personal

No

1 min/CL

Killing
Shadows

1d8/CL (max 10d8)

Will halves
(13+CHA)

30ft

Cone

Yes

Instant

Will negates
(objects,
14+CHA)

400ft+40
ft/CL

Yes
(objects)

Instant

Initiate Mysteries
Step Into
Shadow

Transport self and


willing touched
creatures or objects to
point in range

CL=Caster Level
SR=Spell Resistance

Fundamentals
ARROW OF DUSK
Fundamental Level/School: 1st/Evocation
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
A bolt of shadow springs from your hand, draining vitality where it strikes.
You must succeed on a ranged touch attack to deal 2d4 points of nonlethal
damage to the target. If you score a critical hit,triple the damage
MYSTIC REFLECTIONS
Fundamental Level/School: 0/Divination
Range: Personal
Target: You
Duration: 1 round/level
You peer slightly into the Plane of Shadow and can see the distortion
in an objects shadow-self caused by the presence of magic.
This mystery functions like the spell detect magic, except as
noted above. You can detect magic up to 30 feet away

UMBRAL HAND
Fundamental Level/School: 1st/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One unattended object weighing up to5 lb./level
Duration: 1 round/level
Saving Throw: Will negates (object) (10+Cha)
You point your nger at a distant object, and the shadows seem to grasp
and tug at it.
You point your finger at an object and can lift it and move it at will
from a distance. As a move action, you can propel the object as
far as 15 feet in any direction, though the spell ends if the distance
between you and the object ever exceeds the spells range. Magic items
have a saving throw to negate the effect. You need not concentrate on the
effect, but you must direct it with your thoughts once each round (a free
action), or the effect ends.
CAUL OF SHADOW
Level/School: 1st/Abjuration
Range: Personal
Target: You
Duration: 1 minute/level
A shifting, whirling field of semisolid shadows and tiny rifts in the air rises
around you.
Caul of shadow faintly darkens your form, but does not provide any
bonuses on Hide checks or similar efforts. You gain a +1deection bonus
to AC, with an additional +1 for every six caster levels (maximum bonus
+4).

Apprentice Mysteries
LIFE FADES
Path: Touch of Twilight
Level/School: 1st/Necromancy
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (11+Cha)
Spell Resistance: Yes
A wave of darkness washes over the subject, sapping his energy into the
Plane of Shadow.
Your touch deals 1d6 points of nonlethal damage per CL (maximum 5d6)
and causes the subject to become fatigued for 1 round per CL (a Fort save
negates the fatigue). This mystery does not stack with itself, so a creature
fatigued by one casting does not become exhausted by a second casting.
FLESH FAILS
Path: Touch of Twilight
Level/School: 2nd/Necromancy
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Spell Resistance: Yes
You open your enemy to the darkness, trading his physical attributes for
weaker abilities belonging to creatures of shadow.
You deal either 4 points of Strength damage, 4 points of Dexterity damage,
or 2 points of Constitution damage to the subject; you choose which kind
of ability damage when you cast the mystery.
8

UMBRAL TOUCH
Path: Touch of Twilight
Level/School: 3rd/Conjuration
Range: Touch
Target: Creature or creatures touched
Duration: 1 minute/level; see text
Saving Throw: Fortitude partial; see text (13+Cha)
Spell Resistance: Yes
Darkness surrounds your hand, turning it into a deadly weapon. Umbral
touch infuses one of your hands with dark, shadowy energy, allowing you
to make debilitating melee touch attacks.
A successful strike deals 5d6 points of damage to a target, which must
succeed on a Fortitude saving throw or also be slowed. While this mystery
is active, you threaten an area as if you were armed and can make attacks
of opportunity with your umbral touch. This mystery completely occupies
one of your hands, as if you were holding an object in that hand. If you
have another open hand, you can cast other mysteries or spells normally,
even those with a range of touch, but you cannot deliver another touch
mystery or touch spell and make an attack with umbral touch in the same
round. This effect normally lasts for 1 minute per level, but each
successful touch attack shortens the duration by 1 minute (allowing you to
make one successful attack per level before the effect is discharged).

BEND PERSPECTIVE
Path: Eyes of Darkness
Level/School: 1st/Divination (Scrying)
Range: Personal
Target: You
Duration: 1 minute/level
You send your vision through shadows and into planar reflections, altering
your point of view.
You view the world as though you were standing in a different spot, up to
a maximum distance of 25 feet plus 5 feet per two caster levels. You
cannot see through solid objects. You can, however, look around corners or
over barriers, obtain a birds-eye view of your area, and the like.
Essentially, you shift your perspective as though you were located at any
spot in range to which you have line of effect. You can switch back and
forth between your own eyes and your alternate viewpoint as a swift
action. You can move your alternate perspective, as in the spell arcane eye.
Its speed
is only 10 feet per round, however, and every round of such movement
decreases the mysterys duration by 1 minute (if you move the perspective
in the last minute of the duration, you gain a few seconds of vision at the
new position before the effect expires).

10

PIERCING SIGHT
Path: Eyes of Darkness
Level/School: 2nd/Divination
Range: Personal
Target: You
Duration: 1 minute/level
You view the shadow reflection of the world around you, allowing you to
penetrate darkness and mystical obstructions.
You can see invisible and ethereal creatures and objects as with the see
invisibility spell. In addition, you gain darkvision out to 60 feet.
KILLING SHADOWS
Path: Eyes of Darkness
Level/School: 3rd/Transmutation
Range: 30 ft.
Effect: Cone
Duration: Instantaneous
Saving Throw: Will half (13+Cha)
Spell Resistance: Yes
Your eyes turn black and shoot forth a shadowy cone of punishment.
Creatures within a cone of killing shadows take 1d8 points of damage per
caster level (maximum 10d8), or half that amount on a successful Will
save.

11

Initiate Mysteries
STEP INTO SHADOW
Path: Ebon Roads
Level/School: 4th/Conjuration (Teleportation)
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You transport yourself through the Plane of Shadow to any spot
within range. Your shadow stretches out from you until it reaches
your chosen destination, passing through solid objects and moving
independently of the ambient light. You appear to fall into your
shadow at one end, and rise from it at the other.
You instantly transfer yourself from your current location to any other spot
within range. You always arrive at exactly the spot desired-whether by
simply visualizing the area or by stating direction. After using this spell,
you cant take any other actions until your next turn. You can bring along
objects as long as their weight doesnt exceed your maximum load. You
may also bring one additional willing Medium or smaller creature or its
equivalent per three caster levels. A Large creature counts as two Medium
creatures, a Huge creature counts as two Large creatures, and so forth. All
creatures to be transported must be in contact with one another, and at
least one of those creatures must be in contact with you. If you arrive in a
place that is already occupied by a solid body, you and each creature
traveling with you take 1d6 points of damage and are shunted to a random
open space on a suitable surface within 100 feet of the intended location. If
there is no free space within 100 feet, you and each creature traveling with
you take an additional 2d6 points of damage and are shunted to a free
space within 1,000 feet. If there is no free space within 1,000 feet, you and
each creature traveling with you take an additional 4d6 points of damage
and the spell simply fails.
12

Maneuvers

and Stances

Name

Effect

Save

Range

Initiation Action

Duration

Clinging
Shadow
Strike

+1d6 DMG
+ 20% Miss Chance

Fort (11+WIS)
against Miss
Chance

Melee

Standard

Cloak of
Deception

Turn invisible till end


of turn (greater
invisibility)

Personal

Swift

End of turn

Shadow
Blade
Technique

see Text

Melee

Standard

Burning
Blade

Melee weapon deals


+1d6 +1/IL fire
damage

Personal

Swift

End of turn

Distracting
Ember

Summon a small fire


elemental (MM99) to
flank an enemy

30ft

Swift

End of turn

Shadow
Jaunt

Teleport up to 50ft in
line of sight. Only
works with free spaces

50ft

Standard

Gain concealment
after moving
10ft/round

Personal

Swift

Stance

Maneuvers

Stances
Child of
Shadows

IL=Initiator Level

14

Maneuvers
CLINGING SHADOW STRIKE
Shadow Hand (Strike)
Class/Level: Swordsage/1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial (11+Wis)
Your weapon transforms into solid darkness. When it strikes home, it
discharges in a swirling orb of shadow that engulfs your foes eyes.
As part of this maneuver, you make a single melee attack. If it hits, you
deal an extra 1d6 points of damage, and your opponent must make a
successful Fortitude save (DC 11 + your Wis modifier) or suffer a 20%
miss chance on all melee and ranged attacks for 1 round. A successful save
negates the miss chance, but not the extra damage. This maneuver is a
supernatural ability.
CLOAK OF DECEPTION
Shadow Hand (Boost)
Class/Level: Swordsage/2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a
brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the greater
invisibility spell (PH245). You remain invisible until the end of your
current turn. This maneuver is a supernatural ability.
15

SHADOW BLADE TECHNIQUE


Shadow Hand (Strike)
Class/Level: Swordsage/1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You weave your weapon in an elaborate pattern, creating an illusory
double that glows with white energy. As you make your attack, both your
true weapon and the illusion slash at your foe.
This maneuver allows you to create a mystical double of your weapon. As
you attack, your foe must decide which weapon to defend against. In most
cases, the illusory weapon distracts your foe and allows your true attack to
hit. In some cases, both attacks strike home. In this case, the shadow blade
discharges its magic and imbues your attack with cold energy. As part of
this maneuver, you make a single melee attack against an opponent.
Unlike on a normal attack, you roll 2d20 and select which of the two die
results to use. If you use the higher die result, resolve your attack as
normal. (Your mystic double misses, but your true attack might hit.) If you
use the lower die result, or if both die results are the same, your attack
deals an extra 1d6 points of cold damage as both the mystic doubles
attack and your true weapon strike home. This maneuver is a supernatural
ability.

16

BURNING BLADE
Desert Wind (Boost) [Fire]
Class/Level: Swordsage/1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your blade bursts into flame as it sweeps toward your foe in an elegant
arc.
A subtle yet precise twisting of your blade unlocks the power of flame.
When you initiate this maneuver, fire trails from your melee weapon. For
the rest of your turn, your melee attacks deal an extra 1d6 points of fire
damage + 1 point per initiator level. This maneuver is a supernatural
ability.
DISTRACTING EMBER
Desert Wind (Boost)
Class/Level: Swordsage/1
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: End of turn
A wave of heat sweeps over the area, forms a small dust funnel, and
ignites into flame next to your foe.
This boost allows you to conjure a Small fire elemental (MM99) to
threaten your enemy, providing you or an ally with the benefit of a
flanking position. You can use this ability to place the elemental in any
space within range. The elemental remains until the end of your current
turn. It threatens all creatures within its reach. It takes no actions or attacks
of opportunity during your turn. This maneuver is a supernatural ability.
17

SHADOW JAUNT
Shadow Hand [Teleportation]
Class/Level: Swordsage/2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and
disappears. A moment later, this shadowy cloud appears across the
battlefield and expels you from it.
As part of this maneuver, you disappear in a cloud of darkness and teleport
up to 50 feet away. You must have line of sight and line of effect to your
destination. If you attempt to use this maneuver to move into an occupied
space, you do not move, and the maneuver is expended but has no effect.

18

Stances
CHILD OF SHADOW
Shadow Hand (Stance)
Class/Level: Swordsage/1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As you move, shadows flutter and swarm around you. Even under the
bright desert sun, you are difficult to spot as long as you remain in motion.
As an initiate of the Shadow Hand school, you learn to channel and control
dark, shadowy energies. This energy flows around you like a concealing
robe, hiding you from your opponents as they attempt to strike you. If you
move at least 10 feet during your turn, you gain concealment against all
melee and ranged attacks until the start of your next turn. You also gain the
standard benefits of concealment, but you cannot use this stance to hide in
plain sight; you must still use some other terrain feature that normally
allows you to use the Hide skill. The fluttering shadows make it difficult to
specifically target you, but your enemies are aware of your position. This
maneuver is a supernatural ability.

19

Spells

Name

Effect

Range

Casting
Time

SR

Duration

Will
25ft+
disbelieve
5ft/2CL
(10+INT)

Standard

No

1
round/CL

Save

Level 0
Ghost Sound

Creates an illusionary
sound

Message

Hold a whispered
conversation with
targets (1/CL)

100ft+
10ft/CL

Standard

No

10
min/CL

Detect Magic

Scans the area for magic


auras

60ft

Standard

No

up to 1
min/CL

Open-Close

Opens or closes doors or


objects

Will
negates
(object)

25ft+
5ft/2CL

Standard

Yes
(object)

Instant

Will
Personal
(11+INT)

Standard

10
min/CL

Level 1
Disguise Self

Disguises self to look


like another person

Comprehend
Language

Understand spoken and


written languages

Personal

Standard

No

10
min/CL

Detect Secret
Doors

Scans the area for secret


doors, compartments,
etc.

60ft

Standard

No

up to 1
min/CL

Feather Fall

Slows the fall of 1


target/CL

Will
negates
(11+INT)

Remove Scent

Hides the scent of a


creature

Will
negates
(11+INT)

Touch

Standard

Yes

10
min/CL

Vocal
Alteration

Alters targets voice

Fort
negates
(11+INT)

25ft+
5ft/2CL

Standard

Yes

1 min/CL

Ant Haul

Increases targets
carrying capacity

Fort
negates
(11+INT)

Touch

Standard

Yes

2
hours/CL

Memory
Lapse

Let the target forget


what happened last turn

Standard

Yes

Instant

25ft+
Yes
up to 1
Immediate
5ft/2CL
(objects) round/CL

Will
25ft+
negates
5ft/2CL
(11+INT)
SR=Spell Resistance
CL=Caster Level

21

Level 0
GHOST SOUND
School: Illusion (Figment)
Casting Time: 1 standard action
Components: V, S, M (a bit of wool or a small lump of wax)
Range: close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level
Saving Throw: Will disbelief
Ghost sound allows you to create a volume of sound that rises, recedes,
approaches, or remains at a fixed place. You choose what type of sound
ghost sound creates when casting it and cannot thereafter change the
sounds basic character. The volume of sound created depends on your
level. You can produce as much noise as four normal humans per caster
level (maximum 40 humans). Thus, talking, singing, shouting, walking,
marching, or running sounds can be created. The noise a ghost sound spell
produces can be virtually any type of sound within the volume limit. A
horde of rats running and squeaking is about the same volume as eight
humans running and shouting. A roaring lion is equal to the noise from 16
humans, while a roaring dragon is equal to the noise from 32 humans.
Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost
sound can enhance the effectiveness of a silent image spell.

22

MESSAGE
School: Transmutation [language-dependent]
Casting Time: 1 standard action
Components: V, S, F (a piece of copper wire)
Range: medium (100 ft. + 10 ft./level)
Targets: one creature/level
Duration: 10 min./level
You can whisper messages and receive whispered replies. You point your
finger at each creature you want to receive the message.
Those nearby can hear these messages with a DC 25 Perception check.
When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of common
metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a
barrier if there is an open path between you and the subject, and the paths
entire length lies within the spells range. The creatures that receive the
message can whisper a reply that you hear. The spell transmits sound, not
meaning; it doesnt transcend language barriers. To speak a message, you
must mouth the words and whisper.

23

DETECT MAGIC
School: Divination
Casting Time: 1 standard action
Component: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level
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 non-spell effect.) If the aura emirates from a magic item, you can attempt
to identify its properties (see Spellcraft).

24

OPEN/CLOSE
School: Transmutation
Casting Time: 1 standard action
Components: V, S, F (a brass key)
Range: close (25 ft. + 5 ft./2 levels)
Target: object weighing up to 30 lbs. or portal that can be opened or
closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can open or close (your choice) a door, chest, box, window, bag,
pouch, bottle, barrel, or other container. If anything resists this activity
(such as a bar on a door or a lock on a chest), the spell fails. In addition,
the spell can only open and close things weighing 30 pounds or less. Thus,
doors, chests, and similar objects sized for enormous creatures may be
beyond this spells ability to affect.

25

Level 1
DISGUISE SELF
School: Illusion (Glamor)
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 10 min./level
You make yourselfincluding clothing, armor, weapons, and equipment
look different. You can seem 1 foot shorter or taller, thin, fat, or in
between. You cannot change your creature type (although you can appear
as another subtype). Otherwise, the extent of the apparent change is up to
you. You could add or obscure a minor feature or look like an entirely
different person or gender. The spell does not provide the abilities or
mannerisms of the chosen form, nor does it alter the perceived tactile
(touch) or audible (sound) properties of you or your equipment. If you use
this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamor gets a Will save to recognize it as
an illusion

26

COMPREHEND LANGUAGES
School: Divination
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)
Range: personal
Target: you
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise
incomprehensible written messages. The ability to read does not
necessarily impart insight into the material, merely its literal meaning. The
spell enables you to understand or read an unknown language, not speak or
write it. Written material can be read at the rate of one page (250 words)
per minute. Magical writing cannot be read, though the spell reveals that it
is magical. This spell can be foiled by certain warding magic (such as the
secret page and illusory script spells). It does not decipher codes or reveal
messages concealed in otherwise normal text.

27

DETECT SECRET DOORS


School: Divination
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level
You can detect secret doors, compartments, caches, and so forth. Only
passages, doors, or openings that have been specifically constructed to
escape detection are detected by this spell. The amount of information
revealed depends on how long you study a particular area or subject.1st
Round: Presence or absence of secret doors. 2nd Round: Number of secret
doors and the location of each. If an aura is outside your line of sight, then
you discern its direction but not its exact location. Each Additional Round:
The mechanism or trigger for one particular secret portal closely examined
by you. Each round, you can turn to detect secret doors 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.

28

FEATHER FALL
School: Transmutation
Casting Time: 1 immediate action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Targets: one Medium or smaller free-falling object or creature/
level, no two of which may be more than 20 ft. apart
Duration: until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly.
Feather fall instantly changes the rate at which the targets fall to a mere 60
feet per round (equivalent to the end of a fall from a few feet), and the
subjects take no damage upon landing while the spell is in effect. When
the spell duration expires, a normal rate of falling resumes. The spell
affects one or more Medium or smaller creatures (including gear and
carried objects up to each creatures maximum load) or objects, or the
equivalent in larger creatures: a Large creature or object counts as two
Medium creatures or objects, a Huge creature or object counts as four
Medium creatures or objects, and so forth. This spell has no special effect
on ranged weapons unless they are falling quite a distance. If the spell is
cast on a falling item, the object does half normal damage based on its
weight, with no bonus for the height of the drop. Feather fall works only
upon free-falling objects. It does not affect a sword blow or a charging or
flying creature.

29

REMOVE SCENT
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M (a pinch of unscented candle wax)
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
With a touch of a wax-covered finger to the subject, you inhale deeply and
smell nothing.
this spell hides the scent of the creature or object touched for the duration
of the spell. The scent ability (MM 314) cannot detect a creature under the
effect of a remove scent spell. it also negates the harmful effects of the
noxious stench exuded by certain creatures, such as ghasts, for the
duration of the spell.

30

VOCAL ALTERATION
School: Transmutation
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You alter the targets voice to something else. For example, you could
make the targets voice high-pitched, husky, or nasal, or change its accent
to an accent you are familiar with. If this spell is used as part of a disguise,
the target gets a +10 bonus on the Disguise check when trying to fool a
listener. The target can vary the disguised voice just as it could its normal
voice. For example, a halfling female given a male dwarf nobles voice
and accent could speak in falsetto, with a rural halfling accent, and so on.

31

ANT HAUL
School: Transmutation
Casting Time: 1 standard action
Components: V, S, M/DF (a small pulley)
Range: Touch
Target: creature touched
Duration: 2 hours/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The targets carrying capacity triples (see Table 74: Carrying Capacity on
page 171 of the Core Rulebook). This does not affect the creatures actual
Strength in any way, merely the amount of material it can carry while
benefiting from this spell. It also has no effect on encumbrance due to
armor. If the creature wears armor it still takes the normal penalties for
doing so regardless of how much weight the spell allows it to carry.
MEMORY LAPSE
School: Enchantment [mind-affecting]
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You cause the target to forget what happened from the casting of the
spell back to the beginning of its last turn. This may allow a retry on a
Diplomacy, Intimidate, or opposed skill check, though only with respect
to the target, not other creatures that may be present.

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