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- [
- {
- "name":"Create Water",
- "classToLevel":{
- "Cleric":0,
- "Druid":0,
- "Paladin":1
- },
- "school":"Conjuration",
- "subSchool":"Creation",
- "keywords":["Water"],
- "components":["V","S"],
- "castingTime":"Standard",
- "range":"Medium",
- "effect":{
- "format":"Up to {perlevel} gallons of water/level",
- "resolved":"Up to {atlevel} gallons of water",
- "per":2
- },
- "duration":"Instantaneous",
- "savingThrow":"None",
- "allowsSpellResistance":false,
- "description":"This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds."
- },
- {
- "name":"Cure Light Wounds",
- "classToLevel":{
- "Bard":1,
- "Cleric":1,
- "Druid":1,
- "Healing":1,
- "Paladin":1,
- "Ranger":2
- },
- "school":"Conjuration",
- "subSchool":"Healing",
- "components":["V", "S"],
- "keywords":[],
- "castingTime":"Standard",
- "range":"Touch",
- "target":"Creature Touched",
- "effect":{
- "format":"1d8 + {per} per level (maximum +{upto})",
- "resolved":"1d8 + {atlevel}",
- "per":1,
- "upto":5
- },
- "duration":"Instantaneous",
- "savingThrow":"Will half (harmless)",
- "allowsSpellResistance":true,
- "description":"When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage."
- },
- {
- "name":"Flame Strike",
- "classToLevel":{
- "Cleric":5,
- "Druid":4,
- "Sun":5,
- "War":5
- },
- "school":"Evocation",
- "keywords":["Fire"],
- "components":["V", "S", "DF"],
- "castingTime":"Standard",
- "range":"Medium",
- "area":{
- "@type":"Cylinder",
- "radius":10,
- "height":40
- },
- "effect":{
- "format":"1d6 fire damage/level",
- "resolved":"{atlevel}d6 fire damage",
- "per":1,
- "upto":15
- },
- "duration":"Instantaneous",
- "savingThrow":"Reflex half",
- "allowsSpellResistance":false,
- "description":"A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic."
- },
- {
- "name":"Know Direction",
- "classToLevel":{
- "Bard":0,
- "Druid":0
- },
- "school":"Divination",
- "keywords":[],
- "components":["V","S"],
- "castingTime":"Standard",
- "range":"Personal",
- "target":"You",
- "duration":"Instantaneous",
- "savingThrow":"None",
- "description":"You instantly know the direction of north from your current position. The spell is effective in any environment in which \"north\" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction."
- },
- {
- "name":"Entangle",
- "classToLevel":{
- "Druid":1,
- "Domain::Plant":1,
- "Ranger":1
- },
- "school":"Transmutation",
- "components":["V","S","DF"],
- "castingTime":"Standard",
- "range":"Long",
- "target":"All plants in area",
- "area":{
- "@type":"Sphere",
- "radius":40,
- "emit":"SPREAD"
- },
- "duration":{
- "unit":"minute",
- "duration":1,
- "per":1,
- "step":1
- },
- "savingThrow":"Reflex partial; see text",
- "description":"Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.\n\nNote: The effects of the spell may be altered somewhat, based on the nature of the entangling plants."
- },
- {
- "name":"Barkskin",
- "classToLevel":{
- "Druid":2,
- "Domain::Plant":2,
- "Ranger":2
- },
- "school":"Transmutation",
- "components":["V","S","DF"],
- "castingTime":"Standard",
- "range":"Touch",
- "target":"Living creature touched",
- "duration":{
- "unit":"minute",
- "duration":10,
- "per":1,
- "step":1
- },
- "savingThrow":"None",
- "allowsspellResistance":true,
- "description":"Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.\n\nThe enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0."
- }
- ]
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