Bard Spells
|
Paladin Spells
|
Ranger Spells
|
Wizard Spells
|
Mentalist
Spells (Not Close to Final)
|
Cleric Spells
|
Spell Templates...
These can be applied to any spell to change the spells details and restrictions. These templates can be gained and used through various feats obtained through study and ritual. Each template bears a cost that must be paid each time the template is used. You may only apply one template to a spell at any time.
Acid
Acid spells cause a foul, caustic odor
to accompany the spell and turns the elemental nature of the
spell to acid.
Spell Requirements: Spell must inflict hit
point damage upon an object.
Benefit: If casting at an object, you can ignore the
hardness. Spells with this template gain the Acid descriptor.
Cost: Material component (Caustic substance worth at least
20 gold).
Air
Holy
Unholy
Earth
Cold
Covenant
Shocking
Fire
Permanent
Contingent
Sonic
Subdual
War
Water
Wild
Diamond (at least 500 gp): This mineral is a natural amplifier and doubles the benefit of other materials used to cast the spell. It also serves as a link to the spiritual realm, and as a result any creatures summoned are improved by two hit dice or one category (you may cast monster summoning II and select a monster from the monster summoning IV table).
Emerald (at least 100gp): Emerald is one of the most powerful healing stones. Its soothing energies are calming, helping you reach a relaxed state more easily. They can also enhance dreams, memory, and insight, as well as dispel negative energies. Emerald dust gives you a competency bonus of +2 towards any concentration checks needed to successfully cast the spell, a +2 to overcome any spell resistance checks, and a +2 to the craft check in creating magic items. If used with a healing spell, emerald can cure an additional 1d8 damage for each 100 gp used in the spell, to a maximum of doubling the number of dice the spell originally cures.
Red Gold (at least 100 gp) amongst the most powerful of magic minerals, this component effectively doubles the spell level towards the DC of the saving throw (so a 2nd level spell would have a base DC of 14 instead of 12). Alternatively, for the cost of 100gp/per spell level adjustment, you can apply any metamagic feat to a spell without paying the cost of additional spell levels.
Amber (at least 100 gp) when used with any healing spell, can be used to cure in addition one of the following ailments: stunned, paralyzed, enraged, confused. If the ailment is the result of an active spell, this mineral allows a resave immediately after the healing spell is cast.
Jade (at least 50 gp) Increases potency of divinations and scrying. Increases success of divination by 10% or +2 for opposed checks.
