This spell has no effect on a weapon that already has an alignment. A weapon that is aligned can bypass the damage reduction of certain creatures. "description": "Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. "spell_level": "cleric/oracle 2, inquisitor 2", "saving_throw": "Will negates (harmless, object)", "targets": "creature (Gargantuan or smaller) touched", You can train a mount to move with the aid of air walk (counts as a trick see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.", You can cast air walk on a specially trained mount so it can be ridden through the air. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. If it reaches the ground in that amount of time, it lands safely. The subject floats downward 60 feet per round for 1d6 rounds. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. A strong wind (21+ miles per hour) can push the subject along or hold it back. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. Moving upward is similar to walking up a hill. "description": "The subject can tread on air as if walking on solid ground. "spell_level": "cleric/oracle 4, druid 4, alchemist 4, occultist 4", "description": "Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).", "spell_level": "cleric/oracle 2, inquisitor 2, alchemist 2, shaman 2, spiritualist 2", You must succeed on a ranged touch attack to hit your target. "description": "You fire a small orb of acid at the target. "spell_level": "sorcerer/wizard 0, summoner 0, inquisitor 0, magus 0", Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.", In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. "description": "Acid fog creates a billowing mass of misty vapors like the solid fog spell. "spell_level": "sorcerer/wizard 6, magus 6", "components": "V, S, M (powdered peas and an animal hoof)", For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.", The arrow deals 2d4 points of acid damage with no splash damage. "description": "An arrow of acid springs from your hand and speeds to its target. "spell_level": "sorcerer/wizard 2, magus 2, bloodrager 2", "components": "V, S, M (rhubarb leaf and an adder's stomach), F (a dart)", "duration": "1 round + 1 round per three levels",
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