Don't like ads? PRO users don't see any ads ;-)
Guest

Universal (arcane)

By: TFW on Jun 1st, 2012  |  syntax: None  |  size: 4.48 KB  |  hits: 22  |  expires: Never
download  |  raw  |  embed  |  report abuse  |  print
Text below is selected. Please press Ctrl+C to copy to your clipboard. (⌘+C on Mac)
  1. FAMILIAR POCKET
  2. Universal
  3. Level: Sorcerer/wizard 2
  4. Components: V, S, M
  5. Casting Time: 1 standard action
  6. Range: Touch
  7. Target: One container or garment with a pocket touched
  8. Duration: 1 hour/level (D)
  9. Saving Throw: None
  10. Spell Resistance: No
  11. When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar. The spell turns the target item or pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fit inside the space without creating any noticeable bulge in the item. Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a free action, you can call the familiar forth or it can leave the space on its own.
  12. Once inside, the familiar has total cover (+4 AC) and concealment (20% miss chance), and as a free action, you or the familiar can further seal the space to make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely. The familiar cannot attack or cast spells from within the space, but can use supernatural or
  13. spell-like abilities as normal (provided they don’t require line of sight, which the pocket blocks).
  14. The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole). If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), it appears in your space unharmed.
  15. Material Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.
  16.  
  17. ENHANCE FAMILIAR
  18. Universal
  19. Level: Sorcerer/wizard 3
  20. Components: V, S
  21. Casting Time: 1 standard action
  22. Range: Touch
  23. Target: Familiar touched
  24. Duration: 1 hour/level
  25. Saving Throw: None
  26. Spell Resistance: Yes (harmless)
  27. You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
  28.  
  29. FORTIFY FAMILIAR
  30. Universal
  31. Level: Sorcerer/wizard 4
  32. Components: V, S
  33. Casting Time: 1 standard action
  34. Range: Touch
  35. Target: Familiar touched
  36. Duration: 1 hour/level
  37. Saving Throw: None
  38. Spell Resistance: Yes (Harmless)
  39. This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (though such attacks still deal normal damage if successful).
  40. Temporary hit points gained in this fashion last for up to 1 hour.
  41.  
  42. IMBUE FAMILIAR WITH SPELL ABILITY
  43. Universal
  44. Level: Sorcerer/wizard 6
  45. Components: V, S
  46. Casting Time: 1 standard action
  47. Range: Touch
  48. Target: Familiar touched
  49. Duration: 1 hour/level
  50. Saving Throw: Will negates (harmless)
  51. Spell Resistance: Yes (harmless)
  52. This spell allows you to transfer a
  53. number of your spells and the ability to
  54. cast them into your familiar. Spontaneous spellcasters, such as sorcerers, can imbue a familiar with any spells they know how to cast. Arcanists who prepare spells, such as wizards, can imbue a familiar with any spell they have currently prepared. In either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level). Multiple castings of imbue familiar with spell ability have no effect on these limits. The transferred spell’s variable characteristics (range, duration, area, and so on) function according to your level. Once you cast imbue familiar with spell ability on your familiar, both the spell slot from which you cast the spell and the spell slots of the transferred spells remain unavailable for the preparation or casting of new spells until the familiar uses the transferred spells or imbue familiar with spell ability expires. The spell can be dispelled; if this spell fails, the spells transferred are lost as if the familiar had cast them.
  55. In an antimagic field, the familiar loses the ability to cast the imbued spells, but regains it again if it leaves the field (so long as the spell’s duration hasn’t expired). If any transferred spell requires a focus or material component, you must have it on your person when the spells are cast (components are consumed as normal without requiring you to bring them to hand). Any XP costs from a transferred spell are deducted from your total when the familiar casts the spell.