Hide
Effect
Nature:
Expending 3 mana points: makes it so animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Expending 30 mana points: wards a large, continuous area against divination magic. The ward protects 200 square feet per caster level and can be shaped as you desire. The warded area can be as much as 20 feet high.
Find the path won't function in an area warded by this spell. In addition, any spellcaster attempting to cast a 3- through 30 mana divination spells in the warded area must make a caster level check (DC 11 + your caster level) or the spell fails. Higher-level divinations function normally. This spell has no effect on divination spells cast outside the warded area.
Focus: A 6-inch onyx sphere mounted upon an obsidian stand; the entire focus must be worth no less than 1,000 gp. Any creature in physical contact with the focus can cast divination spells without restriction from the hide the path effect. If the focus is destroyed or brought beyond the boundaries of the hide the path spell, the spell is immediately dismissed
Divine: Expending 3 mana points: When cast, the recipients became undetectable to all the senses, even extraordinary ones, of the mostly mindless undead. Even if previously detected, undead creatures would lose track of their prey and forget about them, completely ignoring the warded creatures as if they didn't exist. The more intelligent undead had a chance to overcome the magic of these spells, but if they failed to do so, they too became oblivious. However, if a smart undead creature were given reason to believe there were invisible creatures present, it could attempt to locate or attack them. This is immediately broken if the recipients touched an undead creature, attempted to turn or command them, or attacked any creature within the perception range of the affected undead.
Arcane: Expending 55 mana points: You isolate your life force in one single part of the body-typically the little finger on the left hand. You can then remove this part and store it in some safe place. Once the spell takes effect, you can no longer be killed by ordinary means: If damage or a spell effect would normally render you disabled, dying, or dead, you ignore the usual effects. Instead, you are staggered (only able to take partial actions). While this spell is in effect, if you would otherwise be disabled or dying, you do not lose hit points for taking actions or having a negative hit point total. Healing does not automatically return you to 0 hit points but simply adjusts your current total upward. If you would otherwise be dead, you cannot benefit from healing and simply fall down dead if the spell is ended. If the hidden body part is ever destroyed, the spell is broken and your life force returns to your body if you would not otherwise be dead. Material Component: A small sickle made of the purest silver, which you use to detach the body part to be stored. XP Cost: 5,000 XP.
Divine: Expending 3 mana points: When cast, the recipients became undetectable to all the senses, even extraordinary ones, of the mostly mindless undead. Even if previously detected, undead creatures would lose track of their prey and forget about them, completely ignoring the warded creatures as if they didn't exist. The more intelligent undead had a chance to overcome the magic of these spells, but if they failed to do so, they too became oblivious. However, if a smart undead creature were given reason to believe there were invisible creatures present, it could attempt to locate or attack them. This is immediately broken if the recipients touched an undead creature, attempted to turn or command them, or attacked any creature within the perception range of the affected undead.
Arcane: Expending 55 mana points: You isolate your life force in one single part of the body-typically the little finger on the left hand. You can then remove this part and store it in some safe place. Once the spell takes effect, you can no longer be killed by ordinary means: If damage or a spell effect would normally render you disabled, dying, or dead, you ignore the usual effects. Instead, you are staggered (only able to take partial actions). While this spell is in effect, if you would otherwise be disabled or dying, you do not lose hit points for taking actions or having a negative hit point total. Healing does not automatically return you to 0 hit points but simply adjusts your current total upward. If you would otherwise be dead, you cannot benefit from healing and simply fall down dead if the spell is ended. If the hidden body part is ever destroyed, the spell is broken and your life force returns to your body if you would not otherwise be dead. Material Component: A small sickle made of the purest silver, which you use to detach the body part to be stored. XP Cost: 5,000 XP.
Related Discipline
Arcane, Divine, Nature
Related School
Abjuration
Effect Duration
10 min. / mana rank
Effect Casting Time
1 round
Range
Touch
Level
3, 30, or 55 Mana
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