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<blockquote data-quote="Raven Crowking" data-source="post: 5047724" data-attributes="member: 18280"><p><strong>Some spells starting with S</strong></p><p></p><p><strong><span style="font-size: 12px">Shards of Stone</span></strong></p><p><em>Conjuration/Evocation [Earth]</em></p><p></p><p>Class and Level: Sorcerer (Elemental Earth) 1</p><p>Casting Time: Action +4</p><p>Components: V, S</p><p>Range: 10 foot radius</p><p>Target: All creatures and objects in range</p><p>Duration: Instantaneous</p><p>Save: Fortitude or Reflexes half</p><p></p><p>With a word and a gesture, the sorcerer conjures up sharp shards of flint-like stone, which fly away from him in all directions. All creatures within 10 feet of the sorcerer take 1d6 points of damage from the shards. </p><p></p><p></p><p><strong><span style="font-size: 12px">Ship Strike</span></strong></p><p><em>Evocation</em></p><p></p><p>Class and Level: Sorcerer (Oceanic) 6</p><p>Casting Time: 1 minute</p><p>Components: V, S, M</p><p>Range: 1,500 feet</p><p>Target: One ship or creature (see text)</p><p>Duration: Instantaneous (see text)</p><p>Save: None</p><p></p><p>This spell creates an invisible wave of force in water, equal to being rammed by a warship. It cannot be cast into land, or into any body of water smaller than a lake. Its target can be any sort of ship or watercraft, or any creature of size Huge or larger within a body of water. Creatures or ships on land or in drydock cannot be targeted by this spell.</p><p></p><p>The wave travels at a rate of 200 feet per round, causing water to part visibly. It continues travelling until it strikes a target (requiring a ranged touch attack) or until it passes out of range. Thus, it is possible to outrun or outmanoeuvre the ship strike.</p><p></p><p>This spell does 1d10 points of damage per Caster Level, and bypasses Hardness and/or Damage Resistance equal to the Caster Level of the spell. In addition, even if the damage alone is not enough to sink a ship, there is a percent chance equal to the Caster Level that the ship will sink in 2d6 rounds anyway.</p><p></p><p><em>Material Component:</em> A miniature wooden ship with rigging and trim, valued at not less than 100 gp.</p><p></p><p></p><p><strong><span style="font-size: 12px">Sleepwalking</span></strong></p><p><em>Enchantment [Compulsion, Mind-Affecting]</em></p><p></p><p>Class and Level: Enchanter 1, Sorcerer (Dreams) 4</p><p>Casting Time: 2 Actions</p><p>Components: V, S, M</p><p>Range: 10 feet</p><p>Target: One unconscious living creature</p><p>Duration: 10 minutes per Caster Level</p><p>Save: Willpower special (see text)</p><p></p><p>When this spell is cast, the target is induced to rise and walk as the caster directs. The caster must have some means of communicating with the sleepwalking creature to direct it, even if it is no more advanced than turning the creature in the right direction and giving it a nudge. The creature remains unconscious.</p><p></p><p>The target is not allowed a saving throw when this spell is cast. If the caster directs the sleepwalker toward something that would be obviously and immediately harmful (such as walking off a cliff, or into lava), the target is allowed to make a Willpower save. If this save succeeds, the creature awakens (if possible), or otherwise subverts the caster’s direction (turns aside, etc.).</p><p></p><p>This spell does not otherwise interfere with the value of sleep or rest. It instantly ends if the target is somehow awakened.</p><p></p><p><em>Material Component:</em> A pinch of ash or soot and a few strands of cobweb.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5047724, member: 18280"] [b]Some spells starting with S[/b] [B][SIZE="3"]Shards of Stone[/SIZE][/B] [I]Conjuration/Evocation [Earth][/I] Class and Level: Sorcerer (Elemental Earth) 1 Casting Time: Action +4 Components: V, S Range: 10 foot radius Target: All creatures and objects in range Duration: Instantaneous Save: Fortitude or Reflexes half With a word and a gesture, the sorcerer conjures up sharp shards of flint-like stone, which fly away from him in all directions. All creatures within 10 feet of the sorcerer take 1d6 points of damage from the shards. [B][SIZE="3"]Ship Strike[/SIZE][/B] [I]Evocation[/I] Class and Level: Sorcerer (Oceanic) 6 Casting Time: 1 minute Components: V, S, M Range: 1,500 feet Target: One ship or creature (see text) Duration: Instantaneous (see text) Save: None This spell creates an invisible wave of force in water, equal to being rammed by a warship. It cannot be cast into land, or into any body of water smaller than a lake. Its target can be any sort of ship or watercraft, or any creature of size Huge or larger within a body of water. Creatures or ships on land or in drydock cannot be targeted by this spell. The wave travels at a rate of 200 feet per round, causing water to part visibly. It continues travelling until it strikes a target (requiring a ranged touch attack) or until it passes out of range. Thus, it is possible to outrun or outmanoeuvre the ship strike. This spell does 1d10 points of damage per Caster Level, and bypasses Hardness and/or Damage Resistance equal to the Caster Level of the spell. In addition, even if the damage alone is not enough to sink a ship, there is a percent chance equal to the Caster Level that the ship will sink in 2d6 rounds anyway. [I]Material Component:[/I] A miniature wooden ship with rigging and trim, valued at not less than 100 gp. [B][SIZE="3"]Sleepwalking[/SIZE][/B] [I]Enchantment [Compulsion, Mind-Affecting][/I] Class and Level: Enchanter 1, Sorcerer (Dreams) 4 Casting Time: 2 Actions Components: V, S, M Range: 10 feet Target: One unconscious living creature Duration: 10 minutes per Caster Level Save: Willpower special (see text) When this spell is cast, the target is induced to rise and walk as the caster directs. The caster must have some means of communicating with the sleepwalking creature to direct it, even if it is no more advanced than turning the creature in the right direction and giving it a nudge. The creature remains unconscious. The target is not allowed a saving throw when this spell is cast. If the caster directs the sleepwalker toward something that would be obviously and immediately harmful (such as walking off a cliff, or into lava), the target is allowed to make a Willpower save. If this save succeeds, the creature awakens (if possible), or otherwise subverts the caster’s direction (turns aside, etc.). This spell does not otherwise interfere with the value of sleep or rest. It instantly ends if the target is somehow awakened. [I]Material Component:[/I] A pinch of ash or soot and a few strands of cobweb. [/QUOTE]
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