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10 Cards in this Set

  • Front
  • Back

Guidance

Components: V, S


Duration: 1 minute (10 rounds)


Range: Touch


Target: Creature touched


Effect: +1 on a single attack roll, saving throw, or skill check

Spark

Components: V or S


Duration: Instantaneous


Range: Close (30 ft)


Target: A fine object


Effect: Fine (flammable) object catches on fire.

Cure Light Wounds

Components: V, S


Duration: Instantaneous


Range: Touch


Target: Creature touched


Effect: Restores 1d8 +1 point per caster level (up to +5) of health. Hurts undead.


DC: 14


Save: Will save to take half damage.


Spell Resistance: Yes.



Entangle

Components: V, S


Duration: 2 minutes (20 rounds) [D]


Range: Long (480 ft)


Target: Plants in a 40-foot radius spread; terrain is considered difficult.


Effect: Creatures that fail their save end their movement and gain the entangled condition. Entering the entanglement area forces a save. You must save until you leave. Terrain is considered difficult. If there are thorns, 1 point of damage for every failed save.


DC: 14 ("the DC is equal to the DC of the spell")


Save: Reflex.


Spell Resistance: No.


Escape: STR or Escape Artist check as a move action.

Entangled condition

Description: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force.


Effects:


* Move at half speed


* Cannot run or charge


* -2 on all attack rolls


* -4 penalty to DEX


* Spells: DC 15 + spell level concentration check

Summon Nature's Ally

Components: V, S, DF


Casting Time: 1 round (takes effect next round)


Duration: 1 round / level [D]


Range: Close (30 ft)


Target: N/A


Effect: You summon a creature from the appropriate table. The creature attacks immediately, on your turn, and appears where summoned. Creature always attacks, unless you can speak to it, in which case you can make requests.


Rules for summoned creatures:


* Cannot cast spells that cost lots of money (like Wish)


* Cannot summon another creature


* Cannot teleport or travel to other planes


* Must be appropriate for the environment (e.g., no underwater lions or land sharks)

Faerie Fire

Components: V, S, DF


Duration: 1 minute / level (10 rounds / level) [D]


Range: Long (400 + 40 ft / level)


Target: 5-foot burst radius


Effect: A pale glow, as bright as a candle, emanates from the subject. Creature takes a -20 on all Stealth checks. No darkness benefit, unless a level 2 or higher magical darkness effect is in play. Blur, displacement, and invisibility do not function normally.


Other: Glow can be blue, green, or violet.


Save: None!


Spell Resistance: Yes.

Obscuring Mist

Components: V, S


Duration: 2 minutes (20 rounds)


Range: 20 ft


Target: A cloud with a 20-foot radius, 20 feet high


Saves: No.


Spell Resistance: No.


Effect: A misty vapor arises, obscuring all sight, including darkvision, beyond 5 feet.


* Creatures five feet away have concealment (20% miss chance)


* Creatures further away have total concealment (50% miss chance; attackers cannot use sight to locate targets)


* Does not work underwater


Dispersal: Wind – 11mph disperses in 4 rounds; 21mph disperses in 1 round. Fire spells burn away the fog in the area of effect.

Flare

Components: V


Duration: Instantaneous


Range: Close (25 ft + 5 ft / 2 levels)


Target: N/A


Effect: A burst of light. If you burst in front of a single creature, and it fails its save, it is dazzled for 1 minute (10 rounds).


Saves: Fortitude (DC 13)


Spell Resistance: Yes

Dazzled condition

Creature takes -1 on attack rolls and sight-based Perception checks.