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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 |
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Spark |
Components: V or S Duration: Instantaneous Range: Close (30 ft) Target: A fine object Effect: Fine (flammable) object catches on fire. |
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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. |
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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. |
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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 |
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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) |
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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. |
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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. |
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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 |
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Dazzled condition |
Creature takes -1 on attack rolls and sight-based Perception checks. |