Samurai sheepdog book of many things vol 137

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Samurai sheepdog book of many things vol 137

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Memory of Function School transmutation; Casting Time standard action Components V, S, powdered skymetal worth 10,000 gp Range touch; Target object or construct touched Duration instantaneous Saving Throw Will negates; Spell Resistance yes You restore a broken object or damaged construct to a functional state, as if it were new and intact Any pieces missing from the object or construct remain missing Significant missing pieces may prevent proper functioning If the object uses charges, the object becomes fully charged Consumables such as ammunition are not restored When this spell is cast upon a damaged construct, all hit point damage dealt to that construct is healed When this spell is cast upon a destroyed but intact construct, it is restored to full functionality and full hit points Constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster If you attempt to cast this spell on an object or a construct that has been destroyed for more than 10 years per caster level you possess, the spell fails Mind Thrust I Range close (25 ft + ft./2 levels) Target one creature Duration instantaneous Saving Throw Will half; Spell Resistance yes This attack deals 1d6 points of damage per caster levels (maximum 5d6) The target receives a Will save for half damage This attack has no effect on creatures without an Intelligence score Mind Thrust II: The damage dice become d8s Mind Thrust III: Damage per caster level (maximum 10d6) Mind Thrust IV: (maximum 15d6) and the target is fatigued for round if it fails the saving throw Mind Thrust V: The target is exhausted for round if it fails the saving throw, or fatigued for round if it succeeds Rags to Riches School transmutation; Casting Time standard action Components V, S, M (a bit of burlap wrapped over a copper coin) Range touch Target weapon, suit or armor, shield, tool, or skill kit touched/5 levels Duration 10 minutes/level Saving Throw Fort negates (object); Spell Resistance no The target object is enhanced to function as a masterwork item In addition to any bonuses for the masterwork quality, the object gains other bonuses Skill kits and other equipment add an additional +1 insight bonus for every caster levels you possess to skill checks made with them that already receive a bonus from the skill kit Armor and weapons gain temporary hit points equal to your caster level If the object already has an enhancement bonus, this bonus increases by If the object of the spell has hardness, that hardness increases by 136 Summon Fantasy I School illusion (phantasm) [mind-affecting]; Level summoner 2, sorcerer/wizard 3, unchained summoner 3, witch Casting Time full-round action Components V, S, M (powdered ruby worth 250 gp) Range close (25 ft + ft./2 levels) Target one creature Duration round/level (D) Saving Throw Will negates; Spell Resistance no A summoner treats this spell as a summon monster spell of the spell level listed above and gains it as part of his summon monster class feature You create the illusion of a carbuncle, which appears anywhere within range While the illusion persists, you and your allies who can see the carbuncle gain a +2 insight bonus to Armor Class Enemies who can see the carbuncle must attempt a Will saving throw to disbelieve it or take a –2 penalty to Will saves for the duration The bonus and penalty both increase by for every caster levels you possess Creatures that attack the carbuncle gain another Will save to disbelieve it Before the spell ends, you can use the carbuncle’s fatal faker supernatural ability once as a standard action Summon Fantasy II School illusion (phantasm) [mind-affecting]; Level summoner 3, sorcerer/wizard 4, unchained summoner 4, witch Components V, S, M (powdered ruby worth 500 gp) This spell functions like summon fantasy I, except as noted here You create the illusion of a large earth elemental anywhere within range While the illusion persists, enemies who can see the elemental must attempt a Will saving throw to disbelieve it or treat you and your allies as if you have Damage Reduction 5/­– When you create the illusion, and as a standard action on each subsequent round, you can direct the elemental to move and attack creatures that believe it is real Creatures that attack, or that are attacked by, the elemental gain another Will save to disblieve it before dealing or taking damage This counts as the creature’s saving throw for the round Summon Fantasy III School illusion (phantasm) [fire, mind-affecting]; Level summoner 4, sorcerer/wizard 5, unchained summoner 5, witch Components V, S, M (powdered ruby worth 750 gp) This spell functions like summon fantasy I, except as noted here You create the illusion of a large fire elemental anywhere within range While the illusion persists, enemies who can see the elemental must attempt a Will saving throw at the end of each of your turns to disbelieve it or take 1d6 fire damage per levels (max 10d6) When you create the illusion, and as a standard action on each subsequent round, you can direct the elemental to move and attack creatures that believe it is real Creatures that attack, or that are attacked by, the elemental gain another Will save to disbelieve it before dealing or taking damage This counts as the creature’s saving throw for the round Summon Fantasy IV School illusion (phantasm) [mind-affecting]; Level summoner 5, sorcerer/wizard 6, unchained summoner 6, witch Components V, S, M (powdered ruby worth 1,000 gp) This spell functions like summon fantasy I, except as noted here You create the illusion of a shadow demon anywhere within range While the illusion persists, enemies who can see the demon must attempt a Will saving throw at the end of each of your turns to disbelieve it or be slowed for round When you create the illusion, and as a standard action on each subsequent round, you can direct the demon to move and attack creatures that believe it is real Creatures that attack, or

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