Advanced Race Guide | Races | Elves | New Racial Rules | Elven Spells

Elven Spells

Most know of elven magic for its power, but those who delve deeper discover its elegance and ties to the natural world. The following spells are just a few that the elves are known for.

Blend

School: illusion [glamer] ()
Domain:
Level: Alchemist: 1; Arcanist: 1; Druid: 1; Hunter: 1; Investigator: 1; Magus: 1; Ranger: 1; Shaman: 1; Sorcerer: 1; Witch: 1; Wizard: 1
Components: S
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level
Saving Throws:
Spell Resistance:
Target: you

Description: You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings.

You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends (as invisibility).

Ward Of The Season

School: abjuration [] ()
Domain:
Level: Cleric: 4; Druid: 3; Hunter: 3; Oracle: 4; Ranger: 3; Shaman: 3; Warpriest: 4; Witch: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level
Saving Throws: Will negates (harmless)
Spell Resistance: no
Target: one creature

Description: Harnesses the power of the seasons to protect the target and grant a number of bonuses.

This spell harnesses the power of the seasons to protect the target and grant a number of bonuses. This spell has one of four different effects. The caster of the spell can select any one of the following four effects, but can change the effect as a standard action that reduces the total remaining duration by 1 hour.

Spring: The target is wrapped in light vines, culminating in a crown of bright, beautiful flowers. While the spell remains in effect, the target is immune to bleed effects and regains 1 hit point per round whenever below 0 hit points, as long as the target is still alive. This stabilizes the target. For each hit point restored in this way, the spell's total remaining duration is reduced by 1 hour.

Summer: The target is surrounded by tiny motes of light. While the spell remains in effect, the target's base speed increases 10 feet. The target may instead increase its base speed by 30 feet for 1 round by reducing the spell's total remaining duration by 1 hour.

Fall: A cloak of autumn leaves appears on the target. While the spell remains in effect, the target gains a +2 morale bonus on Fortitude saves. The target can decide to roll twice on any saving throw against disease or poison and take the higher result by reducing the spell's total remaining duration by 1 hour.

Winter: A flutter of snow and crisp air surrounds the target. While this spell remains in effect, the target automatically succeeds at Acrobatics skill checks made to avoid falling while moving across slick or narrow surfaces. The target can move freely through difficult terrain for 1 round by reducing the spell's remaining duration by 1 hour. Difficult terrain created by magic affects the target normally.

Whispering Lore

School: divination [] ()
Domain:
Level: cleric: 2; oracle: 2; warpriest: 2; druid: 1; ranger: 1; witch: 1; hunter: 1
Components: V, S, M/DF (an owl's beak)
Casting time: 1 full-round action
Range: personal
Duration: 10 minutes/level (D)
Saving Throws:
Spell Resistance:
Target: you

Description: Upon casting this spell, you are able to gain knowledge from the land itself.

Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment, you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the new bonus.