Caltrops
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.
A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.
A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.
For every two caster levels beyond 1st, you can affect an additional 5-foot by-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).
Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
Cloak of Bravery
Level: Clr 3, Courage 3, Pal 2
Components: V,S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft.-radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery.
All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).
Combust
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25 lb./level
Duration: Instantaneous; see text
Saving Throw: Reflex partial
Spell Resistance: Yes
You rub the oil against the flint and murmur the ancient words, touching your target. It immediately smolders and then bursts into bright flames.
This spell makes a combustible object or a creature’s combustible equipment burst into flame, even if damp.
If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (see Catching on Fire, DMG 303).
If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.
Material Component: A drop of oil and a piece of flint.
Cometfall
Level: Clr 6, Drd 6
Components: V,S,DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 400-pound ball of rock and ice
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: No
You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force and a thunderous boom.
You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The
force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw
takes half damage from the comet and is not knocked down.
The comet breaks apart on impact, filling the 10-foot-square area with dense rubble (DMG 90).
You must cast this spell in an area with at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails.
Critical Strike
Level: Assassin 1, Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Upon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.
Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to extra damage from sneak attacks are immune to the extra damage dealt by your attacks.