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Starry Vision

Starry Vision

School illumination (divination); Level cleric/oracle 6, shadowsworn 5, sorcerer/wizard 7

CASTING

Casting Time 1 standard action
Components S, M (diamond dust worth 500 gp)

EFFECT

Range close (25 ft. + 5 ft./two levels)
Area four 5-ft. squares/level
Duration 1 round/2 levels
Saving Throw none; Spell Resistance no

DESCRIPTION

You see the fate of all creatures in the spell’s area. You can act on this knowledge with these effects: � All creatures in the area are flat-footed against you for the spell’s duration.

  • You may move during any creature’s turn in a round. This expends your move action this round.
  • You gain a +8 insight bonus to your AC and any saving throws arising from the actions of a creature within the area of the spell.
  • As a swift action, you can warn one other creature, which has not yet acted in a round, whether its spell or attack will fail. If the warned creature wishes, it may choose to take another action when it acts. The creature may reroll one failed attack roll this round against an affected creature, or the player may take a different action or attack a different target. For purposes of this spell, all attack actions are considered equivalent to one another, and all spellcasting actions are equivalent to one another.
Steadfast

School abjuration; Level cleric/oracle 4, paladin 4

CASTING

Casting Time 1 swift action
Components V, S

EFFECT

Range touch
Target one touched creature
Duration 3 rounds
Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

If your body (or that of a touched creature) is planted on solid ground or the floor, you resist being hurled back by any charging or impaling attack, resist melee damage, and improve your defenses. For 3 rounds, this magic prevents the body from being moved (unless you or the spell’s recipient desire to move), and it absorbs up to 77 hp of melee damage (if more damage is sustained, this spell automatically ends).

The spell provides a +3 sacred bonus to AC, and it bolsters the joints of the body, so you can withstand the impact of even a team of galloping horses or oxen crashing into you. At the end of this spell, the affected creature is fatigued.

This spell is often used to allow a single shieldmaiden to temporarily hold a bridge, doorway, or another choke point against a mighty onslaught as a delaying action.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.