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Evergreen Spells 1 Cheat Sheet (DRAFT) by

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Polypu­rpose Panacea

School transm­utation
Casting Time 1 standard action
Components S
Range personal
Target you
Duration see below
This creates one of several cantri­p-level effects relating to your health, well-b­eing, and entert­ain­ment. The panacea has no side effects (for example, the intoxi­cation panacea does not cause a hangover). When you use polypu­rpose panacea, choose one of the following effects.

Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain a +2 resistance bonus against pain-r­elated spells.

Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You must choose to use the bonus before making the roll to which it applies.

Halluc­ina­tion: You have pleasant halluc­ina­tions for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distra­cting, and you take a –2 penalty on Perception checks for the duration.

Intoxi­cation: You feel comfor­tably intoxi­cated for 1 hour, as if you had a few alcoholic beverages.

Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for an hour.

Resist­ance: You gain a +1 resistance bonus on saves for 1 minute.

Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally.

Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk (GameM­astery Guide 237). Magical and alchemical methods (such as detect poison) still detect you as inebri­ated. Time spent under the effect of this panacea do not count toward the time necessary to sober up (it merely delays your intoxi­cat­ion).

Tenacity: You gain 1 temporary hit point for 1 minute.

Wakefu­lness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitter­iness. You gain a +5 resistance bonus against sleep-­related spells such as lullaby and sleep. This use of the panacea merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succes­sion, but as each effect wears off, you are as tired as you would be had you not used the panacea.

Forced Quiet

School transm­utation [sonic]
Casting Time 1 standard action
Components S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/­level
Saving Throw Will negates; Spell Resistance yes
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellc­asting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circum­stance bonus on Stealth checks.

Vanish

School illusion (glamer)
Casting Time 1 standard action
Components V, S
Range touch
Targets creature touched
Duration 1 round/­level (up to 5 rounds) (D)
Saving Throw Will negates (harml­ess); Spell Resistance yes (harmless)
This spell functions like invisi­bility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisi­bility, the spell immedi­ately ends if the subject attacks any creature.

Burst of Adrenaline

School transm­utation
Casting Time 1 immediate action
Components V, S
Range personal
Target you
Duration instan­taneous
Saving Throw none; Spell Resistance no
You draw upon your body’s inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on Strength, Dexterity, or Consti­tution, you can cast this spell to gain a +8 enhanc­ement bonus to Strength, Dexterity, or Consti­tution for that roll, but you are fatigued for 1 round afterward.