School Evocation [Fire]; Level Sorcerer/Wizard 2;
CASTING
Casting Time: 1 standard action;
Components: V, S, M (a pinch of wood ash and a red ribbon that’s been worn by a living creature for at least 24 hours)
EFFECT
Range: Close (25 ft. + 5 ft./2 level)
Effect: Self, and one humanoid creature;
Duration: 1 round/level or until the tether is broken (see text);
Saving Throw: Reflex negates or halves (see text); Spell Resistance yes;
DESCRIPTION
You surround yourself and your target with twin whirlwinds of raging fire connected by an ethereal plasma tether. The target receives a Reflex Save when the spell is cast. On a successful save the spell ends immediately, on failure a bond is created dealing 1d6 + caster level points of fire damage to both parties. For the spell’s duration, the caster must spend a move action to maintain the spell each round otherwise it ends with no effect. Each round a move action is spent, a pulse is sent through the connection dealing 1d6 + caster level points of fire damage to both parties (Reflex Halves). The spell requires that both parties remain within the range of the spell, physical objects and creatures can pass without harm through this tether. If either party moves out of the range of the spell after a bond is created both take 1d4 + 1 points of fire damage per caster level for each round that the bond was maintained (Reflex Halves).
*You cannot establish more than one Firebound bond with a given target, but you can be bound to more than one target (by casting this spell multiple times) -- the damage taken from all such bonds stack. Each bond requires its own move action to maintain.
School Conjuration; Level Any Caster 2;
DESCRIPTION
This spell functions like Mana Focus Light, except that it Transfers 2 Mana.
School Conjuration; Level Any Caster 2;
DESCRIPTION
This spell functions like Mana Sap Light, except that it Transfers 2 Mana.
School Necromancy [Evil]; Level Sorcerer/Wizard 2;
CASTING
Casting Time: 1 standard action;
Components: V, S
EFFECT
Range: Close (25 ft. + 5 ft./2 level)
Effect: one or more rays;
Duration: instantaneous;
Saving Throw: None; Spell Resistance yes;
DESCRIPTION
You must make a ranged touch attack to hit your target. On a hit, the ray deals 4d6 points of negative energy damage.
An undead creature struck by this ray gains 4d6 temporary hit points for 1 hour.
For every two caster levels beyond 3rd, you gain an additional ray, to a maximum of three rays at 11th level. Each ray requires a separate ranged touch attack roll and can target the same or different creatures, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.