All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. Lead blades increases the momentum and density of your melee weapons just as they strike a foe. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3.Ī magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. The spell can affect a slam attack, fist, bite, or any other natural weapon. Magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls. Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. It attacks your opponents to the best of its ability. The summoned ally appears where you designate and acts according to its initiative check results. This spell summons to your side a natural mite. Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack.
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