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Certament
The Certaments of Zandir specialize exclusively in combat spells. While they lack the range of spells that normal mages have, given a few rounds to prepare, a certament in melee is almost unbeatable. Most Certament spells are self only and are designed to enhance a single fighter's melee ability. While technically many of the spells could be used to enhance other figthers or their weapons, Certament's are loathe to use their spells on others unless absolutely necessary.
 
Blazing Sword
Evocation
Level: 4
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Weapon Touched
Duration: 2 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell engulfs the certament's sword in flickering blue flames that shed light out to 30 feet. These flames do not damage to the certament or his weapon, but deal an additional 1d6 fire damage for the duration of the spell.
 
Borrowed Skill
Transmutation
Level: 4
Components: V, S
Casting Time: one action
Range: Personal
Target: Self
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

This spell temporarily grants the target a feat from the fighter's bonus feat list for the duration of the spell.
 
Flawless Strike
Transmutation
Level: 4
Components: V, S
Casting Time: 1 action
Range:  Touch
Target:  weapon touched
Duration: 1 minute/level
Saving Throw:  None
Spell Resistance:  No

The weapon affected by this spell glows with a silvery aura. For the duration of the spell, the weapon's threat range is doubled and its critical hits automatically succeed (no confirmation check required).
 
Hidden Weapon
Transformation
Level:  2
Components: V,S
Casting Time: One Action
Range: Touch
Target: one weapon
Duration: 5 minutes/level
Saving Throw: None
Spell Resistance: No

This spell changes any single weapon into a small item of jewelry or apparel. Typically it is used to hide a weapon as a belt buckle, ring, or other ornament, allowing the certament to sneak a weapon into a place where weapons are not normally allowed. This spell only works on a weapon the certament is holding in both hands, and cannot be used to change an opponent's weapon into something.
 
Rapid Strikes
Transmutation
Level: 2
Components V, S
Casting Time: one action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: Fortitude negates (Harmless)
Spell Resistance: Yes (Harmless)

The target of this spell performs more quickly in combat. He gains one extra partial action each round that can only be used to perform a single melee attack at the attacker's best attack bonus.