Hello everyone, and welcome back to another exciting edition of Obscure Arcana, where we bring you a selection of high quality magic spells each and every week. We spend a lot of time providing new spells for the powerful casting classes, like the cleric, the druid, and of course, the mighty sorcerer/wizard, but today we’ll be doing something a little bit different. In fact, today we will be looking at a selection of spells for the game’s least powerful casters, the martially-inclined paladin and the ranger. The reason for this is largely because spellcasting has never been very exciting for these classes, and a few new options might be just the ticket to spice things up. So let’s get to it, shall we?
For the duration of this spell, whenever you use your channel energy ability to heal living creatures, you can imbue the channeled energy with the power of your mercies. Any creature that recovers hit points as a result of your channel energy ability also benefits from each mercy you possess.
This spell doubles the target’s vision and hearing, allowing him to see and hear much further than normal. This effectively reduces any penalty due to distance on all Perception checks by half. This includes both visual and auditory Perception checks, and has no effect on penalties imposed by obstacles or other obstructions.
This spell enhances your ability to smite evil. When you cast this spell, you must designate a single creature who is the target of your smite evil ability. For the duration of this spell, you deal an additional 1d6 points of damage per caster level to that creature instead of adding your paladin level to damage. This extra damage is not increased to 2d6 against targets who are evil-aligned dragons, outsiders with the evil subtype, or undead, and is not multiplied in the case of a critical hit.
This spell grants the target exceptional skill at horsemanship. For the duration of the spell, whenever the target would make a Ride skill check to accomplish any of the normal tasks of the Ride skill, he automatically succeeds at the task without need for a skill roll. This spell does not apply to other uses of the Ride skill, such to negate damage dealt to your mount with the Mounted Combat feat.
By means of this spell, the caster can empower a single living creature of the animal or magical best type with holy energy. The target creature gains the celestial template for the duration of the spell. In addition, the target is constantly affected by the spell magic circle against evil as though it had been cast by the caster. Finally, the creature is granted the ability to fly at a speed equal to its land speed with perfect maneuverability. Creatures that could already fly instead gain a +30 foot enhancement bonus to their fly speed and have their maneuverability improved to perfect for the duration of the spell.
When you complete this spell, you may select any single mercy which you do not possess and for which you qualify. For the duration of the spell, whenever you use your lay on hands ability to cure hit point damage, the target also receives the benefit of this mercy.
This spell instantly creates 1 spectral arrow per 4 caster levels you posses, which appear in your hand. These arrows may be fired normally from any bow, but must be used within 1 round of casting the spell, after which time they fade to nothingness. The arrows have two special properties: they functions as though they had the ghost touch special ability, and any attack made with the arrows is considered a touch attack.
This spell magically causes the next arrow you fires from your bow to magically split moments before impact, sending numerous projectiles into the target. The number of projectiles created this way is equal to 1 per 4 caster levels you possess. You make only one attack roll, which determines whether or not all of these projectiles hit the target. Each projectile deals damage as normal for a normal hit with the arrow actually fired from the bow.
This spell improves the target’s ability to fight with two weapons. For the duration of the spell, whenever he makes a full attack while wielding two weapons, he gains a +2 bonus to all attack rolls for the round.
Twin Blade, Greater
As the spell twin blade except that the target receives a +4 bonus on attack rolls whenever he makes a full attack while wielding two weapons, instead of a +2 bonus.