Name: Enduring
Original Spell:
Endure Elements
Target Object: clothing
Duration: 24 hours
Effect: The caster, when wearing these clothes, suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The caster’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Name: Held
Original Spell:
Hold Portal
Target Object: any solid door or portal
Duration: 1 min/level
Effect: This inscription magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.
Name: Greasy
Original Spell:
Grease
Target Object: solid ground
Duration: 1 min/level
Effect: a 10' radius area of the ground is covered with slippery grease. Each round a creature spends in the greased area, they must make a reflex save or fall. A creature can walk through a greased area at half speed with a DC 10 balance check. Failing the balance check means the creature loses that move action (and must again make the reflex save or fall prone), and failure by 5 or more means the creature falls automatically.
NOTE: when this inscription is mastered, the Greased inscription is considered mastered as well
Name: Greased
Original Spell:
Grease
Target Object: any object that can be picked up normally
Duration: 1 round/level
Effect: the creature attempting to use or hold an object with this effect must make a reflex save each round or drop it. If this effect is placed upon worn armor, the wearer receives a +10 circumstance bonus on escape artist checks to escape ropes or grapples.
NOTE: when this inscription is mastered, the Greasy inscription is considered mastered as well
Name: Armored
Original Spell:
Mage Armor
Target Object: clothing
Duration: 1 hour/level
Effect: the clothing provides its wearer with a +4 armor bonus to AC
Name: Undead Detecting
Original Spell:
Detect Undead
Target Object: A small rock or gemstone
Duration: 1 minute/level
Effect: the item will glow a faint blue if no undead are within range (60 feet), faint red if there is an undead the strongest of which has <1 HD, brighter red if there is a 2-4 HD undead, and gives off light as a torch if there is a 5-10 HD undead within range. If an undead with 11 HD or more is present, the target item crumbles to fine powder.
Name: Truestriking
Original Spell:
True Strike
Target Object: any weapon or 1 piece of ammunition
Duration: until the end of your next round or until used
Effect: The single next attack you make with the inscribed weapon gets a +20 insight bonus to the attack roll. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Name: Floating
Original Spell:
Floating Disk
Target Object: a circular sheet of metal or piece of wood, no more than 3' diameter
Duration: 1 hour/level
Effect: The inscribed item floats 3' off the ground, follows you around (at a maximum speed of 30 feet per round), and carries up to 100 pounds per level. If you get more than 30 feet away from the disk, it stops moving and will remain in place in midair until you are within 30' of it again.
Name: Face-altering
Original Spell:
Disguise Self
Target Object: any part of a disguise
Duration: 10 min/level
Effect: Your disguise provides an additional +10 bonus on your disguise check while worn. All who interact with you get a will save to see through your illusion, nullifying the +10 on your disguise check. This inscription will not grant you the ability to mimic anyone else's mannerisms.
Name: Aura-altered
Original Spell:
Magic Aura
Target Object: any solid object
Duration: one day/level
Effect: You can suppress an item's faint magic aura, change it to a different aura, or make a nonmagical item seem to have a faint magical aura. If the object's aura is examined, the observer must succeed on a will save to see through to the item's real aura. This inscription has no effect on anything with an aura of stronger than "faint".
Name: Frightening
Original Spell:
Cause Fear
Target Object: a painting or piece of scripture
Duration: see text
Effect: after activation, this rune will last for up to 10 minutes/caster level. When it is viewed (or read, in the case of scripture), the viewer becomes frightened for 1d4 rounds, unless it passes its will save, in which case it is shaken for 1 round. Creatures with 6HD or more are immune to this effect.
Name: Chilled
Original Spell:
Chill Touch
Target Object: any weapon or 1 piece of ammunition
Duration: 2 rounds/level or until used up; see text
Effect: A weapon with this effect does an extra 1d6 of cold damage, and the defender must make a fortitude save or take 1 point of strength damage.
Undeads do not take the cold damage or strength damage, but must instead pass a will save or become
panicked for 1d4+1 rounds.
This effect does not dissipate after the first attack; it can be used for a number of attacks up to your caster level.
Name: Feebling
Original Spell:
Ray of Enfeeblement
Target Object: any weapon or 1 piece of ammunition
Duration: until the end of your next turn or until used
Effect: an enemy strick by a weapon with this effect takes 1d6+1 strength damage, or 1d6+2 at caster level 3.
Name: Expeditious
Original Spell:
Expeditious Retreat
Target Object: footwear
Duration: 1 min/level
Effect: You gain a 30' enhancement bonus to your land speed. This will provide you a bonus on jump checks.
Name: Softfalling
Original Spell:
Feather Fall
Target Object: cloak or cape, or other billowy garment
Duration: until landing, or 1 round/level
Effect: Your rate of freefalling descent lowers to 60 feet per round. If you hit the ground while this spell is still active, you take no damage from the fall. If the spell wears off before you hit the ground, you begin falling at the normal rate again, and treat your fall as if you had fallen from where you were when the spell ended.
Name: Bouncing
Original Spell: J
ump
Target Object: footwear
Duration: 1 min/level
Effect: Your footwear provides you a +10 enhancement bonus on jump checks.
Name: Enhanced
Original Spell:
Magic Weapon
Target Object: any weapon, or container <51 pieces of ammunition
Duration: 1 min/level
Effect: Your weapon or ammunition receives a +1 enhancement bonus (does not stack with the bonus from masterwork quality items).
Name: Shocking
Original Spell:
Shocking Grasp
Target Object: weapon or 1 piece of ammunition
Duration: until the end of your next round or until used
Effect: your weapon does an additional +1d6 lightning damage per caster level (max 3d6). You also get a +3 bonus to your attack roll if the defender is wearing metal, carrying lots of metal, made of metal, etc.