School transmutation [herbal]; Level druid 2, legendary hunter 2, ranger 2
Casting Time 3 rounds
Components S, H
Target item or natural weapon touched
Duration 10 min/level
Saving Throw Fort negates (harmless); Spell Resistance Fortitude (harmless)
Note Herbal spells use raw components from the environment to enhance their potency. Herbs, plants, mineral water, and occasionally common animal components can be harvested in many locations, at the GM’s discretion. Foraging for the necessary materials takes 1 minute and requires a survival check with a DC equal to 10 + twice the level of the spell. Such materials need to be used within 1 minute to remain potent. If successful, the spell may then be cast. The GM may apply a +5 or -5 modifier for especially fertile or sterile areas. If the spellcaster can beat the DC by 20, he finds sufficient materials to cast the spell without using a spell slot. Using herbal spells without raw components is possible by substituting large amounts of rare herbs. For every level of the spell, an herbal spell will cost 10 gp to cast.
You administer a herbal paste that coats a weapon or natural weapon that grants the weapon a particular metallic coating. The spell-paste grants the weapon either the cold-iron or silver property, chosen at the time of casting. The paste may be applied to a set of 50 ammunition. There is no penalty to damage or increased cost to enchanting the weapon while the spell-paste is applied.
Section 15: Copyright Notice
Legendary Hunters © 2020, Legendary Games; Authors Connor Bates, Cerise Herndon, and W. Hervay