Description
Saving Throw none Spell Resistance no
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
Saving Throw Will negates (harmless) Spell Resistance yes
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. The acid continues to deal damage for 1 additional round per 4 caster levels (to a maximum of 6 total rounds at caster level 20th). This ongoing acid damage doesn't stack from multiple attacks, but the duration resets if a newer bite would cause the ongoing damage to last longer than the duration remaining from a previous one.
The acid does not harm the animal companion.
Saving Throw Will negates (harmless) Spell Resistance yes (harmless)
Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded-assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device-and fired. When shooting such a firearm underwater, the shot still takes the standard -2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.
(a tiny bell and a piece of very fine silver wire)
Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ''ping'' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.