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Cure Minor Wounds

  • Level: Healer 1, Enchanter 3, Fleshcrafter 1
  • Duration: Permanent
  • Range: Touch

When cast, the healer touches one character or creature (or himself) and heals it of 1d4 hit points of damage. This spell cannot grant more hit points than the being’s normal maximum.

Cause minor wounds (the reverse of cure minor wounds) causes 1d4 hit points of damage to a being if the caster can touch the opponent.

Light Armour

  • Level: Fleshcrafter 1
  • Duration: 2 turns / level
  • Range: Touch

The target of this spell’s skin toughens into a rough natural armour similar to rhinoceros hide or heavy tree bark. This provides a bonus to Armour Class equivalent to wearing chain mail (AC 5).

Natural Weapon

  • Level: Fleshcrafter 1
  • Duration: 3 turns / level
  • Range: Touch

The target of this spell sprouts nasty natural weaponry made of bone and chitin and hard claw-like matter. Most fleshcrafters specialize in one sort of weapon – spurs from the elbows or wrists, massive teeth, horrible claws, and so on. Regardless of the form the weaponry takes, it provides the target with the ability to make physical attacks that deals the same damage as a sword (1d8 damage).


  • Level: Fleshcrafter 1
  • Duration: 1 round / level
  • Range: 90′

For the duration of the spell, the caster can fling one long bony quill from his body at a target up to 90 feet away. The quills are treated as magical javelins, gaining +1 to hit and dealing 1d6 damage each (plus the caster’s Strength bonus).