s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | Reloading Hands | 0 | 0 | -1 | -1 | 2 | 1 standard action | 0 | V, S | 0 | yes (object, harmless) | 0 | -1 | 0 | 2 | 0 | 0 | 0 | magus 2, ranger 2, sorcerer/wizard 2 | Ultimate Combat | 0 | Loads a single shot into your weapon every round. | 0 | 1 | 0 | -1 | -1 | 0 | 0 | 0 | 0 | -1 | Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first. | 0 | 0 | projectile weapon touched | creation | 0 | 0 | 1 round/caster level (D) | -1 | 0 | -1 | touch | Reloading Hands School conjuration (creation); Level magus 2, ranger 2, sorcerer/wizard 2CASTINGCasting Time 1 standard actionComponents V, SEFFECTRange touchTargets projectile weapon touchedDuration 1 round/caster level (D)Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless)DESCRIPTIONOnce per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first. | Reloading Hands | -1 | 0 | 0 | 2 | 0 | 2 | -1 | 2 | conjuration | -1 | 0 | 0 | -1 | -1 | 0 | -1 | 0 | 0 | -1 | 2 | -1 | 1 | -1 | -1 | -1 | NULL | Will negates (object, harmless) | 0 | -1 | 0 | 1 | Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first. | 0 | -1 | 0 |
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