Redcap's Touch
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (1 ounce of blood)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one non-magical hat touchedHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 minute/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negates (harmless, object)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yes (harmless, object)Whether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You infuse the target with the blood used as a material component, imparting malicious power. As long as the hat is worn (occupying the wearer’s head slot as though it were a magic item), it grants its wearer a +2 bonus on damage rolls and causes the wearer to regain 1d4 hit points whenever they deal the killing blow to a living creature.