This is just one possible use of
the "Stankaster's Extension" spell. Stankaster developed this, and
other more combat-oriented spells during his confinement in the bottom
of the tower. Here, you'll find some of those spells, and other spells
developed by less-notorius wizards.
This spell allows the recipient (either the caster or a creature touched) to focus his mind on a certain endeavor. This allows him to add a +2 bonus to his skill checks to a skill of his choice (or a proficiency in 2nd edition) for the duration of the spell. At first level, this usually allows the recipient to complete one moderately difficult task. At later levels, he may complete more difficult tasks or even multiple tasks with the benefit of the spell.
High Impact
Stankaster's Acid Touch
School (3rd ed.): transmutation
School (2nd ed.): alteration
components: V,S,M
CT (3rd ed): 1 action
CT (2nd ed): 2
Range: personal
Dur (3rd ed): 1 minute/level
Dur (2nd ed): 5 rounds/level
Save (3rd ed): reflex half
Save (2nd ed): vs spell, half
Stankaster loved spells dealing with acid. The spell Melf's Acid Arrow is written in Stankaster's spellbooks as Stankaster's Acid Arrow. This spell allowed Stankaster to deliver acid attacks by touch. A successful bare-handed melee attack while this spell is in effect will deliver 1d6 points of acid damage to the target (a reflex save halves damage.) If the acid is not neutralized or otherwise removed in the next round, it causes another 1d6 points of damage. After the second round, all of the acid has reacted, and no further damage is taken. The caster can make as many acid touch attacks as he can during the given duration. The material component is a drop of acid.
Stankaster's Extension
School (3rd ed): transmutation
School (2nd ed): alteration
Components: V, S
CT (3rd ed): 1 action
CT: (2nd ed): 1
Range: personal or touch
target: creature touched
Dur(3rd ed): 1 minute/level
Dur(2nd ed): 5 rounds/level
Save (3rd ed): fortitude negates (harmless)
Save (2nd ed.): vs spell, negates
Stankaster never learned the unseen servant spell, but he still didn't
want to bother getting up from his desk to retrieve books, spell components,
or the like. Thus, he created a spell which allowed him to extend
his limbs at will. The creature affected by this spell (the caster
or a creature touched) my extend his arms, his legs, or even his neck at
will, instantaneously. He may also shorten his limbs to their normal
length at any time. The maximum amount that the recipient can strectch
his limbs is 100% plus 50 % per caster level above 1st. Creatures
without limbs or with amorphous bodies (oozes, elementals, and so on.)
cannot be affected by this spell.
This spell allows the caster to shoot a crackling ball of electricity
at a single target. The spell always hits, as does a Magic Missile.
It delivers 1d4 points of damage per level to the target, who may make
a reflex save (or save vs spell) for half damage. Enemies in metal
armor suffer 1d6 points of damage per level and they save at a -1 penalty.
Creatures immune to electricity take no damage. The material components
are a small glass rod and a bit of fur.
One of the mainstays of Stankaster's arsenal. This spell allows the caster to vomit forth a stream of highly corrosive acid at nearby enemies. Though the range is short, the effects are powerful. Creatures caught in the stream take 2d8 points of damage immediately (a successful save halves damage.) Unless the acid is washed off or neutralized, it continues to deliver 1d8 points of damage each round thereafter for the duration of the spell. Creatures may save each round to halve this additionall damage. The material component is a flask of acid that actually must be drank by the caster, dealing 1d6 points of damage to himself.