Tuesday, September 16, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with C

by Tim Wallace

CAGING BOMB ADMIXTURE
School evocation [force]; Level alchemist 6
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Upon drinking an extract created with this formulae, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formulae with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
When you throw a bomb and hit a direct target, it creates an invisible cubical prison composed of a solid wall of force. The prison is as large as the splash area of the bomb that you threw, and traps any creature that is entirely inside the area.
Creatures within the area are caught and contained unless any creature within the splash radius is too big to fit inside, in which case the effect automatically fails. Teleportation and other forms of astral travel provide means for escape, but the force walls extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force, the cage created by the caging bomb admixture resists dispel magic, although a mage's disjunction still functions. The walls of the cage can be damaged by spells as normal, except for disintegrate, which automatically destroys the cage. The walls of this cage can be damaged by weapons and supernatural abilities, but the cage has a hardness of 20 and a number of hit points equal to 20 per alchemist level. Contact with a sphere of annihilation or a rod of cancellation instantly destroys this cage.
When using caging bomb admixture, an alchemist can only have one cage in effect at a time. If the alchemist throws another bomb during the duration of caging bomb admixture, any other cage created by the earlier admixture ends, and a new one is created. When the duration of the caging bomb admixture ends, so does any remaining cage created by this admixture's effect.
Diminished Effects The cage created by the caging bomb admixture is only large enough to trap the direct target of the bomb.

CALL CONSTRUCT
Notes Call construct will be incorporated into instant summons.

CAT'S GRACE, MASS
School transmutation; Level bard 6, druid 6, magus 6, sorcerer/wizard 6, summoner 4
Casting Time 1 standard action
Components V, S, M (pinch of cat fur)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The transmuted creatures become more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell grants a +6 enhancement bonus to Dexterity, rather than only +4.

CAUSTIC ERUPTION
School conjuration (creation) [acid]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range 30 ft
Area 30-ft.-radius burst
Duration instantaneous and 2 rounds; see text
Saving Throw Reflex half (see text) Spell Resistance no
Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed away.
Diminished Effects The spell does not do any extra acid damage on subsequent rounds.
Heightened Effects Affected creatures must also make a Fortitude save each round they take acid damage to avoid becoming nauseated.

CHAIN LIGHTNING
School evocation [electricity]; Level magus 6, sorcerer/wizard 6, witch 7; Domain air 6
Casting Time 1 standard action
Components V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)
Range long (400 ft. + 40 ft./level)
Targets one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.
Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Diminished Effects The spell’s target becomes one primary target, plus one secondary target per three caster levels. The secondary bolts deal 1d6 of electricity damage per caster level (maximum 10d6) to the secondary targets.
Heightened Effects Targeted creatures must also make a Fortitude save to avoid becoming blinded for 1d4 rounds.

CHANGESTAFF
School transmutation; Level druid 7
Casting Time 1 round
Components V, S, F (a quarterstaff that has been carved and polished for 28 days)
Range touch
Target your touched staff
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You change a specially prepared quarterstaff into a Huge treant-like creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
Diminished Effects The staff-treant is treated as if it had the staggered condition.
Heightened Effects The staff-treant is treated as if it had the advanced creature template (+2 on all rolls (including damage rolls) and trample DC; +4 to AC and CMD; +24 hp).

CHARM MONSTER, MASS
School enchantment (charm) [mind-affecting]; Level bard 6, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets One or more creatures, no two of which can be more than 30 ft. apart
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
This charm makes living creatures regard you as their trusted friend and ally (treat the targets’ attitude as friendly). If the creatures are currently being threatened or attacked by you or your allies, however, they receive a +5 bonus on their saving throws. You can affect a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.
The spell does not enable you to control the charmed creatures as if they were automatons, but they perceive your words and actions in the most favorable way. You can try to give the subjects orders, but you must win an opposed Charisma check to convince them to do anything they wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the creature's language to communicate your commands, or else be good at pantomiming.
Diminished Effects The spell’s duration becomes to 1 hour per caster level.
Heightened Effects Targets currently being threatened or attacked by you or your allies do not receive a bonus on their saving throws.

CIRCLE OF CLARITY
School abjuration; Level cleric/oracle 7, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, F (a crystal lens worth 100 gp)
Range medium (100 ft. + 10 ft./level)
Effect 20-ft.-radius emanation centered on a creature, object or point in space
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You create a magical emanation that interferes with all figments and glamers within it, giving creatures a +4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than total concealment within the area. Perception checks to notice creatures or objects within the area gain a bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is mobile if centered on a creature or object, though creatures or attended objects can negate the spell with a saving throw or spell resistance.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and its effect becomes a 10-foot-radius emanation.
Heightened Effects The spell negates all forms of invisibility within the affected area as well.

CIRCLE OF DEATH
School necromancy [death]; Level inquisitor 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a crushed black pearl worth 500 gp)
Range medium (100 ft. + 10 ft./level)
Area several living creatures within a 40-ft.-radius burst
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.
Diminished Effects The spell’s area becomes a 20-foot-radius burst, and it only slays 1d6 HD worth of living creatures per two caster levels (maximum 10d6). No creature of 7 or more HD can be affected.
Heightened Effects The spell also creates an unhallow effect in the affected area for a duration of 1 hour per caster level. No creature of 11 or more HD can be affected.

CLASHING ROCKS
School conjuration (creation) [earth]; Level druid 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Effect see text
Duration instantaneous
Saving Throw Reflex partial, see text; Spell Resistance no
You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment and cover, and if there is a solid barrier between the target and either of the clashing rocks, the spell has a +28 bonus on the Strength check to burst through the barrier and continue unimpeded to the target. A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone. If the target fails a Reflex saving throw, it is also buried under the resulting rubble as if by a cave-in.
If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone (save for half and remain standing). A creature can only take damage once from the clashing rocks, no matter how many times the clashing rocks pass over a target creature.
Diminished Effects The spell’s range is reduced to medium, medium (100 ft. + 10 ft./level). A creature struck by the clashing rocks takes 20d4 points of bludgeoning damage and is knocked prone. If the target fails a Reflex saving throw, it is also buried under the resulting rubble as if by a cave-in. If the clashing rocks miss the target, the target still takes 10d4 points of bludgeoning damage from falling rocks and is knocked prone. Creatures other than the target that occupy the spaces where the clashing rocks appear or within their path must also make Reflex saves or take 10d4 points of bludgeoning damage and be knocked prone (save for half and remain standing).

CLENCHED FIST
School evocation [force]; Level sorcerer/wizard 8; Domain strength 8
Casting Time 1 standard action
Components V, S, F/DF (a leather glove)
Components V, S, F (a soft glove)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft. hand
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
Clenched fist creates a Large magic hand that appears between you and one opponent. This floating, disembodied can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
An clenched fist is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), – 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself (providing +4 cover AC for you against that opponent) or bull rush an opponent as interposing hand does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and hand’s Strength score falls to 31. This reduces the Strength modifier on its attack rolls and bull rush checks by –1, and its damage to 1d8+10 points. A creature struck does not need to save against stunning.
Heightened Effects The hand gains a +2 bonus on all rolls (including damage rolls); +4 to AC and CMD, and +2 hit points per caster level.

CLOAK OF CHAOS
School abjuration [chaotic]; Level cleric/oracle 8; Domain chaos 8
Casting Time 1 standard action
Components V, S, F (a tiny reliquary worth 500 gp)
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration protects from possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Diminished Effects The spell’s target becomes one creature per three caster levels. In addition, each warded creature only gains spell resistance 20 against lawful spells and spells cast by lawful creatures.
Heightened Effects Each warded creature gains a +6 deflection bonus to AC, a +6 resistance bonus on saves, and spell resistance 27 against lawful spells and spells cast by lawful creatures.

CLONE
School necromancy; Level sorcerer/wizard 8, witch 8
Casting Time 10 minutes
Components V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)
Range 0 ft.
Effect one clone
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.
The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.
Diminished Effects If the original creature still lives, there is a 3% chance the clone will awaken prematurely and assume that it is the original creature (it is up to the GM to decide how it reacts upon discovering the original creature). This chance increases by +1% for each month the soulless clone is preserved by any means short of temporal stasis.
Heightened Effects If the original creature is still alive, the clone enters a state of suspended animation and does not begin to decompose. If the original creature later dies its soul is instantly transported to the clone, which then awakens from its stasis. If there are multiple clones are created for the same creature, the creature’s soul enters the most recently created clone when it dies.

COLD ICE STRIKE
School evocation [cold]; Level cleric/oracle 6, sorcerer/wizard 6
Casting Time 1 swift action
Components V, S
Range 30 ft.
Area 30-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).
Diminished Effects The spell’s range becomes 15 feet, and its area becomes a 15-foot line.
Heightened Effects Creatures that take damage from the spell must make a Fortitude saving throw or become staggered for 2d4 rounds. Wearing a cold weather outfit or a magical fire (such as a wall of fire spell) in an adjacent square provides a +5 circumstance bonus on the Fortitude save. If a creature is staggered by this spell and takes any magical fire damage the staggered effect is removed.

CONTAGIOUS FLAME
School evocation [fire]; Level magus 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target three or more rays
Duration 3 rounds
Saving Throw none; Spell Resistance yes
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round—these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds—a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.
Diminished Effects You may fire one ray, plus one additional ray for every five levels beyond 9th (to a maximum of three rays at 19th level).
Heightened Effects The spell’s duration becomes 5 rounds.

CONTINGENCY
School evocation; Level sorcerer/wizard 6
Casting Time at least 10 minutes; see text
Components V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)
Range personal
Target you
Duration 1 day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Diminished Effects The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-fourth your caster level (rounded down, maximum 5th level).
Heightened Effects The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-half your caster level (rounded down, maximum 7th level).

CONTROL CONSTRUCT
School transmutation; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one construct
Duration concentration
Saving Throw none (see text); Spell Resistance no
You wrest the control of a construct from its master. For as long as you concentrate, you can control the construct as if you were its master. You must make a Spellcraft check each round to maintain control. The DC of the Spellcraft check is (10 + the construct's HD). If the construct's creator or master is present and trying to control the construct, you both must make opposed Spellcraft checks each round to control the construct.
Diminished Effects The spell’s range becomes touch, and you must make a melee touch attack to affect the target construct. You can only control a construct with HD less than or equal to your caster level.
Heightened Effects You only have to make a single Spellcraft check to control the construct unless its creator is present and trying to control the construct, in which case you both must make opposed Spellcraft checks each round to control the construct.

CONTROL PLANTS
School transmutation; Level druid 8; Domain plant 8
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance no
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Suicidal or self-destructive commands are simply ignored.
Diminished Effects The spell’s range becomes 10 feet and its area becomes a 10-foot-radius burst, centered on you. You can only control up to 1 HD of plant creatures per caster level.
Heightened Effects Intelligent plant creatures have no memory that you controlled them.

CONTROL UNDEAD
School necromancy; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a piece of bone and a piece of raw meat)
Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.
Diminished Effects The spell’s range becomes 10 feet and its area becomes a 10-foot-radius burst, centered on you. You can only control up to 1 HD of undead creatures per caster level.
Heightened Effects Intelligent undead creatures have no memory that you controlled them.

CONTROL WEATHER
School transmutation; Level cleric/oracle 7, druid 7, sorcerer/wizard 7, witch7; Domain catastrophe 7, weather 7
Casting Time 10 minutes; see text
Components V, S
Range 2 miles
Area 2-mile-radius circle, centered on you; see text
Duration 4d12 hours; see text
Saving Throw none; Spell Resistance no
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.
Season
Possible Weather
Spring
Tornado, thunderstorm, sleet storm, or hot weather
Summer
Torrential rain, heat wave, or hailstorm
Autumn
Hot or cold weather, fog, or sleet
Winter
Frigid cold, blizzard, or thaw
Late winter   
Hurricane-force winds or early spring
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.
Diminished Effects The spell’s area becomes a 100-foot-radius circle, centered on you.
Heightened Effects The spell’s area becomes a 10-mile-radius circle, centered on you.

CREATE DEMIPLANE
School conjuration (creation); Level cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 4 hours
Components V, S, F (a forked metal rod worth at least 500 gp)
Range 0 ft.
Effect extradimensional demiplane, up to 10 10-ft. cubes/level (S)
Duration 1 day/level or instantaneous (see text)
Saving Throw none; Spell Resistance no
You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell.
When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane's environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane's light level (bright, normal, dim, or darkness), which affects the entire plane.
There are no native creatures or plants on this plane, though you may bring some there (if the plane's light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade.
When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered “very familiar” with your entire demiplane.
As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wishmage's disjunctionmiracle, or wish and making a successful dispel check.
If you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.
In addition, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.
Alignment: Your plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits). You cannot give your demiplane an alignment trait for an alignment you do not have.
Bountiful: Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.
Elemental: Your plane gains the air-, earth-, fire-, or water-elemental dominant trait (see Elemental and Energy Traits).
Gravity: By default a demiplane's gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane's gravity is heavy, light, none, objectively directional, or subjectively directional (see Gravity).
Seasonal: The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could alternate every 4 hours, and so on).
Shape: By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your plane self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size). You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.
Structure: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).
You can make this spell permanent with the permanency spell, at a cost of 20,000 gp. If you have cast create demiplane multiple times to enlarge the demiplane, each casting's area requires its own permanency spell.
Diminished Effects The spell’s casting time becomes 2 hours, and its effect becomes an extradimensional demiplane, up to three 10-ft. cubes per caster level. You cannot add or remove features to your demiplane. You can make the spell permanent with the permanency spell, at a cost of 17,500 gp.
Heightened Effects The spell’s casting time becomes 6 hours, and its effect becomes an extradimensional demiplane, up to 20 10-ft. cubes per caster level. In addition, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell.
Energy: Your plane gains the (minor) negative- or positive-dominant energy trait (see Elemental and Energy Traits). A plane cannot have both the negative-dominant and positive-dominant energy traits.
Magic: Your plane gains the dead magic, enhanced magic, impeded magic, or wild magic planar trait (see Magic Traits). If you selected dead magic, you are trapped within your plane unless it has a permanent planar portal (such as the portal feature, below). If you selected enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire descriptor or that manipulate fire” or “death spells and spells from the Death or Repose domains.” A plane cannot be enhanced and impeded for the same kinds of spells.
Morphic: You may use move earth at will in your demiplane at one-tenth of the spell's normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal.
Portal: Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).
Time: By default, time passes at the normal rate in your demiplane. By selecting this feature, you may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait (see Time).
You can make this spell permanent with the permanency spell, at a cost of 22,500 gp. If you have cast create greater demiplane multiple times to enlarge the demiplane, each casting's area requires its own permanency spell.
Notes This spell combines the effects of the following spells: create demiplane, lesser create demiplane, and greater create demiplane.

CREATE UNDEAD
School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain death 6 (diminished), death 8 (heightened), evil 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead. The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level
Undead Created
13th or lower
14th–16th
17th–18th
19th or higher
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Diminished Effects The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level
Undead Created
11th or lower
12th–14th
15th–17th
18th or higher
 Heightened Effects The type or types of undead you can create are based on your caster level, as shown on the table below.
Caster Level
Undead Created
15th or lower
16th–17th
18th–19th
20th or higher
Notes This spell combines the effects of the following spells: create undead and create greater undead.

CREEPING DOOM
School conjuration (summoning); Level druid 7, summoner 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text
Effect four swarms of insects
Duration 1 round/level
Saving Throw Fortitude partial, see text; Spell Resistance no
This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.
You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any target within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).
Diminished Effects The spell only summons three swarms.
Heightened Effects The spell summons five swarms.

CRUSHING HAND
School evocation [force]; Level sorcerer/wizard 8; Domain strength 7 (diminished), strength 9 (heightened)
Casting Time 1 standard action
Components V, S, F/DF (a leather glove)
Components V, S, F (a soft glove)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft. hand
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
Clenched fist creates a Large magic hand that appears between you and one opponent. This floating, disembodied can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
An clenched fist is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
The hand gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +11 bonus for its Strength score (33) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD). A crushing hand deals 2d6+11 points of damage on each successful grapple check against an opponent. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself (providing +4 cover AC for you against that opponent) or bull rush an opponent, using the same bonuses outlined above, as interposing hand does.
Diminished Effects The hand’s CMB and CMD for grapple and bull rush checks use your caster level in place of its base attack bonus, with a +10 bonus for its Strength score (31) and a +1 bonus for being Large. The hand does not deal damage to a grappled opponent.
Heightened Effects The hand’s CMB and CMD for grapple and bull rush checks use your caster level in place of its base attack bonus, with a +12 bonus for its Strength score (35) and a +1 bonus for being Large. The hand deals 2d6+12 points of damage on each successful grapple check against an opponent.
Notes This spell combines the effects of the following spells: crushing hand and grasping hand.

CURE CRITICAL WOUNDS, MASS
School conjuration (healing); Level cleric/oracle 8, druid 9, witch 9; Domain community 8, healing 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
You channel positive energy to cure 4d8 points of damage + 1 point per caster level (maximum +40) on each selected creature. Like other cure spells, mass cure critical wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Diminished Effect: The spell cures 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened Effect: The spell cures 5d8 points of damage + 1 point per caster level (maximum +45).
Notes This spell combines the effects of the following spells: mass cure critical wounds and mass cure serious wounds.

CURSED EARTH
School necromancy [curse, evil; see text]; Level cleric/oracle 9, sorcerer/wizard 9, witch 9
Casting Time 10 minutes
Components V, S, M (powdered onyx 10,000 gp), DF
Range touch
Area 1-mile radius emanating from the touched point
Duration permanent
Saving Throw none (see text); Spell Resistance no
You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.
Famine: All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.
Living Death: Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.
Plague: Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. This is a disease effect.
Diminished Effects The spell’s area becomes a 100-foot radius emanating from the touched point and its duration becomes 1 year and 1 day.