Tuesday, April 22, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with C

by Tim Wallace

CACKLING SKULL
School illusion (glamer); Level witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one skull
Duration permanent until discharged
Saving Throw Will negates; Spell Resistance yes
This spell functions as magic mouth, except rather than creating an illusory mouth on any surface, it affects a skull. In addition, when the skull's magic is triggered, it releases wild and unnerving cackles before speaking its message. All creatures that can hear the cackles must save or become shaken for 1d4 rounds.
Diminished Effects The spell’s range is reduced to touch and the message must be 6 or fewer words long.
Heightened Effects The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on one or more of the following, as you select: an audible; tactile; olfactory; or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment.

CALCIFIC TOUCH
School transmutation [earth]; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature or creatures touched (up to one per level)
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Your touch progressively transmutes the substance of creatures you touch into stone. Once per round, you may deliver a touch attack that inflicts 1d4 points of Dexterity damage and slows the target (as the slow spell) for 1 round. A successful Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is petrified permanently. Break enchantmentrestoration, or stone to flesh can reverse the effects of calcific touch.
Diminished Effects The target is not affected by the slow effect.
Heightened Effects The touch attack inflicts 1d4 points of Charisma damage in addition to the 1d4 points of Dexterity damage and the slow effect. A target reduced to 0 Dexterity or Charisma is petrified permanently.

CALL LIGHTNING
School evocation [electricity]; Level druid 4; Domain catastrophe 3, weather 3
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning
Duration 1 minute/level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 4d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 12 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 4d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
Diminished Effects The spell’s range is reduced to medium (100 ft. + 10 ft./level). In addition each bolt only deals 3d6 points of electricity damage (or 3d10 if created outdoors in a stormy area), and you may only call a maximum of 10 bolts.
Heightened Effects Each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
Notes This spell combines the effects of the following spells: call lightning and call lightning storm.

CAPE OF WASPS
School conjuration (summoning); Level druid 4, witch 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
You summon a wasp swarm, which fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm's distraction ability. As a free action on your turn, you may have the swarm cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the swarm to fly, it does not provide concealment or harm creatures that strike you. You can return the swarm to its protective shape as a free action on your turn.
Diminished Effects You instead summon a spider swarm. Any creature that makes a successful melee attack against you takes 1d6 points of swarm damage and poison from the spider swarm. As a free action on your turn, you may have the swarm cling to you tightly, giving you a climb speed of 10 feet; when using the swarm to climb, it does not provide concealment or harm creatures that strike you.
Heightened Effects You instead summon an army ant swarm. Any creature that makes a successful melee attack against you takes 3d6 points of swarm damage and is affected by the army ant swarm’s cling special attack. Helpless or nauseated creatures instead take 6d6 points of swarm damage. As a free action on your turn, you may have the swarm cling to you tightly, giving you a climb speed of 15 feet; when using the swarm to climb, it does not provide concealment or harm creatures that strike you.

CAST OUT
School abjuration; Level inquisitor 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
With a melee touch attack you blast a single creature and disrupt any magic controlling it. The target takes 2d8 points of damage + 1 point per caster level (maximum +15). In addition, you make a dispel check against any magic jar effect (including a ghost's malevolence ability) or enchantment (compulsion) spells on the target creature, starting with the highest level spells and proceeding to lower level spells. Treat this as a targeted dispel magic spell, except cast out can dispel one such spell for every four caster levels you possess. A successful Will save halves the damage and limits the dispelling to a single spell or effect.
Diminished Effects You make the caster level check to dispel at a –5 penalty.
Heightened Effects You may choose which spell affecting the target which you would like be affected by. You must be aware of what spells are affecting the target (via detect magic, arcane sight, or a similar effect) to choose this option.

CASTIGATE, MASS
School enchantment (compulsion) [emotion, fear, language-dependent, mind-affecting]; Level inquisitor 5
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
You compel the targets to beg for forgiveness. On a failed save, a target cowers with fear. On a successful save, it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A creature who worships the same god as you takes a –2 penalty on its saving throw.
Diminished Effects On a failed save, a target is only shaken. On a successful save, the spell is negated. In addition, there is no penalty for creatures who worship the same god as you.
Heightened Effects On a failed save, the target is also affected by the brand spell (even if it is not one of your spells known). A creature who worships the same god as you takes a –4 penalty on its saving throw.

CHAIN OF PERDITION
School evocation [force]; Level cleric/oracle 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (chain link)
Range close (25 ft. + 5 ft./2 levels)
Effect 10-ft. chain
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The chain's AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric).
The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment. Directing the spell to a new target is a move action.
As a move action, you can move the chain up to 30 feet. If the chain goes beyond the spell's range or out of your sight, it returns to you.
If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level) against that spell resistance the first time the chain performs a successful maneuver against that creature. If the chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Diminished Effects The spell’s range is reduced to 30 feet. As a move action, you can move the chain up to 15 feet.
Heightened Effects The chain gains a +3 deflection bonus to its AC against touch attacks and a +2 bonus on combat maneuver checks to perform a dirty trick (blind or entangle), drag, reposition, or trip combat maneuver.

CHAOS HAMMER
School evocation [chaotic]; Level cleric/oracle 4, inquisitor 4; Domain chaos 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1d6 rounds); see text
Saving Throw Will partial; see text; Spell Resistance yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
Diminished Effects Only lawful creatures within the burst’s radius are affected.
Heightened Effects The spell deals 1d10 points of damage per two caster levels (maximum 5d10) to lawful creatures (or 1d8 points of damage per caster level, maximum 10d8, to lawful outsiders) and slows them for 1d8 rounds.

CHARM MONSTER
School enchantment (charm) [mind-affecting]; Level bard 3, sorcerer/wizard 4, summoner 3, witch 4; Domain charm 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
This charm makes a living creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it 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 range becomes touch.
Heightened Effects The spell can target one creature per three caster levels, no two of which can be more than 30 ft. apart.

CLAIRAUDIENCE/CLAIRVOYANCE
School divination (scrying); Level bard 3, sorcerer/wizard 3, witch 3
Casting Time 10 minutes
Components V, S, F/DF (a small horn or a glass eye)
Range long (400 ft. + 40 ft./level)
Effect magical sensor
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels).
Heightened Effects The sensor allows you to both hear and see.

CLEANSE
School evocation; Level cleric/oracle 5, inquisitor 6; Domain divine 5
Casting Time 1 standard action
Components S, DF
Range personal
Target you
Duration instantaneous
Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
If used by undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive.
Diminished Effects The spell only cures 3d8 points of damage + 1 point per caster level (maximum +20).
Heightened Effects The spell cures 5d8 points of damage + 1 point per caster level (maximum +30).

CLOAK OF DREAMS
School enchantment (compulsion) [mind-affecting]; Level bard 5, sorcerer/wizard 6, witch 6; Domain nightmare 6
Casting Time 1 round
Components V, S, M (a rose petal and a drop of perfume)
Range 5 ft.
Area 5-ft.-radius emanation centered on you
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded. Creatures with the scent special quality have a –4 penalty on their saves.
Diminished Effects Living creatures that begin their turn or end their movement within 5 feet of you and fail their save only fall asleep for 1 round.
Heightened Effects The radius of the emanation increases to 10 feet.

CLOAK OF WINDS
School abjuration [air]; Level druid 3, magus 3, ranger 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You shroud a creature in a whirling screen of strong, howling wind. The subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a –4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.
Diminished Effects The spell range becomes touch.
Heightened Effects At 10th level, Small or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. At 16th level, Medium or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee.

CLOUDKILL
School conjuration (creation); Level magus 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 minute/level
Saving Throw Fortitude partial; see text; Spell Resistance no
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 7 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
Diminished Effects A living creature with 3 or fewer HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with 4 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage).
Heightened Effects These vapors automatically kill any living creature with 4 or fewer HD (no save). A living creature with 5 to 7 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d6 points of Constitution damage on your turn each round while in the cloud). A living creature with 8 or more HD takes 1d6 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage).

COMMAND, GREATER
School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric/oracle 5, inquisitor 5; Domain inevitable 5, nobility 5, tactics 5
Casting Time 1 standard action
Components V
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 round/level
Saving Throw Will negates; Spell Resistance yes
You give the subjects a single command, which they obey to the best of their ability at their earliest opportunity. You may select from the following options.
Approach: On its turn, each subject moves toward you as quickly and directly as possible for 1 round. Each creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, each subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, each subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, each subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: Each subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If a subject can't carry out your command on its next turn, the spell automatically fails on that subject. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
Diminished Effects The spell only functions on humanoids.
Heightened Effects Your commands may be telepathic—no common language need be shared, and nothing need be spoken aloud.

COMMAND PLANTS
School transmutation; Level druid 4, ranger 3; Domain plant 4
Casting Time 1 standard action
Components V
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 day/level
Saving Throw Will negates; Spell Resistance yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.
Diminished Effects You can affect a number of plant creatures whose combined level or HD do not exceed your level.
Heightened Effects You can affect a number of plant creatures whose combined level or HD do not exceed three times your level.

COMMUNE
School divination; Level cleric/oracle 5, inquisitor 5
Casting Time 10 minutes
Components V, S, M (holy or unholy water and incense worth 500 gp), DF
Range personal
Target you
Duration 1 round/level
You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. (A cleric/oracle of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Diminished Effects You are only allowed one question per two caster levels.
Heightened Effects Your questions can be slightly more conversational, and answers to those questions can include “probably,” “probably not,” “recently,” “not recently,” “soon,” and “not soon.”

COMMUNE WITH NATURE
School divination; Level druid 5, ranger 4
Casting Time 10 minutes
Components V, S
Range personal
Target you
Duration instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
Diminished Effects You only gain knowledge of one fact of the surrounding territory.
Heightened Effects You gain knowledge of as many as four facts of the surrounding territory. In addition, you can focus your areas of inquiry to learn an approximate direction and distance for anything whose presence you discern.

COMPANION MIND LINK
School enchantment (charm) [mind-affecting]; Level druid 3, ranger 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target your animal companion
Duration 1 minute/level
The link between you and your animal companion becomes stronger. As long as you are within line of sight of your animal companion, you can telepathically communicate with it as if you two shared a language. Also, as long as you are within line of sight of the animal companion, you can push your animal companion a swift action instead of a move action, and you do not need to succeed at Handle Animal checks to handle your animal companion. Such checks automatically succeed.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects Once the mind link is formed, it works over any distance (although not from one plane to another).

CONE OF COLD
School evocation [cold]; Level magus 5, sorcerer/wizard 5, witch 6; Domain water 6; Bloodline boreal 5
Casting Time 1 standard action
Components V, S, M (a small crystal or glass cone)
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Diminished Effects The range of the spell is reduced to 30 feet.
Heightened Effects All squares in the affected area are covered by ice for 1d6 rounds (see ice effects).

CONJURE BLACK PUDDING
School conjuration (summoning) [acid]; Level sorcerer/wizard 6, summoner 5
Casting Time 1 round
Components V, S, M (a flask of acid worth 10 gp)
Range close (25 ft. + 5 ft./2 level)
Effect one summoned black pudding
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
You summon a black pudding that immediately attacks creatures near it. You have no control over the creature, and it may attack you if there are no more obvious opponents. The black pudding is treated as a summoned creature and has the extraplanar subtype. The black pudding's split ability works normally, but all puddings derived from the summoned one disappear when the spell ends.
Diminished Effects You instead summon an ochre jelly.
Heightened Effects You instead summon a deathtrap ooze with the advanced simple template.

CONTACT OTHER PLANE
School divination; Level alchemist 5, sorcerer/wizard 5, summoner 4, witch 5
Casting Time 10 minutes
Components V
Range personal
Target you
Duration concentration
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.
You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You may ask one question for every two caster levels.
Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces.
Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. You cannot take 10 on this check. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain.
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don't Know: The entity tells you that it doesn't know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.
Plane Contacted
Avoid Int/Cha Decrease
True Answer
Don't Know
Lie
Random Answer
Elemental Plane
DC 7/1 week
01–34
35–62
63–83
84–100
Positive/Negative Energy Plane
DC 8/1 week
01–39
40–65
66–86
87–100
Astral Plane
DC 9/1 week
01–44
45–67
68–88
89–100
Outer Plane, demigod
DC 10/2 weeks
01–49
50–70
71–91
92–100
Outer Plane, lesser deity
DC 12/3 weeks
01–60
61–75
76–95
96–100
Outer Plane, intermediate deity
DC 14/4 weeks
01–73
74–81
82–98
99–100
Outer Plane, greater deity
DC 16/5 weeks
01–88
89–90
91–99
100
Diminished Effects You can only ask one question per three caster levels, to a maximum of five questions.
Heightened Effects You may ask more involved questions, which can be answered in short sentences (up to one word per three caster levels).

CONTAGION
School necromancy [disease, evil]; Level antipaladin 4, cleric/oracle 4, druid 4, sorcerer/wizard 5, witch 4; Domain decay 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
The subject contracts one of the following diseases: 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. For more information see Diseases.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The victim cannot overcome the disease without magic—making the required number of saves does not cure it. The DC to remove the disease with magic is equal to the save DC + 5.
Notes This spell combines the effects of the following spells: contagion and greater contagion.

CONTROL SUMMONED CREATURE
School enchantment (compulsion) [mind-affecting]; Level bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one summoned creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the remaining duration of this spell is lost.
Diminished Effects The spell’s duration becomes concentration (maximum 5 rounds).
Heightened Effects You gain a +5 bonus on your opposed Spellcraft check if the original caster attempts to regain control of the creature.

CONTROL WATER
School transmutation [water]; Level cleric/oracle 4, druid 4, sorcerer/wizard 6; Domain water 4; Bloodline aquatic 5
Casting Time 1 standard action
Components V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)
Range long (400 ft. + 40 ft./level)
Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration 10 minutes/level (D)
Saving Throw none; see text; Spell Resistance no
This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
Diminished Effects The spell’s duration is reduced to 1 minute/level.
Heightened Effects When using the lower water version of this spell on water elementals or other water-based creatures, this spell acts as a hold monster spell (Will negates). When using the raise water version of this spell, you may choose to inflict 1d6 points of bludgeoning damage per two caster levels (maximum 5d6; Reflex half) to all creatures and objects (including ships) within the affected water once per round.

CONTROL WINDS
School transmutation [air]; Level druid 5; Domain air 5, weather 6
Casting Time 1 standard action
Components V, S
Range 40 ft./level
Area 40 ft./level radius cylinder 40 ft. high
Duration 10 minutes/level
Saving Throw Fortitude negates; Spell Resistance no
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
  • A downdraft blows from the center outward in equal strength in all directions.
  • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
  • Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
  • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
Diminished Effects The spell’s duration is reduced to 1 minute/level.
Heightened Effects For every two caster levels, you can increase or decrease wind strength by one level.

COORDINATED EFFORT
School divination; Level bard 3, inquisitor 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets you plus one willing creature per 3 levels, no two of which can be more than 30 ft. part
Duration 1 minute/level
Saving Throw none; Spell Resistance no
Choose a single teamwork feat that you possess. You forge a link with your allies, allowing them to gain the benefits of the chosen feat even if they do not have it themselves. You must be a part of the group qualifying for a given bonus for your allies to gain the benefits. For example, two of your allies flanking an orc would gain no benefit from your Outflank feat, but an ally flanking the orc with you would. Your allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects You do not need to be a part of the group qualifying for a given bonus for your allies to gain the benefits. For example, two of your allies flanking an orc would gain the benefit from your Outflank feat, whether or not you were flanking the orc as well.

CORROSIVE CONSUMPTION
School conjuration (creation) [acid]; Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 3 rounds
Saving Throw none; Spell Resistance yes
With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6). The target can spend a full-round action to scrape off the acid, or can wash it off with at least 1 gallon of liquid to halve the damage for that round and negate the remaining rounds of the spell.
Diminished Effects The spell’s duration is reduced to two rounds. On the first round, the acid deals 1 point of acid damage per caster level (maximum 10). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 10d4).
Heightened Effects On the third and final round, the target must make a Reflex save or become permanently blinded in addition to taking acid damage. If the target scrapes or washes off the acid before the third round, it does not have to make the saving throw.

COUNTLESS EYES
School transmutation; Level alchemist 3, inquisitor 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and cannot be flanked.
Diminished Effects The spell’s range becomes personal and its target becomes self.
Heightened Effects The spell’s target becomes creature’s touched, and you divide the duration in 1-hour intervals among the creatures touched.

COWARD'S LAMENT
School enchantment (compulsion) [mind-affecting]; Level inquisitor 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level (D)
Saving Throw Will partial; Spell Resistance yes
You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative –1 penalty to its Armor Class, attack rolls, and saving throws (maximum penalty –5). Each round at the end of its turn, the target may attempt a Will saving throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends.
Diminished Effects The spell’s duration becomes concentration (maximum 5 rounds).
Heightened Effects The spell affects all creatures in a 10-foot-radius burst from the target point.

CREATE FOOD AND WATER
School conjuration (creation); Level cleric/oracle 3; Domain family 3
Casting Time 10 minutes
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect food and water to sustain three humans or one horse/level for 24 hours
Duration 24 hours; see text
Saving Throw none; Spell Resistance no
The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible after 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.
Diminished Effects The spell only creates enough food and water to sustain three humans or one horse for 24 hours.
Heightened Effects The food created by the spell keeps fresh for 1 day/level.

CRUSHING DESPAIR
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M
Range 30 ft.
Area cone-shaped burst
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Diminished Effects The spell only affects one creature (your choice) within the 30-foot range.
Heightened Effects The spell affects all creatures in a 30-foot-radius burst centered on you.

CUP OF DUST
School transmutation [curse]; Level druid 3, witch 3
Casting Time 1 standard action
Component V, S, M (a pinch of dust)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
You curse the target with a thirst no drink can quench. On a failed saving throw, the target begins to dehydrate. The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of drinking can counter this effect, although the target still experiences the other normal effects of any liquid imbibed (such as poisons or potions). Cup of dust can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of dehydration must be healed by normal means.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The DC to remove cup of dust is equal to the save DC + 5.

CURE CRITICAL WOUNDS
School conjuration (healing); Level alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, witch 5; Domain healing 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Diminished Effect: The spell cures 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened Effect: The spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Notes This spell combines the effects of the following spells: cure critical wounds and cure serious wounds.

CURSE, MAJOR
Notes Major curse has been incorporated into bestow curse.

CURSE OF DISGUST
School enchantment [compulsion, curse, emotion, mind-affecting]; Level bard 3, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
You place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The DC to remove curse of disgust is equal to the save DC + 5.

CURSE OF MAGIC NEGATION
School abjuration [curse]; Level cleric/oracle 5, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 round
Components V, S, M (powdered lead and platinum worth 250 gp)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 10 minutes/level
Saving Throw Will negates; Spell Resistance no
You disrupt the target creature's ability to draw upon magical energies. For the duration of the spell, it gains the negated spellblight. Dispel checks to remove the spellblight take a –5 penalty due to this spell's interference with magical energies.
Diminished Effects The spell’s duration is reduced to 1 minute/level.
Heightened Effects The spell’s duration becomes 1 hour/level.