by Tim Wallace
Detect Aberration
School divination; Level druid 1, ranger 1
Casting Time 1 standard action
Component V, S
Range long
(400 ft. + 40 ft./level)
Area cone-shaped
emanation
Duration concentration, up to 10 minutes/level (D)
Saving Throw none; Spell Resistance no
This spell
functions like detect animals or plants, except it detects
creatures of the aberration type.
Detect Animals or Plants
School divination; Level druid
1, ranger 1
Casting Time 1 standard action
Components V,
S
Range long
(400 ft. + 40 ft./level)
Area cone-shaped
emanation
Duration concentration,
up to 10 min./level (D)
Saving Throw none; Spell Resistance no
You can
detect a particular kind of animal or plant in a cone emanating out from you in
whatever direction you face. You must think of a kind of animal or plant when
using the spell, but you can change the animal or plant kind each round. The
amount of information revealed depends on how long you search a particular area
or focus on a specific kind of animal or plant.
1st Round: Presence or absence of that kind of animal or plant in
the area.
2nd Round: Number of individuals of the specified kind in the area
and the condition of the healthiest specimen.
3rd Round: The condition (see below) and location of each
individual present. If an animal or a plant is outside your line of sight, then
you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition
are as follows:
·
Normal: Has at least 90% of full normal hit
points, free of disease.
·
Fair: 30% to 90% of full normal hit points
remaining.
·
Poor: Less than 30% of full normal hit points
remaining, afflicted with a disease, or suffering from a debilitating injury.
·
Weak: 0 or fewer hit points remaining,
afflicted with a disease that has reduced an ability score to 5 or less, or
crippled.
If a
creature falls into more than one category, the spell indicates the weaker of
the two.
Each round
you can turn to detect a kind of animal or plant in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to close (25 feet + 5
feet per two levels) and its duration is reduced to 1 minute/level.
Heightened Effects: The spell’s duration increases to 1 hour/level, and it
takes 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6
feet of wood to block the spell.
Detect Chaos
School divination; Level cleric/oracle 1, inquisitor
1
This spell functions like detect
evil, except that it detects the auras of chaotic creatures, clerics of
chaotic deities, chaotic spells, and chaotic magic items, and you are
vulnerable to an overwhelming chaotic aura if you are lawful.
Detect Evil
School divination; Level cleric/oracle
1, inquisitor 1
Casting Time 1 standard action
Component V,
S, DF
Range 60 ft.
Area cone-shaped
emanation
Duration concentration,
up to 10 min./ level (D)
Saving Throw none; Spell Resistance no
You can
sense the presence of evil. The amount of information revealed depends on how
long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells)
in the area and the power of the most potent evil aura present.
If you are of good alignment, and the
strongest evil aura's power is overwhelming (see below), and the HD or level of
the aura's source is at least twice your character level, you
arestunned for 1 round and the spell ends.
3rd Round: The power and location of each aura.
If an aura is outside your line of sight, then you discern its direction but
not its exact location.
Aura Power: An evil aura's power depends on the
type of evil creature or object that you're detecting and its HD, caster level,
or (in the case of a cleric) class level; see the table below. If an aura falls
into more than one strength category, the spell indicates the stronger of the
two.
Lingering Aura: An evil aura
lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a creature or magic item). If detect
evil is cast and directed at such a location, the spell indicates an
aura strength of dim (even weaker than a faint aura). How long the aura lingers
at this dim level depends on its original power:
Original Strength
|
Duration of Lingering Aura
|
Faint
|
1d6 rounds
|
Moderate
|
1d6 minutes
|
Strong
|
1d6 × 10 minutes
|
Overwhelming
|
1d6 days
|
Animals, traps, poisons, and other potential
perils are not evil, and as such this spell does not detect them. Creatures
with actively evil intents count as evil creatures for the purpose of this
spell.
Each round, you can turn to detect
evil in a new area. The spell can penetrate barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks
it.
Creature/Object
|
–––Aura
Power–––
|
||||
None
|
Faint
|
Moderate
|
Strong
|
Overwhelming
|
|
Aligned creature1 (HD)
|
4 or lower
|
5–10
|
11–25
|
26–50
|
51 or higher
|
Aligned Undead (HD)
|
—
|
2 or lower
|
3–8
|
9–20
|
21 or higher
|
Aligned outsider (HD)
|
—
|
1 or lower
|
2–4
|
5–10
|
11 or higher
|
Cleric or paladin of an aligned deity2 (class
levels)
|
—
|
1
|
2–4
|
5–10
|
11 or higher
|
Aligned magic item or spell (caster level)
|
5th or lower
|
6th–10th
|
11th–15th
|
16th–20th
|
21st or higher
|
1 Except for undead and outsiders, which have their own entries
on the table.
|
|||||
2 Some characters who are not clerics may radiate an aura of
equivalent power. The class description will indicate whether this applies.
|
Diminished Effects: The range of this spell is reduced to 30 feet and its
duration is reduced to 1 minute/level.
Heightened Effects: All information is revealed in the first round.
Detect Good
School divination; Level cleric
1, inquisitor 1
This spell
functions like detect evil, except that it detects the auras of
good creatures, clerics or paladins of good deities, good spells, and good
magic items, and you are vulnerable to an overwhelming good aura if you are
evil.
Detect Law
School divination; Level cleric
1, inquisitor 1
This spell functions like detect evil, except
that it detects the auras of lawful creatures, clerics of lawful deities,
lawful spells, and lawful magic items, and you are vulnerable to an
overwhelming lawful aura if you are chaotic.
Detect Magic
School divination; Level bard
0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner
0, witch 0
Casting Time 1 standard action
Component: V,
S
Range 60 ft.
Area cone-shaped
emanation
Duration concentration,
up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect
magical auras. The amount of information revealed depends on how long you study
a particular area or subject.
1st Round: Presence or absence of magical
auras.
2nd Round: Number of different magical auras
and the power of the most potent aura.
3rd Round: The strength and location of each
aura. If the items or creatures bearing the auras are in line of sight, you can
make Knowledge (arcana) skill checks to determine the school of magic involved
in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster
level for a nonspell effect.) If the aura eminates from a magic item, you can
attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or
strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power
depends on a spell's functioning spell level or an item's caster level; see the
accompanying table. If an aura falls into more than one category, detect
magicindicates the stronger of the two.
Lingering Aura: A magical aura
lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is
cast and directed at such a location, the spell indicates an aura strength of
dim (even weaker than a faint aura). How long the aura lingers at this dim
level depends on its original power:
Original Strength
|
Duration of Lingering Aura
|
Faint
|
1d6 rounds
|
Moderate
|
1d6 minutes
|
Strong
|
1d6 × 10 minutes
|
Overwhelming
|
1d6 days
|
Outsiders and elementals are not magical in
themselves, but if they are summoned, the conjuration spell registers. Each
round, you can turn to detect magic in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Detect magic can be made permanent
with a permanency spell.
Spell
or Object
|
–––Aura
Power–––
|
|||
Faint
|
Moderate
|
Strong
|
Overwhelming
|
|
Functioning spell (spell level)
|
3rd or lower
|
4th–6th
|
7th–9th
|
10th+ (deity-level)
|
Magic item (caster level)
|
5th or lower
|
6th–11th
|
12th–20th
|
21st+ (artifact)
|
Heightened Effects: All information is revealed in the first round.
Detect Poison
School divination; Level antipaladin
1, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, ranger 1, sorcerer/wizard
0, witch 0
Casting Time 1 standard action
Components V,
S
Range close
(25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You
determine whether a creature, object, or area has been poisoned or is
poisonous. You can determine the exact type of poison with a DC
20 Wisdom check. A character with the Craft (alchemy) skill may try a
DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the
Craft (alchemy) check prior to the Wisdom check. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Heightened Effects: It takes 2 feet of stone, 2 inches of common metal, a
thin sheet of lead, or 6 feet of wood to block the spell.
Detect Secret Doors
School divination; Level alchemist
1, bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V,
S
Range 60 ft.
Area cone-shaped
emanation
Duration concentration,
up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You can
detect secret doors, compartments, caches, and so forth. Only passages, doors,
or openings that have been specifically constructed to escape detection are
detected by this spell. The amount of information revealed depends on how long
you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an
aura is outside your line of sight, then you discern its direction but not its
exact location.
Each
Additional Round: The mechanism or trigger for one particular
secret portal closely examined by you. Each round, you can turn to detect
secret doors in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its
duration is reduced to 1 round/level.
Heightened Effects: All information is revealed in the first round.
Detect Snares and Pits
School divination; Level druid
1, ranger 1
Casting Time 1 standard action
Components V,
S
Range 60 ft.
Area cone-shaped
emanation
Duration concentration,
up to 10 min./level (D)
Saving Throw none; Spell Resistance no
You can
detect simple pits, deadfalls, and snares as well as mechanical traps
constructed of natural materials. The spell does not detect complex traps,
including trapdoor traps.
Detect
snares and pits does detect certain natural hazards—quicksand
(a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It
does not reveal other potentially dangerous conditions. The spell does
not detect magic traps (except those that operate by pit, deadfall,
or snaring; see the spell snare), nor mechanically complex ones,
nor those that have been rendered safe or inactive.
The amount
of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard
is outside your line of sight, then you discern its direction but not its exact
location.
Each
Additional Round: The general type and trigger for one
particular hazard closely examined by you.
Each round,
you can turn to examine a new area. The spell can penetrate barriers, but 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its
duration is reduced to 1 minute/level.
Heightened Effects: All information is revealed in the first round.
Detect Thoughts
School divination
[mind-affecting]; Level alchemist 2, bard 2, inquisitor 2, sorcerer/wizard
2, witch 2
Casting Time 1 standard action
Components V,
S, F/DF (a copper piece)
Range 60 ft.
Area cone-shaped
emanation
Duration concentration,
up to 1 min./level (D)
Saving Throw Will negates; see text; Spell Resistance no
You detect
surface thoughts. The amount of information revealed depends on how long you
study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious
creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and
the Intelligence score of each. If the
highest Intelligence is 26 or higher (and at least 10 points higher
than your own Intelligence score), you are stunned for 1 round
and the spell ends. This spell does not let you determine the location of the
thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A
target's Will save prevents you from reading its thoughts, and you
must cast detect thoughts again to have another chance.
Creatures of animal intelligence (Int 1 or 2) have simple, instinctual
thoughts.
Each round,
you can turn to detect thoughts in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its
duration is reduced to 1 round/level.
Heightened Effects: All information is revealed in the first round.
Detect Undead
School divination; Level alchemist
1, cleric/oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V,
S, M/DF (earth from a grave)
Range 60 ft.
Area cone-shaped
emanation
Duration concentration,
up to 1 minute/ level (D)
Saving Throw none; Spell Resistance no
You can detect
the aura that surrounds undead creatures. The amount of information revealed
depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of
the strongest undead aura present. If you are of good alignment, and the
strongest undead aura's strength is overwhelming (see below), and the creature
has HD of at least twice your character level, you are stunned for 1
round and the spell ends.
3rd Round: The strength and location of each undead aura. If an
aura is outside your line of sight, then you discern its direction but not its
exact location.
Aura
Strength: The strength of an undead aura is
determined by the HD of the undead creature, as given on the table below.
Lingering
Aura: An undead aura lingers after its original
source is destroyed. If detect undead is cast and directed at
such a location, the spell indicates an aura strength of dim (even weaker than
a faint aura). How long the aura lingers at this dim level depends on its
original power, as given on the table below.
HD
|
Strength
|
Duration of Lingering Aura
|
1 or lower
|
Faint
|
1d6 rounds
|
2–4
|
Moderate
|
1d6 minutes
|
5–10
|
Strong
|
1d6 × 10 minutes
|
11 or higher
|
Overwhelming
|
1d6 days
|
Each round,
you can turn to detect undead in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its
duration is reduced to 1 round/level.
Heightened Effects: All information is revealed in the first round.
Diagnose Disease
School divination; Level cleric/oracle
1, druid 1, paladin 1, ranger 1, witch 1
Casting
Time 1
standard action
Components V, S
Range close (25 ft. +
5 ft./2 levels)
Target
or Area one
creature, one object, or a 5-ft. cube
Duration instantaneous
Saving
Throw none; Spell
Resistance no
You determine whether a creature, object, or
area carries any sort of disease or infestation (including molds, slimes, and
similar hazards), or any exceptional or supernatural effects causing the
sickened or nauseated effects. If there is disease present, you know what
disease it is and its effects. If the target is a creature, you gain a +4 bonus
on Heal checks to treat the creature's disease. The spell can
penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished
Effects:
The range of this spell is reduced to touch.
Heightened
Effects:
It takes 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6
feet of wood to block the spell.
Discovery Torch
School evocation
[light]; Level bard 2, cleric/oracle 3, inquisitor 2
Casting
Time 1
round
Components V, S
Range touch
Target object touched
Area 20-ft.-radius
emanation or 40-ft.-radius emanation from object touched (see below)
Duration 10
minutes/level
Saving
Throw none; Spell
Resistance no
An object you touch emanates bright light
within the spell's area. The effect looks like a regular flame but creates no
heat and uses no oxygen. Allies within the area of this light gain a +2
enhancement bonus on Perception and Sense Motive checks, as
well as on Knowledge checks to identify monsters that are also within
the area and their special powers and vulnerabilities.
When an inquisitor casts this spell, the
light emanation doubles (40-ft.-radius emanation) while that inquisitor has a
judgment active.
Light spells counter and dispel darkness
spells of an equal or lower level.
Diminished
Effects:
The enhancement bonus on skill checks is reduced to +1.
Heightened
Effects:
The enhancement bonus on skill checks is increased to +4.
Disfiguring Touch
School transmutation
[curse]; Level cleric/oracle 2, sorcerer/wizard 2, witch 2
Casting
Time 1 standard action
Components V,
S
Range touch
Target creature
touched
Duration 1
day/level
Saving Throw Will negates; Spell Resistance yes
With a touch,
you cause the victim of this spell to suffer a painful curse that causes it to
grow hideously disfigured. The physical appearance of the deformity is subject
to the caster's whim (most demon worshipers choose deformities that reflect
their Abyssal patron's shape or form). The target takes one of the following
penalties.
·
–2 decrease to an ability score (minimum 1).
·
–2 penalty on attack rolls or saving throws.
·
Land speed reduced by 5 feet.
You may also
invent other effects, but they should be no more powerful than those described
above.
Diminished Effects: The target takes one of the following penalties.
·
–1 decrease to an ability score (minimum 1).
·
–1 penalty on attack rolls or saving throws.
Heightened Effects: The spell’s casting time in increased to 1 round, but
penalties bestowed are permanent and cannot be dispelled. However, they can be
removed with a break enchantment, limited wish, miracle, remove
curse, or wish spell.
Disguise Self
School illusion
(glamer); Level alchemist 1, antipaladin 1, bard 1, inquisitor
1, sorcerer/wizard 1
Casting
Time 1
standard action
Components V, S
Range personal
Target you
Duration 10
min./level (D)
You make
yourself—including clothing, armor, weapons, and equipment—look different. You can
seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your
creature type (although you can appear as another subtype). Otherwise, the
extent of the apparent change is up to you. You could add or obscure a minor
feature or look like an entirely different person or gender.
The spell
does not provide the abilities or mannerisms of the chosen form, nor does it
alter the perceived tactile (touch) or audible (sound) properties of you or
your equipment. If you use this spell to create a disguise, you get a +10 bonus
on the Disguise check. A creature that interacts with the glamer gets
a Will save to recognize it as an illusion.
Diminished Effects: The spell’s duration is reduced to 1 minute/level and
you only get a +5 bonus on the Disguise check.
Heightened Effects: The spell’s range increases to touch and you can
disguise yourself or another creature.
Disrupt Undead
School necromancy; Level inquisitor
0, magus 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V,
S
Range close
(25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
You direct a
ray of positive energy. You must make a ranged touch attack to hit, and if the
ray hits an undead creature, it deals 1d6 points of damage to it.
Heightened Effects: The target takes 1d6 points of damage per two caster
levels (maximum 5d6).
Distracting Cacophony
School evocation
[sonic]; Level bard 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V,
S
Range medium
(100 ft. + 10 ft./level)
Area 20-ft.
spread
Duration 1
round/level (D)
Saving Throw none; Spell Resistance yes
The air
fills with loud and discordant noise, making concentration difficult. Casting a
spell in this area of cacophony requires a concentration check (DC 15 + the
level of the spell being cast). Any other concentration checks in the area have
their DCs increased by 5. The DC of Perception checks involving
hearing is likewise increased by 5.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2
levels) and the area is reduced to a 10-foot spread.
Heightened Effects: In addition to the normal effects, in the first round
the spell deals 3d6 points of sonic damage
(Fort save for half) to every creature within the area. Unattended
objects also take this damage.
Distressing Tone
School evocation
[sonic]; Level bard 2, inquisitor 2
Casting
Time 1
round
Components V, S
Range close
(25 ft. + 5 ft./2 levels)
Target 1d4
living creatures
Duration 1
round/level
Saving Throw Fortitude negates; Spell Resistance yes
You create a
powerful tone that vibrates living flesh. Targets must save or gain the
sickened condition. Creatures that are immune to critical hits are immune to
this spell.
Diminished Effects: Targets only take a –1 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks, and ability checks.
Heightened Effects: Targets gain the nauseated condition if they fail their Fortitude
saves.
Divine Arrow
School transmutation
[good]; Level paladin 2
Casting
Time 1
standard action
Components V, S
Range touch
Target one
projectile
Duration 1
round/level or until discharged
Saving Throw none; Spell Resistance no
You imbue a
projectile, such as an arrow or shuriken, with holy energy so that it deals
extra damage to undead equal to that dealt by your lay on hands feature. This
extra damage is not multiplied on a critical hit. Although this spell does not
expend a daily use of your lay on hands class feature, you must have at least
one daily use available to cast this spell. If the projectile hits a target or
is destroyed before the duration ends, the spell is discharged.
Diminished Effects: The imbued projectile only deals 1d6 extra damage to
undead.
Heightened Effects: The imbued projectile deals extra damage to undead and
evil outsiders.
Divine Favor
School evocation; Level cleric/oracle
1, inquisitor 1, paladin 1
Casting
Time 1
standard action
Components V, S, DF
Range personal
Target you
Duration 1
minute
Calling upon
the strength and wisdom of a deity, you gain a +1 luck bonus on attack and
weapon damage rolls for every three caster levels you have (at least +1,
maximum +3). The bonus doesn't apply to spell damage.
Diminished Effects: The spell’s duration is reduced to 1 round.
Heightened Effects: The bonus is +1 plus an additional +1 per three caster
levels (maximum +8). Additionally, the spell lasts for one minute per level.
Finally, the bonus damage applies to those spells that require an attack roll.
Doom
School necromancy
[fear, mind-affecting]; Level antipaladin 1, cleric/oracle 1,
inquisitor 1
Casting
Time 1
standard action
Components V, S, DF
Range medium
(100 ft. + 10 ft./level)
Target one
living creature
Duration 1
min./level
Saving Throw Will negates; Spell Resistance yes
This spell
fills a single subject with a feeling of horrible dread that causes it to
become shaken.
Diminished Effects: The spell’s range is reduced to touch and its duration
is reduced to 1 round/level.
Heightened Effects: The target is instead frightened for the duration of the
spell.
Dread Bolt
School evocation
[evil]; Level cleric/oracle 2
Casting Time 1 standard action
Components V,
S, DF
Range close
(25 ft. + 5 ft./2 levels)
Effect arrow-shaped
projectile of evil energy
Duration instantaneous
(1d4 rounds)
Saving Throw Will partial (see text); Spell Resistance yes
You unleash
a crackling missile of darkness from your unholy symbol at any one target in
range as a ranged touch attack.
A good
creature struck by dread bolt takes 1d8 points of damage per
two caster levels (maximum 5d8). A good outsider instead takes 1d6 points of
damage per caster level (maximum 10d6) and is sickened for 1 round. A
successful Will save reduces the damage to half and negates the sickened effect.
This spell deals only half damage to creatures that are neither good nor evil,
and they are not sickened. The bolt has no effect on evil creatures.
Diminished Effects: Good creatures only take 1d8 points of damage and good
outsiders only take 2d6 points of damage and are not sickened. The spell has no
effect on creatures that are not good.
Heightened Effects: Good creatures take 1d8 points of damage per two caster
levels (maximum 10d8) and are sickened for 1 round and good outsiders take 1d6
points of damage per caster level (maximum 15d6) and are nauseated for 1 round.
Creatures that are neither good nor evil still take half damage.
Dust of Twilight
School conjuration
[darkness]; Level bard 2, sorcerer/wizard 2
Casting
Time 1
standard action
Components V,
S, M (coal dust)
Range medium
(100 ft. + 10 ft./level)
Target creatures
and objects in a 10-ft. spread
Duration instantaneous
Saving Throw Fortitude negates (fatigue only); Spell
Resistance no
A shower of
iridescent black particles clings to and extinguishes torches, lanterns,
sunrods, and similar mundane light sources and dispels any spell of 2nd level
or lower with the light descriptor (as dispel magic). Creatures in
the area must make a Fortitude save or become fatigued.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2
levels), and it only extinguishes mundane light sources.
Heightened
Effects: The spell’s target expands to creatures and
objects in a 20-ft. spread, it dispels any spell of 3rd level or lower with the
light descriptor, and creatures in the area must make a Fortitude save or
become exhausted for a duration of 1 round/level.
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