BALEFUL POLYMORPH
School transmutation (polymorph);
Level druid 5, magus 5, sorcerer/wizard 5, summoner 4, 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:
Fortitude negates, Will partial, see text; Spell Resistance: yes
As
beast shape III, except that you change the subject into a Small or smaller
animal of no more than 1 HD. If the new form would prove fatal to the creature,
such as an aquatic creature not in water, the subject gets a +4 bonus on the save.
If
the spell succeeds, the subject must also make a Will save. If this second save
fails, the creature loses its extraordinary, supernatural, and spell-like abilities,
loses its ability to cast spells (if it had the ability), and gains the alignment,
special abilities, and Intelligence, Wisdom, and Charisma scores of its new form
in place of its own. It still retains its class and level (or HD), as well as all
benefits deriving there from (such as base attack bonus, base save bonuses, and
hit points). It retains any class features (other than spellcasting) that aren't
extraordinary, supernatural, or spell-like abilities.
Any
polymorph effects on the target are automatically dispelled when a target fails
to resist the effects of baleful polymorph, and as long as baleful polymorph
remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal
or gaseous creatures are immune to baleful polymorph, and a creature with
the shapechanger subtype can revert to its natural form as a standard action.
Diminished Effects The spell’s duration is changed to 1 day/level, after
which time the target regains its original form. The spell automatically fails
if you attempt to change the target into a form that would prove immediately
fatal to it.
Heightened Effects Even if the
target succeeds at the initial Fortitude save (and therefore retains its own
form), it must still make a secondary Will save. If the target fails the Will
save, the creature loses its supernatural and spell-like abilities, loses its
ability to cast spells (if it had the ability), and gains the alignment, supernatural
and spell-like abilities, and Intelligence, Wisdom, and Charisma scores of its
new form in place of its own. It still retains its class and level (or HD), as
well as all benefits deriving there from (such as base attack bonus, base save
bonuses, and hit points). It retains any class features (other than
spellcasting) that aren't supernatural or spell-like abilities.
BALL
LIGHTNING
School evocation [air, electricity];
Level druid 4, magus 4, sorcerer/wizard 4
Casting
Time
1 standard action
Components V, S, M/DF (a small iron
ring)
Range medium (100 ft. + 10
ft./level)
Effect two or more 5-ft.-diameter
spheres
Duration 1 round/level
Saving
Throw
Reflex negates; Spell Resistance yes
You
create two globes of lightning that fly in whichever direction you indicate. For
every 4 caster levels above 7th, you create an additional globe of lightning (3
globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes
fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not
affect a flying sphere's course.
If
a globe enters a space with a creature, it stops moving for the round and deals
3d6 points of electricity damage to that creature, though a successful Reflex save
negates the damage. Creatures wearing metal armor take a –4 penalty on this saving
throw.
Each
globe moves as long as you actively direct it (it's a move action for you to direct
all the spheres created by a single
casting of this spell); otherwise they stay at rest. These globes have no mass and
cannot push aside unwilling creatures or move solid objects. A ball lightning
globe winks out if it exceeds the spell's range.
Diminished Effects You only create two globes of lightening that deal 3d4
points of electricity damage if they enter a space with a creature.
Heightened Effects Globes of
lightning deal 3d8 points of electricity damage if they enter a space with a
creature.
BANISH
SEEMING
School abjuration; Level
inquisitor 3, witch 5
Casting
Time
1 standard action
Components V, S, M (a cold iron
nail)
Range touch
Target one creature or object
Duration instantaneous and 1 round/level;
see text
Saving
Throw
none; Spell Resistance no
With
a melee touch attack you can dispel an illusion or return a creature to its natural
form. This functions as dispel magic directed at the effect
in question, except you receive a +2 enhancement bonus on your dispel check and
you can only dispel illusions or changes in form created by supernatural effects
or spells. If multiple effects are changing the creature's appearance, you can dispel
one such effect for every four caster levels you possess, starting with the highest
caster level spells and proceeding to spells with lower caster levels. The caster
level for supernatural abilities such as change shape is equal to the target creature's
Hit Dice. A creature returned to its natural form by banish seeming is prevented
from changing its form again for a number of rounds equal to your caster level.
Banish
seeming
has no effect on nonmagical means of changing appearance, such as that provided
by a disguise or extraordinary ability.
Diminished Effects You can only dispel one effect changing the creature's
appearance, and you do not receive a +2 enhancement bonus on your dispel check.
Heightened Effects You may
choose which spell affecting the target which you would like to dispel. You
must be aware of what
spells are affecting the target (via detect magic, arcane sight, or a similar effect) to
choose this option.
BARD'S
ESCAPE
School conjuration (teleportation);
Level bard 5
Casting
Time
1 standard action
Components V, S, M (pieces of a
smashed fiddle)
Range medium (100 ft. + 10
ft./level)
Target you and up to 1 willing
creature/2 caster levels, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving
Throw none;
Spell Resistance no
You
whisk yourself and willing allies out of a tight jam, or instantly transfer yourselves
to another location to achieve greater strategic positioning. You can move any allies
within range to any other space of your choosing within range. Those spaces need
not be in line of sight or line of effect from your original position, but must
be open locations on surfaces able to support the creatures teleported. Except as
noted above, this spell otherwise functions as dimension door.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2
levels), and the destination locations must be in sight when you cast the
spell.
Heightened Effects You can
bring up to 1 willing creature/caster level, no two of which can be more than
30 feet apart.
BATTLEMIND
LINK
School divination [mind-affecting];
Level inquisitor 4, sorcerer/wizard 6
Casting
Time
1 standard action
Components V, S
Range personal and close (25
ft. + 5 ft./2 levels)
Target you and 1 ally
Duration 1 minute/level
Saving
Throw
Will negates (harmless); Spell Resistance yes (harmless)
You
fuse your thoughts with an ally's, allowing the two of you to fight in tandem, perfectly
coordinated. You and the ally each roll initiative in combat and use the higher
die result before adding modifiers. This has three effects.
Melee: If you both make melee
attacks against the same creature, you both make attack rolls and both use the higher
of the two dice for your attack rolls (plus bonuses).
Ranged: If you both make ranged
attacks against the same creature, you both make attack rolls and both use the higher
of the two dice for your attack roll (plus bonuses).
Spell: If you both cast spells
and target the same area or same creature, affected creatures take a –2 penalty
on their saving throw against the spells.
You
and the target lose these benefits if you cannot see each other or if you or the
target is unconscious or helpless.
Diminished Effects You must choose one effect (melee, ranged, or spell) for you and your ally to gain the
benefit from in addition to using the higher initiative roll result.
Heightened Effects You and
your ally two different effects to use in tandem (melee and ranged, melee and spell, or ranged and spell). For example, you could attack an
enemy with a melee attack and your ally could attack the same enemy with a
ranged attack, and you would both still make attack rolls and both use the
higher of the two dice for your attack rolls (plus bonuses).
BEAST SHAPE
School transmutation (polymorph); Level sorcerer/wizard
3
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to
assume)
Range personal
Target you
Duration 1 min./level (D)
When you cast this spell, you can assume the
form of any Small or Medium creature of the animal type. If the form you assume
has any of the following abilities, you gain the listed ability: climb 30 feet,
fly 30 feet (average maneuverability), swim 30 feet, darkvision 60
feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you
gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you
gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Diminished Effects The spell’s
duration is reduced to 1 round/level, and you can only assume the form of a
Small creature of the animal type.
Heightened Effects You can
assume the form of a Tiny or Large creature of the animal type. If the form you
assume has any of the following abilities, you gain the listed ability: climb
60 feet, fly 60 feet (good maneuverability), swim 60
feet, darkvision 60 feet, low-light vision, scent, grab,
pounce, and trip.
Tiny animal: If
the form you take is that of a Tiny animal, you gain a +4 size bonus to
your Dexterity, a –2 penalty to your Strength, and a +1 natural armor
bonus.
Large animal: If the form you take is that of a Large animal, you
gain a +4 size bonus to your Strength, a –2 penalty to
your Dexterity, and a +4 natural armor bonus.
Notes This spell combines the
effects of the following spells: beast
shape I and beast shape II.
BESTOW
CURSE
School necromancy [curse]; Level
antipaladin 4, cleric/oracle 4, sorcerer/wizard 5, witch 4; Domain curse
3; Bloodline accursed 4
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 on the subject. Choose one of the following.
·
–6
decrease to an ability score (minimum 1).
·
–4
penalty on attack rolls, saves, ability checks, and skill checks.
·
Each
turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You
may also invent your own curse, but it should be no more powerful than those described
above.
The
curse bestowed by this spell cannot be dispelled, but it can be removed with a break
enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow
curse counters
remove curse.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The DC to
remove the curse is equal to the save DC + 5.
Notes This spell combines the
effects of the following spells: bestow
curse and major curse.
BESTOW
GRACE OF THE CHAMPION
School transmutation [good,
law]; Level cleric/oracle 7, paladin 4
Components V, S, DF
Casting
Time
1 standard action
Range touch
Target lawful good creature
touched
Duration 1 round/level (see text)
Saving
Throw
yes (harmless); Spell Resistance yes (harmless)
You
channel the power of good and law into the target, temporarily giving it powers
similar to those of a paladin. The target gains the ability to use detect evil at will as a spell-like
ability, immunity to disease (suppressing any diseases currently affecting it),
and immunity to fear (ending any fear effects currently affecting it); can lay on
hands (on itself only) once as a paladin of 1/2 your caster level; and can smite
evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all
its saving throws. It can use spell completion, spell trigger, or other magic items
that require the ability to cast spells as a paladin. Any abilities not used by the time the spell expires are lost.
This spell has no effect if cast on a paladin.
Diminished Effects The spell’s range becomes personal and its target
becomes self.
Heightened Effects You can
cure one disease the target is suffering by making a caster level check (1d20 +
caster level) against the DC of the disease affecting the target. All other
spells are only suppressed for the duration of the spell.
BLACK
TENTACLES
School conjuration (creation);
Level magus 4, sorcerer/wizard 4, summoner 3, witch 4; Bloodline aberrant
4
Casting
Time 1
standard action
Components
V, S,
M (octopus or squid tentacle)
Range
medium
(100 ft. + 10 ft./level)
Area
20-ft.-radius
spread
Duration
1 round/level
(D)
Saving
Throw:
none; Spell Resistance: no
This
spell causes a field of rubbery black tentacles to appear, burrowing up from the
floor and reaching for any creature in the area.
Every
creature within the area of the spell is the target of a combat maneuver check made
to grapple each round at the beginning of your turn, including the round that black
tentacles is cast. Creatures that enter the area of effect are also automatically
attacked. The tentacles do not provoke attacks of opportunity. When determining
the tentacles' CMB, the tentacles use your caster level as their base attack bonus
and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once
for the entire spell effect each round and apply the result to all creatures in
the area of effect.
If
the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage
and gains the grappled condition. Grappled opponents cannot move without first breaking
the grapple. All other movement is prohibited unless the creature breaks the grapple
first. The black tentacles spell receives a +5 bonus on grapple checks made
against opponents it is already grappling, but cannot move foes or pin foes. Each
round that black tentacles succeeds on a grapple check, it deals an additional
1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping
the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be
damaged, but they can be dispelled as normal. The entire area of effect is considered
difficult terrain while the tentacles last.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2
levels). When determining the tentacles' CMB, the tentacles use your caster
level as their base attack bonus and receive only a +2 bonus due to their
Strength and a +1 size bonus. If the tentacles succeed in grappling a foe, that
foe only takes 1d6+2 points of damage and gains the grappled condition.
Heightened Effects When
determining the tentacles' CMB, the tentacles use your caster level as their
base attack bonus and receive a +6 bonus due to their Strength and a +1 size
bonus. If the tentacles succeed in grappling a foe, that foe takes 1d6+6 points
of damage and gains the grappled and prone conditions.
BLADE
OF BRIGHT VICTORY
School transmutation [good];
Level paladin 3
Casting
Time
1 standard action
Component V, S
Range touch
Target your paladin bonded weapon
Duration 1 minute/level
Saving
Throw
Will negates (harmless); Spell Resistance no
You
strengthen the bond between your divine bond weapon and its celestial spirit. The
weapon gains the ghost touch property. You may
change your weapon's damage type (bludgeoning, piercing, slashing) as a swift action.
You gain a sacred bonus to your CMD against disarm and sunder attacks directed at your bonded weapon; this bonus
is equal to half your caster level.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The weapon
also gains the holy property.
BLADE
OF DARK TRIUMPH
School transmutation [evil];
Level antipaladin 3
Casting
Time
1 standard action
Component V, S
Range touch
Target your fiendish boon weapon
Duration 1 minute/level
Saving
Throw
Will negates (harmless); Spell Resistance no
You
strengthen the bond between your fiendish boon weapon and its unholy spirit. The
weapon gains the ghost touch property. You may
change your weapon's damage type (bludgeoning, piercing, slashing) as a swift action.
You gain a profane bonus to your CMD against disarm and sunder attacks directed
at your boon weapon; this bonus is equal to half your caster level.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The weapon
also gains the unholy property.
BLAZE
OF GLORY
School conjuration (healing)
[good, mind-affecting]; Level paladin 4
Casting
Time
1 standard action or immediate action; see text
Components V
Area 30-ft.-radius burst centered
on you
Duration instantaneous and 1 round/level;
see text
Saving
Throw
Will partial; Spell Resistance yes
You
fall unconscious but also unleash a spectacular wave of holy energy that heartens
and heals your allies while leaving your opponents daunted and damaged. You can
cast this spell as either a standard action on your turn, or as an immediate action
when brought to below 0 hit points. If cast as a standard action, you are immediately
reduced to –1 hit points, but stable, after casting the spell.
When
you cast this spell, any good creature within range is healed for 1d6 points of
damage per two caster levels. All evil creatures within range take the same amount
as damage instead (a successful Will save halves this damage). In addition, all
allies and enemies within range are affected as if by the prayer spell for 1 round per caster
level.
Diminished Effects Allies and enemies within range are not affected as if
by the prayer spell for 1 round per caster level.
BLESSING
OF FERVOR
School transmutation; Level
cleric/oracle 4
Casting
Time
1 standard action
Components V, S, DF
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
Fortitude negates (harmless); Spell Resistance yes (harmless)
With
this blessing, you call your allies to move forth and empower them to conquer and
become victorious. Each round for the duration of this spell, each of your allies
can choose one of the following bonuses for that round at the beginning of its turn
(their choice).
·
Increase
its speed by 30 feet.
·
Stand
up as a swift action without provoking an attack of opportunity.
·
Make
one extra attack as part of a full attack action, using its highest base attack
bonus.
·
Gain
a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
·
Cast
a single spell of 2nd level or lower as if it were an enlarged, extended, silent,
or still spell.
These
effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually
grant an extra action, so you can't
use it to cast a second spell or otherwise take an extra action in the round. Blessing
of fervor does not stack with haste.
Diminished Effects The spell’s range is reduced to touch and its target
becomes one creature.
Heightened Effects For the
duration of this spell, each of your allies can choose two of the above bonuses
for that round at the beginning of its turn (their choice).
BLESSING
OF THE MOLE
School transmutation; Level
cleric/oracle 3, inquisitor 3, paladin 3, ranger 3
Casting
Time
1 round
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Area one creature/level
Duration 1 minute/level
Saving Throw none (harmless); Spell Resistance yes (harmless)
The targets gain darkvision 30 feet and a +2 competence
bonus on Stealth checks.
Diminished Effects The spell’s range is reduced to touch and its targets
become one creature per two caster levels.
Heightened Effects The targets
gain darkvision 60 feet and a +4 competence bonus on Stealth checks.
BLESSING
OF THE SALAMANDER
School transmutation (polymorph);
Level druid 5, ranger 4
Casting
Time
1 standard action
Components V, S, DF
Range touch
Target
creature
touched
Duration 1 round/level
Saving
Throw Fortitude
negates (harmless); Spell Resistance yes (harmless)
When
you cast this on a creature, its skin turns slick and clammy and it is able to regenerate
damage each round. While under the
effects of the spell, the creature gains fast healing 5, fire resistance 20, and
a +2 competence bonus to its Combat Maneuver Defense.
Diminished Effects The target creature only gains fast healing 2 and fire
resistance 10.
Heightened Effects The target
creature gains fast healing 5, fire resistance 30 and a +4 competence bonus to
its Combat Maneuver Defense.
BLIGHT
School necromancy; Level
druid 4, sorcerer/wizard 5, witch 5; Domain seasons 4
Casting
Time
1 standard action
Components V, S, DF
Range touch
Target plant touched
Duration instantaneous
Saving
Throw
Fortitude half; see text; Spell Resistance yes
This
spell withers a single plant of any size. An affected plant creature takes 1d6 points
of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for
half damage. A plant that isn't a creature doesn't receive a save and immediately
withers and dies.
This
spell has no effect on the soil or
surrounding plant life.
Diminished Effects An affected plant creature takes no damage but is
subject to a slow spell with not saving
throw.
Heightened Effects The spell
affects all plants in a 10-foot-radius burst from the target plant. Plant
creatures may save as normal.
BLINK
School
transmutation;
Level bard 3, magus 3, sorcerer/wizard 3
Casting
Time 1
standard action
Components
V, S
Range
personal
Target
you
Duration
1 round/level
(D)
You
“blink” quickly back and forth between the Material Plane and the Ethereal Plane
and look as though you're winking in and out of reality at random. Blink has
several effects, as follows.
Physical
attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents,
since you're ethereal and not merely invisible. If the attack is capable
of striking ethereal creatures, the miss chance is only 20% (for concealment).
If
the attacker can see invisible creatures, the miss chance is also only 20%. (For
an attacker who can both see and strike ethereal creatures, there is no miss chance.)
Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal
just as you are about to strike.
Any
individually targeted spell has a 50% chance to fail against you while you're blinking
unless your attacker can target invisible, ethereal creatures. Your own spells have
a 20% chance to activate just as you go ethereal, in which case they typically do
not affect the Material Plane (but they might affect targets on the Ethereal Plane).
While
blinking, you take only half damage from area attacks (but full damage from those
that extend onto the Ethereal Plane). Although you are only partially visible, you
are not considered invisible and targets retain their Dexterity bonus to AC against
your attacks. You do receive a +2 bonus on attack rolls made against enemies that
cannot see invisible creatures.
You
take only half damage from falling, since you fall only while you are material.
While
blinking, you can step through (but not see through) solid objects. For each 5 feet
of solid material you walk through, there is a 50% chance that you become material.
If this occurs, you are shunted off to the nearest open space and take 1d6 points
of damage per 5 feet so traveled.
Since
you spend about half your time on the Ethereal Plane, you can see and even attack
ethereal creatures. You interact with ethereal creatures roughly the same way you
interact with material ones.
An
ethereal creature is invisible, incorporeal, and capable of moving
in any direction, even up or down. As an incorporeal creature, you can move through
solid objects, including living creatures.
An
ethereal creature can see and hear the Material Plane, but everything looks gray
and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force
effects and abjurations affect you normally. Their effects extend onto the Ethereal
Plane from the Material Plane, but not vice versa. An ethereal creature can't attack
material creatures, and spells you cast while ethereal affect only other ethereal
things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and objects as material.
Diminished Effects Physical attacks and individually targeted spells
against you only have a 20% chance to miss or fail, and if the attacker can see
invisible creatures, there is no miss or fail chance. Your own attacks and
spells have only a 10% chance to miss or fail.
Heightened Effects As long as
you end your turn in an open space, you can travel through solid objects with
no chance of failure.
BLOOD
CROW STRIKE
School evocation [fire]; Level
cleric/oracle 4
Components V, S
Casting
Time
1 round
Range medium (100 ft. + 10
ft./level)
Target one creature
Duration instantaneous
Saving
Throw
none; Spell Resistance yes
Your
unarmed strikes release blasts of energy in the form of bolts of fire or glowing
red crows, which fly instantaneously to strike your target. You can make unarmed
strike or flurry of blows attacks against the target as if it were in your threatened
area; each successful attack deals damage as if you had hit it with your unarmed
strike, except half the damage is fire and half is negative energy (this negative
energy does not heal undead). For example, if you are a 14th-level monk, you can
use a flurry of blows to attack five
times, creating one energy crow for each successful attack against the target, and
dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each
crow.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2
levels).
Heightened Effects The spell’s
duration becomes 3 rounds (allowing you perform three full attack actions
before it expires). You may change the target of the spell at the beginning of
each round.
BLOODY
CLAWS
School necromancy; Level
druid 4, ranger 3
Casting
Time
1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 minute/level
Saving
Throw
Fortitude negates (harmless); Spell Resistance yes (harmless)
You
give a creature the ability to deal bleed damage when making natural attacks so
long as the attack deals slashing or piercing damage. This bleed damage for each
attack is equal to one-half your caster level (limited to the creature's maximum
damage with that attack), though bleed damage does not stack. When two or more attacks
deal bleed damage, take the worse effect.
Diminished Effects The spell’s range becomes personal and its target
becomes self.
Heightened Effects Whenever
the target deals bleed damage to an opponent, the bleeding opponent is sickened each round it takes
bleed damage. The sickened condition can be negated with a successful Fortitude
save.
BORROW
FORTUNE
School evocation; Level
oracle 3; Domain fate 3
Casting
Time
1 immediate action
Components V
Range personal
Target you
Duration instantaneous; see text
When
you make a d20 roll, you may choose to immediately cast this spell to reroll that
die before success or failure is known, keeping the more favorable result. For the next two rounds following your
casting of the spell, you must roll two dice each time a d20 roll is called for,
keeping the less favorable result.
Diminished Effects For the next three rounds following your casting of the
spell, you must roll two dice each time a d20 roll is called for, keeping the
less favorable result.
Heightened Effects For the
next round following your casting of the spell, you must roll two dice each
time a d20 roll is called for, keeping the less favorable result.
BOW SPIRIT
School conjuration (creation);
Level ranger 4
Casting
Time
1 standard action
Components V, S, DF
Range personal
Target
you
Duration 1 round/level
A
bow spirit is a shapeless force that hovers about you, taking ammunition
from your quiver and firing it. For as long as the bow spirit lasts, you
can spend a swift action to direct the bow spirit to fire an arrow or a bolt
at a target of your choice, as if the bow spirit were firing the necessary
ranged weapon. The bow spirit uses your base attack bonus plus your Dexterity
modifier, as well as any bonuses and effects from feats you have that affect ranged
attacks, or bonuses from the ammunition it uses. A bow spirit's attacks do
not provoke attacks of opportunity. There must be ammunition available for the bow
spirit to use, and it expends ammunition as if used by you.
A
bow spirit occupies your space, and moves with you. It cannot be attacked
or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
A bow spirit's AC against
touch attacks is 10 + your Dexterity modifier.
Diminished Effects The bow spirit
dissipates if it takes 6 points of damage from area attacks. (It gets no saves
against attacks.)
BRAND,
GREATER
School transmutation [curse];
Level inquisitor 4
Casting
Time
1 round
Components V, S, DF
Range touch
Target creature touched
Duration permanent
Saving
Throw
Fortitude negates; Spell Resistance yes
This
spell functions like brand, except that it inflicts
1d6 points of damage when applied and cannot be removed, even temporarily. In addition,
a greater brand blazes as bright as a torch when brought within 30 feet of
a visible symbol of your faith. While the symbol is blazing, the recipient is sickened. Like the effects of bestow
curse, a greater brand cannot be dispelled, but it can be removed by
any means that removes a mark of justice.
Diminished Effects The spell’s duration is changed to 1 day/level and
applying the greater brand only
inflicts 1d4 points of damage.
Heightened Effects The spell
allows you 1 round per caster level to etch the rune or mark, with no space or
word limitation. In addition, applying the greater
brand inflicts 1d8 points of damage, and while the symbol is
blazing, the recipient is nauseated.
BREAK
ENCHANTMENT
School abjuration; Level
bard 4, cleric/oracle 5, inquisitor 5, paladin 4, sorcerer/wizard 5, witch 5; Domain
liberation 5, luck 5, restoration 5
Casting
Time
1 minute
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Targets up to one creature per
level, all within 30 ft. of each other
Duration instantaneous
Saving
Throw
see text; Spell Resistance no
This
spell frees victims from enchantments, transmutations, and curses. Break enchantment
can reverse even an instantaneous effect. For each such effect, you make a caster
level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level
of the effect. Success means that the creature is free of the spell, curse, or effect.
For a cursed magic item, the DC is equal to the DC of the curse.
If
the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment
works only if that spell is 5th
level or lower.
If the effect comes from a permanent magic item,
break enchantment does not remove the curse from the item, but it does free
the victim from the item's effects.
Diminished Effects The spell’s range is reduced to touch and its target is
reduced to one creature.
Heightened Effects The is no
maximum bonus on the caster level check and if the spell is one that cannot be
dispelled by dispel magic or stone to flesh, break enchantment
works only if that spell is 6th level or lower.
BREATH
OF LIFE
School
conjuration
(healing); Level cleric/oracle 5; Domain healing 5
Casting
Time 1
standard action
Components
V, S
Range
touch
Target
creature
touched
Duration
instantaneous
Saving Throw Will negates (harmless)
or Will half, see text; Spell Resistance yes (harmless) or yes, see text
This
spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike
other spells that heal damage, breath of life can bring recently slain creatures
back to life. If cast upon a creature that has died within 1 round, apply the healing
from this spell to the creature. If the healed creature's hit point total is at
a negative amount less than its Constitution score, it comes back to life and stabilizes
at its new hit point total. If the creature's hit point total is at a negative amount
equal to or greater than its Constitution score, the creature remains dead. Creatures
brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Creatures
slain by death effects cannot be saved by breath of life.
Like
cure spells, breath of life deals damage to undead creatures rather
than curing them, and cannot bring them back to life.
Diminished Effects The spell cures 3d8 points of damage + 1 point per
caster level (maximum +20). Creatures brought back to life through breath of
life gain a temporary negative level that lasts for 1d4 days.
Heightened Effects The spell
cures 7d8 points of damage + 1 point per caster level (maximum +30).
BURROW
School transmutation; Level
alchemist 3, druid 3, ranger 3, sorcerer/wizard 3
Casting
Time
1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute/level
Saving
Throw
Will negates (harmless); Spell Resistance yes (harmless)
The
subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy
armor, or if it carries a medium or heavy load) through sand, loose soil, or gravel,
or at a speed of 5 feet through stone. Using burrow requires only as much
concentration as walking, so the subject can attack or cast spells normally. The
burrowing creature cannot charge or run. Loose material collapses behind the target
1 round after it leaves the area. This spell does not give the target the ability
to breathe underground, so when passing
through loose material, the creature must hold its breath and take only short trips,
or else it may suffocate.
Diminished Effects The spell does not confer a burrow speed, but it does
provide a +10-foot enhancement bonus to a creature that already has a burrow
speed.
Heightened Effects The subject
can burrow at a speed of 20 feet (or 15 feet if it wears medium or heavy armor,
or if it carries a medium or heavy load) through sand, loose soil, or gravel,
or at a speed of 10 feet through stone.
BURST
OF NETTLES
School conjuration [acid]; Level
druid 3
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Area 10-ft.-radius burst
Duration instantaneous
Saving
Throw
Reflex half; Spell Resistance yes
You
release a burst of barbed, acid-filled nettles. Creatures caught in the burst take
3d6 points of damage plus 1d6 points of acid damage on the next round. Those that
save take half damage from the initial burst and no acid damage on the next round.
Diminished Effects Creatures caught in the burst take 3d6 points of damage
and no acid damage on the next round. Those that save take half damage.
Heightened Effects Creatures
caught in the burst take 5d6 points of damage plus 3d6 points of acid damage on
the next round. Those that save take half damage from the initial burst and 1d6
points of acid damage on the next round.
BURST
OF SPEED
School transmutation; Level
alchemist 3, antipaladin 3, magus 3, inquisitor 3, paladin 3, ranger 3
Casting
Time
1 swift action
Component V
Range personal
Target you
Duration see text
Until
the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you
are wearing Medium or Heavy armor or carrying a Medium or Heavy load), your movement
does not provoke attacks of opportunity, and you can move through the space of creatures
that are larger than you are, but you cannot end your movement this round in a space
occupied by a creature.
Diminished
Effects
You only gain a +10-foot bonus to speed (or +5-foot bonus if you are wearing
Medium or Heavy armor or carrying a Medium or Heavy load) and you cannot move
through the space of creatures that are larger than you.
Heightened Effects The spell’s range
becomes touch and its target becomes one creature. The spell lasts until the
end of the target’s next turn instead of until the end of your turn.
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