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.
CACOPHONOUS CALL, MASS
School enchantment
(compulsion) [mind-affecting]; Level bard 5
Casting Time 1 standard
action
Components V, S, M (a scrap of sheet music)
Range close (25 ft. + 5 ft./2 levels)
Target one
creature/level (all of which must be within 30 feet)
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
You fill your targets’
minds with a blaring cacophony of discordant sounds, making it hard for the
target to act and concentrate. The creatures gain the nauseated condition for
the duration of the spell if they fails their Will save.
Diminished
Effects
The spell’s target becomes one creature per three caster levels.
Heightened
Effects
If a target fails its Will save, it also takes 1d4 points of Wisdom damage.
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 enchantment, restoration, 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.
CURE LIGHT WOUNDS,
MASS
School conjuration (healing); Level bard 5, cleric/oracle 5, druid 6, inquisitor 5, witch 6
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
You channel positive
energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on
each selected creature. Like other cure spells, mass
cure light wounds deals damage to undead in its area rather than
curing them. Each affected undead may attempt a Will save for half
damage.
Diminished
Effects
The spell stabilizes each selected living creature that has –1 or fewer hit
points.
Heightened
Effects
The spell cures 2d8 points of damage + 1 point per caster level (maximum +30).
Notes This spell combines
the effects of the following spells: mass
cure light wounds and mass cure
moderate 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.
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