DANCE OF A HUNDRED CUTS
School transmutation; Level bard 5
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 round/level
You become a lethal combat
dancer, swirling and spinning with grace and precision. You gain a morale bonus
on melee attack rolls, melee damage rolls, and Acrobatics checks, and to Armor Class.
This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th level). The bonus
to AC is lost under any circumstances that would cause you to lose your Dexterity
bonus to AC. You must remain moving for the spell to stay in effect. If in any round
you do not either move at least 10 feet or make a melee attack, the spell's duration
ends.
In addition, you can choose
one of the following haste-like effects
each round at the beginning of your turn.
·
Increase
your 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 your 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. Nor
do these effects stack with haste.
Diminished
Effects
You gain the morale bonus on melee attack rolls, melee damage rolls, and Acrobatics
checks, and to Armor Class; but you do not benefit from any of the haste-like effects.
Heightened
Effects
You gain the morale bonus on melee attack rolls, melee damage rolls, and Acrobatics
checks, and to Armor Class; as well as the full benefits of haste (instead of a once-per-round haste-like effect).
Notes This spell combines
the effects of the following spells: dance
of a hundred cuts and dance of a thousand
cuts.
DARKVISION, GREATER
School transmutation; Level
alchemist 4, antipaladin 4, ranger 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (either a pinch of dried carrot
or an agate)
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
The subject gains the
ability to see 120 feet even in total darkness. Darkvision is black and white only
but otherwise like normal sight.
Diminished
Effects
The spell’s range is reduced to personal and its target becomes you.
Heightened
Effects
The spell’s target becomes creatures touched and you may divide the duration in
1-hour intervals among the creatures touched.
DAYBREAK ARROW
School evocation [light]; Level cleric/oracle
3, inquisitor 3, paladin 3
Casting Time 1 standard action
Components V, S
Range touch
Target up to 50 pieces of ammunition, all of which must
be together at the time of casting
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless,
object); Spell Resistance yes (harmless, object)
You cause ammunition,
including shuriken, to exude radiant energy. Creatures that take penalties in bright
light take these penalties for 1 round after being struck by such ammunition. Undead
and creatures harmed by sunlight take an additional 1d6 points of damage from such
projectiles. This extra damage and half of any other damage you deal with an affected
projectile results directly from radiant energy and is not subject to damage resistance.
Such a projectile sheds light as if it were a sunrod for 1 round after it is fired
or thrown.
Diminished
Effects
Undead and creatures harmed by sunlight take no additional damage from such projectiles.
Half of the damage you deal with an affected projectile results directly from
radiant energy and is not subject to damage resistance.
Heightened
Effects
Creatures that take penalties in bright light take these penalties for 1d4
rounds after being struck by such ammunition. Undead and creatures harmed by
sunlight take an additional 1d8 points of damage from such projectiles.
DAYLIGHT
School evocation [light]; Level
bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, sorcerer/wizard
3; Domain day 3, light 3
Casting Time 1 standard action
Components V, S
Range touch
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance
no
You touch an object when
you cast this spell, causing the object to shed bright light in a 60-foot radius.
This illumination increases the light level for an additional 60 feet by one step
(darkness becomes dim light, dim light becomes normal light, and normal light becomes
bright light). Creatures that take penalties in bright light take them while within
the 60-foot radius of this magical light. Despite its name, this spell is not the
equivalent of daylight for the purposes of creatures that are damaged or destroyed
by such light.
If daylight is
cast on a small object that is then placed inside or under a light-proof covering,
the spell's effects are blocked until the covering is removed.
Daylight brought into an area of
magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing
light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any
darkness spell of equal or lower level, such as darkness.
Diminished
Effects
The object sheds bright light in a 30-foot radius. This illumination increases
the light level for an additional 30 feet by one step. Creatures that take
penalties in bright light take them while within the 30-foot radius of this
magical light.
Heightened
Effects
Creatures that are damaged or destroyed by sunlight take 1d4 points of damage
per round while within the 60-foot radius of this magical light.
DAZE, MASS
School enchantment (compulsion)
[mind-affecting]; Level bard 4, inquisitor 4, sorcerer/wizard 4, summoner
4, witch 4
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one or more humanoid creatures, no two
of which may be more than 30 ft. apart
Duration 1 round
Saving Throw Will negates; Spell
Resistance yes
This spell clouds the
mind of humanoid creatures with 4 or fewer Hit Dice so that they take no actions.
Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special
advantage against it. After a creature has been dazed by this spell, it is immune
to the effects of this spell for 1 minute.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./2 levels).
Heightened
Effects
The spell can affect living creatures of any type with 6 or fewer Hit Dice.
DEADLY JUGGERNAUT
School necromancy [death]; Level antipaladin
3, cleric/oracle 3, inquisitor 3, paladin 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
With every enemy life
you take, you become increasingly dangerous and difficult to stop. During the duration
of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon
damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/—
each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus
and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice
equal to or greater than your Hit
Dice –4.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The spell’s range becomes touch and its target becomes
one creature.
DEAFENING SONG BOLT
School evocation [sonic]; Level bard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target up to 3 creatures, no two of which can be more
than 30 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance
no
Three notes you sing or
perform become tangible bolts of arcane energy that shriek across the battlefield.
Each bolt requires a ranged touch attack to hit and deals 3d10 points of sonic damage,
deafening the target for 1d6 rounds.
The bolts may be fired at the same or different targets, but all must be fired simultaneously.
Diminished Effects Each bolt only deals 3d8 points of sonic damage,
deafening the target for only 1d4 rounds.
Heightened Effects Each bolt deals 3d12 points of sonic damage, deafening
the target for 1d8 rounds.
DEATH WARD
School
necromancy;
Level alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin4, witch
4; Domain death 4, repose 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
The subject gains a +4
morale bonus on saves against all death spells and magical death effects. The subject
is granted a save to negate such effects even if one is not normally allowed. The
subject is immune to energy drain and any negative energy
effects, including channeled negative energy.
This spell does not remove
negative levels that the subject has
already gained, but it does remove the penalties from negative levels for the duration
of its effect.
Death ward does not protect against
other sorts of attacks, even if those attacks might be lethal.
Diminished
Effects
The spell’s range is reduced to personal and its target becomes you.
Heightened
Effects
The target gains a +6 morale bonus on saves against all death spells and
magical death effects.
DEBILITATING PORTENT
School enchantment (compulsion) [mind-affecting]; Level
cleric/oracle 4, witch 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level (D) see text
Saving Throw none; Spell Resistance
yes
The target is surrounded
by a glowing green aura of ill fate. Each time the spell's subject makes an attack
or casts a spell, it must succeed at a Will saving throw with a DC = 10 + 1/2 caster
level + Charisma (in the case of oracles), Intelligence (in the case of witches),
or Wisdom (in the case of clerics). If it fails the saving throw, it deals half
damage with the attack or spell. You can dismiss this spell as an immediate action
when the target confirms a critical
hit; doing so negates the critical hit. The attack that you negated still hits,
but only deals half damage.
Diminished Effects The subject receives an initial Will saving throw to
negate the spell. If it fails the saving throw, the spell functions normally.
Heightened Effects The subject takes a -4 penalty on its Will saving throw
each time it makes an attack or casts a spell.
DEEP SLUMBER
Notes Deep slumber has been incorporated into sleep (in the forthcoming Multi-Variable
Spell Compendium: 0-2nd Level Spells).
DEEPER DARKNESS
Notes Deeper darkness has been incorporated into darkness (in the forthcoming Multi-Variable
Spell Compendium: 0-2nd Level Spells).
DEFILE ARMOR
School abjuration [evil]; Level antipaladin 3,
inquisitor 4
Casting Time 1 standard action
Components V, S
Range touch
Target armor touched
Duration 1 minute/level
Saving Throw Will negates (harmless,
object); Spell Resistance yes (harmless, object)
You imbue your armor with
an unrighteous aura. It gains a +1 enhancement bonus per four caster levels (maximum
+5 at 20th level). When using your judgment or smite ability, you gain DR 5/good.
An outfit of regular clothing
counts as armor that grants no AC bonus
for the purpose of this spell.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The enhancement bonus can be applied to a shield instead
of armor.
DELAYED CONSUMPTION
School transmutation; Level alchemist 5
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 day/level (D) or until discharged
When you consume this
extract, you quickly consume another extract of your choice—this second extract's
effects do not come into effect until a later point. You must consume this second,
companion extract on the round following delayed consumption or waste the
extract. The companion extract can be no higher than 4th level, and you must pay
any costs associated with the companion extract when you consume it.
At any point during the
duration of this extract, you can cause the companion extract to take effect as
an immediate action. You can only have
one delayed consumption in effect at one time. If a second is consumed, the
first is dispelled without any effect.
Diminished Effects The spell’s duration is reduced to 1 hour/level.
Heightened Effects You can have two delayed consumptions in effect
at one time. If a third is consumed, the first is dispelled without any effect.
DENOUNCE
School enchantment (compulsion) [language-dependent,
mind-affecting]; Level bard 4, inquisitor 4
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Area 30-ft.-radius burst
Duration 1 hour/level
Saving Throw Will negates; Spell
Resistance yes
You speak out against
a single creature within line of sight and turn possible allies against it by drawing
upon the power of your voice and conviction. Creatures in the area who can see the
denounced creature must make a Will saving throw or have their starting attitude toward the denounced
creature worsened by two levels. For example, creatures previously indifferent to
the subject turn unfriendly. Diplomacy checks made to reverse the effects of denounce are made at
a –10 penalty.
Diminished Effects The spell’s area is reduced to a 15-foot-radius burst.
Heightened Effects The spell’s area is increased to a 45-foot-radius burst.
DETECT SCRYING
School divination; Level bard 4, inquisitor 4,
sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a piece of mirror and a miniature
brass hearing trumpet)
Range 40 ft.
Area 40-ft.-radius emanation centered on you
Duration 24 hours
Saving Throw none; Spell Resistance
no
You immediately become aware of any attempt to
observe you by means of a divination (scrying) spell or effect. The spell's area
radiates from you and moves as you move. You know the location of every magical
sensor within the spell's area.
If the scrying attempt originates within the area, you also know its location;
otherwise, you and the scrier immediately make opposed caster level checks (1d20
+ caster level). If you at least match the scrier's result, you get a visual image
of the scrier and an accurate sense of his direction and distance from you.
Diminished Effects You cannot get the location nor the scrier’s visual
image.
Heightened Effects You learn the scrier’s identity and location
automatically (and can try a check to get a visual image).
DETONATE
School evocation [acid, cold, electricity, or fire];
Level alchemist 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (two vials; one containing acid
and one containing an alkaline solution worth a total of 50 gp)
Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration 1 round, then instantaneous
Saving Throw Reflex half; Spell
Resistance yes
You flood yourself with
a potent surge of elemental energy. One round after completing the casting of the
spell, the energy explodes from your body.
When this spell creates
the explosion of energy, choose one of the following four energy types: acid, cold,
electricity, or fire. The explosion inflicts 1d8 points of damage of that energy
type per caster level (maximum 10d8) to all creatures and unattended objects within
15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically
take half damage from the explosion, without a saving throw, but any other energy resistance or energy immunity
effects you may have in place can prevent or lessen this overflow damage caused
by the explosion.
Diminished Effects The explosion inflicts 1d6 points of damage of that
energy type per caster level (maximum 10d6) to all creatures and unattended
objects within 15 feet, and half that amount to targets past 15 feet but within
30 feet.
Heightened Effects You automatically take a quarter damage from the
explosion, without a saving throw, but any other energy resistance or energy
immunity effects you may have in place can prevent or lessen this overflow
damage caused by the explosion.
DEVOLUTION
School transmutation; Level sorcerer/wizard 3,
summoner 3
Casting Time 1 standard action
Components V, S, M (a chameleon scale)
Range close (25 ft. + 5 ft./2 levels)
Target one eidolon
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
This spell causes an eidolon
to lose one evolution plus one additional evolution for every five caster levels.
Evolutions with the highest total
cost are lost first. If there is a tie, randomly determine which is lost. If this
spell causes an eidolon to fail to meet the prerequisites for other evolutions or
abilities, those evolutions or abilities are lost as long as this spell persists.
Diminished Effects The spell causes the target eidolon to only lose one
evolution.
Heightened Effects The spell causes the target eidolon to lose one
evolution plus one additional evolution for every four caster levels.
DIMENSION DOOR
School conjuration (teleportation);
Level bard 4, magus 4, sorcerer/wizard 4,summoner 3, witch 4; Domain
travel 4; Bloodline arcane 4
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target you and touched objects or other touched willing
creatures
Duration instantaneous
Saving Throw none and Will negates
(object); Spell Resistance no and yes (object)
You instantly transfer
yourself from your current location to any other spot within range. You always arrive
at exactly the spot desired—whether by simply visualizing the area or by stating
direction. After using this spell, you can't take any other actions until your next
turn. You can bring along objects as long as their weight doesn't exceed your maximum
load. You may also bring one additional willing Medium or smaller creature (carrying
gear or objects up to its maximum load) or its equivalent per three caster levels.
A Large creature counts as two Medium creatures, a Huge creature counts as two Large
creatures, and so forth. All creatures to be transported must be in contact with
one another, and at least one of those creatures must be in contact with you.
If you arrive in a place
that is already occupied by a solid body, you and each creature traveling with you
take 1d6 points of damage and are shunted to a random open space on a suitable surface
within 100 feet of the intended location.
If there is no free space
within 100 feet, you and each creature traveling with you take an additional 2d6
points of damage and are shunted to a free space within 1,000 feet. If there is
no free space within 1,000 feet, you and each creature travelling with you take
an additional 4d6 points of damage and the spell simply fails.
Diminished
Effects
The spell’s range becomes medium (100 ft. + 10 ft./level), and the destination
locations must be in sight when you cast the spell.
Heightened
Effects
You may bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per two caster levels.
DIMENSIONAL ANCHOR
School abjuration; Level
cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner3; Domain wards
4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration 1 min./level
Saving Throw none; Spell Resistance
yes (object)
A green ray springs from
your hand. You must make a ranged touch attack to hit the target. Any creature or
object struck by the ray is covered with a shimmering emerald field that completely
blocks extradimensional travel. Forms of movement barred by a dimensional anchor
include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like
abilities. The spell also prevents the use of a gate or teleportation circle for the duration
of the spell.
A dimensional anchor
does not interfere with the movement of creatures already in ethereal or astral
form when the spell is cast, nor does it block extradimensional perception or attack
forms. Also, dimensional anchor does not prevent summoned creatures from
disappearing at the end of a summoning spell.
Diminished
Effects
The target receives a Fortitude save to negate the spell’s effects.
Heightened
Effects
The spell affects all creatures within a 10-foot-radius burst of the target.
All creatures (except for the target) receive a Fortitude save to negate the
spell’s effects.
DIMINISH PLANTS
School transmutation; Level druid 3, ranger 3
Casting Time 1 standard action
Components V, S, DF
Range see text
Target or Area see text
Duration instantaneous
Saving Throw none; Spell Resistance
no
This spell has two versions.
Prune Growth: This version of the
spell causes normal vegetation within long range (400 feet + 40 feet per level)
to shrink to about one-third normal size, becoming untangled and less bushy. The
affected vegetation appears to have been carefully pruned and trimmed. This version
of diminish plants automatically dispels any spells or effects that enhance
plants, such as entangle, plant growth, and wall of thorns.
At your option, the area
can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius
quarter-circle. You may also designate portions of the area that are not affected.
Stunt Growth: This version of the
spell targets all normal plants within a range of 1/2 mile, reducing their potential
productivity over the course of the following year to half normal.
This spell has no effect
on plant creatures.
Diminished
Effects
The prune growth version’s range is
reduced to medium (100 ft. + 10 ft./level), and the stunt growth version targets all normal plants within a range of
1/4 mile.
Heightened
Effects
The prune growth version allows you to
completely strip vegetation from affected areas, making it easy to create mazes
or cut a clear path through heavy growth, and the stunt growth version targets all normal plants within a range of 1
mile.
DISCERN LIES
School divination; Level
alchemist 4, cleric/oracle 4, inquisitor 4, paladin 3, witch 4; Domain nobility
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 concentration, up to 1 round/level
Saving Throw Will negates; Spell
Resistance no
Each round, you concentrate
on one target, who must be within range. You know if the target deliberately and
knowingly speaks a lie by discerning disturbances in its aura caused by lying. The
spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily
reveal evasions.
Each round, you may concentrate
on a different target.
Diminished
Effects
The spell’s target is reduced to one creature.
Heightened
Effects
You no longer have to concentrate to maintain the spell, and after
concentrating on a subject for 1 round, you gain a +6 enhancement bonus on your
Intimidate and Sense Motive checks against that subject.
DISCORDANT BLAST
School evocation [sonic]; Level bard 4
Casting Time 1 standard action
Components V, S
Range 10 ft. or 30 ft.
Area see text
Duration instantaneous
Saving Throw none; Spell Resistance
yes
You create a wave of thunder
and force, either in a 10-foot-radius burst centered on you or in 30-foot cone-shaped
burst. Creatures in the area take 3d6 points of sonic damage and are pushed away
as if bull rushed. Make a combat maneuver check and apply its results to each creature
in the area. Your CMB for this bull rush is equal to your caster level plus your
Charisma modifier. This bull rush does not provoke an attack of opportunity. A discordant
blast cannot penetrate a silence spell (or any similar
magical silence effect).
Diminished Effects The spell range and area are reduced to a 5-foot-radius
burst centered on you or in 15-foot cone-shaped burst.
Heightened Effects Discordant blast can be used to counter or dispel
a silence spell (or any similar magical silence effect of equal or lower
spell level).
DISMISSAL
School abjuration; Level
cleric/oracle 4, inquisitor 4, sorcerer/wizard 5, summoner 4; Bloodline abyssal
5
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one extraplanar creature
Duration instantaneous
Saving Throw Will negates; see text;
Spell Resistance yes
This spell forces an extraplanar
creature back to its proper plane if it fails a Will save. If the spell is successful,
the creature is instantly whisked away, but there is a 20% chance of actually sending
the subject to a plane other than its own.
Diminished
Effects
The spell’s range is reduced to touch.
Heightened
Effects
You may choose the plane your target is sent to. If your choice is not the
target’s home plane, there is a 20 percent chance it will go to its home plane
in any event.
DISPEL CHAOS
School abjuration [lawful]; Level cleric/oracle
5, inquisitor 5, paladin 4; Domain law 5
This spell functions like
dispel evil, except that you are surrounded by constant, blue lawful energy,
and the spell affects chaotic creatures and spells rather than evil ones.
DISPEL EVIL
School abjuration [good]; Level cleric/oracle
5, inquisitor 5, paladin 4; Domain good 5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target or Targets you and a touched evil
creature from another plane, or you and an enchantment or evil spell on a touched
creature or object
Duration 1 round/level or until discharged, whichever
comes first
Saving Throw see text; Spell Resistance
see text
Shimmering, white holy
energy surrounds you. This energy has three effects.
First, you gain a +4 deflection
bonus to AC against attacks by evil creatures.
Second, on making a successful
melee touch attack against an evil creature from another plane, you can choose to
drive that creature back to its home plane. The creature can negate the effects
with a successful Will save (spell resistance applies). This use discharges and
ends the spell.
Third, with a touch you
can automatically dispel any one enchantment spell cast by an evil creature or any
one evil spell. Spells that can't be dispelled by dispel magic also can't
be dispelled by dispel evil. Saving throws and spell resistance do not apply
to this effect. This use discharges and ends the spell.
Diminished
Effects
You only gain a +2 deflection bonus to AC against attacks by evil creatures. In
addition you take a –5 penalty on your caster level check to overcome an evil
creature’s spell resistance and drive it back to its home plane, and you must
make a dispel check to dispel any one enchantment spell cast by an evil
creature or any one evil spell.
Heightened
Effects
You retain the +4 deflection bonus to AC against attacks by evil creatures for
the duration of the spell, even after you drive an evil creature back to its
home plane or automatically dispel any one enchantment spell cast by an evil
creature or any one evil spell. You still only get one dismissal or dispel
action (your choice) for the duration of the spell.
DISPEL GOOD
School abjuration [evil]; Level antipaladin 4,
cleric/oracle 5, inquisitor5; Domain evil 5
This spell functions like
dispel evil, except that you are surrounded by dark, wavering unholy energy,
and the spell affects good creatures and spells rather than evil ones.
DISPEL LAW
School abjuration [evil]; Level antipaladin 4,
cleric/oracle 5, inquisitor5; Domain chaos 5
This spell functions like
dispel evil, except that you are surrounded by flickering, yellow chaotic
energy, and the spell affects lawful creatures and spells rather than evil ones.
DISPEL MAGIC
School abjuration; Level
antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, paladin
3, sorcerer/wizard 3, summoner 3, witch 3; Domain magic 3; Bloodline
arcane 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature,
or object
Duration instantaneous
Saving Throw none; Spell Resistance
no
You can use dispel
magic to end one ongoing spell that has been cast on a creature or object, to
temporarily suppress the magical abilities of a magic item, or to counter another
spellcaster's spell. A dispelled spell ends as if its duration had expired. Some
spells, as detailed in their descriptions, can't be defeated by dispel magic.
Dispel magic can dispel (but not counter) spell-like effects just as it does
spells. The effect of a spell with an instantaneous duration can't be dispelled,
because the magical effect is already over before the dispel magic can take
effect.
You choose to use dispel
magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature,
or spell is the target of the dispel magic spell. You make one dispel check
(1d20 + your caster level) and compare that to the spell with highest caster level
(DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare
the same result to the spell with the next highest caster level. Repeat this process
until you have dispelled one spell affecting the target, or you have failed to dispel
every spell.
For example, a 7th-level
caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th)
and fly (caster level 6th). The caster level check results in a 19. This
check is not high enough to end the stoneskin (which would have required
a 23 or higher), but it is high enough to end the fly (which only required
a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would
have been dispelled, leaving the fly intact. Had the dispel check been a
16 or less, no spells would have been affected.
You can also use a targeted
dispel to specifically end one spell affecting the target or one spell affecting
an area (such as a wall of fire). You must name the
specific spell effect to be targeted in this way. If your caster level check is
equal to or higher than the DC of that spell, it ends. No other spells or effects
on the target are dispelled if your check is not high enough to end the targeted
effect.
If you target an object
or creature that is the effect of an ongoing spell (such as a monster summoned by
summon monster), you make a dispel check to end the spell that conjured the
object or creature.
If the object that you
target is a magic item, you make a dispel check against the item's caster level
(DC = 11 + the item's caster level). If you succeed, all the item's magical properties
are suppressed for 1d4 rounds, after which the item recovers its magical properties.
A suppressed item becomes nonmagical for the duration of the effect. An interdimensional
opening (such as a bag of holding) is temporarily closed. A magic item's
physical properties are unchanged: A suppressed magic sword is still a sword (a
masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic
such as this.
You automatically succeed
on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic
is used in this way, the spell targets a spellcaster and is cast as a counterspell.
Unlike a true counterspell, however, dispel magic may not work; you must
make a dispel check to counter the other spellcaster's spell.
Diminished
Effects
You take a –4 penalty on your dispel check.
Heightened
Effects
You gain a +4 bonus on your dispel check.
DISPEL
MAGIC, GREATER
School abjuration; Level
bard 5, cleric/oracle 6, druid 6, inquisitor 6, magus 6, sorcerer/wizard 6, summoner
5, witch 6; Domain liberation 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature,
or object; or a 20-ft.-radius burst
Duration instantaneous
Saving Throw none; Spell Resistance
no
This spell functions like
dispel magic, except that it can end more than one spell on a target and
it can be used to target multiple creatures.
You choose to use greater
dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:
Targeted Dispel: This functions as a
targeted dispel magic, but it can dispel one spell for every four caster
levels you possess, starting with the highest level spells and proceeding to lower
level spells.
Additionally, greater
dispel magic has a chance to dispel any effect that remove curse can remove, even
if dispel magic can't dispel that effect. The DC of this check is equal to
the curse's DC.
Area Dispel: When greater dispel
magic is used in this way, the spell affects everything within a 20-foot-radius
burst. Roll one dispel check and apply that check to each creature in the area,
as if targeted by dispel magic. For each object within the area that is the
target of one or more spells, apply the dispel check as with creatures. Magic items
are not affected by an area dispel.
For each ongoing area
or effect spell whose point of origin is within the area of the greater dispel
magic spell, apply the dispel check to dispel the spell. For each ongoing spell
whose area overlaps that of the greater dispel magic spell, apply the dispel
check to end the effect, but only within the overlapping area.
If an object or creature
that is the effect of an ongoing spell (such as a monster summoned by summon
monster) is in the area, apply the dispel check to end the spell that conjured
that object or creature (returning it whence it came) in addition to attempting
to dispel one spell targeting the creature or object.
You may choose to
automatically succeed on dispel checks against any spell that you have cast.
Counterspell: This functions as dispel
magic, but you receive a +4 bonus on your dispel check to counter the other
spellcaster's spell.
Diminished
Effects
You may only attempt a targeted dispel, and you take a –4 penalty on your
dispel check.
Heightened
Effects
You gain a +4 bonus on your dispel check (+8 if you are attempting
counterspell).
DISPLACEMENT
School illusion (glamer); Level
alchemist 3, bard 3, magus 3, sorcerer/wizard 3,summoner 3; Domain protean
3
Casting Time 1 standard action
Components V, M (a small loop of leather)
Range touch
Target creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
The subject of this spell
appears to be about 2 feet away from its true location. The creature benefits from
a 50% miss chance as if it had total concealment. Unlike actual total concealment,
displacement does not prevent enemies from targeting the creature normally.
True seeing reveals its true location
and negates the miss chance.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The target also benefits from a +2 dodge bonus to AC (which is negated by true seeing).
DISRUPTING WEAPON
School transmutation; Level cleric/oracle 5,
inquisitor 5
Casting Time 1 standard action
Components V, S
Range touch
Targets one melee weapon
Duration 1 round/level
Saving Throw Will negates (harmless,
object); see text; Spell Resistance yes (harmless, object)
This spell makes a melee
weapon deadly to undead. Any undead creature with HD equal to or less than your
caster level must succeed on a Will save or be destroyed utterly if struck in combat
with this weapon. Spell resistance does not apply against the destruction effect.
Diminished
Effects
The spell ends if the weapon leaves your possession.
Heightened
Effects
You may affect one melee weapon per four caster levels (to a maximum of five
weapons). The weapons must be within a 10-foot-radius burst of your location
when the spell is cast.
DIVINATION
School divination; Level cleric/oracle 3, inquisitor
3, witch 3; Domain fate 2,
knowledge 4
Casting Time 10 minutes
Components V, S, M (incense and an appropriate offering
worth 25 gp)
Range personal
Target you
Duration instantaneous
A divination spell
can provide you with a useful piece of advice in reply to a question concerning
a specific goal, event, or activity that is to occur within 24 hours. The advice
granted by the spell can be as simple as a short phrase, or it might take the form
of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions
may change so that the information is no longer useful. The base chance for a correct
divination is 70% + 1% per caster level, to a maximum of 90%. If the die
roll fails, you have no way to tell whether it was the consequence of a failed
or successful divination.
Multiple divinations
about the same topic by the same caster use the same dice result as the first
divination spell and yield the same answer each time.
Diminished
Effects
The spell’s casting time is reduced to 1 minute, but it can only tell you
whether a particular action will bring good or bad results for you in the
immediate future. In addition, if the divination
succeeds, you only get one of four results:
·
Weal
(if the action will probably bring good results).
·
Woe
(for bad results).
·
Weal
and woe (for both).
·
Nothing
(for actions that don't have especially good or bad results).
If the divination fails, you get the “nothing”
result. If you get the “nothing” result, you have no way to tell whether it was
the consequence of a failed or successful divination.
Heightened
Effects
The divination can provide you with a
useful piece of advice in reply to a question concerning a specific goal,
event, or activity that is to occur within 1 week. In addition, if the die roll
fails, you know the spell failed, unless specific magic yielding false
information is at work.
Notes This spell combines
the effects of the following spells: augury
and divination.
DIVINE POWER
School evocation; Level cleric/oracle 4, inquisitor
4; Domain war 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level
Calling upon the divine
power of your patron, you imbue yourself with strength and skill in combat. You
gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and
Strength-based skill checks for every three caster levels you have (maximum +6).
You also gain 1 temporary hit point per caster level. Whenever you make a full-attack
action, you can make an additional attack at your full base attack bonus, plus any
appropriate modifiers. This additional attack is not cumulative with similar effects,
such as haste or weapons with the speed special ability.
Diminished Effects The spell’s casting time increases to 1 full round.
Heightened Effects The spell’s range becomes touch and its target becomes
one creature.
DIVINE PURSUIT
School transmutation; Level inquisitor 5
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1 minute/level; see text
Select one creature within
60 feet that you have damaged. If that creature has a burrow, climb, fly, or swim
speed, you gain that form of movement for the duration of the spell at the same
speed and maneuverability as the selected creature. If this gives you the burrow
or swim speed, you can breathe while burrowing or swimming. If the creature moves
1,000 feet or more from you, the spell ends. If the creature has more than one of
these types of movement, you select
one from the types available to the creature.
Diminished Effects The spell’s duration is decreased to 1 round/level.
Heightened Effects The target creature moves at half its normal speed
(round down to the next 5-foot increment), which affects the creature's jumping
distance as normal for decreased speed or
dispels any haste effects on the target. This
effect is not cumulative will similar effects, such as slow.
DIVINE TRANSFER
School necromancy; Level paladin 3
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous + 1 round/level (see text)
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
With a single touch, you
transfer some of your life essence to the subject, transferring your hit points
and your resolve. When you touch the subject you can transfer up to a number of
hit points equal to your Constitution
score to the target. These hit points heal the subject, but cannot raise the subject's
hit points higher than its normal hit point total. In addition, the subject gains
DR/evil equal to your Charisma bonus (if any) for the duration of the spell.
Diminished Effects The subject does not gain any DR/evil, but it is still
healed as normal.
Heightened Effects When you touch the subject you can transfer up to a
number of hit points equal to one and a half times your Constitution score to
the target. In addition, the subject gains DR/evil equal to one and a half
times your Charisma bonus (if any, round down) for the duration of the spell.
DOMINATE ANIMAL
School enchantment (compulsion) [mind-affecting]; Level
druid 3; Domain animal 3
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one animal
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
This spell allows you
to enchant the targeted animal and direct it with simple commands such as “Attack,”
“Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to
attack a creature two or more size categories larger than the dominated animal)
are simply ignored.
Dominate animal establishes a mental link
between you and the subject creature. The animal can be directed by silent mental
command as long as it remains in range. You need not see the creature to control
it. You do not receive direct sensory input from the creature, but you know what
it is experiencing. Because you are directing the animal with your own intelligence,
it may be able to undertake actions normally beyond its own comprehension. You need
not concentrate exclusively on controlling the creature unless you are trying to
direct it to do something it normally couldn't do. Changing your instructions or
giving a dominated creature a new command is the equivalent of redirecting a spell,
so it is a move action.
Diminished
Effects
The spell’s range is reduced to touch, and its duration becomes concentration,
up to 1 round/level.
Heightened
Effects
You can give the animal suicidal or self-destructive commands, but it receives
a new saving throw with a +2 bonus.
DOMINATE PERSON
School enchantment (compulsion) [mind-affecting]; Level
bard 4, sorcerer/wizard 5, witch 5
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid
Duration 1 day/level
Saving Throw Will negates; Spell
Resistance yes
You can control the actions
of any humanoid creature through a telepathic link that you establish with the subject's
mind.
If you and the subject
have a common language, you can generally force the subject to perform as you desire,
within the limits of its abilities. If no common language exists, you can communicate
only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.”
You know what the subject is experiencing, but you do not receive direct sensory
input from it, nor can it communicate with you telepathically.
Once you have given a
dominated creature a command, it continues to attempt to carry out that command
to the exclusion of all other activities except those necessary for day-to-day survival
(such as sleeping, eating, and so forth). Because of this limited range of activity,
a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's
behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your orders or
giving a dominated creature a new command is a move action.
By concentrating fully
on the spell (a standard action), you can receive full sensory input as interpreted
by the mind of the subject, though it still can't communicate with you. You can't
actually see through the subject's eyes, so it's not as good as being there yourself,
but you still get a good idea of what's going on.
Subjects resist this control,
and any subject forced to take actions against its nature receives a new saving
throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once
control is established, the range at which it can be exercised is unlimited, as
long as you and the subject are on the same plane. You need not see the subject
to control it.
If you don't spend at
least 1 round concentrating on the spell each day, the subject receives a new saving
throw to throw off the domination.
Protection from evil or a similar spell can
prevent you from exercising control or using the telepathic link while the subject
is so warded, but such an effect does not automatically dispel it.
Diminished
Effects
The spell’s range is reduced to touch, and its duration is reduced to 1
hour/level.
Heightened
Effects
You can give the subject obviously self-destructive orders, but it receives a
new saving throw with a +2 bonus. A subject forced to take actions against its
nature (other than self-destructive orders) does not receive a new saving
throw.
DRACONIC RESERVOIR
School evocation [acid, cold, electricity, or fire];
Level alchemist 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a scale from dragon that produces
the energy you seek to absorb)
Range touch
Target creature touched
Duration 10 minutes/level or until discharged;
see text
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
Draconic reservoir functions as protection from energy, absorbing
6 points of one type of energy damage per caster level (acid, cold, electricity,
or fire, maximum 60 points). Each round, as a swift action, the subject can release
1d6 points of the absorbed energy and apply it to any melee attack, as if using
a corrosive, flaming, frost, or shock weapon. The first creature
the subject strikes with this attack takes the energy damage in addition to any
other consequences of the attack. Releasing energy in this way does not “free up”
space to absorb still more energy; the maximum amount of energy the spell can absorb
remains fixed. The subject cannot release more energy than he currently has absorbed.
Once the subject has absorbed all the energy allowed by the spell, he takes damage
as normal from that energy type. Once the energy has been released, the spell is
discharged.
Draconic reservoir does not stack with protection
from energy. Draconic reservoir overlaps (and does not stack with) resist energy. If a character
is warded by draconic reservoir and resist energy, draconic reservoir
absorbs damage until it reaches its maximum limit.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The spell’s target becomes creatures touched and you may divide the duration in
10-minute intervals among the creatures touched.
DRAGON'S BREATH
School evocation [acid, cold, electricity, or
fire]; Level alchemist 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Component V, S, M (a dragon scale)
Range 30 ft. or 60 ft.
Area cone-shaped burst or line
Duration instantaneous
Saving Throw Reflex half; Spell
Resistance yes
You breathe out a blast
of energy. Creatures in the affected area take 1d6 points of energy damage per caster
level (maximum of 12d6). A successful Reflex save results in half damage. The spell's
effect and energy type depend on the type of dragon scale used:
Black dragon: 60-foot line of acid.
Blue or bronze dragon: 60-foot line of electricity.
Green dragon: 30-foot cone of acid.
Gold or red dragon: 30-foot cone of fire.
Silver or white dragon: 30-foot cone of cold.
Brass dragon: 60-foot line of fire.
Copper dragon: 60-foot line of acid.
Diminished
Effects
You breathe 15-foot cone or 30-foot line of energy, dependent on the type of
dragon scale used.
Heightened
Effects
Creatures in the affected area who take damage also suffer a secondary effect
based on the type of damage taken:
Acid: The target takes 1
point of ongoing acid damage per round for 1 round per three caster levels. The
target must make a Fortitude save or be sickened for the duration of the
ongoing acid damage.
Cold: The target must make
a Fortitude save or be fatigued for 1 round per caster level. A creature that
is already fatigued suffers no additional effect.
Electricity: The target must make
a Fortitude save or be staggered for 1 round.
Fire: The target must make
a Reflex save or catch on fire (see Catching on Fire).
DREAM
School illusion (phantasm) [mind-affecting]; Level
alchemist 5, bard 5, sorcerer/wizard 5
Casting Time 1 minute
Components V, S
Range unlimited
Target one living creature touched
Duration see text
Saving Throw none; Spell Resistance
yes
You, or a messenger you
touch, send a message to others in the form of a dream. At the beginning of the
spell, you must name the recipient or identify him or her by some title that leaves
no doubt as to identity. The messenger then enters a trance, appears in the intended
recipient's dream, and delivers the message. The message can be of any length, and
the recipient remembers it perfectly upon waking. The communication is one-way.
The recipient cannot ask questions or offer information, nor can the messenger gain
any information by observing the dreams of the recipient.
Once the message is delivered,
the messenger's mind returns instantly to its body. The duration of the spell is
the time required for the messenger to enter the recipient's dream and deliver the
message.
If the recipient is awake
when the spell begins, the messenger can choose to wake up (ending the spell) or
remain in the trance. The messenger can remain in the trance until the recipient
goes to sleep, then enter the recipient's dream and deliver the message as normal.
A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures who don't sleep or don't dream cannot be contacted
by this spell.
The messenger is unaware of its own surroundings or of the
activities around it while in the trance. It is defenseless both physically and
mentally (always failing any saving throw) while in the trance.
Diminished Effects The spell has a maximum range of 10 miles per caster
level.
Heightened Effects The messenger may converse with the recipient for up to
1 round per caster level.
DUST FORM
School transmutation (polymorph); Level alchemist
5, cleric/oracle 6, druid 6, witch 6
Casting Time 1 standard action
Components V, S, M (a pinch of dust gathered from
a gravestone or sacred shrine)
Range personal
Target you
Duration 1 round/level
Upon casting this spell,
you keep your relative form, but you and your equipment become composed entirely
of dust. While in this dust form, you take no penalties for squeezing, and can move
through spaces as if you were a creature three size categories smaller without penalty.
You are also considered incorporeal, though any nonmagical
attack you make deals half damage (50%). Magic attacks are unaffected, and you can
still use your magic items and other equipment as normal.
If the duration ends in
a square that your normal space cannot occupy, you take 3d6 damage and are shunted to the nearest open space that
you can normally occupy.
Diminished Effects While you are still considered incorporeal, you still
take 20% damage from nonmagical attack forms and 70% damage from magic weapons,
spells, spell-like effects, and supernatural effects.
Heightened Effects The spell’s range becomes touch and its target becomes
one creature.
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