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Tuesday, April 29, 2014

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

by Tim Wallace

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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