ABSORB TOXICITY
School necromancy; Level alchemist 3, druid 4,
sorcerer/wizard 5, witch 4
Casting Time 1 standard action
Components V, S, M (a thorn from a poisonous plant)
Range personal
Target you
Duration 10 minutes/level or until discharged
Saving Throw see text; Spell Resistance
no
You absorb the toxicity
of your surroundings, becoming toxic as a result. While under the effect of this
spell, you are immune to diseases and poisons with which you come into contact.
When you are exposed to a disease or poison, you can choose to absorb it. Doing
so ends the immunity due to this spell to any disease and poison other than the
one you absorbed. You remain immune to the new affliction until this spell ends.
Casting absorb toxicity on yourself a second time does not allow you to absorb
a second toxin, but instead resets the duration of the effect to its full 10 minutes/level.
While you have a disease
or poison absorbed, you can use a melee touch attack to transfer that affliction
to another creature. A missed attack does not discharge the spell, and you can try
to transfer the affliction again in subsequent rounds. If you hit, this spell is
discharged, and your target must make a saving throw against the transferred affliction
(DC equal to this spell's save DC or the affliction's save DC, whichever is higher)
or suffer its effect or initial effect immediately. The target then continues to
suffer from the affliction's normal effects.
If the spell's duration
expires before you have transferred the affliction, you are exposed to any absorbed
poison or disease as if you had transferred it to yourself, but you gain a +2 bonus
on saves against that particular instance of the poison or disease.
Diminished
Effects
The spell’s duration is reduced to 1 minute/level or until discharged.
Heightened
Effects
The spell’s range becomes touch and its target becomes one living creature.
ABSORBING TOUCH
School transmutation; Level alchemist 3
Casting Time 1 standard action
Components S
Range touch
Target object touched
Duration 1 day/level (D)
Saving Throw Fortitude negates (object);
Spell Resistance no
You absorb the next object
your hand touches into your body. If you are already holding an object, you can
attempt to absorb it; otherwise, you may touch an object as a standard action separate
from casting the spell. You can absorb any nonmagical, nonliving object weighing
no more than 1 pound per caster level. A container and its contents count as a single
object. Objects in the possession of another creature receive a Fortitude saving
throw to prevent absorption. You may continue to attempt to absorb objects until
one is absorbed.
An absorbed object melds
with your hand and cannot be targeted, but the object's weight still counts against
your carrying capacity. If you dismiss the spell, the item appears in the hand that
absorbed it, or falls to the ground if that hand is full. Multiple castings let
you absorb additional items, but you can only store a single item per hand.
Diminished
Effects
The spell’s duration is reduced to 1 hour/level.
Heightened
Effects
The spell’s duration becomes permanent. If you dismiss the spell, the effect ends
and the item appears in one of your hands, or falls to the ground if your hands
are full. You still can only store a single item per hand.
ACID PIT
School conjuration (creation) [acid]; Level sorcerer/wizard
4, summoner 4
Components V, S, M (drop of acid), F (Fine shovel
worth 10 gp)
Range medium (100 ft. + 10
ft./level)
Effect 10-ft.-by-10-ft. hole,
10 ft. deep/2 levels
Duration 1 round + 1
round/level
Saving Throw Reflex negates; see text;
Spell Resistance no
This spell functions as
create pit, except that it places a 5-foot-deep pool of acid at the bottom
of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the
pit take falling damage as normal (the acid counts as a yielding surface), plus
2d6 points of acid damage per round spent in contact with the acid. In addition,
exposed items carried by a creature in the pit may be harmed (see Table: Items Affected by Magical Attacks).
Items are affected one at a time in the order listed on the table, and must make
Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition.
Objects with the broken condition (regardless of how they became broken) must make
a Fortitude saving throw each round spent within the acid or be destroyed. The walls
of the pit are quite slippery and have a Climb DC of 30.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and the pit has
a maximum depth of 5 feet.
Heightened
Effects
Creatures who fall into the pit take falling damage as normal (the acid counts as
a yielding surface), plus 2d8 points of acid damage per round spent in contact with
the acid.
ACIDIC SPRAY
School conjuration (creation) [acid]; Level magus
5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a vial of acid worth 10 gp)
Range 60 ft.
Effect 60-ft. line
Duration instantaneous
Saving Throw Reflex partial (see text);
Spell Resistance yes
A spray of acid erupts
from your outstretched hand, dealing 1d6 points of acid damage per caster level
(maximum 15d6) to each creature within its area (Reflex half). This acid continues
to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum
7d6) to any creature that failed its saving throw against the spell (a second Reflex
save on the creature's turn negates this additional damage).
Diminished
Effects
The spell deals 1d4 points of acid damage per caster level (maximum 15d4).
Heightened
Effects
The spell deals 1d8 points of acid damage per caster level (maximum 15d8).
AGE RESISTANCE
School transmutation; Level alchemist 4, druid
6, sorcerer/wizard 6, witch 6
Components V, S
Casting Time 1 standard action
Range personal
Target you
Duration 24 hours
You ignore the physical
detriments of being middle-aged. This spell does not cause you to look younger,
nor does it prevent you from dying of old age, but as long as the spell is in effect,
you ignore the –1 penalties to Strength, Dexterity, and Constitution that accrued
at middle age and old age. You retain the age-related bonuses to Intelligence, Wisdom,
and Charisma while under the effects of this spell. Additional penalties that you
accrue upon becoming old or venerable apply in full.
Diminished
Effects
You only ignore the penalties to Strength, Dexterity, and Constitution that accrued
at middle age.
Heightened
Effects
You ignore the penalties to Strength, Dexterity, and Constitution that accrued at
middle age, old age, and venerable age.
Notes This spell combines the
effects of the following spells: age resistance,
greater age resistance, and lesser age
resistance.
AGONIZE
School evocation [evil, pain]; Level cleric/oracle
3, sorcerer/wizard 4, summoner 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one conjured outsider or elemental (see text)
Duration 1 round
Saving Throw Fortitude negates; Spell
Resistance yes
You afflict a creature you have conjured via planar ally (or a similar spell)
with bolts of vicious energy. These foul energies inflict terrible pain upon the
conjured creature, torturing it to make it more pliant to your will. The targeted
creature must make a Fortitude save or take a –1 penalty for every 2 levels you
possess (maximum –10) on all saves and checks made against you for the next hour.
In addition, creatures that demand payment for their services reduce the payment
by 20% for every 4 levels you possess (maximum 60% reduction). However, beings tortured
by this spell quickly come to resent you, making them more likely to try to pervert
your orders to malicious ends or try to seek retribution after their release. This
spell has no effect on creatures that are immune to nonlethal damage.
Diminished
Effects
The targeted creature must make a Fortitude save or take a –1 penalty for every
2 levels you possess (maximum –5) on all saves and checks made against you for the
next hour. In addition, creatures that demand payment for their services reduce
the payment by 10% for every 4 levels you possess (maximum 30% reduction).
Heightened
Effects
In addition to the above effects, the conjured outsider or elemental is subjected
to the effects of the ill omen spell.
AIR WALK
School transmutation [air]; Level alchemist
4, cleric/oracle 4, druid 4; Domain air 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature (Gargantuan or smaller) touched
Duration 10 min./level
Saving Throw none; Spell Resistance
yes (harmless)
The subject can tread
on air as if walking on solid ground. Moving upward is similar to walking up a hill.
The maximum upward or downward angle possible is 45 degrees, at a rate equal to
half the air walker's normal speed.
A strong wind (21+ miles
per hour) can push the subject along or hold it back. At the end of a creature's
turn each round, the wind blows the air walker 5 feet for each 5 miles per hour
of wind speed. The creature may be subject to additional penalties in exceptionally
strong or turbulent winds, such as loss of control over movement or physical damage
from being buffeted about.
Should the spell duration
expire while the subject is still aloft, the magic fails slowly. The subject floats
downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount
of time, it lands safely. If not, it falls the rest of the distance, taking 1d6
points of damage per 10 feet of fall. Since dispelling a spell effectively ends
it, the subject also descends in this way if the air walk spell is dispelled,
but not if it is negated by an antimagic field.
You can cast air walk
on a specially trained mount so it can be ridden through the air. You can train
a mount to move with the aid of air walk (counts as a trick; see Handle Animal
skill) with 1 week of work and a DC 25 Handle Animal check.
Diminished
Effects
The spell’s duration is reduced to 1 minute/level, and the target is outlined in
a soft blue light which imposes a –4 penalty on Stealth checks to hide and allows other creatures
to target the square it is in if the target is invisible.
Heightened
Effects
The spell’s target changes to creatures touched, but you divide the duration in
10-minute intervals among the creatures touched.
Notes This spell combines the
effects of the following spells: air walk
and communal air walk.
AMPLIFY ELIXIR
School transmutation; Level alchemist 3
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round/level
This extract greatly enhances
the effects of any potion or elixir you consume. For the duration of this extract,
any potion or elixir you consume is treated as if it were empowered. Increase all
variable, numeric effects of the potion or elixir by half. If the potion or elixir
does not have any variable, numeric effects, it is instead treated as if it were
extended (double the duration of the potion or elixir). If the potion or elixir
does not have any variable, numeric effects, or has an instantaneous duration, amplify
elixir has no effect. Amplify elixir affects oils that target you, but
it has no effect on oils that target your equipment.
Diminished
Effects
The variable, numeric effects of the potion or elixir are only increased by one
quarter. If the potion or elixir does not have any variable, numeric effects, its
duration is increased by half instead.
Heightened
Effects
The variable, numeric effects of the potion or elixir are doubled. If the potion
or elixir does not have any variable, numeric effects, its duration is tripled instead.
ANIMAL GROWTH
School transmutation; Level druid 5, ranger
4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one animal (Gargantuan or smaller)
Duration 1 min./level
Saving Throw Fortitude negates; Spell
Resistance yes
The target animal grows
to twice its normal size and eight times its normal weight. This alteration changes
the animal's size category to the next largest, grants it a +8 size bonus to Strength
and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and
imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus
increases by 2. The size change also affects the animal's modifier to AC, attack
rolls, and its base damage. The animal's space and reach change as appropriate to
the new size, but its speed does not change. If insufficient room is available for
the desired growth, the creature attains the maximum possible size and may make
a Strength check (using its increased Strength) to burst any enclosures in the process.
If it fails, it is constrained without harm by the materials enclosing it—the spell
cannot be used to crush a creature by increasing its size.
All equipment worn or
carried by the animal is similarly enlarged by the spell, though this change has
no effect on the magical properties of any such equipment.
Any enlarged item that
leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means
of command over an enlarged animal.
Multiple magical effects
that increase size do not stack.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and its duration
is reduced to 1 round/level.
Heightened
Effects
In addition to the above effects, the target animal is affected by the rage spell for a number of rounds
equal to its modified Constitution modifier.
ANIMATE DEAD
School necromancy [evil]; Level
antipaladin 3, cleric/oracle 3, sorcerer/wizard 4; Domain death 3, souls
3
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25
gp per Hit Die of the undead)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance
no
This spell turns corpses
into undead skeletons or zombies that obey your spoken commands.
The undead can be made
to follow you, or they can be made to remain in an area and attack any creature
(or just a specific kind of creature) entering the place. They remain animated until
they are destroyed. A destroyed skeleton or zombie can't be animated again.
Regardless of the type
of undead you create with this spell, you can't create more HD of undead than twice
your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create
remain under your control indefinitely. No matter how many times you use this spell,
however, you can control only 4 HD worth of undead creatures per caster level. If
you exceed this number, all the newly created creatures fall under your control,
and any excess undead from previous castings become uncontrolled. You choose which
creatures are released. Undead you control through the Command Undead feat do not count toward
this limit.
Skeletons: A skeleton can be created
only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton
is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created
only from a mostly intact corpse. The corpse must be that of a creature with a physical
anatomy.
Diminished
Effects
The spell’s target changes to one corpse and you can only create a single
Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies.
Heightened
Effects
Variant skeletons and zombies created by animate
dead count as their normal number of Hit Dice (instead of twice their normal
number of Hit Dice; see Variant Skeletons).
Notes This spell combines the
effects of the following spells: animate dead
and lesser animate dead.
ANTHROPOMORPHIC ANIMAL
School transmutation (polymorph); Level druid
3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a humanoid thumb bone)
Range touch
Target animal touched
Duration 1 hour/level
Saving Throw Fortitude negates; Spell
Resistance yes
You transform the touched
animal into a bipedal hybrid of its original form with a humanoid form, similar
to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's
size, type, and ability scores do not change. It loses its natural attacks except
for bite (if it had one as an animal), all types of movement other than its land
speed, and special attacks that rely on its natural attacks. One pair of its limbs
is able to manipulate objects and weapons as well as human hands do; limbless animals
like snakes temporarily grow a pair of arms. The creature's Intelligence increases
to 3, and it gains the ability to speak one language you know. It is not considered
proficient in any manufactured weapons. It can attack with unarmed strikes, dealing
unarmed strike damage for a creature of its size (unless it has a bite attack, which
is a natural attack).
Anthropomorphic animal can be made permanent
with a permanency spell cast by a caster
of 11th level or higher at a cost of 7,500 gp.
Diminished
Effects
The spell’s duration is reduced to 10 minutes/level.
Heightened
Effects
The creature is gains proficiency will all simple weapons.
ANTIPLANT SHELL
School abjuration; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 1 min./level (D)
Saving Throw none; Spell Resistance
yes
The antiplant shell
spell creates an invisible, mobile barrier that keeps all creatures within the
shell protected from attacks by plant creatures or animated plants. As with many
abjuration spells, forcing the barrier against creatures that the spell keeps at
bay strains and collapses the field.
Diminished
Effects
The spell must be cast on a fixed point in space. In addition, plants may attempt
to bypass the ward by making a Will save (DC 13 + your Wisdom modifier).
Heightened
Effects
The spell also repels oozes and molds, and forces any normal plants within the field
to the outside of it (both in the original area and as the antiplant shell moves). Normal plants with minimal substance (grass,
weeds, and so on) are pushed aside with no save. Normal plants of any real substance
(such as bushes, saplings, or trees) may attempt a Fortitude save to remain inside
the shell, but are otherwise uprooted and sent to the far edges of the field. Other
plants (those that are ambulatory or able to attack) are kept at bay as noted above.
Additionally, if any such plant brings itself into contact with the field, it must
make a Fortitude save or be knocked back 10 feet. You can selectively allow any
plants you want to pass through the field.
AQUEOUS ORB
School conjuration (creation)
[water]; Level druid 3, magus 3, sorcerer/wizard 3,summoner 3; Bloodline
aquatic 3
Casting Time 1 standard action
Components V, S, M (a drop of water and a glass bead)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell
Resistance no
You create a rolling sphere
of churning water that can engulf those it strikes. The aqueous orb can move
up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically
quenches any nonmagical fires and functions as dispel magic against magical fires
as long as those fires are size Large or less.
Any creature in the path
of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex
save negates this damage, but a Large or smaller creature that fails its save must
make a second save or be engulfed by the aqueous orb and carried along with
it. Engulfed creatures are immersed in water and must hold their breath unless capable
of breathing water. They gain cover against attacks from outside the aqueous
orb but are considered entangled by its churning currents, takes 2d6 points
of nonlethal damage at the beginning of their turn each round they remain trapped.
Creatures within the orb may attempt a new Reflex save each round to escape into
a random square adjacent to the aqueous orb. The orb may hold one Large creature,
4 Medium, or 16 Small or smaller creatures within it.
The sphere moves as long
as you actively direct it (a move action for you); otherwise, it merely stays at
rest and churns in place. An aqueous orb stops if it moves outside the spell's
range.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./level), the aqueous orb
only deals 1d6 points of nonlethal damage, and the sphere’s diameter is reduced
to 5 feet. It automatically quenches any nonmagical fires and functions as dispel
magic against magical fires as long as those fires are size Medium or less.
The orb may hold one Medium creature, 4 Small, or 16 Tiny or smaller creatures within
it.
Heightened
Effects
The aqueous orb deals 4d6 points of nonlethal damage and the sphere’s diameter
is increased to 20 feet. It automatically quenches any nonmagical fires and functions
as dispel magic against magical fires as long as those fires are size Huge
or less. The orb may hold one Huge creature, 4 Large, or 16 Medium or smaller creatures
within it.
ARBOREAL HAMMER
School transmutation; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one Huge or larger tree
Duration 1 round/level (D)
Saving Throw none; Spell Resistance
no
This spell animates a
tree's branch and directs it against your foes. At caster level 10th or lower, you
can target a Huge tree. At caster level 11th–15th, you can target a Gargantuan tree,
and at caster level 16th or higher you can target a Colossal tree. The animated
branch makes slam attacks with a Strength score equal to 10 + your caster level.
The branch strikes once per round with an attack bonus equal to your caster level
+ the branch's Strength modifier, adjusted by the appropriate size modifier (–2
for Huge, –4 for Gargantuan, –8 for Colossal). A Huge tree's slam deals 2d6 points
of damage, a Gargantuan tree's slam deals 3d6 points of damage, and a Colossal tree's
slam deals 4d6 points of damage; the tree adds 1-1/2 times its Strength modifier
to this damage. A Huge tree has reach 15 feet, a Gargantuan has reach 20 feet, and
a Colossal has reach 30 feet. The tree attacks the creature you designate when you
cast the spell, and is unable to move. You can direct the tree against a new target
as a move action. The tree does not gain a bonus for flanking, nor can it help another
combatant flank. It cannot attack a foe you cannot see.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./level) and you may only target
a Large tree. The branch strikes once per round with an attack bonus equal to your
caster level + the branch's Strength modifier, adjusted by a –1 size modifier for
being Large. The Large tree's slam deals 1d6 points of damage plus 1-1/2 times its
Strength modifier. The Large tree has reach 10 feet.
Heightened
Effects
You may animate two branches of a single tree size Colossal or smaller (dependent
on your caster level).
ARCANA THEFT
School abjuration; Level magus 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance
yes
This spell functions as
a targeted dispel magic spell, except it
only affects creatures and it requires a melee touch attack. If the melee touch
attack is successful and the spell successfully dispels one spell affecting the
target, that spell is instead transferred to you, treating you as the original target.
You do not receive a new saving throw or spell resistance check against this spell
and must accept its effects even if they are not beneficial. This does not alter
the spell's duration; for example, if the spell only has 4 rounds of duration remaining
when it is stolen, it only affects you for 4 rounds. If the spell or effect has
a duration of permanent, its duration continues for 1 hour per caster level of the
original caster, after which it ends. The stolen spell does not revert to the original
target.
Diminished
Effects
You make the caster level check to dispel at a –5 penalty.
Heightened
Effects
You may choose which spell affecting the target which you would like be affected
by. You must be aware of what spells are affecting the target (via detect magic, arcane sight, true seeing, or a similar effect)
to choose this option.
ARCANE CONCORDANCE
School evocation; Level bard 3
Casting Time 1 standard action
Components V, S, M (a spent wand)
Range personal
Target you
Area 10-ft.-radius emanation centered on you
Duration 1 round/level
Saving Throw none; Spell Resistance
no
A shimmering, blue and
gold radiance surrounds you, enhancing arcane spells cast by your allies within
its area. Any arcane spell cast by a creature within the area gains a +1 enhancement
bonus to the DC of any saving throws against the spell, and can be cast as if one
of the following metamagic feats was applied to it (without increasing the spell
level or casting time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic
feat when you cast arcane concordance).
Diminished
Effects
Any arcane spell cast by a creature within the area only gains a +1 enhancement
bonus to the DC of any saving throws against the spell (and no metamagic effect).
Heightened
Effects
The spell affects both divine and arcane spells cast by creatures with the area.
ARCANE EYE
School divination (scrying); Level alchemist
4, sorcerer/wizard 4, witch4; Domain arcane 4
Casting Time 10 minutes
Components V, S, M (a bit of bat fur)
Range unlimited
Effect magical sensor
Duration 1 min./level (D)
Saving Throw none; Spell Resistance
no
You create an invisible
magical sensor that sends you visual information. You can create the arcane eye
at any point you can see, but it can then travel outside your line of sight
without hindrance. An arcane eye travels at 30 feet per round (300 feet per
minute) if viewing an area ahead as a human would (primarily looking at the floor)
or 10 feet per round (100 feet per minute) if examining the ceiling and walls as
well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in
any direction as long as the spell lasts. Solid barriers block its passage, but
it can pass through a hole or space as small as 1 inch in diameter. The eye can't
enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to
use an arcane eye. If you do not concentrate, the eye is inert until you
again concentrate.
Diminished
Effects
The arcane eye is visible and can be attacked.
It is considered be of Fine size with a Dexterity score of 20 and AC 23. It has
1 hit point. If it is destroyed, you suffer 1d6 points of damage.
Heightened
Effects
The arcane eye is incorporeal and can pass through solid
barriers.
ARCANE SIGHT
School divination; Level alchemist 3, inquisitor
3, magus 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell makes your
eyes glow blue and allows you to see magical auras within 120 feet of you. The effect
is similar to that of a detect magic spell, but arcane
sight does not require concentration and discerns aura location and power more
quickly.
You know the location
and power of all magical auras within your sight. An aura's power depends on a spell's
functioning level or an item's caster level, as noted in the description of the
detect magic spell. If the items or creatures bearing the auras are in line
of sight, you can make Spellcraft skill checks to determine the school of magic
involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster
level for a nonspell effect.)
If you concentrate on
a specific creature within 120 feet of you as a standard action, you can determine
whether it has any spellcasting or spell-like abilities, whether these are arcane
or divine (spell-like abilities register as arcane), and the strength of the most
powerful spell or spell-like ability the creature currently has available for use.
As with detect magic,
you can use this spell to identify the properties of magic items, but not artifacts.
Arcane sight can be made permanent
with a permanency spell.
Diminished
Effects
The spell’s duration becomes concentration, up to 1 minute/level.
Heightened
Effects
The spell’s range becomes touch and its target becomes one creature.
ARCHON'S AURA
School evocation [good, lawful]; Level cleric/oracle
3, paladin 3
Casting Time 1 standard action
Component V, S
Range 20 ft.
Area 20-ft. radius centered on you
Duration 1 minute/level
Saving Throw Will negates; Spell
Resistance yes
You gain a powerful aura,
similar to an archon's aura of menace. Any hostile creature within a 20-foot radius
of you must make a Will save to resist the effects of this aura. If the creature
fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class
for the duration of this spell, or until it successfully hits you with an attack.
A creature that has resisted or broken the effect cannot be affected again by this
particular casting of archon's aura.
Diminished
Effects
The spell’s range and area is reduced to a 10-foot radius centered on you.
Heightened
Effects
If a creature fails its Will save, it takes a –4 penalty on attack rolls and saving
throws and to Armor Class for the duration of this spell, or until it successfully
hits you with an attack.
ASH STORM
School conjuration (creation) [fire]; Level druid
3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a pinch of ash)
Range long (400 ft. + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance
no
Driving ash blocks all
sight (even darkvision) within the spell's area of effect, and falling cinders cause
the ground in the area to become difficult terrain.
Diminished
Effects
The spell’s range is reduced to medium (100 ft. + 10 ft./level) and its area is
reduced to a cylinder with a 20-foot radius, 10 feet high.
Heightened
Effects
The ash deals 2d6 points of fire damage each round to any creatures within the affected
area. In addition, affected creatures must make a successful Fortitude save each
round or become staggered for 1 round.
ASPECT OF THE STAG
School transmutation (polymorph); Level
druid 4, ranger 3
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
When you cast this spell,
you take on an aspect of a stag, including some of its physical characteristics.
Your features become elongated and sinewy, and you grow a set of antlers you can
use for defense. You gain a +2 dodge bonus to AC against attacks of opportunity,
your base speed increases by 20 ft., you can move through any undergrowth (including
magically manipulated undergrowth) at your normal speed, and can even make a 5-foot
step within such terrain. Furthermore, when you are hit with an attack of opportunity,
you can make a single attack with your antlers against the opponent that hit you
as an immediate action. This attack uses your highest base attack bonus plus your
Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage
(if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on
a successful hit. The antlers have a critical multiplier of 19–20/×2.
Diminished
Effects
You only gain a +1 dodge bonus to AC against attacks of opportunity, and your base
speed only increases by 10 feet. In addition, you antlers only deal 1d6 points of
piercing damage (if you are Medium; 1d4 points of damage if Small).
Heightened
Effects
You gain a +4 dodge bonus to AC against attacks of opportunity, and you may use
your antlers as a secondary natural attack.
ASPECT OF THE WOLF
School transmutation (polymorph); Level
druid 5, ranger 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
When you cast this spell,
you take on an aspect of a wolf, including some of its physical characteristics.
You become more rugged, your ears become elongated, and you sprout sharp fangs and
fur. You gain a +4 enhancement bonus to Strength and Dexterity, the scent ability,
a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a
swift action. This trip attack does not provoke attacks of opportunity.
Diminished
Effects
The enhancement bonus to Strength and Dexterity is reduced to +2, the enhancement
bonus on trip attacks is reduced to +1, and you invoke attacks of opportunity as
normal when performing a trip combat maneuver.
Heightened
Effects
The enhancement bonus to Strength and Dexterity is increased to +6 and the enhancement
bonus on trip attacks is increased to +4.
ASTRAL PROJECTION, LESSER
School necromancy; Level cleric/oracle 5, sorcerer/wizard
5
Casting Time 30 minutes
Components V, S, M (jacinth worth 1,000 gp)
Range touch
Targets you plus one additional willing creature
touched per two caster levels
Duration see text
Saving Throw none; Spell Resistance
yes
By freeing your spirit
from your physical body, this spell allows you to project an astral body onto another
plane altogether. You can bring the astral forms of other willing creatures with
you, provided that these subjects are linked in a circle with you at the time of
the casting. These fellow travelers are dependent upon you and must accompany you
at all times. If something happens to you during the journey, your companions are
stranded wherever you left them.
You project your astral
self onto the Astral Plane, leaving your physical body behind on the Material Plane
in a state of suspended animation. The spell projects an astral copy of you and
all you wear or carry onto the Astral Plane. While the Astral Plane touches upon
other planes, you cannot leave the Astral Plane and explore other planes (though
you can still return to the plane you were on when you cast this spell).
While you are on the Astral
Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord
is broken, you are killed, astrally and physically. Luckily, very few things can
destroy a silver cord.
You and your companions
may travel through the Astral Plane indefinitely. Your bodies simply wait behind
in a state of suspended animation until you choose to return your spirits to them.
The spell lasts until you desire to end it, or until it is terminated by some outside
means, such as dispel magic cast upon either
the physical body or the astral form, the breaking of the silver cord, or the destruction
of your body back on the Material Plane (which kills you).
When this spell ends,
your astral body and all of its gear, vanishes.
Diminished
Effects
The spell’s range becomes personal and its target becomes self.
Heightened
Effects
The spell’s targets change to you plus one additional willing creature touched per
caster level.
ATAVISM
School transmutation; Level druid 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one animal
Duration 1 minute/level
Saving Throw Fortitude negates; Spell
Resistance yes
By bringing forth the
primeval ancestry of the target animal, you awaken a savage engine of destruction.
The animal immediately gains the advanced creature simple template. It gains a +2
bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to
AC and CMD, and +2 hit points per HD. The animal's primal instincts take hold for
the duration of this spell—if the animal knows tricks granted by the Handle Animal
skill, it loses access to all of those tricks save for “attack.” This spell has no effect on animals that
already have the advanced creature template.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The animal gains a +3 bonus on all rolls, including damage
rolls and special ability DCs, a +6 bonus to AC and CMD, and +3 hit points per HD.
ATONEMENT
School abjuration; Level cleric/oracle 5, druid
5, inquisitor 5; Domain purity 5
Casting Time 1 hour
Components V, S, M (burning incense), F (a set of
prayer beads or other prayer device worth at least 500 gp), DF
Range touch
Target living creature touched
Duration instantaneous
Saving Throw none; Spell Resistance
yes
This spell removes the
burden of misdeeds from the subject. The creature seeking atonement must be truly
repentant and desirous of setting right its misdeeds. If the atoning creature committed
the evil act unwittingly or under some form of compulsion, atonement operates
normally at no cost to you. However, in the case of a creature atoning for deliberate
misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in
rare incense and offerings). Atonement may be cast for one of several purposes,
depending on the version selected.
Reverse Magical Alignment
Change:
If a creature has had its alignment magically changed, atonement returns
its alignment to its original status at no additional cost.
Restore Class: A paladin, or other
class, who has lost her class features due to violating the alignment restrictions
of her class may have her class features restored by this spell.
Restore Cleric/oracle
or Druid Spell Powers:
A cleric/oracle or druid who has lost the ability to cast spells by incurring the
anger of her deity may regain that ability by seeking atonement from another
cleric/oracle of the same deity or another druid. If the transgression was intentional,
the casting cleric/oracle must expend 2,500 gp in rare incense and offerings for
her god's intercession.
Redemption or Temptation: You may cast this spell
upon a creature of an opposing alignment in order to offer it a chance to change
its alignment to match yours. The prospective subject must be present for the entire
casting process. Upon completion of the spell, the subject freely chooses whether
it retains its original alignment or acquiesces to your offer and changes to your
alignment. No duress, compulsion, or magical influence can force the subject to
take advantage of the opportunity offered if it is unwilling to abandon its old
alignment. This use of the spell does not work on outsiders or any creature incapable
of changing its alignment naturally.
Though the spell description
refers to evil acts, atonement can be used on any creature that has performed
acts against its alignment, regardless of the actual alignment in question.
Note: Normally, changing alignment
is up to the player. This use of atonement offers a method for a character
to change his or her alignment drastically, suddenly, and definitively.
Diminished
Effects
The target creature may only seek atonement for acts performed unwittingly or under
some form of compulsion.
Heightened
Effects
In addition to the above effects, the target creature gains the benefits of the
bless spell for 1 minute.
AURA OF DOOM
School necromancy [emotion, fear, mind-affecting]; Level
cleric/oracle 4
Casting Time 1 standard action
Components V, S, M/DF (powdered bone)
Range personal
Area 20-ft.-radius emanation centered on you
Duration 10 minute/level
Saving Throw Will negates; Spell
Resistance yes
You emanate an almost
palpable aura of horror. All non-allies within this spell's area, or that later
enter the area, must make a Will
save to avoid becoming shaken. A successful save suppresses the effect. Creatures
that leave the area and come back must save again to avoid being affected by the
effect.
Diminished Effects The spell’s duration is reduced to 1 minute/level and the
emanation is reduced to a 10-foot-radius.
Heightened Effects Non-allies within the spell’s area do not receive a saving
throw to avoid becoming shaken.
AWAKEN
School transmutation; Level druid 5
Casting Time 24 hours
Components V, S, M (herbs and oils worth 2,000 gp),
DF
Range touch
Target animal or tree touched
Duration instantaneous
Saving Throw Will negates; Spell
Resistance yes
You awaken a tree or animal
to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's
current HD, or the HD the tree will have once awakened). The awakened animal or
tree is friendly toward you. You have no special empathy or connection with a creature
you awaken, although it serves you in specific tasks or endeavors if you communicate
your desires to it. If you cast awaken again, any previously awakened creatures
remain friendly to you, but they no longer undertake tasks for you unless it is
in their best interests.
An awakened tree has characteristics
as if it were an animated object, except that it gains
the plant type and its Intelligence, Wisdom,
and Charisma scores are each 3d6. An awakened plant gains the ability
to move its limbs, roots, vines, creepers, and so forth, and it has senses similar
to a human's.
An awakened animal gets
3d6 Intelligence, +1d3 Charisma, and
+2 HD. Its type becomes magical beast (augmented animal). An awakened animal
can't serve as an animal companion, familiar, or special mount.
An awakened tree or animal
can speak one language that you know, plus one additional language that you know
per point of Intelligence bonus (if any). This spell does not function on an animal
or plant with an Intelligence greater than 2.
Diminished
Effects
The spell’s duration is changed to 1 day/level and the maximum Hit Dice of the tree
or animal cannot exceed your caster level –3.
Heightened
Effects
The awakened tree or animal gains an inherent +2 bonus to its Intelligence, Wisdom,
or Charisma score, your choice.
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