ECHOLOCATION
School transmutation [sonic]; Level alchemist
4, bard 4, druid 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 10 minutes/level
You can perceive the world
by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet.
The echo-producing noises are too high-pitched to be heard by most creatures, and
can only be detected by dragons, other creatures with this ability (such as bats),
and creatures with hearing-based blindsense or blindsight. You cannot use this ability
if you are deaf, and cannot detect anything in an area of silence.
Diminished
Effects
The spell only gives you blindsense to a range of 40 feet.
Heightened
Effects
The spell’s range becomes touch and its target becomes creature touched.
ELDRITCH FEVER
School necromancy [curse, disease, evil]; Level
inquisitor 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude negates; Spell
Resistance yes
The target gains the eldritch ague spellblight.
Diminished
Effects
The target is only fatigued (not sickened) by the spellblight.
Any circumstance that would cause the target to become fatigued instead causes it
to become exhausted (even if the spell or ability
text states otherwise).
Heightened
Effects
Using remove disease to remove the spellblight
imposes a –5 penalty on the caster level check, like with most spellblights.
ELEMENTAL AURA
School evocation [acid, cold,
electricity, or fire]; Level alchemist 3, magus 3, sorcerer/wizard 3; Bloodline
boreal 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
Saving Throw Reflex half; see text;
Spell Resistance yes
This spell forms an aura
of energy around you, damaging all those that come near you. Choose an energy type:
acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast
and at the start of your turn take 2d6 points of energy damage of the selected type.
This aura has an additional effect, depending upon the type of energy chosen.
Acid: Creatures affected by
your aura take 1 point of ongoing acid damage per round for 1 round per three caster
levels, and are sickened for the duration of the ongoing
acid damage.
Cold: Creatures affected by
your aura are fatigued. A creature that is already
fatigued suffers no additional effect.
Electricity: Creatures affected by
your aura are staggered for 1 round.
Fire: Creatures affected by
your aura catch on fire.
Creatures adjacent to
you are allowed a Reflex save to halve the damage and negate the additional effect.
The aura's additional effects do not stack if a creature takes damage from your
aura multiple times. You may only have one elemental aura in effect at one
time. When you cast this spell to deal acid, cold, electricity, or fire damage,
it is a spell of that type.
Diminished
Effects
Creatures adjacent to you when this spell is cast and at the start of your turn
take 2d6 points of energy damage of the selected type but are not affected by the
associated additional effect.
Heightened
Effects
Creatures adjacent to you when this spell is cast and at the start of your turn
take 2d8 points of energy damage and are affected by the associated additional
effect.
ELEMENTAL BODY
School transmutation (polymorph); Level alchemist
4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
When you cast this spell,
you can assume the form of a Small air, earth, fire, or water elemental. The abilities
you gain depend upon the type of elemental into which you change. Elemental abilities
based on size, such as burn, vortex, and whirlwind, use the size of the elemental
you transform into to determine their effect.
Air elemental: If the form you take
is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and
a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet,
and the ability to create a whirlwind.
Earth elemental: If the form you take
is that of a Small earth elemental, you gain a +2 size bonus to your Strength and
a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth
glide.
Fire elemental: If the form you take
is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and
a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability
to cold, and the burn ability.
Water elemental: If the form you take
is that of a Small water elemental, you gain a +2 size bonus to your Constitution
and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the
ability to create a vortex, and the ability to breathe water.
Diminished
Effects
The spell’s duration is reduced to 1 round/level.
Heightened
Effects
You can assume the form of a Medium air, earth, fire, or water elemental. The
abilities you gain depend upon the elemental.
Air elemental: As above, except that you gain a +4
size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As above, except that you gain a +4
size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As above, except that you gain a +4
size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As above, except that you gain a +4
size bonus to your Constitution and a +5 natural armor bonus.
Notes This spell combines
the effects of the following spells: elemental
body I and elemental body II.
ELUDE TIME
School transmutation; Level alchemist 5
Casting Time 1 standard action
Components V, S, M (powdered diamond, emerald, ruby,
and sapphire dust worth 500 gp)
Range personal
Target you
Duration up to 1 minute/level; see text
You place yourself in a state of suspended animation,
similar to temporal stasis. At the time of
casting, you choose when the stasis will expire, up to the maximum duration of the
spell. Until the duration ends, time ceases to flow for you, and all bodily functions
cease. No force or effect can harm you until the spell expires or is removed, such
as by a successful dispel magic spell.
Diminished
Effects
The spell’s duration is reduced to 1 round/level.
Heightened
Effects
The spell’s range becomes touch and its target becomes creature touched. In
addition, you must overcome the target’s spell resistance (if any) to affect
them with the spell.
ENERGY SIEGE SHOT
School transmutation [variable]; Level sorcerer/wizard
5, summoner 5
Casting Time 10 minutes
Component V, S, M (a ball of pitch)
Range close (25 ft. + 5 ft./2 levels)
Target one Large siege engine
Duration 10 minute/level
Saving Throw Fortitude negates (harmless,
object); Spell Resistance yes (harmless/object)
This spell transforms
any ammunition fired by the target ranged siege engine into ammunition made of pure
energy. When casting the spell, the caster picks a one of the following energy types:
acid, cold, electricity, fire, sonic, or force. The ammunition within the siege
weapon now deals that type of energy damage on a hit, though the amount of damage
dealt by the ammunition does not change, nor does it change any of the other effects
of the ammunition. Unlike other forms of energy damage, this energy damage does
full damage to objects. Based on the type of energy the caster chose while casting,
the ammunition also gains one of the following effects.
Acid: The ammunition deals
half its damage in a splash to all creatures and unattended objects within 15 feet
of the target hit by the siege engine. Creatures can halve the splash damage with
a Reflex saving throw. The DC of the splash is the same as the DC of the spell.
Cold: The ammunition creates
an ice sheen within a 20-foot-radius burst around the target of the siege engine's
attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are entangled.
Any creature within the area of the ice sheen at the start of its turn takes 2d6
cold damage.
Electricity: Creatures hit by the
siege engine attack or within 15 feet of the attack are staggered for 1 round.
Fire: Creatures and wood objects
within 15 feet of the attack may catch on fire.
Sonic: Creatures hit by the
attack or within 20 feet of the attack must succeed at a Fortitude saving throw
or be deafened for one hour. The DC of this effect is the same as the spell DC.
Force: No extra effect.
Diminished
Effects
The spell’s duration is reduced to 1 minute/level.
Heightened
Effects
The spell can target siege engines of any size, not just Large siege engines.
Notes This spell combines
the effects of the following spells: energy
siege shot and greater energy siege
shot.
ENERVATION
School necromancy; Level sorcerer/wizard 4, witch
4; Domain loss 5, undead 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray of negative energy
Duration instantaneous
Saving Throw none; Spell Resistance
yes
You point your finger
and fire a black ray of negative energy that suppresses the life force of any living
creature it strikes. You must make a ranged touch attack to hit. If you hit, the
subject gains 1d4 temporary negative levels. Negative levels stack.
Assuming the subject survives,
it regains lost levels after a number of hours equal to your caster level (maximum
15 hours). Usually, negative levels have a chance of becoming permanent, but the
negative levels from enervation don't last long enough to do so.
An undead creature struck
by the ray gains 1d4 × 5 temporary hit points for 1 hour.
Diminished
Effects
Assuming the subject survives, it regains lost levels after a number of minutes
equal to 10 times your caster level (maximum 120 minutes). Undead struck by the
spell gain 1d4 temporary hit points per three caster levels (maximum 5d4 hit
points).
Heightened
Effects
You gain 1d4 temporary hit points for each negative level you inflict with the
spell. These last as long as the negative levels do (unless lost to damage
before then).
ENLARGE PERSON, MASS
School transmutation; Level magus 4, sorcerer
/ wizard 4, summoner 3
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target One humanoid creature/level, no two of which
can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell
Resistance yes
This spell causes instant
growth of humanoid creatures, doubling their height and multiplying their weight
by 8. This increase changes the creatures’ size category to the next larger one.
The targets gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to
a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose
size increases to Large has a space of 10 feet and a natural reach of 10 feet. This
spell does not change the target's speed.
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 a creature is similarly enlarged by the spell. Melee weapons affected
by this spell deal more damage (see Table: Tiny and Large Weapon Damage).
Other magical properties are not affected by this spell. Any enlarged item
that leaves an enlarged creature's possession (including a projectile or thrown
weapon) instantly returns to its normal size. This means that thrown and projectile
weapons deal their normal damage. Magical properties of enlarged items are not increased
by this spell.
Multiple magical effects
that increase size do not stack.
Enlarge person counters and dispels reduce person.
Diminished
Effects
The spell’s duration is reduced to 1 round/level.
Heightened
Effects
The spell’s casting time is reduced to 1 standard action and its range is
increased to medium (100 ft. + 10 ft./level) .
ENVIOUS URGE
School enchantment (compulsion) [emotion, mind-affecting];
Level bard 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one creature/level, no two of which can
be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
You fill creatures with
feelings of seething envy. Affected targets turn upon the nearest creature (whether
an ally or enemy) and attempt to disarm it of a valuable weapon, steal something
it is holding, or grapple it and strip it of something it prizes (your choice).
Affected targets can attempt a new Will save each round as a free action to end
this effect.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./2 levels).
Heightened
Effects
The targets do not receive a Will saving throw to negate the spell’s effect.
ERUPTIVE PUSTULES
School transmutation [acid]; Level alchemist
3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw Fortitude partial (see
text); Spell Resistance yes
Your skin erupts in swollen,
pus-filled bumps that burst open if you are struck. Any creature that strikes you
with its body or a handheld weapon deals normal damage, but at the same time the
attacker takes 1d6 points of acid damage and must save or be sickened for 1 round.
If the attack against you is a critical hit, the attacker must save or be nauseated
instead of sickened. This damage can harm a swarm.
Diminished
Effects
Any creature that strikes you with its body or a handheld weapon takes 1d6
points of acid damage but does not need to save or become sickened. If the
attack against you is a critical hit, the attacker must save or be sickened for
1 round.
Heightened
Effects
Any creature that strikes you with its body or a handheld weapon takes 1d8
points of acid damage and must save or be sickened for 1d4 rounds.
EVOLUTION SURGE
School transmutation; Level summoner 3
Casting Time 1 standard action
Components V, S, M (a chameleon scale)
Range touch
Target your eidolon
Duration 1 minute/level
Saving Throw Will negates (harmless);
Spell Resistance no
This spell causes your
eidolon to take on new characteristics. You can grant the eidolon any evolution
whose total cost does not exceed 4 evolution points. You may only grant one evolution
with this spell, even if that evolution can be taken multiple times. You can grant
an evolution that allows you to spend additional evolution points to upgrade that
evolution. This spell cannot be used to grant an upgrade to an evolution that the
eidolon already possesses. The eidolon must meet any prerequisites of the selected
evolution. This spell does not allow an eidolon to exceed its maximum number of
natural attacks.
Diminished
Effects
You can grant the eidolon any evolution whose total cost does not exceed 2
evolution points.
Heightened
Effects
You can grant the eidolon any two evolutions whose total cost does not exceed 6
evolution points.
Notes This spell combines
the effects of the following spells: evolution
surge, lesser evolution surge, and greater
evolution surge.
EXCRUCIATING DEFORMATION
School transmutation (polymorph) [evil, pain]; Level
sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude partial; Spell
Resistance yes
Your touch attack causes
your target to become painfully malformed. Its limbs twist and buckle, while its
body contorts uncontrollably, shifting and warping. Each round the target suffers
excruciating pain and takes 2d6 points of nonlethal damage, 1 point of Dexterity
damage, and 1 point of Constitution damage, and its speed is reduced by 10 feet.
Once per round as a free action on its turn, the target can attempt a new Fortitude
saving throw to resist the spell for 1 round.
Diminished
Effects
Each round the target takes 1d6 points of nonlethal damage, 1 point of
Dexterity damage or 1 point of Constitution damage (your choice each round),
and its speed is reduced by 5 feet.
Heightened
Effects
Each round the target fails the Fortitude saving throw it is also sickened.
EXPLOSIVE RUNES
School abjuration [force]; Level sorcerer/wizard
3; Domain rune 4
Casting Time 1 standard action
Components V, S
Range touch
Target one touched object weighing no more than 10 lbs.
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance
yes
You trace mystic runes
upon a book, map, scroll, or similar object bearing written information. The explosive
runes detonate when read, dealing 6d6 points of force damage. Anyone next to
the explosive runes (close enough to read them) takes the full damage with
no saving throw; any other creature within 10 feet of the explosive runes is
entitled to a Reflex save for half damage. The object on which the explosive
runes were written also takes full damage (no saving throw).
You and any characters
you specifically instruct can read the protected writing without triggering the
explosive runes. Likewise, you can remove the explosive runes whenever
desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to
dispel or erase the explosive runes and failing to do so triggers the explosion.
Magic traps such as explosive
runes are hard to detect and disable. A character with the trapfinding class feature (only) can
use Disable Device to thwart explosive runes. The DC to find magic traps
using Perception and to disable them is 25 + spell level, or 28 for explosive
runes.
Diminished
Effects
Creatures next to the explosive runes (close enough to read them) are
entitled to a Reflex save for half damage; no other creatures are affected by
the spell. In addition, a Disable Device check that fails by 5 or more does not
accidentally trigger the trap, but still cannot be retried.
Heightened
Effects
When read, the detonation deals 6d8 points of force damage. In addition, any failed
Disable Device check accidentally triggers the trap.
EXQUISITE ACCOMPANIMENT
School illusion (shadow) [shadow]; Level bard
3
Casting Time 1 standard action
Components V, S
Range personal
Effect phantom instrument
Duration 1 round/level (D)
Saving Throw none;
Spell Resistance no
Spell Resistance no
You create a phantom instrument,
a glowing construct of magic in the form of a portable musical instrument of your
choice. The instrument floats beside you, moving as you move (even if you teleport).
It cannot be damaged, but can be dispelled. The instrument plays as you direct,
and as long as it plays, you do not have to expend rounds of bardic performance
from your daily allotment to maintain an effect. Activating a bardic performance
or switching to a new effect still costs a round of your overall bardic performances
per day.
Diminished
Effects
As long as the instrument plays, you only have to expend half as many rounds of
bardic performance from your daily allotment to maintain an effect (round up).
Heightened
Effects
You no longer have to expend rounds of bardic performance to activate a bardic
performance or switch to a new effect.
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