FABRICATE
School transmutation; Level sorcerer/wizard 5;
Domain artifice 5
Casting Time see text
Components V, S, M (the original material, which
costs the same amount as the raw materials required to craft the item to be created)
Range close (25 ft. + 5 ft./2 levels)
Target up to 10 cu. ft./level; see text
Duration instantaneous
Saving Throw none; Spell Resistance
no
You convert material of
one sort into a product that is of the same material. Creatures or magic items cannot
be created or transmuted by the fabricate spell. The quality of items made
by this spell is commensurate with the quality of material used as the basis for
the new fabrication. If you work with a mineral, the target is reduced to 1 cubic
foot per level instead of 10 cubic feet.
You must make an appropriate
Craft check to fabricate articles requiring
a high degree of craftsmanship.
Casting requires 1 round per 10 cubic feet of material to
be affected by the spell.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The spell’s target is increased to up to 20 cubic
feet/level.
FALSE LIFE
School necromancy; Level alchemist
3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a drop of blood)
Range personal
Target you
Duration 1 hour/level or until discharged; see text
You harness
the power of unlife to grant yourself a limited ability to avoid death. While
this spell is in effect, you gain temporary hit points equal to 2d6 + 1 per
caster level (maximum +15). This spell does not stack with itself.
Diminished Effects You only gain temporary hit points equal to 1d10 + 1 per
caster level (maximum +10).
Heightened Effects You gain temporary hit points equal to 2d10 + 1 point per
caster level (maximum +20).
Notes This spell
combines the effects of the following spells: false life and greater false
life.
FALSE VISION
School illusion (glamer); Level bard 5, sorcerer/wizard
5; Domain trickery 5
Casting Time 1 standard action
Components V, S, M (crushed jade worth 250 gp)
Range touch
Area 40-ft.-radius emanation
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance
no
This spell creates a subtle
illusion, causing any divination (scrying) spell used to view anything within the
area of this spell to instead receive a false image (as the heightened moving image spell), as defined
by you at the time of casting. As long as the duration lasts, you can concentrate
to change the image as desired. While you aren't concentrating, the image remains
static.
Diminished
Effects
The spell’s area is reduced to a 20-foot-radius emanation and its duration is
reduced to 10 minutes/level.
Heightened
Effects
You do not need to concentrate on the images in order to keep them animated,
and you may change nature of the false image as a standard action.
FAMILIAR MELDING
School necromancy; Level sorcerer/wizard 4, witch
4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target your familiar
Duration 1 hour/level or until you return to your
body
Saving Throw Will negates (harmless);
Spell Resistance yes
You project your soul
into your familiar, taking over its body while leaving its consciousness intact.
When you transfer your soul upon casting, your body is, as near as anyone can tell,
dead.
While possessing your
familiar, you can communicate with it telepathically. You keep your Intelligence,
Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment,
and mental abilities. The familiar's body retains its own Strength, Dexterity, Constitution,
hit points, natural abilities, and automatic abilities. A body with extra limbs
does not allow you to make more attacks (or more advantageous two-weapon attacks)
than normal. You may use any abilities the familiar has, including spells and spell-like
abilities. You cannot speak unless your familiar has the ability to speak a language.
You cannot cast spells with somatic components if your familiar does not have anthropomorphic
limbs that can perform the appropriate motions.
As a standard action,
you can return to your body as long as it is within range. If your familiar is slain
while your soul is in it and your body is within range, your soul returns to your
own body, unharmed. If your familiar is out of range when slain, you die. The spell
ends when you shift from the familiar to your own body.
Diminished
Effects
The spell’s duration is reduced to 1 minute/level or until you return to your
body.
Heightened
Effects
The spell’s range is increased to long (400 ft. + 40 ft./level).
FEAR
School necromancy [emotion,
fear, mind-affecting]; Level antipaladin 4, bard 3, inquisitor 4, sorcerer/wizard
4, witch 4
Casting Time 1 standard action
Components V, S, M (the heart of a hen or a white
feather)
Range 30 ft.
Area cone-shaped burst
Duration 1 round/level or 1 round; see text
Saving Throw Will partial; Spell
Resistance yes
An invisible cone of terror
causes each living creature in the area to become panicked unless it succeeds on a Will
save. If cornered, a panicked creature begins cowering. If the Will save succeeds,
the creature is shaken for 1 round.
Diminished
Effects
A successful Will save negates the spell.
Heightened
Effects
If a creature succeeds on its Will save, it is still shaken for the duration of
the spell.
FEEBLEMIND
School enchantment (compulsion)
[mind-affecting]; Level sorcerer/wizard 5, witch 5; Bloodline aberrant
5, accursed 5
Casting Time 1 standard action
Components V, S, M (a handful of clay, crystal, or
glass spheres)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Will negates; see text;
Spell Resistance yes
Target creature's Intelligence
and Charisma scores each drop to 1. The affected creature is unable to use Intelligence-
or Charisma-based skills, cast spells, understand language, or communicate coherently.
Still, it knows who its friends are and can follow them and even protect them. The
subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the
effect of the feeblemind. A creature that can cast arcane spells, such as
a sorcerer or a wizard, takes a –4 penalty on its saving throw.
Diminished
Effects
The effect is ability damage that heals at the normal rate. In
addition, a creature that can cast arcane spells takes no penalty on its saving
throw.
Heightened
Effects
A creature that can cast arcane spells takes a –8 penalty on its saving throw.
FICKLE WINDS
School transmutation [air]; Level cleric/oracle
5, druid 5, ranger 3, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one or more Medium creatures/level, no
two of which can be more than 30 ft. apart
Duration 1 minute/level (D)
Saving Throw none (see text); Spell
Resistance yes
You create a mobile cylinder
of wind encompassing every target of the spell and protecting them as wind wall, but not interfering
with them in any way. For example, arrows and bolts fired at the targets are deflected
upward and miss, but the targets' own arrows or bolts pass through the wall as if
it were not there.
A Large creature counts
as 4 Medium creatures for the purpose of how many targets you can effect with the
spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal
creature as 32. This spell has no effect within the area of a higher-level wind
or weather spell.
Diminished
Effects
The spell’s range becomes touch and its target becomes one Small or Medium
creature.
Heightened
Effects
You may decrease the natural wind effects for each affected creature by one
step in intensity (see Table: Wind Effects). This has no
effect on magical wind effects.
FIND QUARRY
School divination; Level inquisitor 4, ranger
4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance
no
You sense whether a well-known
creature you can clearly visualize is within a 20-mile radius of your current location,
as well as the distance and direction to the creature in relation to you. You also
discern whether the creature is moving, and its direction, speed, and mode of movement.
The radius you can sense increases by 5 miles for every two caster levels you have
above 10th (to a maximum of a 45-mile radius at 20th level).
Diminished
Effects
You can only sense if the creature is within a 10-mile radius of your current
location. The radius you can sense does not increase with your caster level.
Heightened
Effects
In addition to whether the creature is moving, its direction, speed, and mode
of movement, you also discern a clear picture of the creature’s whereabouts at
the time of the spell’s casting.
FIRE OF JUDGMENT
School evocation; Level paladin 3
Casting Time 1 swift action
Components V, S
Range special; see text
Target one creature
Duration 1 round/level
Saving Throw Will partial; Spell
Resistance yes
After casting this spell,
the next creature you attack using your smite evil class ability is engulfed in
flames of positive energy. At the start of its turn, the target takes 1d6 points
of damage, and takes an additional 1d6 points of damage each time it attacks a creature
other than you. If the creature is an outsider with the evil subtype, an evil-aligned
dragon, or an undead creature this damage increases to 1d10. With a successful saving
throw, a creature is affected by this spell for only 1 round. This damage is divine
in nature and bypasses any DR the creature possesses.
Diminished
Effects
The spell’s duration is reduced to 1 round and a target that saves against this
spell is not affected.
Heightened
Effects
At the start of its turn, the target takes 1d8 points of damage, and takes an
additional 1d8 points of damage each time it attacks a creature other than you.
If the creature is an outsider with the evil subtype, an evil-aligned dragon,
or an undead creature this damage increases to 1d12.
FIRE OF VENGEANCE
School evocation [fire]; Level paladin 4
Casting Time 1 swift action
Components V, S
Range special; see text
Target one creature
Duration see text
Saving Throw none; Spell Resistance
no
After casting this spell,
the next creature you attack using your smite evil class ability is engulfed in
holy flames that flare up when the target attacks someone other than you. If at
any time during the duration of your smite evil effect the target makes an attack
that does not include you, it takes 3d8 points of fire damage. Once triggered in
this manner, or when your smite evil ability expires, the spell ends.
Diminished
Effects
If at any time during the duration of your smite evil effect the target makes
an attack that does not include you, it takes 3d6 points of fire damage.
FIRE SHIELD
School evocation [fire or cold];
Level alchemist 4, magus 4, sorcerer/wizard 4, summoner 3; Domain fire
5, sun 4
Casting Time 1 standard action
Components V, S, M (phosphorus for the warm shield;
a firefly or glowworm for the chill shield)
Range personal
Target you
Duration 1 round/level (D)
This spell wreathes you
in flame and causes damage to each creature that attacks you in melee. The flames
also protect you from either cold-based or fire-based attacks, depending on if you
choose cool or warm flames for your fire shield.
Any creature striking
you with its body or a handheld weapon deals normal damage, but at the same time
the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15).
This damage is either cold damage (if you choose a chill shield) or fire
damage (if you choose a warm shield). If the attacker has spell resistance,
it applies to this effect. Creatures wielding melee weapons with reach are not subject
to this damage if they attack you.
When casting this spell,
you appear to immolate yourself, but the flames are thin and wispy, increasing the
light level within 10 feet by one step, up to normal light. The color of the flames
is blue or green if the chill shield is cast, violet or red if the warm
shield is employed. The special powers of each version are as follows.
Chill Shield: The flames are cool
to the touch. You take only half damage from fire-based attacks. If such an attack
allows a Reflex save for half damage, you take no damage on a successful saving
throw.
Warm Shield: The flames are warm
to the touch. You take only half damage from cold-based attacks. If such an attack
allows a Reflex save for half damage, you take no damage on a successful saving
throw.
Diminished
Effects
The flames still damage creatures that attack you, but they do not protect you
from cold-based or fire-based attacks.
Heightened
Effects
The shield provides a +2 shield bonus to AC which negates magic missile attacks
directed at you. This
bonus applies against incorporeal touch attacks. In addition, any creature striking
you with its body or a handheld weapon takes 2d6 points of damage + 1 point per
caster level (maximum +20).
FIRE SNAKE
School evocation [fire]; Level druid 5, magus
5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a snake scale)
Range 60 ft.
Area see text
Duration instantaneous
Saving Throw Reflex half; Spell
Resistance yes
You create a sinuous line
of flames that you may shape as desired. The fire snake affects one 5-foot
square per caster level, and each square must be adjacent to the previous square,
starting with you. The fire snake may not extend beyond its maximum range.
Creatures in the path of the fire snake take 1d6 points of fire damage per
caster level (maximum 15d6).
Diminished
Effects
Creatures in the path of the fire snake only take 1d4 points of fire
damage per caster level (maximum 15d4).
Heightened
Effects
Creatures in the path of the fire snake take 1d8 points of fire damage
per caster level (maximum 15d8).
FIREBALL
School evocation [fire]; Level magus 3, sorcerer/wizard
3; Domain fire 3
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell
Resistance yes
A fireball spell
generates a searing explosion of flame that detonates with a low roar and deals
1d6 points of fire damage per caster level (maximum 10d6) to every creature within
the area. Unattended objects also take this damage. The explosion creates almost
no pressure.
You point your finger
and determine the range (distance and height) at which the fireball is to
burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it
impacts upon a material body or solid barrier prior to attaining the prescribed
range, blossoms into the fireball at that point. An early impact results
in an early detonation. If you attempt to send the bead through a narrow passage,
such as through an arrow slit, you must “hit” the opening with a ranged touch attack,
or else the bead strikes the barrier and detonates prematurely.
The fireball sets
fire to combustibles and damages objects in the area. It can melt metals with low
melting points, such as lead, gold, copper, silver, and bronze. If the damage caused
to an interposing barrier shatters or breaks through it, the fireball may
continue beyond the barrier if the area permits; otherwise it stops at the barrier
just as any other spell effect does.
Diminished
Effects
The explosion of flame only deals 1d6 points of fire damage per caster level
(maximum 5d6) to every creature within the area.
Heightened
Effects
Every creature within the area must make a second Reflex save or catch on fire.
FIREFALL
School transmutation [fire]; Level magus 4, sorcerer/wizard
4
Casting Time 1 standard action
Components V, S, M (one fire source)
Range long (400 ft. + 40 ft./level)
Target one fire source, up to a 20-foot cube
Duration instantaneous
Saving Throw Will negates and Reflex
negates; see text; Spell Resistance no
Firefall causes a fire to erupt
into a geyser of dazzlingly bright liquid flame. The spell uses one fire source,
which is immediately extinguished. A fire larger than a 20-foot cube is only partly
extinguished. Magical fires are not extinguished, but a creature of the fire subtype
used as the source takes 1 point of damage per caster level (no saving throw).
The coruscating rain of
fire fills a hemispherical burst with a radius of 60 feet. All creatures and objects
in the area take 5d6 points of fire damage and catch on fire. Creatures who make
successful Reflex saves take half damage and don't catch on fire. Creatures within
120 feet of the original fire source are blinded for 1d4+1 rounds (Will negates).
Diminished
Effects
All creatures and objects within the 60-foot-radius burst take 5d6 points of
fire damage but do not catch on fire. Creatures who make successful Reflex
saves take half damage. Creatures within 120 feet of the original fire source
are blinded for 1d4 rounds (Will negates).
Heightened
Effects
All creatures and objects within the 60-foot-radius burst take 1d6 points of
fire damage per caster level (maximum 10d6) and catch on fire. Creatures who
make successful Reflex saves take half damage and don't catch on fire.
Creatures within 120 feet of the original fire source are blinded for 1d6+1
rounds (Will negates).
FLAME ARROW
School transmutation [fire]; Level magus 3, sorcerer/wizard
3
Casting Time 1 standard action
Components V, S, M (a drop of oil and a small piece
of flint)
Range close (25 ft. + 5 ft./2 levels)
Target fifty projectiles, all of which must be together
at the time of casting
Duration 10 min./level
Saving Throw none; Spell Resistance
no
This spell allows you
to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones)
into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire
damage to any target it hits. A flaming projectile can easily ignite a flammable
object or structure, but it won't ignite a creature it strikes.
Diminished
Effects
The spell’s range is reduced to touch and each piece of ammunition only deals
an extra 1d4 points of fire damage to any target it hits.
Heightened
Effects
Any creature that takes fire damage from an affected piece of ammunition must
make a Reflex save or catch on fire.
FLAME STRIKE
School evocation [fire]; Level cleric/oracle
5, druid 4, inquisitor5; Domain sun 5, war 5
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area cylinder (10-ft. radius, 40-ft. high)
Duration instantaneous
Saving Throw Reflex half; Spell
Resistance yes
A flame strike evokes
a vertical column of divine fire. The spell deals 1d6 points of damage per caster
level (maximum 15d6). Half the damage is fire damage, but the other half results
directly from divine power and is therefore not subject to being reduced by resistance
to fire-based attacks.
Diminished
Effects
The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and its area is
reduced to a 20-foot high cylinder with a 5-foot radius. The spell deals a
maximum of 10d6 points of damage.
Heightened
Effects
The cylinder’s radius increases to 15 feet and you must a single combat
maneuver check (where your CMB is equal to your caster level + your Wisdom
modifier) against all creatures in the affected area. When your combat maneuver
check exceeds an affected creature’s CMD, it is knocked prone.
FLASH FIRE
School transmutation; Level sorcerer/wizard
3, witch 3
Casting Time 1 standard action
Components V, S, M (a pinch of powdered fool's gold)
Range close (25 ft. + 5 ft./2 levels)
Target 1 firearm
Duration instantaneous
Saving Throw Will negates (object);
see text; Spell Resistance yes (object); see text
The firearm fires with
a blinding flash, even if the firearm is not currently loaded. Every creature within
15 feet of the creature carrying
the weapon must succeed at a Fortitude save or be blinded for 1d4 rounds. The creature
carrying the firearm takes a –4 penalty on this saving throw. If the firearm is
loaded, the ammunition is wasted.
Diminished Effects The spell’s range becomes touch, you must make a melee
touch attack against the wielder of the firearm, and the firearm must be
loaded.
Heightened Effects Every creature within 15 feet of the creature wielding
or carrying the firearm who fails their Will save also takes 1d4 points of
sonic damage. This version of the spell gains the sonic descriptor.
FLESHWORM INFESTATION
School conjuration (summoning) [evil]; Level
cleric/oracle 4, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level (D)
Saving Throw Fortitude partial (see
text); Spell Resistance yes
With a touch, you cause
an infestation of ravenous worms to manifest in the target's flesh. The target must
make a Fortitude save every round. Failure means it takes 1d6 hit points of damage
and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the
save, it takes no hit point or Dexterity damage and is only sickened for 1 round
rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the infestation starts
anew if the current worms are slain. Protection from evil negates this
spell's effects for as long as the two durations overlap. Dispel evil automatically ends
a fleshworm infestation.
Diminished Effects Failure on the Fortitude save means the target takes 1d4
hit points of damage and 1 points of Dexterity damage, and is staggered for 1
round.
Heightened Effects Failure on the Fortitude save means the target takes 1d8
hit points of damage and 3 points of Dexterity damage, and is staggered for 1
round.
FLUID FORM
School transmutation [water]; Level alchemist
4, sorcerer/wizard 6
Casting Time 1 standard action
Components S, M (a mixture of oil and water)
Range personal
Target you
Duration 1 minute/level
When you cast this spell,
your body takes on a slick, oily appearance. For the duration of this spell, your
form can stretch and shift with ease and becomes slightly transparent, as if you
were composed of liquid. This transparency is not enough to grant concealment. You
gain DR 10/slashing and your reach
increases by 10 feet. In addition, you can pass through small holes or narrow openings,
even mere cracks, with anything you were carrying at the time the spell was cast
(except other creatures). Finally, you can move through water with a swim speed
of 60 feet and can breathe both water and air for the duration of this effect. You
are treated as if you had the water subtype while this spell is in effect.
Diminished Effects You gain only DR 5/slashing and your reach only
increases by 5 feet. You
Heightened Effects You gain cold resistance 5. You lose the cold resistance
any time you submerge completely within a body of water, but instead gain fast
healing 5. Once you are no longer submerged completely within a body of water,
you lose the fast healing and regain the cold resistance.
FOE TO FRIEND
School enchantment (compulsion) [mind-affecting]; Level
bard 5
Casting Time 1 immediate action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell
Resistance yes
Cast this spell when an
enemy is about to make an attack against an ally. The creature makes the attack
against a valid target of your choice instead or the attack is negated. In addition, the target is considered
an ally for determining flanking for 1 round.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The spell’s duration becomes concentration, up to 1
round/level.
FORBID ACTION, GREATER
School enchantment (compulsion) [language-dependent,
mind-affecting]; Level cleric/oracle 5, inquisitor 5
Casting Time 1 standard action
Component V
Range close (25 ft. +5 ft./2 levels)
Targets one creature/level, no two of which can
be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
You forbid the targets
a single course of action, which they avoid to the best of its ability. You may
demand the targets not take actions that fall into one of the following options.
Attack: The targets cannot take
any action that involves an attack roll, or uses a spell or ability that targets
a foe or an area that includes a foe.
Cast: Targets cannot cast
spells or use spell-like abilities.
Communicate: The targets cannot take
any actions that allow it to communicate with anyone. This includes such acts as
speaking, Bluff checks to pass secret messages, writing, and using telepathy. It
does not prevent verbalizations made for purposes other than communication, such
as command words or the verbal component of spellcasting.
Draw: Targets cannot ready
or prepare any item, weapon, component, or equipment.
Move: The targets can take
no act that would cause it to end up in a different location. The targets do not
resist being moved by others (and thus can be picked up or dragged, or can float
along on a raft), but do not consciously attempt to move (including not directing
a mount to move).
The targets are free to
take any actions not forbidden by the caster. For example, a target affected by
this spell's demand to not move is
still free to cast spells, make attacks, or shout for help. Each creature must receive the same forbidden
action.
Diminished Effects The spell’ duration becomes concentration, up to 1
round/level.
Heightened Effects The targets of the spell must make a Will saving throw
once per round or not be able to perform the forbidden action.
FORCE HOOK CHARGE
School evocation [force]; Level magus 3
Casting Time 1 standard action
Components V, S
Range close (25 feet + 5 feet/2 levels)
Target one creature or object within range and you
Duration instantaneous
Saving Throw none; Spell Resistance
yes
You create a hook of force
that strikes the target and drags you to a space adjacent to it. Make a ranged touch
attack against the target; if the touch attack succeeds, the target takes 1 point
of force damage per caster level. Whether or not the touch attack hits, the force
hook drags you in a straight line to a square adjacent to the target. This movement
provokes attacks of opportunity as normal. The pulling hook keeps you from falling
as part of this movement; therefore you can use it to cross a pit or chasm, or reach
a higher or lower elevation. If the line of effect from you to the target passes
through an area that is too small to fit your body (such as a portcullis or arrow
slit), the hook pulls you to that location and you take damage as if you had fallen
the distance from your starting point to that location. If you are restrained, such
as being chained to a wall, the hook pulls you to the maximum extent of your restraints
but does not break the restraints.
If your travel to the
destination is not blocked, you land on your feet, unharmed by the sudden motion.
However, the spell does not guarantee you a safe landing space when you arrive.
For example, if your target is flying
or on a ledge with no room for you to stand, once the hook pulls you adjacent to
the target, you begin to fall.
If you use this spell with your spell combat class ability,
you can make your melee attack from your starting position or your ending position.
Diminished Effects If the touch attack succeeds, the target only takes 1
point of force damage per two caster levels.
Heightened Effects While being dragged in a straight line to a square
adjacent to the target, your movement does not provoke attacks of opportunity.
FORCE PUNCH
School evocation [force]; Level magus 3, sorcerer/wizard
3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell
Resistance yes
This spell charges your
hand with telekinetic force. Your successful melee touch attack deals 1d4 points
of force damage per level (maximum 10d4) and causes the target to be pushed away
from you in a straight line up to 5 feet per two caster levels. For every size category
of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large,
–10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude
save negates the movement but not the damage.
Diminished Effects You melee touch attack deals damage normally, but does
not cause the target to be pushed away from you.
Heightened Effects Your successful melee touch attack deals 1d6 points of
force damage per level (maximum 10d6) in addition to pushing the target away
from you.
FORCED REPENTANCE
School enchantment (compulsion) [emotion, mind-affecting];
Level inquisitor 4, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one evil creature without the evil subtype
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
You force an evil creature
that does not have the evil subtype to momentarily reflect on its past actions and
be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins
and transgressions to the caster for the duration of the spell. The spell immediately
ends if you move out of line of sight or if the target is attacked.
Diminished Effects The spell’ duration becomes concentration, up to 1
round/level.
Heightened Effects You can target creatures with the evil subtype.
FREEDOM
OF MOVEMENT
School abjuration; Level
alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4; Domain
liberation 4, luck 4
Casting Time 1 standard action
Components V, S, M (a leather strip bound to the
target), DF
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
This spell enables you
or a creature you touch to move and attack normally for the duration of the spell,
even under the influence of magic that usually impedes movement, such as paralysis,
solid fog, slow, and web. All combat maneuver checks
made to grapple the target automatically fail. The subject automatically succeeds
on any combat maneuver checks and Escape Artist checks made to escape a grapple
or a pin.
The spell also allows
the subject to move and attack normally while underwater, even with slashing weapons
such as axes and swords or with bludgeoning weapons such as flails, hammers, and
maces, provided that the weapon is wielded in the hand rather than hurled. The freedom
of movement spell does not, however, grant water breathing.
Diminished
Effects
The target creature only receives a +4 enhancement bonus against effects and
magic that impedes movement, CMD to become grappled, and CMB or Escape Artist
checks to escape being grappled or pinned. The spell does not affect creatures
under water.
Heightened
Effects
The spell affects all creatures in a 10-foot-radius burst centered on you.
FROZEN NOTE
School enchantment (compulsion) [mind-affecting, sonic];
Level bard 5
Casting Time 1 standard action
Components V
Area 30-ft.-radius emanation centered on you
Target any number of creatures within area
Duration concentration (up to 1 round/level); see
text
Saving Throw Will partial; see text;
Spell Resistance yes
You produce and sustain
a single perfect musical note that holds nearby creatures, friend as well as foe,
utterly spellbound until you stop singing. Affected creatures are both paralyzed
and oblivious to their surroundings so long as you maintain the note. Maintaining
this note requires your absolute attention; if you take damage or take any other
action, including moving from your current square, the spell instantly ends. Creatures
that succeed in their initial saving throw must make a new one for each round they
spend within the area of the spell until they fail and become captivated. Creatures
with 4 or more Hit Dice greater than your caster level are not affected by this
spell. However, those with 4 or more Hit Dice less than your caster level do not
receive a saving throw to resist it. The note is so clear and flawless that less
than extraordinary attempts to avoid hearing it merely grant targets a bonus on
their saving throws. Targets get a +2 circumstance bonus on their saving throw for
each barrier between your voice and their ears. This includes such things as a creature
stopping up its ears with wax, closing all windows and doors in a nearby building,
or even crawling into a barrel and pulling down the top. If a target that had previously
made its saving throw loses the benefit of one or more of its barriers it must immediately make a new saving throw. Similarly,
any target that had previously failed its saving throw gets a new save each time
it gains the protection of a barrier.
Diminished Effects The spell’s duration is reduced to 1 round.
Heightened Effects Creatures with 5 or more Hit Dice greater than your
caster level are not affected by this spell. However, those with 5 or more Hit
Dice less than your caster level do not receive a saving throw to resist it.
FUNGAL INFESTATION
School necromancy [disease]; Level druid 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1d3 days
Saving Throw Fortitude negates; Spell
Resistance yes
You coat the target in
necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and
other disgusting fungal growths sprout
from its skin. The target takes 1d3 points of Charisma damage. Any physical attack
against the target automatically adds 1d6 points of bleed damage.
Diminished Effects Any physical attack against the target only adds 1d4
points of bleed damage.
Heightened Effects Any physical attack against the target automatically
adds 1d8 points of bleed damage.
GASEOUS FORM
School transmutation; Level alchemist 3, bard
3, magus 3, sorcerer/wizard3; Domain air 3
Casting Time 1 standard action
Components S, M/DF (a bit of gauze and a wisp of
smoke)
Range touch
Target willing corporeal creature touched
Duration 2 min./level (D)
Saving Throw none; Spell Resistance
no
The subject and all its
gear become insubstantial, misty, and translucent. Its material armor (including
natural armor) becomes worthless, though its size, Dexterity, deflection bonuses,
and armor bonuses from force effects still apply. The subject gains DR 10/magic
and becomes immune to poison, sneak attacks, and critical hits. It can't attack
or cast spells with verbal, somatic, material, or focus components while in gaseous
form. This does not rule out the use of certain spells that the subject may have
prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject
also loses supernatural abilities while in gaseous form. If it has a touch spell
ready to use, that spell is discharged harmlessly when the gaseous form spell
takes effect.
A gaseous creature can't
run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly
skill checks. It can pass through small holes or narrow openings, even mere cracks,
with all it was wearing or holding in its hands, as long as the spell persists.
The creature is subject to the effects of wind, and it can't enter water or other
liquid. It also can't manipulate objects or activate items, even those carried along
with its gaseous form. Continuously active items remain active, though in some cases
their effects may be moot.
Diminished
Effects
The spell’s duration is reduced to 1 round/level (maximum 10 rounds)
Heightened
Effects
You may cast the spell on an unwilling corporeal creature with a successful
touch attack. The target may attempt a Will save to negate the effects.
GEAS, LESSER
School enchantment (compulsion) [curse, language-dependent, mind-affecting]; Level
bard 3, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 round
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 7 HD or less
Duration 1 day/level or until discharged (D)
Saving Throw Will negates; Spell
Resistance yes
A lesser geas places
a magical command on a creature to carry out some service or to refrain from some
action or course of activity, as desired by you. The creature must have 7 or fewer
HD and be able to understand you. While a geas cannot compel a creature to
kill itself or perform acts that would result in certain death, it can cause almost
any other course of activity.
The geased creature
must follow the given instructions until the geas is completed, no matter
how long it takes.
If the instructions involve
some open-ended task that the recipient cannot complete through his own actions,
the spell remains in effect for a maximum of 1 day per caster level. A clever recipient
can subvert some instructions.
If the subject is prevented
from obeying the lesser geas for 24 hours, it takes a –2 penalty to each
of its ability scores. Each day, another –2 penalty accumulates, up to a total of
–8. No ability score can be reduced to less than 1 by this effect. The ability score
penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A lesser geas (and
all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a
lesser geas.
Diminished
Effects
The spell’s range is reduced to touch, and its duration becomes 1 day per two
caster levels, or until discharged.
Heightened
Effects
The spell’s target becomes one living creature per three caster levels, no two
of which can be more than 30 ft. apart. The creatures must have 8 or fewer HD
and be able to understand you. Each creature must receive the same instuctions.
GEAS/QUEST
School enchantment (compulsion) [curse, language-dependent, mind-affecting]; Level
bard 6, cleric/oracle 6, inquisitor 5, sorcerer/wizard 6, witch6; Domain
ancestors 6, charm 6, honor 6, nobility 6
Casting Time 10 minutes
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 day/level or until discharged (D)
Saving Throw none; Spell Resistance
yes
This spell functions similarly
to lesser geas, except that it affects a creature of any HD and allows no
saving throw.
If the subject is prevented
from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of
its ability scores. Each day, another –3 penalty accumulates, up to a total of –12.
No ability score can be reduced to less than 1 by this effect. The ability score
penalties are removed 24 hours after the subject resumes obeying the geas/quest.
A remove curse spell ends a geas/quest
spell only if its caster level is at least two higher than your caster level.
Break enchantment does not end
a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and
wizards usually refer to this spell as geas, while clerics call the same
spell quest.
Diminished
Effects
The spell’s range is reduced to touch, and its duration becomes 1 day per two
caster levels, or until discharged.
Heightened
Effects
The spell remains in effect indefinitely or until the given instructions are
completed.
GEYSER
School conjuration (creation)
[fire, water]; Level druid 4, magus 5, sorcerer/wizard5; Bloodline
aquatic 4
Casting Time 1 standard action
Components V, S, M/DF (a piece of lava rock)
Range long (400 ft. + 40 ft./level)
Effect spout of boiling water filling a 5 ft. square
and spraying upward 10 ft./2 levels
Duration concentration + 1 round/level
Saving Throw Reflex partial (see below);
Spell Resistance no
You cause a column of
boiling water to spring forth from any horizontal surface, knocking over creatures
directly over it and exposing nearby creatures to searing droplets as its spray
falls back to the ground.
Any creature entering
the geyser, or occupying the square it appears in, must make a Reflex saving
throw to avoid being hurled into the air and then tossed to the ground. If the creature
fails its saving throw, it takes 3d6 points of fire damage from the boiling water
and also takes falling damage based upon the height of the geyser (e.g.,
if the geyser is 50 feet tall, the creature takes 5d6 falling damage), landing
prone in a random square adjacent to the geyser. A successful saving throw
halves the damage and negates the falling damage, and the creature is moved to the
closest square adjacent to the geyser (Large-sized or larger creatures are
moved enough so that they are not on top of the geyser but still adjacent to it).
This movement does not provoke attacks of opportunity and does not count toward
the creature's normal movement.
In addition, the geyser
sprays boiling water in a hemispherical emanation around its square. The radius
of this emanation is equal to one-half the geyser's height (e.g., a 50-foot
geyser has a 25-foot-radius emanation). Any creature within this area, including
yourself, takes 1d6 points of fire damage each round as droplets of boiling water
cascade on them.
You can choose to make
a smaller geyser than your level permits if an obstruction prevents it from
reaching its full height, or if you simply want to create a spread of boiling rain that's smaller than what would
be created by a full-height geyser spell.
Diminished Effects The spell’s effect is reduced to a spout of boiling
water filling a 5 ft. square and spraying upward 10 feet per four caster levels.
Any creature entering the geyser, or occupying the square it appears in,
which fails its Reflex save only takes 3d4 points of fire damage from the
boiling water (in addition to the falling damage). Any creature within the
hemispherical emanation takes 1d4 points of fire damage each round.
Heightened Effects Once per round as a standard action, you can move the
geyser to a new square within the spell’s range.
GHOSTBANE DIRGE, MASS
School transmutation; Level bard 4, cleric/oracle
5, inquisitor 5, paladin 3
Casting Time 1 standard action
Components V, S, M/DF (an old reed from a wind instrument)
Range close (25 ft. + 5 ft./2 levels)
Target one incorporeal creature/level, no two of which
can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
The targets coalesce into
semi-physical forms for a short period of time. While subject to the spell, the
incorporeal creatures take half damage
(50%) from nonmagical attack forms, and full damage from magic weapons, spells,
spell-like effects, and supernatural effects.
Diminished Effects The spell’s target becomes one incorporeal creature per
two caster levels, no two of which can be more than 30 ft. apart
Heightened Effects The targets take full damage from all types of weapons,
spells, spell-like effects, and supernatural effects.
GIANT VERMIN
School transmutation; Level cleric/oracle 4,
druid 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets 1 or more vermin, no two of which can
be more than 30 ft. apart
Duration 1 min./level
Saving Throw none; Spell Resistance
yes
You turn a number of normal-sized
centipedes, scorpions, or spiders into their giant counterparts. Only one type of
vermin can be transmuted (so a single casting cannot affect both a centipede and
a spider). The number of vermin which can be affected by this spell depends on your
caster level, as noted on the table below.
Giant vermin created by
this spell do not attempt to harm you, but your control of such creatures is limited
to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack
a certain creature when it appears or guard against a particular occurrence are
too complex for the vermin to understand. Unless commanded to do otherwise, the
giant vermin attack whomever or whatever is near them.
Caster Level
|
Centipedes
|
Scorpions
|
Spiders
|
9th or lower
|
3
|
1
|
2
|
10th–13th
|
4
|
2
|
3
|
14th–17th
|
6
|
3
|
4
|
18th–19th
|
8
|
4
|
5
|
20th or higher
|
12
|
6
|
8
|
Diminished
Effects
The spell’s duration is reduced to 1 round/level.
Heightened
Effects
You turn a number of HD of any combination of normal-sized centipedes,
scorpions, or spiders into their giant counterparts (so a single casting can
affect both a centipede and a spider). Use the HD of the giant versions of the
vermin to calculate the total HD of the affected vermin (giant centipedes have
1 HD, giant scorpions have 5 HD, and giant spiders have 3 HD). The number of HD
of vermin which can be affected by this spell depends on your caster level, as noted
on the table below.
Caster Level
|
HD
|
9th or lower
|
8
|
10th–13th
|
16
|
14th–17th
|
24
|
18th–19th
|
32
|
20th or higher
|
48
|
So a 9th level druid
could affect one scorpion and one spider; or two centipedes and two spiders; or
any combination that adds up to 10 HD or less of giant vermin.
GLIBNESS
School transmutation; Level bard 3
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 10 min./level (D)
Your speech becomes fluent
and more believable, causing those who hear you to believe every word you say. You
gain a +20 bonus on Bluff checks made to convince another of the truth of your words.
This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat,
creating a diversion to hide, or communicating a hidden message via innuendo.
If a magical effect is used against you that would detect your
lies or force you to speak the truth, the user of the effect must succeed on a caster
level check (1d20 + caster level) against a DC of 15 + your caster level to succeed.
Failure means the effect does not detect your lies or force you to speak only the
truth.
Diminished Effects The spell’s duration is reduced to 1 round per level.
Heightened Effects You gain a +30 bonus on Bluff checks made to convince
another of the truth of your words. If a magical effect is used against you
that would detect your lies or force you to speak the truth, the user of the
effect must succeed on a caster level check (1d20 + caster level) against a DC
of 1 + your caster level to succeed.
GLOBE OF
INVULNERABILITY
School abjuration; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a glass or crystal bead)
Range touch
Target one
creature or object
Area 10-ft.-radius spherical emanation, centered on target
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
An immobile, faintly shimmering magical sphere surrounds
you and excludes all spell effects of 3rd level or lower. The area or effect of
any such spells does not include the area of the globe of
invulnerability. Such spells fail to affect any target located within the
globe. Excluded effects include spell-like abilities and spells or spell-like
effects from items. Any type of spell, however, can be cast through or out of
the magical globe. Spells of 4th level and higher are not affected by the
globe, nor are spells already in effect when the globe is cast. The globe can
be brought down by a dispel magic spell. You
can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their
effects enter the globe, and even then they are merely suppressed, not
dispelled.
If a given spell has more than one level depending on
which character class is casting it, use the level appropriate to the caster to
determine whether globe of invulnerability stops it.
Diminished Effects The spell’s range becomes personal and its target
becomes you.
Heightened Effects If you target yourself with the spell, it also excludes
4th-level spells and spell-like effects.
Notes This spell
combines the effects of the following spells: lesser globe of
invulnerability and globe of
invulnerability.
GLYPH OF WARDING
School abjuration; Level cleric/oracle 3, inquisitor
3, witch 3; Domain home 3, rune 3
Casting Time 10 minutes
Components V, S, M (powdered diamond worth 200 gp)
Range touch
Target or Area object touched or up
to 5 sq. ft./level
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance
no (object) and yes; see text
This powerful inscription
harms those who enter, pass, or open the warded area or object. A glyph of warding
can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set all of the conditions
of the ward. Typically, any creature entering the warded area or opening the warded
object without speaking a password (which you set when casting the spell) is subject
to the magic it stores. Alternatively or in addition to a password trigger, glyphs
can be set according to physical characteristics (such as height or weight) or creature
type, subtype, or kind. Glyphs can also be set with respect to good, evil, law,
or chaos, or to pass those of your religion. They cannot be set according to class,
HD, or level. Glyphs respond to invisible creatures normally but are
not triggered by those who travel past them ethereally. Multiple glyphs cannot be
cast on the same area. However, if a cabinet has three different drawers, each can
be separately warded.
When casting the spell,
you weave a tracery of faintly glowing lines around the warding sigil. A glyph can
be placed to conform to any shape up to the limitations of your total square footage.
When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected
or bypassed by such means as physical or magical probing, though they can be dispelled.
Mislead, polymorph, and nondetection (and similar magical
effects) can fool a glyph, though nonmagical disguises and the like can't. Read magic allows you to identify
a glyph of warding with a DC 13 Knowledge (arcana) check. Identifying the
glyph does not discharge it and allows you to know the basic nature of the glyph
(version, type of damage caused, what spell is stored).
Note: Magic traps such as
glyph of warding are hard to detect and disable. While any character can
use Perception to find a glyph, only a character with the trapfinding class feature
can use Disable Device to disarm it.
Depending on the version
selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals
1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to
all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or
sonic (caster's choice, made at time of casting). Each creature affected can attempt
a Reflex save to take half damage. Spell resistance applies against this effect.
Spell Glyph: You can store any harmful
spell of 3rd level or lower that you know. All level-dependent features of the spell
are based on your caster level at the time of casting the glyph. If the spell
has a target, it targets the intruder. If the spell has an area or an amorphous
effect, the area or effect is centered on the intruder. If the spell summons creatures,
they appear as close as possible to the intruder and attack. Saving throws and spell
resistance operate as normal, except that the DC is based on the level of the spell
stored in the glyph.
Diminished
Effects
A blast glyph only deals
1d6 points of damage per two caster levels (maximum 5d6) and a spell glyph can only store a spell of
2nd level or lower. Read magic allows you to identify a diminished glyph
of warding with a DC 12 Knowledge (arcana) check.
Heightened
Effects
A blast glyph deals 1d10 points of damage per two caster levels (maximum
5d10) and a spell glyph can store a
spell of 4th level or lower. Read magic allows you to identify a
heightened glyph of warding with a DC 14 Knowledge (arcana) check.
GOOD HOPE
School enchantment (compulsion) [emotion, mind-affecting];
Level bard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one living creature/level, no two of which
may be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
This spell instills powerful
hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws,
attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels
crushing despair.
Diminished
Effects
The spell’s target becomes one living creature.
Heightened
Effects
Each affected creature gains a +4 morale bonus on saving throws, attack rolls,
ability checks, skill checks, and weapon damage rolls. In addition, you may
make a dispel check against any mind-affecting spells or effects of 3rd level
or lower active on the targets.
GROVE OF RESPITE
School conjuration (creation); Level druid
4, ranger 4
Casting Time 10 minutes
Component V, S, M/DF (a leaf or blade of grass and
a drop of water)
Range close (25 ft. + 5 ft./2 levels)
Effect 20-ft.-radius grove
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance
no
You conjure a sheltered
grove of trees surrounding a shallow spring. The grove appears from nowhere even
in the most barren, rocky soil regardless of season, but the spell must be cast
outside on open ground.
The area within the grove
is temperate and comfortable, like that of a tiny hut, although the grove provides
no illumination and provides no protection from the elements. The water in the grove's
spring is clean and drinkable. Additionally, the trees provide a variety of ripe
fruit, regardless of season, which acts as a goodberry spell for up to eight
people. The grove is warded with an alarm spell that alerts you whenever
any creature enters the area. Once the spell expires, the grove vanishes, including
all fruit, water, and other materials from it, although any nourishment or healing
gained from its effects remains.
Diminished
Effects
The spell’s duration is reduced to 1 hour/level.
Heightened
Effects
Any living creature that spends at least 8 uninterrupted hours in the grove
(including yourself) heals damage as if affected by a cure light wounds spell
(using your caster level).
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