HALLOW
School evocation [good]; Level
cleric/oracle 5, druid 5, inquisitor 5
Casting
Time
24 hours
Components V, S, M (herbs, oils,
and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be
included in the hallowed area), DF
Range touch
Area 40-ft. radius emanating
from the touched point
Duration instantaneous
Saving
Throw
see text; Spell Resistance see text
Hallow
makes
a particular site, building, or structure a holy site. This has four major effects.
First,
the site is warded by a magic circle against evil effect.
Second,
the DC to resist positive channeled energy within this area gains a +4 sacred bonus
and the DC to resist negative energy is reduced by 4. Spell resistance does not
apply to this effect. This provision does not apply to the druid version of the
spell.
Third,
any dead body interred in a hallowed site cannot be turned into an undead
creature.
Finally,
you can fix a single spell effect to the hallowed site. The spell effect
lasts for 1 year and functions throughout the entire site, regardless of the normal
duration and area or effect. You may designate whether the effect applies to all
creatures, creatures who share your faith or alignment, or creatures who adhere
to another faith or alignment. At the end of the year, the chosen effect lapses,
but it can be renewed or replaced simply by casting hallow again.
Spell
effects that may be tied to a hallowed site include aid, bane, bless, darkness, daylight, death ward, detect evil, detect magic, dimensional anchor, discern lies, dispel magic,
endure elements, freedom of movement, invisibility
purge, protection from energy, remove fear, resist energy, scare, silence, tongues, and zone of truth. Saving throws and
spell resistance might apply to these spells' effects. (See the individual spell
descriptions for details.)
An
area can receive only one hallow spell (and its associated spell effect)
at a time. Hallow counters but does not dispel unhallow.
Diminished Effects The spell effect only lasts for 1 month. At the end of the
month, the chosen effect lapses, but it can be renewed or replaced simply by casting
hallow again.
Heightened Effects The spell’s
area increases to a 80-foot radius emanation from the touched point.
HALLUCINATORY
TERRAIN
School illusion (glamer); Level
bard 4, sorcerer/wizard 4
Casting
Time
10 minutes
Components V, S, M (a stone, a twig,
and a green leaf)
Range long (400 ft. + 40 ft./level)
Area one 30-ft. cube/level
(S)
Duration 2 hours/level (D)
Saving
Throw Will
disbelief (if interacted with); Spell Resistance no
You
make natural terrain look, sound, and smell like some other sort of natural terrain.
Structures, equipment, and creatures within the area are not hidden or changed in
appearance.
Diminished
Effects
The spell’s range is reduced to medium (100 ft. + 10 ft./level) and its duration
is reduced to 1 hour/level.
Heightened Effects The spell’s area becomes
one 50-foot cube/level.
HALT
UNDEAD
School necromancy; Level
inquisitor 3, sorcerer/wizard 3
Casting
Time
1 standard action
Components V, S, M (a pinch of sulfur
and powdered garlic)
Range
medium
(100 ft. + 10 ft./level)
Targets up to three undead creatures,
no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving
Throw Will
negates (see text); Spell Resistance yes
This
spell renders as many as three undead creatures immobile. A nonintelligent undead
creature gets no saving throw; an intelligent undead creature does. If the spell
is successful, it renders the undead creature immobile for the duration of the spell
(similar to the effect of hold person on a living creature).
The effect is broken if the halted creatures are attacked or take damage.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels)
and its target becomes only one undead creature.
Heightened Effects The spell can
target as many as two undead creatures plus one undead creature per three caster
levels, no two of which can be more than 30 feet apart.
HASTE
School transmutation; Level
alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting
Time
1 standard action
Components V, S, M (a shaving of
licorice root)
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
Fortitude negates (harmless); Spell Resistance yes (harmless)
The
transmuted creatures move and act more quickly than normal. This extra speed has
several effects.
When
making a full attack action, a hasted creature may make one extra attack with one
natural or manufactured weapon. The attack is made using the creature's full base
attack bonus, plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a speed weapon,
nor does it actually grant an extra action, so you can't use it to cast a second
spell or otherwise take an extra action in the round.)
A
hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and
Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
All
of the hasted creature's modes of movement (including land movement, burrow, climb,
fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed
using that form of movement. This increase counts as an enhancement bonus, and it
affects the creature's jumping distance as normal for increased speed. Multiple
haste effects don't stack. Haste dispels and counters slow.
Diminished Effects The spell’s range is reduced to touch, and its target to
one creature.
Heightened Effects Targets gain
a +4 enhancement bonus to their current initiative score (possibly improving their
spot in the current initiative lineup), or their initiative rolls if not currently
engaged in combat.
HAUNTING
CHOIR
School necromancy [mind-affecting,
pain]; Level bard 3
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Area 30-ft.-radius emanation
Duration concentration + 2 rounds
Saving
Throw
Will negates; Spell Resistance yes
You
create a spectral choir and conduct its tortured, ghostly moans, deluding listeners
into believing they are suffering the torments of the dead. The transparent singers
occupy a 10-foot cube, but they are intangible and do not interfere with creatures
in any physical way, nor can they be attacked. Creatures within 30 feet of the choir
experience wracking pain that causes them to take a –2 penalty on attack rolls,
skill checks, and ability checks. Individuals who exit the area of effect take these
penalties for an additional 2 rounds before the delusion wears off.
Diminished
Effects
Creatures within 30 feet of the choir experience wracking pain that causes them
to take a –1 penalty on attack rolls, skill checks, and ability checks. Individuals
who exit the area of effect take these penalties for an additional 1 round before
the delusion wears off.
Heightened Effects Creatures within 30 feet
of the choir experience wracking pain that causes them to take a –3 penalty on attack
rolls, skill checks, and ability checks. Individuals who exit the area of effect
take these penalties for an additional 3 rounds before the delusion wears off.
HEAL
MOUNT
School conjuration (healing);
Level paladin 3
Casting
Time
1 standard action
Components V, S
Range touch
Target your mount touched
Duration instantaneous
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
Heal mount enables you to channel
positive energy into your special mount to wipe away injury and afflictions. It
immediately ends any and all of the following adverse conditions affecting the target:
ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted,
fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned.
It also cures 10 hit points of damage per level of the caster, to a maximum of 150
points at 15th level.
Heal mount does not remove negative
levels or restore permanently drained ability score points.
Diminished
Effect:
The spell only cures 4d8 points of damage + 1 point per caster level (maximum +25),
and only removes the following conditions affecting your special mount: ability
damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated,
poisoned, and sickened. In addition, the
spell functions as break enchantment upon a single additional effect of your
choice that is affecting your special mount and that can be legally affected by
this effect.
Heightened Effect: The spell also restores
all points permanently drained from a single ability score (your choice if more
than one is drained).
HEALING
THIEF
School
necromancy
Level sorcerer/wizard 3, witch 3
Casting
Time
1 standard action
Components V, S, M (a bit of sponge,
damp with tears)
Range touch
Target creature touched
Duration 1 round/level or until
discharged
Saving
Throw
none; Spell Resistance yes
With
this spell you can steal the healing of the target creature. You must succeed at
a melee touch attack to strike the target. If you do, until the effect ends, whenever
your target is subject to a healing spell or a supernatural effect that heals hit
points, the target only receives half the healing (rounded down) and you receive
the other half (also rounded down). You must remain within 25 feet (plus 5 feet
per two caster levels) of the target to gain this benefit. If you move outside that
range, the spell is discharged. Once you steal 5 hit points per your caster level
(maximum 50 hit points) of healing from this spell's effect, the spell is discharged.
Diminished
Effects
You must remain within 25 feet (no increase for caster level) of the target to gain
this benefit. Once you steal 5 hit points per your caster level (maximum 25 hit
points) of healing from this spell's effect, the spell is discharged.
Heightened Effects Once you steal 5 hit
points per your caster level (maximum 75 hit points) of healing from this spell's
effect, the spell is discharged.
HELPING
HAND
School evocation; Level
cleric/oracle 3
Casting
Time
1 standard action
Components V, S, DF
Range 5 miles
Effect ghostly hand
Duration 1 hour/level
Saving
Throw
none; Spell Resistance no
You
create the ghostly image of a hand, which you can send to find a creature within
5 miles. The hand then beckons to that creature and leads it to you if the creature
is willing to follow.
When
the spell is cast, you specify a person (or any creature) by physical description,
which can include race, gender, and appearance but not ambiguous factors such as
level, alignment, or class. When the description is done, the hand streaks off in
search of a subject that fits the description. The amount of time it takes to find
the subject depends on how far away he is, as detailed on the following table.
Distance
|
Time to Locate
|
100 ft. or less
|
1 round
|
1,000 ft.
|
1 minute
|
1 mile
|
10 minutes
|
2 miles
|
1 hour
|
3 miles
|
2 hours
|
4 miles
|
3 hours
|
5 miles
|
4 hours
|
Once
the hand locates the subject, it beckons the creature to follow it. If the subject
does so, the hand points in your direction, indicating the most direct, feasible
route. The hand hovers 10 feet in front of the subject, moving before it at a speed
of as much as 240 feet per round. Once the hand leads the subject back to you, it
disappears.
The
subject is not compelled to follow the hand or act in any particular way toward
you. If the subject chooses not to follow, the hand continues to beckon for the
duration of the spell, then disappears. If the spell expires while the subject is
en route to you, the hand disappears; the subject must then rely on its own devices
to locate you.
If
more than one subject in a 5-mile radius meets the description, the hand locates
the closest creature. If that creature refuses to follow the hand, the hand does
not seek out a second subject.
If,
at the end of 4 hours of searching, the hand has found no subject that matches the
description within 5 miles, it returns to you, displays an outstretched palm (indicating
that no such creature was found), and disappears.
The
ghostly hand has no physical form. It is invisible to anyone except you and
a potential subject. It cannot engage in combat or execute any other task aside
from locating a subject and leading it back to you. The hand can't pass through
solid objects but can ooze through small cracks and slits. The hand cannot travel
more than 5 miles from the spot it appeared when you cast the spell.
Diminished
Effects The spell’s duration is reduced to 10 minutes/level.
Heightened Effects The hand is
incorporeal and can pass through solid objects.
In addition, the hand can use gestures and signs to pass a secret message from you to
the recipient (as if using the Bluff skill). To do this, you must make a caster
level check (DC 20 for a simple message, DC 25 for a complex message) instead of
a Bluff skill check to encode the message. The recipient must make a Sense Motive
skill check (same DC as the encoding check) to decipher the secret message. Other
creatures with the recipient may decipher the message by succeeding at an opposed
Sense Motive check against your caster level result.
HEROIC
FINALE
School enchantment (compulsion)
[mind-affecting]; Level bard 4
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration instantaneous
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
You
must have a bardic performance in effect to cast this spell. With a flourish, you
immediately end the performance, and one creature within range affected by your bardic performance can
make a move action or a standard action of their choice.
Diminished Effects The spell’s
range is reduced to 10 feet.
Heightened Effects The spell’s
range increases to medium (100 ft. + 10 ft./level).
HEROISM,
GREATER
School enchantment (compulsion)
[mind-affecting]; Level bard 5, sorcerer/wizard 6, summoner 5, witch 6; Domain
heroism 6
Components V, S
Range touch
Target creature touched
Duration 10 min./level
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
This
spell imbues a single creature with great bravery and morale in battle. The target
gains a +4
morale bonus on attack rolls, saves, and skill checks, immunity to fear effects,
and temporary hit points equal to your caster level (maximum 20).
Diminished Effects The target only gains a +2 morale bonus on attack rolls,
saves, and skill checks; and only a +4 morale bonus against fear effects (rather
than immunity to fear effects). If the target is under the influence of a fear effect
when receiving the spell, that effect is suppressed for the duration of the spell.
Heightened Effects The target gains
a +6 morale bonus on attack rolls, saves, and skill checks.
HOLD
MONSTER
School enchantment (compulsion)
[mind-affecting]; Level bard 4, inquisitor 4, sorcerer/wizard 5, summoner
4, witch 5; Domain law 6
Casting
Time
1 standard action
Components: V, S, M/DF (one hard
metal bar or rod, which can be as small as a three-penny nail)
Range
medium
(100 ft. + 10 ft./level)
Target one living creature
Duration 1 round/level (D); see
text
Saving
Throw Will
negates; see text; Spell Resistance yes
The
subject becomes paralyzed and freezes in place. It
is aware and breathes normally but cannot take any actions, even speech. Each round
on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action
that does not provoke attacks of opportunity. A winged creature who is paralyzed
cannot flap its wings and falls. A swimmer can't swim and may drown.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels)
and its duration is reduced to 1 round.
Heightened Effects The spell can
target one living creature per three caster levels, no two of which can be more
than 30 feet apart.
HOLY
ICE
School transmutation [cold,
good, water]; Level cleric/oracle 5
Casting
Time
1 standard action
Components V, S, M (a flask of holy
water or 5 pounds of powdered silver worth 25 gp)
Range medium (100 ft. + 10
ft./level)
Effect wall of ice or flying
ice javelins (see text)
Duration 1 minute/level, instantaneous,
or until expended (see text)
Saving
Throw
Reflex negates or none (see text); Spell Resistance yes
This
spell creates a large mass of frozen holy water that can be used for one of two
effects.
Holy
Ice Wall:
This functions like wall of ice (hemisphere or plane).
Any creature that takes damage from holy water takes 1 point of damage every time
it touches or attacks the ice wall with melee attacks; extended contact with the
wall (such as standing or walking on it) deals 1d6 points of damage. Even when the
ice has been broken through, a sheet of frigid holy air remains. Any creature that
steps through it (including the one who broke through the wall) takes 1d6 points
of damage + 1 point per caster level (no save); half of this damage is cold damage,
half is damage from holy water (creatures unharmed by holy water do not take the
damage).
Holy
Ice Javelins:
The spell creates a number of javelins of frozen holy water in your square equal
to your caster level (maximum 15), which hurl themselves toward one or more targets
that are no more than 10 feet away from each other. You must succeed on attack rolls
(one per javelin) to hit the target with the javelin, using your base attack bonus
+ your Wisdom modifier. The javelins deal 1d6 damage each, plus
1 point of cold damage and 1 point of damage from holy water. The javelins are destroyed by this attack.
1 point of cold damage and 1 point of damage from holy water. The javelins are destroyed by this attack.
Diminished Effects The holy ice wall
can only form a plane 1 inch thick per two caster levels, or a maximum of 10 holy ice javelins are created.
Heightened Effects In addition
to the above effects, the holy ice wall
deals 1d6 points of cold damage anytime it is touched our struck, or a maximum of
20 holy ice javelins are created.
HOLY
SMITE
School evocation [good]; Level
cleric/oracle 4, inquisitor 4; Domain glory 4, good 4
Casting
Time
1 standard action
Components V, S
Range
medium
(100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round);
see text
Saving
Throw Will
partial; see text; Spell Resistance yes
You
draw down holy power to smite your enemies. Only evil and neutral creatures are
harmed by the spell; good creatures are unaffected.
The
spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil
creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to
an evil outsider) and causes it to become blinded for 1 round. A successful
Will saving throw reduces damage to half and negates the blinded effect.
The
spell deals only half damage to creatures who are neither good nor evil, and they
are not blinded. Such a creature can reduce that damage by half (down to one-quarter
of the roll) with a successful Will save.
Diminished Effects Only evil creatures within the burst’s radius are affected.
Heightened Effects The spell deals
1d10 points of damage per two caster levels (maximum 5d10) to each evil creature
in the area (or 1d8 points of damage per caster level, maximum 10d8, to an evil
outsider) and causes it to become blinded for 1d4 rounds.
HOLY
SWORD
School evocation [good]; Level
paladin 4; Domain glory 7
Casting
Time
1 standard action
Components V, S
Range touch
Target
melee
weapon touched
Duration 1 round/level
Saving
Throw
none; Spell Resistance no
This
spell allows you to channel holy power into your sword, or any other melee weapon
you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus
on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits
a magic circle against evil effect
(as the spell). If the magic circle ends, the sword creates a new one on
your turn as a free action. The spell is automatically canceled 1 round after the
weapon leaves your hand. You cannot have more than one holy sword at a time.
If
this spell is cast on a magic weapon, the powers of the spell supercede any that
the weapon normally has, rendering the normal enhancement bonus and powers of the
weapon inoperative for the duration of the spell. This spell is not cumulative with
bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts.
A masterwork weapon's bonus to attack does not stack with an enhancement bonus to
attack.
Diminished Effects The weapon does not emit a magic circle against evil effect.
Heightened Effects In addition to the above abilities, the weapon also gains
one of the following special abilities: anarchic
(extra 2d6 damage against lawful opponents), axiomatic (extra 2d6 damage against
chaotic opponents), or flaming burst (extra 1d6 points
of fire damage plus additional 1d10 points of fire damage on a successful critical
hit) special ability; based on your choice of deity.
HOLY
WHISPER
School evocation [good]; Level
paladin 3
Casting
Time
1 standard action
Components V, S
Range 30 ft.
Area
cone-shaped
burst
Duration instantaneous
Saving
Throw Fortitude
negates; see text; Spell Resistance yes
You
whisper a single word in the primordial language of good that is anathema to the
minions of evil and strengthens the resolve of good creatures. Evil creatures within
the burst must make a Fortitude saving throw or become sickened for 1 round/level. Evil outsiders
with the evil subtype, evil-aligned dragons, and undead in the burst also take 2d8 points of damage if they fail
their saves. Good-aligned creatures in the burst gain a +2 sacred bonus on attack
and damage rolls for 1 round.
Diminished Effects Evil creatures within the burst must make a Fortitude saving
throw or become sickened for 1 round. Evil outsiders with the evil subtype, evil-aligned
dragons, and undead in the burst also take 2d6 points of damage if they fail their
saves. Good-aligned creatures in the burst gain a +1 sacred bonus on attack and
damage rolls for 1 round.
Heightened Effects Evil outsiders with the evil subtype, evil-aligned dragons,
and undead in the burst also take 2d10 points of damage if they fail their saves.
Good-aligned creatures in the burst gain a +3 sacred bonus on attack and damage
rolls for 1 round.
HOSTILE
JUXTAPOSITION
School conjuration (teleportation);
Level sorcerer/wizard 6, summoner 5, witch 6
Casting
Time
1 standard action
Components
V, S,
M (a coin)
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration 1 round/level or until
discharged
Saving
Throw
Will negates; Spell Resistance yes
You
create a dimensional link to the target creature. When attacked or the subject of
a spell that deals damage to you, you can spend an immediate action to cause yourself
and the target creature to teleport and switch places. The target then becomes the
target of the triggering attack or spell instead of you. If you fail to teleport
out of the area of an effect, that effect might still affect you. If the target
creature cannot fit safely into the new space without squeezing, or you try to teleport
the target into an occupied space or a space it could not normally stand within,
the juxtaposition fails. Further, if the target is unconscious or dead when you
attempt to switch places, the juxtaposition fails. Once you have used it to teleport
once, this spell is discharged.
Diminished
Effects
The spell’s target becomes one creature of your size or smaller.
Heightened
Effects
The spell’s target becomes one creature of your size or smaller per four caster
levels.
You can switch
places with each target only once while the effect lasts. Once you have used it
to teleport and switch places with each affected target, the spell is discharged.
Notes This spell combines the
effects of the following spells: hostile juxtaposition and greater hostile juxtaposition.
HOSTILE
LEVITATION
School transmutation; Level
sorcerer/wizard 3, witch 3
Casting
Time
1 standard action
Components V, S, M (a leather loop
studded with lodestones)
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration 1 round/level
Saving
Throw
Will negates; Spell Resistance yes
You
levitate the target a few inches off the ground, removing solid footing and halving
the target's speed. The target also takes a –4 penalty to CMD against bull rush,
drag, and reposition attempts. A targeted creature that attacks with a melee or
ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty
on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full-round
action spent stabilizing allows the creature to begin again at –1.
This
spell fails if cast on a flying creature.
Diminished Effects The target only takes a –2 penalty to CMD against bull
rush, drag, and reposition attempts. In addition, the target takes a maximum of
a –3 penalty on attack rolls.
Heightened Effects You may levitate the target up to 5 feet/level off the
ground, to a maximum of 100 feet. You
can mentally direct the recipient to move up or down as much as 20 feet each
round; doing so is a move action. You cannot move the recipient horizontally,
but the recipient could clamber along the face of a cliff, for example, or push
against a ceiling to move laterally (generally at half its base land speed).
HOWLING
AGONY
School necromancy [death, pain];
Level inquisitor 2, sorcerer/wizard 3, witch 3
Components V, S, M (a needle and
a dried eyeball)
Casting
Time
1 standard action
Range close (25 ft. + 5 ft./2
levels)
Target one living creature/level,
no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving
Throw
Fortitude negates; Spell Resistance yes
You
send wracking pains through the targets' bodies. Because of the pain, affected creatures
take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws,
and must succeed at a concentration check (DC equal to the DC of this spell) to
cast spells. However, if an affected creature spends a move action screaming as
loudly as possible, it can act without any other penalties for the remainder of
its turn. “Screaming,” for the purposes of this spell, includes any vocalization
of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability
to communicate or vocalize) suffer the full effect of the spell.
Diminished Effects You may only target one living creature.
Heightened Effects Affected creatures
take a –3 penalty to AC, attacks, melee damage rolls, and Reflex saving throws.
HUNGRY
PIT
School conjuration (creation);
Level sorcerer/wizard 5, summoner 5; Domain caves 5
Casting
Time
1 standard action
Components V, S, F (miniature shovel
costing 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; Reflex half; see text; Spell Resistance no
You
create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two
caster levels (maximum 100 feet). You must create the pit on a horizontal surface
of sufficient size. Since it extends into another dimension, the pit has no weight
and does not otherwise displace the original underlying material. You can create
the pit in the deck of a ship as easily as in a dungeon floor or the ground of a
forest. Any creature standing in the area where you first conjured the pit must
make a Reflex saving throw to jump to safety in the nearest open space. In addition,
the edges of the pit are sloped, and any creature ending its turn on a square adjacent
to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into
it. Creatures subjected to an effect intended to push them into the pit (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by
the pushing effect.
Creatures
who fall into the hole take falling damage as normal. In addition, anyone within
the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each
round as the pit contracts and then returns to its normal size (a successful Reflex
save halves this damage). The ever-shifting
walls of the pit are quite difficult to scale and have a Climb DC of 35. When the
duration of the spell ends, creatures within the hole rise up with the bottom of
the pit until they are standing on the surface over the course of a single round.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2
levels) and has a maximum depth of 30 feet.
Heightened Effects Anyone within the pit takes 4d8 points of bludgeoning damage each
round.
ICE CRYSTAL
TELEPORT
School conjuration (teleportation)
[cold]; Level sorcerer/wizard 6, summoner 5, witch 6
Casting
Time
1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1d4 rounds and instantaneous
Saving
Throw
Will negates; Spell Resistance yes
This
spell functions as teleport, except you use it to
teleport yourself or one other creature to a safe location you specify (the target
can bring along objects as long as their weight doesn't exceed the target's heavy
load). You can only send the target to a location with which you are very familiar.
The target is first trapped in ice (hardness 0, 3 hit points per inch of thickness,
1 inch thick per caster level) for 1d4 rounds, during which time it is paralyzed, aware but unable to take
any physical actions, and begins to fade away as the teleportation aspect takes
effect. At the end of the 1d4 rounds, the target teleports to the specified location,
and the ice's hit points drop to 0 and it quickly melts away. If the ice is destroyed
before the target teleports, the spell ends and the teleport doesn't occur.
Diminished Effects The target must be a willing creature. In addition, the
ice (hardness 0, 3 hit points per inch of thickness, 1 inch thick per two
caster levels) takes 1d6 rounds to form. At the end of the 1d6 rounds, the
target teleports to the specified location.
Heightened Effects The ice takes only 1 round to form. After 1 round the
target teleports to the specified location.
ICE STORM
School evocation [cold]; Level
druid 4, magus 4, sorcerer/wizard 4, witch 4; Domain water 5, weather
5
Casting
Time
1 standard action
Components V, S, M/DF (dust and
water)
Range long (400 ft. + 40 ft./level)
Area cylinder (20-ft. radius,
40 ft. high)
Duration 1 round/level (D)
Saving
Throw
none; Spell Resistance yes
Great
magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning
damage and 2d6 points of cold damage to every creature in the area. This damage
only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet
rains down in the area. Creatures inside this area take a –4 penalty on Perception
skill checks and the entire area is treated as difficult terrain. At the end of
the duration, the snow and hail disappear, leaving no aftereffects (other than the
damage dealt).
Diminished Effects The spell only deals 2d6 points of bludgeoning damage and
1d6 points of cold damage to every creature in the area.
Heightened Effects The spell’s
area increases to a 25-foot radius cylinder, and it deals 4d6 points of bludgeoning
damage and 3d6 points of cold damage to every creature in the area.
ICY PRISON
School evocation [cold]; Level
sorcerer/wizard 5
Casting
Time
1 standard action
Components V, S
Range medium (10 ft. + 10 ft./level)
Target one creature
Duration 1 minute/level; see text
Saving
Throw
Reflex partial Spell Resistance yes
You
trap the target in solid ice 1 inch thick per caster level. If the creature fails
its save, it is helpless, but can still breathe (the
ice blocks line of effect to the target). If the target makes its save, it gains
the entangled condition but can otherwise
act normally. Whether or not the target saves, it takes 1 point of cold damage per
caster level each round it is helpless or entangled in the ice. The ice has hardness
0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature
can break the ice as a full-round action
with a successful Strength check (DC 15 + your caster level).
Diminished Effects The spell’s rage is reduced to close (25 ft. + 5 ft./2
levels), and its duration is reduced to 1 round/level.
Heightened Effects The target takes 1d4 points of cold damage per caster
level each round it is helpless or entangled in the ice.
ILLUSORY
SCRIPT
School illusion (phantasm) [mind-affecting];
Level bard 3, sorcerer/wizard 3
Casting
Time
1 minute per page
Components V, S, M (lead-based ink
worth 50 gp)
Range touch
Target one touched object weighing
no more than 10 lbs.
Duration one day/level (D)
Saving
Throw Will
negates; see text; Spell Resistance yes
You
write instructions or other information on parchment, paper, or any suitable writing
material. The illusory script appears to be some form of foreign or magical
writing. Only the person (or people) designated by you at the time of the casting
can read the writing; it's unintelligible to any other character.
Any
unauthorized creature attempting to read the script triggers a potent illusory effect
and must make a saving throw. A successful saving throw means the creature can look
away with only a mild sense of disorientation. Failure means the creature is subject
to a suggestion implanted in the script
by you at the time the illusory script spell was cast. The suggestion
lasts only 30 minutes. Typical suggestions include “Close the book and leave,”
“Forget the existence of this note,” and so forth. If successfully dispelled by
dispel magic, the illusory
script and its secret message disappear. The hidden message can be read by a
combination of the true seeing spell with the read magic or comprehend languages spell.
Diminished Effects The spell’s duration is reduced to 1 hour/level.
Heightened Effects The suggestion lasts one hour.
ILLUSORY
WALL
School illusion (figment); Level
sorcerer/wizard 4
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Effect image 1 ft. by 10 ft.
by 10 ft.
Duration permanent
Saving
Throw Will
disbelief (if interacted with); Spell Resistance no
This
spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears
absolutely real when viewed, but physical objects can pass through it without difficulty.
When the spell is used to hide pits, traps, or normal doors, any detection abilities
that do not require sight work normally. Touch or a probing search reveals the true
nature of the surface, though such measures do not cause the illusion to disappear.
Although the caster can see through his illusory wall,
other creatures cannot, even if they succeed at their will save (but they do learn
that it is not real).
Diminished Effects The spell’s duration becomes 1 day/level.
Heightened Effects The spell’s effect becomes an image 1 foot by 20 feet by
20 feet.
IMBUE
WITH SPELL ABILITY
School evocation; Level
cleric/oracle 4; Domain community 4, magic 4
Casting
Time
10 minutes
Components V, S, DF
Range touch
Target creature touched; see
text
Duration permanent until discharged
(D)
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
You
transfer some of your currently prepared spells, and the ability to cast them, to
another creature. Only a creature with an Intelligence score of at least 5 and a
Wisdom score of at least 9 can receive this boon. Only cleric/oracle spells from
the schools of abjuration, divination, and conjuration (healing) can be transferred.
The number and level of spells that the subject can be granted depends on its Hit
Dice; even multiple castings of imbue with spell ability can't exceed this
limit.
HD of Recipient
|
Spells Imbued
|
2 or lower
|
One 1st-level spell
|
3–4
|
One or two 1st-level spells
|
5 or higher
|
One or two 1st-level spells and one 2nd-level spell
|
The
transferred spell's variable characteristics (range, duration, area, and the like)
function according to your level, not the level of the recipient.
Once
you cast imbue with spell ability, you cannot prepare a new 4th-level spell
to replace it until the recipient uses the imbued spells or is slain, or until you
dismiss the imbue with spell ability spell. In the meantime, you remain responsible
to your deity or your principles for the use to which the spell is put. If the number
of 4th-level spells you can cast decreases, and that number drops below your current
number of active imbue with spell ability spells, the more recently cast
imbued spells are dispelled.
To cast a spell with a verbal component, the subject
must be able to speak. To cast a spell with a somatic component, it must be able
to move freely. To cast a spell with a material component or focus, it must have
the materials or focus.
Diminished Effects The subject can only be granted one 1st-level spell.
Heightened Effects You may imbue
a creature of 7 HD or more with one to three 1st-level spells, one or two 2nd-level
spells, and one 3rd-level spell.
INFLICT CRITICAL WOUNDS (+SERIOUS)
School necromancy; Level
cleric/oracle 4, inquisitor 4, witch 5; Domain destruction 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving
Throw Will
half; see text; Spell Resistance yes
When laying your hand
upon a creature, you channel negative energy that deals 4d8 points of damage + 1
point per caster level (maximum +20). Since undead are powered by negative energy,
this spell cures such a creature of a like amount of damage, rather than harming
it.
Diminished
Effects
The spell deals 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened Effects The spell deals 5d8 points
of damage + 1 point per caster level (maximum +25).
Notes This spell combines
the effects of the following spells: inflict
serious wounds and inflict critical wounds.
INFLICT
LIGHT WOUNDS, MASS
School necromancy; Level
cleric/oracle 5, inquisitor 5, witch 6
Casting
Time
1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one creature/level, no
two of which can be more than 30 ft. apart
Duration instantaneous
Saving
Throw Will
half; Spell Resistance yes
Negative
energy spreads out in all directions from the point of origin, dealing 1d8 points
of damage + 1 point per caster level (maximum +25) to nearby living enemies.
Like
other inflict spells, mass inflict light wounds cures undead in its
area rather than damaging them. A cleric/oracle capable of spontaneously casting
inflict spells can also spontaneously cast mass inflict spells.
Diminished
Effects
The spell causes each selected stabilized living creature that has –1 or fewer hit
points to begin dying, taking 1 point of damage per round.
Heightened
Effects
The spell deals 2d8 points of damage + 1 point per caster level (maximum +30).
Notes This spell combines
the effects of the following spells: mass
inflict light wounds and mass inflict
moderate wounds.
INSECT
PLAGUE
School conjuration (summoning);
Level cleric/oracle 5, druid 5
Casting
Time
1 round
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Effect one swarm of wasps per
three levels, each of which must be adjacent to at least one other swarm
Duration 1 min./level
Saving
Throw
none; Spell Resistance no
You
summon a number of swarms of wasps (one per three levels,
to a maximum of six swarms at 18th level). The swarms must be summoned so that each
one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous
area). You may summon the wasp swarms so that they share the area of other creatures.
Each swarm attacks any creatures
occupying its area. The swarms are stationary after being summoned, and won't pursue
creatures that flee.
Diminished Effects The spell’s range is reduced to medium (100 ft. + 10 ft./level), and you may only summon one swarm of
wasps.
Heightened Effects You instead
summon a number of army ant swarms (one per three levels,
to a maximum of six swarms at 18th level).
INSTANT
ENEMY
School
enchantment;
Level ranger 3
Casting
Time
1 swift action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one creature that is
not your favored enemy.
Duration 1 minute/level
Saving Throw none; Spell Resistance no
With this spell you designate the target as your
favored enemy for the remainder of its duration. Select one of your favored enemy
types. For the duration of the spell, you treat the target as if it were that type
of favored enemy for all purposes.
Diminished Effects The spell’s duration becomes 1 round/level.
Heightened Effects The spell’s target becomes one creature per three caster
levels, no two of which can be more than 30 feet apart.
INTERPOSING
HAND
School evocation [force]; Level
sorcerer/wizard 5
Casting
Time
1 standard action
Components V, S, F (a soft glove)
Range
medium
(100 ft. + 10 ft./level)
Effect 10-ft. hand
Duration 1 round/level (D)
Saving
Throw
none; Spell Resistance yes
Interposing
hand creates
a Large magic hand that appears between you and one opponent. This floating, disembodied
hand then moves to remain between the two of you, regardless of where you move or
how the opponent tries to get around it, providing cover (+4 AC) for you against
that opponent. Nothing can fool the hand—it sticks with the selected opponent in
spite of darkness, invisibility, polymorphing,
or any other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
An
interposing hand is 10 feet long and about that wide with its fingers outstretched.
It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size,
+11 natural). It takes damage as a normal creature, but most magical effects that
don't cause damage do not affect it.
The
hand never provokes attacks of opportunity from opponents. It cannot push through
a wall of force or enter an antimagic field, but it suffers
the full effect of a prismatic wall or prismatic sphere. The hand makes
saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any
creature weighing 2,000 pounds or less that tries to push past the hand is slowed
to half its normal speed. The hand cannot reduce the speed of a creature weighing
more than 2,000 pounds, but it still affects the creature's attacks.
Directing the spell to a new target is a move
action.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels),
and the interposing hand only
provides partial cover (+2 AC).
Heightened Effects The hand can
also pursue and bull rush one opponent you select. The hand gets one
bull rush attack per round. This attack does not provoke an attack of
opportunity. Its CMB for bull rush checks uses your caster level in
place of its base attack bonus, with a +8 bonus for its Strength score
(27), and a +1 bonus for being Large. The hand always moves with the
opponent to push them back as far as possible. It has no movement limit for
this purpose. Directing the spell to a new target is a move action. The hand prevents the opponent from
moving closer to you without first succeeding on a bull rush attack, moving
both the hand and the target closer to you.
Notes This spell combines the effects of the following
spells: interposing hand and forceful hand.
INTERROGATION, GREATER
School necromancy [evil, pain];
Level inquisitor 4
Casting
Time
1 round
Components V, S
Range touch
Target living creature touched
Duration 1 minute/level
Saving
Throw
Fortitude negates; Spell Resistance yes
You
question the target, backed up by the threat of magical pain. You may ask one question
per caster level. The target can either answer the question or take 1d8 points of
damage plus your Wisdom bonus. The target is not compelled to answer truthfully,
but the threat of pain gives it a –4 penalty on Bluff checks to convince you when
it is lying.
Diminished Effects You may only ask one question per two caster levels. The
target can either answer the question or take 1d6 points of damage plus your Wisdom
bonus, and the target only takes a –2 penalty on Bluff checks to convince you when
it is lying.
Heightened Effects The target can
either answer the question or take 1d10 points of damage plus your Wisdom bonus,
and the target takes a –6 penalty on Bluff checks to convince you when it is lying.
INVISIBILITY,
GREATER
School illusion (glamer); Level
alchemist 4, antipaladin 4, bard 4, inquisitor 4, magus 4, sorcerer/wizard 4, summoner
3
Casting
Time
1 standard action
Components: V, S
Range personal or touch
Target you or creature touched
Duration 1 round/level (D)
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
The
creature becomes invisible. If the recipient is a creature
carrying gear, that vanishes, too. If you cast the spell on someone else, neither
you nor your allies can see the subject, unless you can normally see invisible things
or you employ magic to do so.
Items
dropped or put down by an invisible creature become visible; items picked up disappear
if tucked into the clothing or pouches worn by the creature. Light, however, never
becomes invisible, although a source of light can become so (thus, the effect is
that of a light with no visible source). Any part of an item that the subject carries
but that extends more than 10 feet from it becomes visible.
Of
course, the subject is not magically silenced, and certain other conditions
can render the recipient detectable (such as swimming in water or stepping in a
puddle). If a check is required, a stationary invisible creature has a +40 bonus
on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The
spell does not end if the subject attacks any creature.
Diminished Effects The spell duration becomes
concentration, up to 1 round/level (maximum 5 rounds).
Heightened Effects The spell confers invisibility
upon all creatures within 10 feet of the recipient at the time the spell is cast.
The center of the effect is mobile with the recipient. Those affected by this spell
can see each other and themselves as if unaffected by the spell. Any affected creature
moving out of the area becomes visible, but creatures moving into the area after
the spell is cast do not become invisible.
INVISIBILITY
PURGE
School evocation; Level
cleric/oracle 3
Casting
Time
1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
You
surround yourself with a sphere of power with a radius of 5 feet per caster level
that negates all forms of invisibility.
Anything
invisible becomes visible while in
the area.
Diminished Effects You must make a dispel check (DC = 11 + the spell’s caster
level) against each source of invisibility within the affected area.
Heightened Effects The sphere negates
even extraordinary invisibility (see invisible stalker) and supernatural
invisibility (see pixie) of creatures for the duration
of the spell.
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