JESTER'S
JAUNT
School conjuration
(teleportation); Level bard 3
Casting
Time 1
standard action
Components V, S
Range touch
Target one living
creature
Duration instantaneous
Saving
Throw Will
negates; Spell Resistance yes
You
teleport the target to a space you can see within 30 feet of the target. The
destination must be on solid ground, and the teleportation cannot end in a
space that is by nature hazardous to the creature you are teleporting.
Diminished Effects The spell’s
range becomes personal and its target becomes you.
Heightened Effects The target
does not receive a Will saving throw to negate, but you must still defeat its
spell resistance (if any).
JOYFUL
RAPTURE
School conjuration
(healing) [emotion]; Level bard 5, cleric/oracle 6,
sorcerer/wizard 7
Casting
Time 1
standard action
Components V, S
Range 60 ft.
Area all allies and
opponents within a 60-ft.-radius burst centered on you
Duration instantaneous
Saving
Throw no; Spell
Resistance yes
Your
inspired words overwhelm others with transcendental bliss. All allies within
the area of effect are freed from any harmful emotion effects. The spell also
cures 1d4 points of Intelligence,
Wisdom, or Charisma damage (your choice) to all allies in the area
Diminished Effects The spell
does not cure any ability damage.
Heightened Effects The spell
also cures 1d4 points of Intelligence, Wisdom, and Charisma damage
JUDGMENT
LIGHT
School evocation
[light]; Level inquisitor 4
Casting
Time 1
standard action
Components V, S
Range personal
Area 30-ft.-radius
burst
Duration instantaneous,
see text
An
inquisitor may only cast this spell while she has a judgment active. When she
does cast this spell, it causes one or more of the following effects based on
the inquisitor's active judgments.
Destruction: Red light erupts
from the caster. Enemies in the area take 4d8 points of damage and become
shaken for 1d4 rounds. A successful Will saving throw halves the damage and
negates the shaken effect.
Healing: Green light erupts
from the caster. Allies in the area regain a number of hit points equal to 1d8
+ the caster's Wisdom modifier.
Justice: Blue light erupts
from the caster, revealing hidden and invisible creatures to all. The light
outlines such creatures for 1 round per caster level, imposing a –20 penalty on
Stealth checks on those creatures.
Piercing: Violet light erupts
from the caster, reducing the spell resistance of enemies within the burst by 5
for 1 round per caster level.
Protection: Amber light erupts
from the caster, granting allies in the burst a +2 sacred bonus to AC and CMD,
and a +4 bonus to AC against critical confirmation attack rolls for 1 round per
caster level.
Purity: White light erupts
from the caster, allowing each ally within the burst to attempt a saving throw
against a single effect that allows a saving throw with a +2 sacred bonus on
the roll.
Resiliency: Golden light erupts
from the caster, granting allies within the burst DR 3/magic or the alignment
your judgment allows for 1 round per caster level.
Resistance: Copper light erupts
from the caster, granting allies within the burst resistance 5 against the
energy the judgment protects the inquisitor against when she casts this spell
for 1 round per caster level.
Smiting: Silver light erupts
from the caster, making allies' weapons within the burst count as magic, the alignment her weapon is, and
adamantine for purposes of overcoming damage reduction for 1 round per caster
level.
Diminished Effects The spell
causes one or more of the following effects based on the inquisitor's active
judgments.
Destruction: Enemies in
the area take 4d8 points of damage but do not become shaken.
Healing: Allies in
the area regain a number of hit points equal to 1d6 + the caster's Wisdom
modifier.
Justice: The light
outlines hidden and invisible creatures for 1 round (maximum 5 rounds).
Piercing: The spell
resistance of enemies within the burst is reduced by 5 for 1 round.
Protection: Allies in
the burst gain a +2 sacred bonus to AC and CMD and a +4 bonus to AC against
critical confirmation attack rolls for 1 round.
Purity: Each ally
within the burst is allowed to attempt a saving throw against a single effect
that allows a saving throw with a +1 sacred bonus on the roll.
Resiliency: Allies
within the burst gain DR 3/magic or the alignment your judgment allows for 1
round.
Resistance: Allies
within the burst gain resistance 5 against the energy the judgment protects the
inquisitor against when she casts this spell for 1 round.
Smiting: Allies'
weapons within the burst count as magic, the alignment her weapon is, and
adamantine for purposes of overcoming damage reduction for 1 round.
Heightened Effects The spell
causes one or more of the following effects based on the inquisitor's active
judgments.
Destruction: Enemies in
the area take 4d10 points of damage and become shaken for 1d6 rounds.
Healing: Allies in
the area regain a number of hit points equal to 1d10 + the caster's Wisdom
modifier.
Justice: The light
outlines hidden and invisible creatures for 1 round per caster level, imposing
a –30 penalty on Stealth checks on those creatures.
Piercing: Violet The
spell resistance of enemies within the burst is reduced by 10 for 1 round per
caster level.
Protection: Allies in
the burst gain a +3 sacred bonus to AC and CMD, and a +6 bonus to AC against
critical confirmation attack rolls for 1 round per caster level.
Purity: Each ally
within the burst is allowed to attempt a saving throw against a single effect
that allows a saving throw with a +3 sacred bonus on the roll.
Resiliency: Allies
within the burst gain DR 5/magic or the alignment your judgment allows for 1
round per caster level.
Resistance: Allies
within the burst gain resistance 10 against the energy the judgment protects
the inquisitor against when she casts this spell for 1 round per caster level.
Smiting: Allies'
weapons within the burst count as magic, the alignment her weapon is, and
adamantine for purposes of overcoming damage reduction for 1 round per caster
level. In addition, allies’ weapons gain the bane weapon property matching
your bane class ability (if active).
KEEN
EDGE
School transmutation; Level sorcerer/wizard
3
Casting
Time 1
standard action
Components V, S
Range close (25 ft. +
5 ft./2 levels)
Targets one weapon or
50 projectiles, all of which must be together at the time of casting
Duration 10 min./level
Saving
Throw Will negates
(harmless, object); Spell Resistance yes (harmless, object)
This
spell makes a weapon magically keen, improving its ability to deal telling
blows. This transmutation doubles the threat range of the weapon. A threat
range of 20 becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat
range of 18–20 becomes 15–20. The spell can be cast only on piercing or
slashing weapons. If cast on arrows or crossbow bolts, the keen edge on
a particular projectile ends after one use, whether or not the missile strikes
its intended target. Treat shuriken as arrows, rather than as thrown weapons,
for the purpose of this spell.
Multiple
effects that increase a weapon's threat range (such as the keen special weapon property and the
Improved Critical feat) don't stack. You can't cast this spell on a natural
weapon, such as a claw.
Diminished Effects The spell’s
duration is reduced to 1 minute/level.
Heightened Effects The spell’s
target becomes weapons or groups of 50 projectiles, and you divide the duration
in 10-minute intervals among the targeted weapons or projectiles.
KI
LEECH
School necromancy
[evil]; Level cleric/oracle 3, sorcerer/wizard 3, witch 3
Casting
Time 1
standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
(D)
You
place your spirit in a receptive state so when you confirm a critical hit
against a living enemy or reduce a living enemy to 0 or fewer hit points, you
can steal some of that creature's ki. This replenishes 1 point
of ki as long as you have at least 1 ki point
in your ki pool. This does not allow you to
exceed your ki pool's maximum. This ability does not stack
with similar abilities (such as the steal ki ability of
the hungry ghost monk).
This spell has no effect if you do not have
a ki pool.
Diminished Effects The spell’s
duration is reduced to 1 round/level.
Heightened Effects When you
confirm a critical hit against a living enemy or reduce a living enemy to 0 or
fewer hit points, you replenish 2 points of ki as long as you
have at least 1 ki point in your ki pool.
KI
SHOUT
School evocation
[sonic]; Level bard 5, sorcerer/wizard 7
Casting
Time 1
standard action
Components V, S
Range close (25 ft +
5 ft./2 levels)
Target one living
creature
Duration instantaneous
Saving
Throw Fortitude
partial Spell Resistance yes
With
a guttural bark, you unleash a sudden blast of sonic energy that strikes your
opponent. The target takes 1d6
points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful
Fortitude save reduces the damage by half and negates the stun.
Diminished Effects The target
takes 1d6
points of sonic damage per level (maximum 15d6) and is staggered for 1 round; a
successful Fortitude save reduces the damage by half and negates the staggered condition.
Heightened Effects The spell
can target any type of creature, but only living creatures must make a
Fortitude saving throw or become stunned.
KING'S
CASTLE
School conjuration
(teleportation); Level paladin 4
Casting
Time 1
standard action
Components V, S, DF
Range close (25 ft. +
5 ft./2 levels)
Target one creature
Duration instantaneous
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
This
spell allows you to switch places
with an ally. When you cast this spell, choose a single ally within range. You
teleport to your ally's space while your ally teleports to your former space.
Diminished Effects The spell’s
range is reduced to 10 feet.
LANGUID
BOMB ADMIXTURE
School enchantment
(compulsion) [mind-affecting]; Level alchemist 5
Casting
Time 1
standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Saving
Throw Will
negates (special, see below); Spell Resistance yes
Upon
drinking an extract created with this formula, you make a significant change to
your magical reserve that modifies the nature of all bombs you create and throw
during this extract's duration. This effect on your magical reserve has no
effect on any discoveries that you use to modify your bombs, but you can only
have one admixture effect (formulae with the words “bomb admixture” in their
titles) active at a time. If you drink another bomb admixture, the effects of
the former bomb admixture end and the those of the new one become active.
When
you throw a bomb and hit a direct target, it affects up to four creatures—the
creature the bomb hit directly, and up to three other creatures damaged by the
splash (alchemist's choice). Those creatures must succeed at a Will saving
throw or become fatigued.
Diminished Effects Only the
direct target of the bomb must succeed at a Will saving throw or become
fatigued.
Heightened Effects All
creatures damaged by the splash must succeed at a Will saving throw or become
fatigued.
LEASHED
SHACKLES
School evocation
[force]; Level inquisitor 4, sorcerer/wizard 6
Casting
Time 1
standard action
Components V, S
Range medium (100 ft.
+10 ft./level)
Target one creature
Duration 1 minute/level
Saving
Throw Reflex
negates; Spell Resistance yes
You
create shackles of force that attach to the target's limbs. You designate an
object or location within 30 feet of the target for the shackles to anchor
themselves to; this must be the ground, a wall, or a sturdy structure for the
anchoring to occur. The target is entangled, and cannot move more than 30 feet
from the anchor point of the spell. The shackle itself cannot be attacked
(though it can be dispelled), but if the object or area it is attached to is
broken, the target is free to move away (though it is still entangled).
Diminished Effects The spell’s
range is reduced to close (25 ft. + 5 ft./2 levels).
Heightened Effects The DC to
dispel the shackle is equal to 16 + the spell’s caster level.
LEGEND
LORE
School divination; Level bard 4, inquisitor 6, sorcerer/wizard 6, witch
6; Domain knowledge 7
Casting
Time see
text
Components V, S, M
(incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
Range personal
Target you
Duration see text
Legend
lore brings
to your mind legends about an important person, place, or thing. If the person
or thing is at hand, or if you are in the place in question, the casting time
is only 1d4 × 10 minutes. If you have only detailed information on the person,
place, or thing, the casting time is 1d10 days, and the resulting lore is less
complete and specific (though it often provides enough information to help you
find the person, place, or thing, thus allowing a better legend
lore result next time). If you know only rumors, the casting time is
2d6 weeks, and the resulting lore is vague and incomplete (though it often
directs you to more detailed information, thus allowing a better legend
lore result next time).
During
the casting, you cannot engage in other than routine activities: eating,
sleeping, and so forth. When completed, the divination brings legends (if any)
about the person, place, or things to your mind. These may be legends that are
still current, legends that have been forgotten, or even information that has
never been generally known. If the person, place, or thing is not of legendary
importance, you gain no information. As a rule of thumb, characters who are
11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major
magic items they wield, and the places where they perform their key deeds.
Diminished Effects The spell
only returns information on a person, place, or thing of “mythic” importance
(for example, characters who have an effective character level of 16 or higher,
the sorts of creatures they contend with, and minor and major artifacts).
Heightened Effects The spell’s
casting time becomes 1 standard action. However, you can only pose a single
question about some person, place, or
object, then cast the spell. If the person or object is at hand or if you are
in the place in question, you receive a vision about it by succeeding on a
caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If
only detailed information on the person, place, or object is known, the DC is
25, and the information gained is incomplete. If only rumors are known, the DC
is 30, and the information gained is vague. After this spell is complete, you
are fatigued.
Notes This spell combines the
effects of the following spells: legend
lore and vision.
LEND
JUDGMENT, GREATER
School divination; Level inquisitor
5
Casting
Time 1
standard action
Components V, DF
Range touch
Target one ally
Duration 1 round/level
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
You
create a conduit of divine knowledge and outrage between you and an ally. That
ally gains the benefit of all your active judgments (as do you). If you cannot
use a judgment (for example, if you are not in combat, are frightened or
unconscious, and so on) or change judgments, the ally loses the benefit of the
judgment.
Diminished Effects The target ally only
gains on half (minimum 1) of the benefit of all your active judgments for a
maximum of 5 rounds.
Heightened Effects All allies within 10
feet of you at the time the spell is cast gain the benefit of all your active
judgments. The center of the effect is mobile with you. Any affected creature
loses the benefit of a judgment if you cannot use the judgment, you change the
judgment, or they move out of the affected area.
LIFE
BUBBLE
School abjuration; Level cleric/oracle
5, druid 4, ranger 3, sorcerer/wizard 5
Casting
Time 1
standard action
Components V, S, M/DF (a
bit of eggshell)
Range touch
Target creatures
touched, up to one/level
Duration 2 hours/level;
see text
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
You
surround the touched creatures with a constant and moveable 1-inch shell of
tolerable living conditions. This shell enables the subjects to breathe freely,
even underwater or in a vacuum, as well as making them immune to harmful gases
and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition,
the shell protects subjects from extremes of temperature (per endure elements) as well as
extremes of pressure.
Life
bubble does
not provide protection from negative or positive energy (such as found on the
Negative and Positive Energy planes), the ability to see in conditions of poor
visibility (such as in smoke or fog), nor the ability to move or act normally
in conditions that impede movement (such as underwater).
When
you cast this spell it has a total duration of 2 hours per caster level. You
can divide this duration up in any manner you wish, not necessarily equally,
between up to 1 creature per caster level.
Diminished Effects The spell’s target
is reduced to one creature.
Heightened Effects In addition to the
above effects, the targets gain cold resistance 5 and fire resistance 5.
LIFE
CONDUIT, GREATER
School conjuration
(healing); Level summoner 5
Casting
Time 1
standard action
Components V, S
Range personal
Target you
Duration 1 round/level
You
utilize greater life conduit to share hit
points with your eidolon. While this spell is active, you can spend a swift
action to transfer 3d6 hit points between you and your eidolon, either taking
damage yourself and healing your eidolon or healing yourself and damaging your
eidolon. If your eidolon moves farther than 50 feet from you, this spell ends.
Diminished Effects You can transfer 3d4
hit points as a swift action.
Heightened Effects You can transfer 4d4
hit points as a swift action.
LIGHTNING
ARC
School evocation
[electricity]; Level sorcerer/wizard 5
Casting
Time 1
standard action
Components V, S, M (fur
and two glass figurines)
Range long (400 ft. +
40 ft./level)
Targets two creatures or
objects which must be no more than 60 ft. apart
Duration instantaneous
Saving
Throw Reflex
half; Spell Resistance yes (see text)
You
generate an arc of lightning between two targets. The lightning deals 1d6
points of electricity damage per caster level (maximum 15d6) to both targets
and any creatures in a line connecting them. The spell fails if there is no
line of effect between the targets. Lightning arc sets fire to
combustibles and damages objects in its path. It can melt metals that have a
low melting point, such as lead, gold, copper, silver, or bronze.
Diminished Effects The spell deals a
maximum of 10d6 points of electricity damage to both targets.
Heightened Effects Both targets must
make a Fortitude saving throw or be stunned for 1 round.
LIGHTNING
BOLT
School evocation
[electricity]; Level magus 3, sorcerer/wizard 3, witch 3
Casting
Time 1
standard action
Components V, S, M (fur
and a glass rod)
Range 120 ft.
Area 120-ft. line
Duration instantaneous
Saving
Throw Reflex half; Spell
Resistance yes
You
release a powerful stroke of electrical energy that deals 1d6 points of
electricity damage per caster level (maximum 10d6) to each creature within its
area. The bolt begins at your fingertips.
The lightning
bolt sets fire to combustibles and damages objects in its path. It can
melt metals with a low melting point, such as lead, gold, copper, silver, or
bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the bolt may continue beyond the barrier if the spell's range
permits; otherwise, it stops at the barrier just as any other spell effect
does.
Diminished Effects The spell deals a
maximum of 5d6 points of electricity damage to each creature within its area.
Heightened Effects Every creature
within the spell’s area must make a Fortitude saving throw or be staggered for 1d4 rounds.
LIGHTNING
LASH BOMB ADMIXTURE
School evocation
[electricity]; Level alchemist 3
Casting
Time 1
standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Saving
Throw special,
see below; Spell Resistance special, see below
Upon
drinking an extract created with this formula, you make a significant change to
your magical reserve that modifies the nature of all bombs you create and throw
during this extract's duration. This effect on your magical reserve has no
effect on any discoveries that you use to modify your bombs, but you can only
have one admixture effect (formulae with the word “bomb admixture” in its
title) active at a time. If you drink another bomb admixture, the effects of
the former bomb admixture end and those of the new one become active.
When
you throw a bomb and hit a direct target, lashes of electrical energy are
released from the bomb, coalescing on the bomb's direct target and up to three
creatures that take damage from the bomb's splash (alchemist's choice). Those
affected by the electricity must succeed at a Reflex saving throw or take 1d6 points
of electrical damage each time they take a move action to move more than 5 feet
for the duration of the effect. This effect does not ignore spell resistance.
Diminished Effects Only the direct
target of the bomb must succeed at a Reflex saving throw or take 1d6 points of
electrical damage each time they take a move action to move more than 5 feet
for the duration of the effect.
Heightened Effects All creatures damaged
by the splash must succeed at a Reflex saving throw or take 1d6 points of
electrical damage each time they take a move action to move more than 5 feet
for the duration of the effect.
LILY
PAD STRIDE
School transmutation; Level druid
3
Casting
Time 1
standard action
Components V, S, M (a
frog's leg)
Range long (400 ft. +
40 ft./level)
Effect trail of lily
pads behind you
Duration 10
minutes/level (D); see text
Saving
Throw none; Spell
Resistance no
Your
every footstep creates aquatic plants capable of supporting your weight and
that of any creature of your size or smaller that is following you. These lily
pads only appear when you cross water or other liquids which do not immediately
destroy plants. You can walk across these liquid surfaces without any fear of
stumbling (though if knocked prone, dragged under, or otherwise pulled off your
feet you still sink in the liquid). For the duration of the spell, any creature
of your size or smaller can attempt to follow you by making a DC
10 Acrobatics check every round. Each such check allows it to move at
half its normal land speed. If the creature takes a –5 penalty on its check it
can move at its normal speed. If a creature fails an Acrobatics check, or
if a creature that's larger than you attempts to follow, it falls through,
damaging the plants. Each time a creature falls through, all subsequent
creatures take a cumulative –5 penalty on their Acrobatics checks
when traveling across that particular stretch of plants. As you move, the lily
pads disappear behind you once you pass beyond the spell's range. Otherwise,
they remain until the spell's duration expires.
Diminished Effects The range is reduced
to medium (100 ft. +10 ft./level) and its duration is reduced to 1
minute/level.
Heightened Effects The lily pads can
support any creature one size category larger than you and smaller, and a
creature attempting to follow you must make a DC 5 Acrobatics check each round
to follow you.
LITANY
OF ESCAPE
School conjuration
(teleportation) [language dependent]; Level antipaladin 3,
inquisitor 4, paladin 3
Casting
Time 1
swift action
Components V, S, DF
Range close (25 ft. +
5 ft./2 levels)
Target one willing
creature that is grappled
Duration instantaneous
Saving
Throw no; Spell
Resistance yes
With
a powerful prayer, you call upon the servants of your god to whisk a friend out
of a grapple. The target loses the grappled and pinned conditions and is teleported
10 feet.
Diminished Effects The spell’s range is
reduced to 10 feet, and the target is only teleported 5 feet after losing the
grappled and pinned conditions.
Heightened Effects The spell functions
even if you do not have a clear line of effect to the target (for
example, if you were to target a swallowed creature).
LITANY
OF MADNESS
School enchantment
(charm) [language dependent, mind-affecting]; Level antipaladin
4, inquisitor 6
Casting
Time 1
swift action
Components V, S, DF
Range close (25 ft. +
5 ft./2 levels)
Target one creature
Duration 1 or more
rounds (see below)
Saving
Throw no,
see below; Spell Resistance yes
This
litany is a sermon of madness. The target is confused. At the start of each of
its turns, it can make a Will saving throw against the confused effect (DC of
the spell). If the target fails the save, it continues to be confused. If it
makes the save, the effect ends.
While
subject to this spell, the target cannot be the target of another spell that
has the word "litany" in the title.
Diminished Effects The spell’s casting
time increases to 1 standard action.
LITANY
OF SIGHT
School divination; Level antipaladin
3, inquisitor 4, paladin 3
Casting
Time 1
swift action
Components V, S, DF
Range personal
Target you
Duration 1 round
Saving
Throw no; Spell
Resistance yes
This
litany reveals the unseen to you. You can see invisible creatures and objects
within 30 feet.
While
subject to this spell, the target cannot be the target of another spell that
has the word "litany" in the title.
Diminished Effects You can only see
invisible creatures and objects within 15 feet.
Heightened Effects The spell’s duration
increases to concentration (maximum 1 round/level) (D).
LITANY
OF THUNDER
School evocation
[language dependent, sonic]; Level antipaladin 4, inquisitor
5, paladin 4
Casting
Time 1
swift action
Components V, S, DF
Range close (25 ft. +
5 ft./2 levels)
Target one creature
Duration 1 round
Saving
Throw Fortitude
negates; Spell Resistance yes
You
call down a thunderous boom upon your enemy. The target becomes deafened until the condition is
removed, and is confused for 1 round.
While
subject to this spell, the target cannot be the target of another spell that
has the word "litany" in the title.
Diminished Effects The spell’s casting
time increases to 1 standard action.
Heightened Effects The target creature
is confused for 1d4 rounds.
LITANY
OF VENGEANCE
School transmutation
[language dependent]; Level antipaladin 4, inquisitor 5,
paladin 4
Casting
Time 1
swift action
Components V, S, DF
Range close (25 ft. +
5 ft./2 levels)
Target one creature
Duration 1 round
Saving
Throw no; Spell
Resistance yes
This
litany causes your enemy to feel the pain of blows more sharply. Anyone who
hits the target with an attack gains a +5 sacred or profane bonus (depending on
the alignment of the caster) to that attack's damage.
While
subject to this spell, the target cannot be the target of another spell that
has the word "litany" in the title.
Diminished Effects The spell’s casting
time increases to 1 standard action.
Heightened Effects The spell’s duration
increases to concentration (maximum 1 round/level) (D).
LOATHSOME
VEIL
School illusion
(pattern) [mind-affecting]; Level sorcerer/wizard 3, witch 3
Casting
Time 1
standard action
Components V, S, M (a
tangle of multicolored threads)
Range close (25 ft. +
5 ft./2 levels)
Effect transparent
pattern 40 ft. long, 20 ft. high
Duration concentration +
1 round/level (D)
Saving
Throw Will
negates Spell Resistance yes
This
spell creates a transparent veil of shifting, multicolored strands of light
that form into endlessly varied and alien patterns. One side of the veil, chosen
by you at the time of casting, is harmless. The other side twists and turns
into impossible shapes, affecting any creature with 60 feet who views the veil.
The veil affects a maximum of 24 Hit Dice of creatures. Creatures with the
fewest HD are affected first. Among creatures with equal HD, those who are
closest to the spell are affected first. The effect is according to the
creature's HD.
4
HD or fewer:
The creature is nauseated while it can see the veil, nauseated for 1d4 rounds
after it last saw the veil, then sickened for 2d4 rounds after it last saw the
veil.
8
HD or fewer:
The creature is nauseated for 1d4 rounds, sickened while it can see the veil,
then sickened for 1d4 rounds after it last saw the veil.
9
or more HD:
The creature is sickened while it can see the veil.
A
successful saving throw ignores all effects of the veil. Sightless creatures
are not affected by loathsome veil. Affected creatures can avert or
close their eyes to avoid seeing the veil, similar to avoiding a gaze attack.
Loathsome
veil can
be made permanent with the permanency spell by a
caster of 10th level or higher for the cost of 7,500 gp.
Diminished Effects The veil affects a
maximum of 18 Hit Dice of creatures.
Heightened Effects The veil affects a
maximum of 30 Hit Dice of creatures.
LOCATE
CREATURE
School divination; Level bard
4, sorcerer/wizard 4
Casting
Time 1 standard action
Components V, S, M (fur from a
bloodhound)
Range long (400 ft. + 40 ft./level)
Area circle, centered on you, with a radius of 400 ft. + 40 ft./level
Duration 10 min./level
Saving
Throw none; Spell
Resistance no
This
spell functions like locate object, except
this spell locates a known creature. You slowly turn and sense when you are
facing in the direction of the creature to be located, provided it is within
range. You also know in which direction the creature is moving, if any.
The
spell can locate a creature of a specific kind or a specific creature known to
you. It cannot find a creature of a certain type. To find a kind of creature,
you must have seen such a creature up close (within 30 feet) at least once.
Running
water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.
Diminished Effects The spell’s range is
reduced to medium (100 ft. +10 ft./level). The spell can only locate a specific
creature known to you.
Heightened Effects The spell can
overcome nondetection, but you must
succeed on a caster level check (1d20 + caster level) against a DC of 11 + the
caster level of the spellcaster who cast nondetection. If the
spellcaster cast nondetection on themself, the DC is 15 + their caster
level.
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