QUENCH
School transmutation; Level druid 3
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area or Target one 20-ft. cube/level
(S) or one fire-based magic item
Duration instantaneous
Saving Throw none or Will negates
(object); Spell Resistance no or yes (object)
Quench is often used to put out
forest fires and other conflagrations. It extinguishes all nonmagical fires in its
area. The spell also dispels any fire spells in its area, though you must succeed
on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to
dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Each creature with the
fire subtype within the area of a quench spell takes 1d6 points of damage
per caster level (maximum 10d6, no save allowed).
Alternatively, you can
target the spell on a single magic item that creates or controls flame. The
item loses all its fire-based magical abilities for 1d4 hours unless it succeeds
on a Will save. Artifacts are immune to this effect.
Diminished Effects The spell’s area is reduced to one 20-foot cube,
and each creature with the fire subtype within the area of the spell may attempt
a Fortitude save to reduce the damage by half.
Heightened
Effects
Each creature with the fire subtype (and not the extraplanar subtype) within the
area of the spell takes 1d6 points of damage per caster level (maximum 15d6,
no save allowed). Creatures with the extraplanar and fire subtypes within the area
of the spell must make Will saves. If they fail the Will save, they take
no damage but are forced back to their proper plane. If they succeed on the Will
save, they remain on this plane but take the same damage as creatures with the fire
subtype (and not the extraplanar subtype).
RAIN OF FROGS
School conjuration (summoning); Level bard 3,
druid 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 round
Components V, S, M/DF (a square of red cloth)
Range close (25 ft. + 5 ft./2 levels)
Effect one swarm of poisonous frogs
Duration concentration + 2 rounds
Saving Throw none; Spell Resistance
no
You summon a swarm of
poisonous frogs (see below), which attacks all other creatures within its area.
(You may summon the swarm so that it shares the area of other creatures.) If no
living creatures are within its area, the swarm attacks or pursues the nearest creature
as best it can. The caster has no control over its target or direction of travel.
Diminished Effects The swarm’s poison special attack deals Dexterity
damage instead of Constitution damage.
Heightened
Effects
The summoned swarm has maximum hit points and lasts for 1d6+2 rounds after you are
done concentrating.
POISONOUS FROG SWARM CR
4
XP 1,200
N Diminutive animal (swarm)
Init +4; Senses low-light vision, tremorsense 30
ft.; Perception +4
DEFENSE
AC 18, touch 18, flat-footed
14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Fort +5, Ref +10, Will +3
Defensive
Abilities
swarm traits; Immune weapon damage
OFFENSE
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special
Attacks
distraction (DC 13), poison
STATISTICS
Str 1, Dex 19, Con 8, Int 1, Wis 10, Cha 2
Base Atk +6; CMB —; CMD —
Feats Weapon FinesseB
Skills Climb +12, Perception
+4; Racial Modifiers +4 Perception
SPECIAL
ABILITIES
Poison
(Ex)
Injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. The save DC is Constitution-based
and includes a +2 racial bonus.
|
RAINBOW PATTERN
School illusion (pattern) [mind-affecting]; Level
bard 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V (bard only), S, M (a piece of phosphor),
F (a crystal prism); see text
Range medium (100 ft. + 10 ft./level)
Effect colorful lights with a 20-ft.-radius spread
Duration Concentration +1 round/level (D)
Saving Throw Will negates; Spell
Resistance yes
A glowing, rainbow-hued
pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates
a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin
are affected first. An affected creature that fails its saves is fascinated by the pattern.
With a simple gesture
(a free action), you can make the rainbow pattern move up to 30 feet per
round (moving its effective point of origin). All fascinated creatures follow the
moving rainbow of light, trying to remain within the effect. Fascinated creatures
who are restrained and removed from the pattern still try to follow it. If the pattern
leads its subjects into a dangerous area, each fascinated creature gets a second
save. If the view of the lights is completely blocked, creatures who can't see them
are no longer affected.
The spell does not affect
sightless creatures.
Diminished Effects The spell’s range is reduced to close (25 ft.
+ 5 ft./2 levels), and can only affect a maximum of 18 HD of creatures.
Heightened
Effects
The spell can affect up to 30 HD of creatures. In addition, a creatures who are
no longer affected by the spell (due to the spell ending, a creature succeeding
at a secondary save due to danger, or its view of the lights being completely blocked)
are subsequently shaken for 1d3 rounds.
RAISE ANIMAL COMPANION
School conjuration (healing); Level druid 5,
paladin 4, ranger 4
Casting Time 1 minute
Components V, S, M (a diamond worth 1,000 gp)
Range touch
Target dead animal companion or bonded mount
Duration instantaneous
Saving Throw none, see text; Spell
Resistance yes (harmless)
This spell functions as
raise dead, but it only affects an animal companion, familiar, or paladin's
bonded mount.
Diminished Effects The spell has a 50% chance of failure, even if
the subject’s soul is willing to return.
Heightened
Effects
The spell’s material component becomes a diamond worth 2,000 gp. The subject only
gains one permanent negative level when it is raised. If the subject is 1st level,
it takes 1 point of Constitution drain instead. A raised creature has a number of
hit points equal to twice its current HD. Any ability scores damaged to 0 are raised
to 2.
RAISE DEAD
School conjuration (healing); Level cleric/oracle
5, witch 6
Casting Time 1 minute
Components V, S, M (diamond worth 5,000 gp), DF
Range touch
Target dead creature touched
Duration instantaneous
Saving Throw none, see text; Spell
Resistance yes (harmless)
You restore life to a
deceased creature. You can raise a creature that has been dead for no longer than
1 day per caster level. In addition, the subject's soul must be free and willing
to return. If the subject's soul is not willing to return, the spell does not work;
therefore, a subject that wants to return receives no saving throw.
Coming back from the dead
is an ordeal. The subject of the spell gains two permanent negative levels when it is raised,
just as if it had been hit by an energy-draining creature. If the subject is 1st
level, it takes 2 points of Constitution drain instead (if this would reduce its
Constitution to 0 or less, it can't be raised). A character who died with spells
prepared has a 50% chance of losing any given spell upon being raised. A spellcasting
creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing
any given unused spell slot as if it had been used to cast a spell.
A raised creature has
a number of hit points equal to its current HD. Any ability scores damaged to 0
are raised to 1. Normal poison and normal disease are cured in the process of raising
the subject, but magical diseases and curses are not undone. While the spell closes
mortal wounds and repairs lethal damage of most kinds, the body of the creature
to be raised must be whole. Otherwise, missing parts are still missing when the
creature is brought back to life. None of the dead creature's equipment or possessions
are affected in any way by this spell.
A creature who has been
turned into an undead creature or killed by a death effect can't be raised by this
spell. Constructs, elementals, outsiders, and undead creatures can't be raised.
The spell cannot bring back a creature that has died of old age.
Diminished Effects The spell’s target becomes
one humanoid creature. In addition, the
spell has a 50% chance of failure, even if the subject’s soul is willing to return.
Heightened
Effects
The spell’s material component becomes a diamond worth 10,000 gp. The subject only
gains one permanent negative level when it is raised. If the subject is 1st level,
it takes 1 point of Constitution drain instead. A raised creature has a number of
hit points equal to twice its current HD. Any ability scores damaged to 0 are raised
to 2.
RAPID REPAIR
School transmutation; Level cleric/oracle 5,
sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target construct touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
The targeted construct
gains fast healing 5. This does not stack with any fast healing the construct already
has. Fast healing has no effect on a construct that has been brought to 0 hit points
or destroyed.
Diminished Effects The targeted construct only gains fast healing
2.
Heightened
Effects
The spell’s casting time increases to 1 minute. By providing the special materials
used in creating the construct as a spell component (for example, a clay golem requires
rare oils and powders worth 1,500 gp), the spell can repair a construct that has
been brought to 0 hit points or destroyed. The body of the construct to be repaired
must be whole. Otherwise, missing parts are still missing when the construct is
repaired. If mindless, the construct will treat you as its creator after it has
been repaired in this manner.
RAY OF EXHAUSTION
School necromancy; Level magus 3, sorcerer/wizard
3, witch 3; Bloodline accursed 3
Casting Time 1 standard action
Components V, S, M (a drop of sweat)
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 min./level
Saving Throw Fortitude partial; see
text; Spell Resistance yes
A black ray projects from
your pointing finger. You must succeed on a ranged touch attack with the ray to
strike a target.
The subject is immediately
exhausted for the spell's duration.
A successful Fortitude save means the creature is only fatigued.
A character that is already
fatigued instead becomes exhausted.
This spell has no effect
on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the
effect ends as soon as the spell's duration expires.
Diminished Effects The spell duration is reduced to 1 round per caster
level.
Heightened
Effects
You gain a +2 competence bonus on your ranged touch attack roll.
REBUKE
School evocation [sonic]; Level inquisitor 4
Casting Time 1 standard action
Components V, S, DF
Range 20 ft.
Area 20-ft.-radius burst centered on you
Duration instantaneous
Saving Throw Fortitude partial; Spell
Resistance yes
Your wrathful words cause
physical harm to your enemies. Your enemies take 1d8 points of damage per two caster
levels (maximum 5d8) and are staggered for 1 round. Half of this damage is sonic
damage, but the other half results directly from divine power and is therefore not
subject to being reduced by resistance to sonic-based attacks. Rebuke is
especially devastating to foes who worship your god, inflicting 1d6 points of damage
per caster level (maximum 10d6) and stunning them for 1d4 rounds. A successful Fortitude
save halves the damage and negates the staggering or stunning effect.
Enemies do not need to
hear a rebuke to be harmed by it, but it is negated by magical silence.
Diminished Effects The spell’s range and area are reduced to a 10-foot-radius
burst centered on you. Your enemies only suffer damage (not staggering) on a failed
Fortitude save, and foes who worship your god suffer damage and are staggered for
1 round (not stunned).
Heightened
Effects
Your enemies take 1d10 points of damage per two caster levels (maximum 5d10) and
are staggered for 1d4 rounds. Foes who worship your god take 1d8 points of damage
per caster level (maximum 10d8) and are stunned for 1d6 rounds. In addition, heightened
rebuke can be used to counter or dispel
any silence spell of equal or lower spell level.
REDUCE PERSON, MASS
School transmutation; Level magus 4, sorcerer/wizard
4, summoner 3
Casting Time 1 round
Components V, S, M (a pinch of powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature/level, no two of which
can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell
Resistance yes
This spell causes instant
diminution of humanoid creatures, halving their height, length, and width and dividing
its weight by 8. This decrease changes the creatures’ size category to the next
smaller one. The targets gain a +2 size bonus to Dexterity, a –2 size penalty to
Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced
size.
A Small humanoid creature
whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0
feet (meaning that it must enter an opponent's square to attack). A Large humanoid
creature whose size decreases to Medium has a space of 5 feet and a natural reach
of 5 feet. This spell doesn't change the target's speed.
All equipment worn or
carried by a creature is similarly reduced by the spell.
Melee and projectile weapons
deal less damage. Other magical properties are not affected by this spell. Any reduced
item that leaves the reduced creature's possession (including a projectile
or thrown weapon) instantly returns to its normal size. This means that thrown weapons
deal their normal damage (projectiles deal damage based on the size of the weapon
that fired them).
Multiple magical effects
that reduce size do not stack.
Diminished
Effects
The spell’s duration is reduced to 1 round/level.
Heightened
Effects
The spell’s casting time is reduced to 1 standard action and its range is increased
to medium (100 ft. + 10 ft./level) .
REINCARNATE
School transmutation; Level druid 4, witch
5
Casting Time 10 minutes
Components V, S, M, DF (oils worth 1,000 gp)
Range touch
Target dead creature touched
Duration instantaneous
Saving Throw none, see text; Spell
Resistance yes (harmless)
With this spell, you bring
back a dead creature in another body, provided that its death occurred no more than
1 week before the casting of the spell and the subject's soul is free and willing
to return. If the subject's soul is not willing to return, the spell does not work;
therefore, a subject that wants to return receives no saving throw.
Since the dead creature
is returning in a new body, all physical ills and afflictions are repaired. The
condition of the remains is not a factor. So long as some small portion of the creature's
body still exists, it can be reincarnated, but the portion receiving the spell must
have been part of the creature's body at the time of death. The magic of the spell
creates an entirely new young adult body for the soul to inhabit from the natural
elements at hand. This process takes 1 hour to complete. When the body is ready,
the subject is reincarnated.
A reincarnated creature
recalls the majority of its former life and form. It retains any class abilities,
feats, or skill ranks it formerly possessed. Its class, base attack bonus, base
save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution
scores depend partly on the new body. First eliminate the subject's racial adjustments
(since it is no longer necessarily of his previous race) and then apply the adjustments
found below to its remaining ability scores. The subject of the spell gains two
permanent negative levels when it is reincarnated.
If the subject is 1st level, it takes 2 points of Constitution drain instead (if
this would reduce its Constitution to 0 or less, it can't be reincarnated). A character
who died with spells prepared has a 50% chance of losing any given spell upon being
reincarnated. A spellcasting creature that doesn't prepare spells (such as a sorcerer)
has a 50% chance of losing any given unused spell slot as if it had been used to
cast a spell.
It's possible for the
change in the subject's ability scores to make it difficult for it to pursue its
previous character class. If this is the case, the subject is advised to become
a multiclass character.
For a humanoid creature,
the new incarnation is determined using the table below. For nonhumanoid creatures,
a similar table of creatures of the same type should be created.
A creature that has been
turned into an undead creature or killed by a death effect can't be returned to
life by this spell. Constructs, elementals, outsiders, and undead creatures can't
be reincarnated. The spell can bring back a creature that has died of old age.
d%
|
Incarnation
|
Str
|
Dex
|
Con
|
1
|
Bugbear
|
+4
|
+2
|
+2
|
02–13
|
Dwarf
|
+0
|
+0
|
+2
|
14–25
|
Elf
|
+0
|
+2
|
–2
|
26
|
Gnoll
|
+4
|
+0
|
+2
|
27–38
|
Gnome
|
–2
|
+0
|
+2
|
39–42
|
Goblin
|
–2
|
+2
|
+0
|
43–52
|
Half-elf
|
+0
|
+2
|
+0
|
53–62
|
Half-orc
|
+2
|
+0
|
+0
|
63–74
|
Halfling
|
–2
|
+2
|
+0
|
75–89
|
Human
|
+0
|
+0
|
+2
|
90–93
|
Kobold
|
–4
|
+2
|
–2
|
94
|
Lizardfolk
|
+2
|
+0
|
+2
|
95–98
|
Orc
|
+4
|
+0
|
+0
|
99
|
Troglodyte
|
+0
|
–2
|
+4
|
100
|
Other (GM's choice)
|
?
|
?
|
?
|
The reincarnated creature
gains all abilities associated with its new form, including forms of movement and
speeds, natural armor, natural attacks, extraordinary abilities, and the like, but
it doesn't automatically speak the language of the new form.
Diminished Effects The spell’s target becomes
one humanoid creature. In addition, the
spell has a 50% chance of failure, even if the subject’s soul is willing to return.
Heightened
Effects
The spell’s material component becomes oils worth 2,000 gp. The subject only gains
one permanent negative level when it is reincarnated. If the subject is 1st level,
it takes 1 point of Constitution drain instead.
REJUVENATE EIDOLON, GREATER
School conjuration (healing); Level summoner
5
Casting Time 1 standard action
Components V, S, M (a drop of your blood)
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw none; Spell Resistance
no
By laying your hand upon
an eidolon, you cause its wounds to close and its form to solidify. This spell cures
5d10 points of damage +1 point per caster level (maximum +20).
Diminished Effects The spell only cures 4d10 points of damage +1
point per caster level (maximum +15).
Heightened
Effects
The spell cures 6d10 points of damage +1 point per caster level (maximum +25).
REMOVE BLINDNESS/DEAFNESS
School conjuration (healing); Level alchemist
3, cleric/oracle 3, paladin 3, witch 3; Domain purity 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
Remove blindness/deafness
cures
blindness or deafness (your choice), whether the effect is normal or magical in
nature. The spell does not restore ears or eyes that have been lost, but it repairs
them if they are damaged.
Remove blindness/deafness counters and dispels
blindness/deafness.
Diminished Effects The blindness or deafness is not healed, it is
only suppressed for 1 hour per caster level.
Heightened
Effects
The spell cures both blindness and deafness.
REMOVE CURSE
School
abjuration;
Level bard 3, cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 4,
witch 3; Domain liberation 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
Remove curse can remove all curses
on an object or a creature. If the target is a creature, you must make a caster
level check (1d20 + caster level) against the DC of each curse affecting the target.
Success means that the curse is removed. Remove curse does not remove the
curse from a cursed shield, weapon, or suit of armor, although a successful caster
level check enables the creature afflicted with any such cursed item to remove and
get rid of it.
Remove curse counters and dispels
bestow curse.
Diminished Effects The curse is not removed, it is only suppressed
for one hour per caster level.
Heightened
Effects
You gain +5 bonus on your caster level checks.
REMOVE DISEASE
School
conjuration
(healing); Level alchemist 3, cleric/oracle 3, inquisitor 3, druid
3, ranger 3, witch 3; Domain restoration 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
Remove disease can cure all diseases
from which the subject is suffering. You must make a caster level check (1d20 +
caster level) against the DC of each disease affecting the target. Success means
that the disease is cured. The spell also kills some hazards and parasites, including
green slime and others.
Since the spell's duration
is instantaneous, it does not prevent reinfection after a new exposure to the same
disease at a later date.
Diminished Effects The disease is not removed, it is only suppressed
for one hour per caster level.
Heightened
Effects
The spell also heals 1d4 points of ability damage per caster level (maximum 5d4)
caused by disease.
REPEL VERMIN
School abjuration [pain]; Level bard 4, cleric/oracle
4, druid 4, ranger 3
Casting Time 1 standard action
Components V, S, DF
Range 10 ft.
Area 10-ft.-radius emanation centered on you
Duration 10 min./level (D)
Saving Throw none or Will negates;
see text; Spell Resistance yes
An invisible barrier holds
back vermin. A vermin with HD of less than one-third your level cannot penetrate
the barrier.
A vermin with HD of one-third
your level or more can penetrate the barrier if it succeeds on a Will save. Even
so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against
the barrier causes pain, which deters most vermin.
Diminished Effects A vermin with HD of one-fourth your level or more
can penetrate the barrier of it succeeds on a Will save.
Heightened
Effects
In addition to taking damage, vermin crossing the barrier gain a negative level
while in the area of the spell. This may reduce the vermin to a level where it can
be repelled by the spell effect.
REPROBATION
School transmutation [curse, see text]; Level
cleric/oracle 5, druid 5, inquisitor 4, paladin 4
Components V, S, DF
Casting Time 1 minute
Range close (25 ft. + 5 ft./2 levels)
Target one creature of your faith
Duration permanent
Saving Throw none; Spell Resistance
yes
You cast the target out
of your religion as a curse and punishment for acts or misdeeds against the tenets
of your faith. This has three effects.
First, the target is marked
with a magical symbol visible only to members of your faith. This symbol indicates
that the target has transgressed and that the faithful should not help it. Likewise,
the target is not to be persecuted because of the mark (though this would not keep
members of a lawful faith from imprisoning a known criminal if these crimes were
known to have taken place after he gained the mark).
Second, the target is
no longer affected by helpful spells cast by the faithful and is always treated
as an enemy for the purpose of other spells cast by those of your faith. For example,
cure light wounds cast by a member
of your faith has no effect on the target. If the target were traveling with a cleric/oracle
of your faith who cast prayer, that spell would penalize
rather than aid the target, despite the target's friendship with the cleric.
Third, if the target is
a divine spellcaster, a member of a prestige class of your faith, or otherwise has
some ability because the target belongs to your faith, it cannot use those abilities
while the mark remains in place. For example, a paladin of your faith would be unable
to cast paladin spells or use lay on hands or other class abilities. The target
can join another faith to regain the use of these abilities, but the mark remains
visible to those of your faith, even if those of the new faith accept the target.
This powerful spell with
no saving throw is used to punish severe transgressions that do not deserve death
or when you prefer to be merciful rather than meting out a more severe punishment.
However, the spell has one drawback that prevents it from being overused. If the
target did not commit any acts or misdeeds against your faith, the spell does not
affect it but affects you instead, even if you are innocent of the charges. This
potential backlash prevents inquisitions run by corrupt members of the faith, and
it means that most accusations of misconduct are carefully investigated (and usually
verified with magic) before this sentence is handed down.
This mark can be removed
like any other curse effect. In addition, a member of your faith can use atonement to break the curse if
he makes a caster level check against your caster level; remove curse also requires a caster
of your faith and a caster level check to end the reprobation.
Diminished Effects The spell’s range is reduced to touch, and you
must make a melee touch attack at some point during the casting time.
Heightened
Effects
The spell’s casting time is reduced to 1 round.
RESILIENT SPHERE
RESINOUS SKIN
School transmutation; Level alchemist 3, druid
3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes/level
Saving Throw see text; Spell Resistance
no
You coat your body with
a resinous substance, protecting you from attacks and binding weapons that strike
you. You gain DR 5/piercing, as well as a +4 circumstance bonus to your CMD against
disarm attempts and on saving throws against effects that cause you to drop something
you are holding. Additionally, you gain a +2 circumstance bonus on combat maneuver
checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple
takes a –2 penalty on attempts to break the grapple and to escape the grapple using
Escape Artist. Any weapon that strikes you becomes stuck unless its wielder succeeds
at a Reflex saving throw. Such a weapon can be pulled free of you only with a successful
Strength check (DC = your saving throw DC for this spell). This spell has no effect
on unarmed strikes or natural weapons.
Diminished Effects . You gain DR 2/piercing,
as well as a +2 circumstance bonus to your CMD against disarm attempts and on saving
throws against effects that cause you to drop something you are holding. Additionally,
you gain a +1 circumstance bonus on combat maneuver checks to initiate a grapple,
maintain a grapple, and pin a foe. Any enemy you grapple takes a –1 penalty on attempts
to break the grapple and to escape the grapple using Escape Artist.
Heightened
Effects
You gain DR 5/magic, as well as a +6 circumstance bonus to your CMD against disarm
attempts and on saving throws against effects that cause you to drop something you
are holding. Additionally, you gain a +3 circumstance bonus on combat maneuver checks
to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple
takes a –3 penalty on attempts to break the grapple and to escape the grapple using
Escape Artist.
RESONATING WORD
School transmutation [sonic]; Level bard 5, sorcerer/wizard
7
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 3 rounds
Saving Throw Fortitude partial; Spell
Resistance yes
You speak a terrible word
of power, setting up potentially lethal vibrations in the chosen target. The target
must save once each round on your turn, and the effects grow stronger for each saving
throw the creature fails.
On the first round, the
target takes 5d6 points of sonic damage and is staggered for 1 round. A successful
save halves the damage and negates the staggered effect.
On the second round, the
target takes 5d6 points of damage and is stunned for 1 round. A successful save
halves the damage and negates the stunning effect.
On the third round, the
target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful
save halves the damage and negates the stunning effect.
The resonating word has no power after the third
round, even if the spell's duration is increased.
Diminished Effects The spell’s range is recued to close (25
ft. + 5 ft./2 levels), and its duration
is reduced to 2 rounds Therefore the resonating
word has no power after the second round.
Heightened
Effects
The spell affects all creatures in a 10-foot-radius burst from the target creature
(including the target creature).
RESOUNDING BLOW
School evocation [sonic]; Level antipaladin 4,
inquisitor 5, paladin 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round/level
Saving Throw Fortitude partial; see
text; Spell Resistance no
You must have a melee
weapon in hand to cast this spell. On a successful melee attack, your weapon resounds
with a thunderous clash. The target takes 1d6 points of sonic damage. Your weapon
is not harmed by this attack.
If you are using your
judgment ability or smite ability against the target, it is staggered for 1 round
on a successful attack. A successful Fortitude save negates the staggering effect.
On a successful critical
hit, the target is stunned for 1 round and deafened for 1d6 rounds. A successful
Fortitude save negates the stunning and deafening effects. If you are also using
judgment or smite, your foe makes only a single save against all effects.
This spell immediately
ends if your weapon leaves your hand. Resounding blow stacks with the thundering weapon property.
Diminished Effects The spell’s duration is reduced to 1 round.
Heightened
Effects
On a successful melee attack, the target takes 1d8 points of sonic damage. If you
are using your judgment ability or smite ability against the target, it is staggered
for 1d4 rounds. a successful critical hit, the target is stunned for 1d4 rounds
and deafened for 1d8 rounds.
REST ETERNAL
School necromancy [curse]; Level cleric/oracle
4, druid 5, witch 5; Domain ancestors 4
Casting Time 1 round
Components V, S, M/DF (ashes and a vial of holy or
unholy water)
Range touch
Target one dead creature touched
Duration permanent
Saving Throw none; Spell Resistance
no
You place a curse upon
a dead creature that bars its spirit from returning. Anyone casting a spell that
would communicate with the dead creature, return it to life, or turn it into an
undead creature must succeed on a caster level check with a DC of 11 plus your caster
level. Rest eternal cannot be dispelled, but it can be negated with remove
curse or break enchantment.
Diminished Effects The spell’s duration becomes 1 day per caster
level. After the spell expires, spells that target dead creatures function normally
(though spells that require the creature to have been dead a short period of time,
such as breath of life, do not function
due to the time that has passed).
Heightened
Effects
Anyone casting a spell that targets a dead creature must succeed on a caster level
check with a DC of 16 plus your caster level.
RESURGENT TRANSFORMATION
School conjuration (healing); Level alchemist
5
Casting Time 1 standard action
Components V, S, M (a pinch of meteoric iron worth
100 gp)
Range personal
Target you
Duration 1 hour/level or until triggered, then
1 round/level
Resurgent transformation grants you the ability
to recover from deadly wounds with restored vitality and a will to fight, but at
a price. Once cast, resurgent transformation lies dormant for up to 1 hour
per level until you are reduced to one-quarter hit points or less. Once triggered,
you immediately gain a +4 enhancement bonus to Constitution and Strength, damage
reduction 5/—, and the benefits of a haste spell. In addition, you
heal 4d8 points of damage + 1 point per caster level (maximum +25). Resurgent
transformation can even save you from death by healing the damage from an otherwise
mortal wound, though it does not prevent death from massive damage or from causes
other than hit point loss. Your mental faculties are impaired by this magical transformation,
however, causing 1d4 points of Intelligence and Wisdom damage.
The advantages from your
transformation persist for 1 round per caster level after the spell is triggered.
Once the spell ends, it takes a heavy toll, leaving you exhausted and inflicting 1d4 points
of Constitution damage. Utilizing more than one resurgent transformation
in a day is particularly risky. The expiration of a second resurgent transformation
in a 24-hour period inflicts an additional 1d4 points of Constitution damage and
results in death from system shock unless you succeed at a DC 15 Fortitude save,
made after the Constitution damage has been applied.
If the spell expires or
is dispelled before the transformation has been triggered, no adverse effects
result.
Diminished Effects Once triggered, you do not gain the benefits of
a haste spell, and you only heal 3d8 points
of damage + 1 point per caster level (maximum +20). The magical transformation
causes 1d4 points of Intelligence, Wisdom, and Charisma damage. In addition to inflicting
Constitution damage, the expiration of a second resurgent transformation
in a 24-hour period results in death unless you succeed at a DC 17 Fortitude save.
Heightened
Effects
Once triggered, you immediately gain a +6 enhancement bonus to Constitution and
Strength, and heal 5d8 points of damage + 1 point per caster level (maximum
+30).
RETRIBUTION
School necromancy [evil; pain]; Level inquisitor
3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature who has just struck you with an
attack
Duration 1 round/level
Saving Throw Fortitude partial; Spell
Resistance yes
Retribution blasts those who have
the temerity to assault your person. You may target anyone who has just struck you
with an attack within the previous round, whether with a melee, ranged, or natural
weapon, or a spell that requires an attack roll. The target is wracked with shooting
pains that impose a –4 penalty on attack rolls, skills checks, and ability checks.
On a successful Fortitude save, the penalty only lasts for 1 round. A target who
worships the same god as you takes a –2 penalty on its saving throw.
Diminished Effects The target is
wracked with shooting pains that impose a –2 penalty on attack rolls, skills
checks, and ability checks. On a successful Fortitude save, the penalty is negated.
Heightened
Effects
The target does not receive a Fortitude save, but you must still overcome its
spell resistance.
REVIVING FINALE
School conjuration (healing); Level bard 3
Casting Time 1 swift action
Components V, S
Range 20 ft.
Area a 20-ft.-radius burst centered on you
Duration instantaneous
Saving Throw Will half (harmless);
Spell Resistance yes (harmless)
You must have a bardic
performance in effect to cast this spell. With a flourish, you immediately end your
bardic performance, and allies within the area of the spell regain 2d6 hit points.
This spell has no effect on undead creatures.
Diminished Effects Allies within the area of the spell
only regain 1d6 hit points.
Heightened
Effects
Allies within the area of the
spell only regain 3d6 hit points.
RIDE THE WAVES
School transmutation [water]; Level cleric/oracle
4, druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
The target gains the ability
to breathe water and a swim speed of 30 feet. This swim speed means the target also
gains the standard +8 bonus on Swim checks and the ability to take 10 on Swim checks
even while distracted or endangered. The target can use the run action while swimming,
provided it swims in a straight line. The spell does not make the target unable
to breathe air.
Diminished Effects The target does not gain the ability
to breathe water.
Heightened
Effects
The target gains a swim speed of 60 feet.
RIGHTEOUS MIGHT
School transmutation; Level cleric/oracle 5,
inquisitor 5; Domain glory 5, growth 5, strength 5
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level (D)
Your height immediately
doubles, and your weight increases by a factor of eight. This increase changes your
size category to the next larger one. You gain a +4 size bonus to Strength and Constitution
and take a –2 penalty to your Dexterity. You gain a +2 enhancement bonus to your
natural armor. You gain DR 5/evil (if you normally channel positive energy) or DR
5/good (if you normally channel negative energy). At 15th level, this DR becomes
10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes
as appropriate to your new size category. This spell doesn't change your speed.
Determine space and reach as appropriate to your new size.
If insufficient room is
available for the desired growth, you attain the maximum possible size and may make
a Strength check (using your increased Strength) to burst any enclosures in the
process (see Additional Rules for rules on breaking
objects). If you fail, you are constrained without harm by the materials enclosing
you—the spell cannot crush you by increasing your size.
All equipment you wear
or carry is similarly enlarged by the spell. Melee weapons deal more damage. Other
magical properties are not affected by this spell. Any enlarged item that leaves
your possession (including a projectile or thrown weapon) instantly returns to its
normal size. This means that thrown and projectile weapons deal their normal damage.
Magical effects that increase size do not stack.
Diminished Effects You gain a +2 size
bonus to Strength and Constitution, and a +1 enhancement bonus to your natural
armor. You only gain DR 5/magic. At 15th level, this DR becomes 5/evil or
5/good.
Heightened
Effects
The spell’s range becomes touch and its target becomes one creature.
RIVER OF WIND
School evocation [air]; Level druid 4, magus
4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120-ft. line
Duration 1 round/level
Saving Throw Fortitude partial; Spell
Resistance yes
Summoning up the power
of the tempest, you direct a current of forceful winds where you please. This spell
creates a 5-foot-diameter line of wind—the direction of the wind is away from your
location when you cast the spell, and remains constant in that direction for the
spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage
and are knocked prone. A successful Fortitude save
halves the damage and prevents being knocked prone.
A creature that begins
its turn wholly or partially within a river of wind must make a Fortitude
save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage,
and be knocked prone—a successful Fortitude save means the creature merely takes
1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures
with the air subtype are unaffected by a river of wind.
Diminished Effects The spell’s duration becomes instantaneous.
Heightened
Effects
Creatures caught in a river of wind take 8d6 nonlethal damage and are
knocked prone. A creature that begins its turn wholly or partially within a river
of wind must make a Fortitude save or be pushed 20 feet in the wind's direction
of flow, take 4d6 nonlethal damage, and be knocked prone.
RUSTING GRASP
School transmutation; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one nonmagical ferrous object (or the volume
of the object within 3 ft. of the touched point) or one ferrous creature
Duration see text
Saving Throw none; Spell Resistance
no
Any iron or iron alloy
item you touch crumbles into rust. If the item is so large that it cannot fit within
a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed. Magic
items made of metal are immune to this spell.
You may employ rusting
grasp in combat with a successful melee touch attack. Rusting grasp used
in this way instantaneously destroys 1d6 points of AC gained from metal armor (to
the maximum amount of protection the armor offers) through corrosion.
Weapons in use by an opponent
targeted by the spell are more difficult to grasp. You must succeed on a melee touch
attack against the weapon. A metal weapon that is hit is destroyed. Striking at
an opponent's weapon provokes an attack of opportunity. Also, you must touch the
weapon and not the other way around.
Against a ferrous creature,
rusting grasp instantaneously deals 3d6 points of damage + 1 per caster level
(maximum +15) per successful attack. The spell lasts for 1 round per level, and
you can make one melee touch attack per round.
Diminished Effects The spell lasts for a single round.
Heightened
Effects
You may use the spell against a magic item made of metal, but you must make a
caster level check against the item’s caster level (DC = 11 + the item's caster
level). If you succeed, you deal 3d6 points of damage + 1 per caster level
(maximum +15) to the magic item made of metal. The spell destroys 1d8 points of
AC gained from nonmagical metal armor and deals 6d8 points of damage + 1 per
caster level (maximum +20) to a ferrous creature.
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