SACRIFICIAL OATH
School abjuration; Level paladin 4; Domain
martyr 6
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
You create a powerful
bond between yourself and a single creature. Until the end of the spell's duration,
each time the target is hit with an attack or fails a saving throw, you can take
the full damage of that attack and any other effects that creature suffers. If you
choose not to take on the damage and effects, you instead take a number of points
of damage equal to your Constitution score as backlash. Any resistances or immunities
you have are applied normally, but you cannot otherwise reduce or negate the damage
or effects of either the transfer or the backlash. If you or the subject of the
spell move out of line of sight, the spell ends.
Diminished
Effects
The spell’s duration is reduced to 1 round per caster level.
Heightened
Effects
You may apply your own Armor Class or saving throw against the attack, spell, or
ability; as if you were the intended target.
SANCTIFY ARMOR
School abjuration [good];
Level inquisitor 4, paladin 3
Casting Time 1 standard action
Components V, S
Range touch
Target armor touched
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
You imbue your armor with a righteous aura. It gains a +1 enhancement bonus
per four caster levels (maximum +5 at 20th level). When using your judgment or smite
ability, you gain DR 5/evil.
An outfit of regular clothing counts as armor that grants no AC bonus for
the purpose of this spell.
Diminished
Effects
The spell’s duration is reduced to 1 round per caster level, and your armor is only
imbued with a +1 enhancement bonus.
Heightened
Effects
The spell’s duration increased to 1 hour per caster level, and you may imbue any
suit of armor, not just one you are wearing.
SANDS OF TIME
School necromancy; Level
cleric/oracle 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target touched creature or
object
Duration 10 minutes/level
or instantaneous (see text)
Saving Throw none; Spell Resistance yes
You temporarily age the target, immediately advancing it to the next age category. The target immediately
takes the age penalties to Strength, Dexterity, and Constitution for its new age
category, but does not gain the bonuses for that category. A creature whose age
is unknown is treated as if the spell advances it to middle age. Ageless or immortal
creatures are immune to this spell.
If you cast this on an object, construct, or undead creature, it takes 3d6
points of damage + 1 point per caster level (maximum +15) as time weathers and corrodes
it. This version of the spell has an instantaneous duration.
Diminished
Effects
The spell’s duration is reduced to 1 minute per caster level. If you cast it on
an object, construct, or undead creature, it takes 2d6 points of damage + 1 point
per caster level (maximum +10).
Heightened
Effects
The target is advanced two age categories. A creature cannot be aged beyond venerable.
A creature whose age is unknown is treated
as if the spell advances it to old age. If you cast it on an object, construct,
or undead creature, it takes 4d6 points of damage + 1 point per caster level (maximum
+20).
SCREECH
School evocation [sonic];
Level witch 3
Casting Time 1 standard action
Components V
Range 30 ft.
Area 30-ft.-radius spread
centered on you
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
You emit a shrill, piercing
shriek, startling those around you into dropping their guard. Enemies in the area
must make a successful saving throw or immediately provoke attacks of opportunity
from foes that threaten them. You and your allies are unaffected by your own screech.
Diminished
Effects
The spell’s range and area are reduced to a 15-foot-radius spread centered on you.
Heightened
Effects
In addition to provoking attacks of opportunity, enemies who fail their saving throws
are also stunned for 1 round.
SCRYING
School divination (scrying);
Level bard 3, cleric/oracle 5, druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 hour
Components V, S, M/DF (a
pool of water), F (a silver mirror worth 1,000 gp)
Range see text
Effect magical sensor
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
You can observe a creature at any distance. If the subject succeeds on a Will
save, the spell fails. The difficulty of the save depends on how well your knowledge
of the subject and what sort of physical connection (if any) you have to that creature.
Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will
save.
Knowledge
|
Will Save Modifier
|
None*
|
+10
|
Secondhand (you have heard of the subject)
|
+5
|
Firsthand (you have met the subject)
|
+0
|
Familiar (you know the subject well)
|
–5
|
Connection
|
Will Save Modifier
|
Likeness or picture
|
–2
|
Possession or garment
|
–4
|
Body part, lock of hair, bit of nail, etc.
|
–10
|
*You must have some sort of connection (see below) to a creature
of which you have no knowledge.
|
If the save fails, you can see and hear the subject and its surroundings (approximately
10 feet in all directions of the subject). If the subject moves, the sensor follows
at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity,
including any magical effects. In addition, the following spells have a 5% chance
per caster level of operating through the sensor: detect chaos, detect
evil, detect good, detect
law, detect magic, and message.
If the save succeeds, you can't attempt to scry on that subject again for
at least 24 hours.
Diminished
Effects
If the save fails, you can see or hear (your
choice) the subject and its surroundings (approximately 10 feet in all directions
of the subject). The following spells have a 5% chance per two caster levels of
operating through the sensor: detect chaos, detect evil, detect
good, detect law, detect magic, and message.
Heightened
Effects
All of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect
law, detect magic, and message.
SCULPT SOUND
School transmutation; Level
bard 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Targets one creature
or object/level, no two of which can be more than 30 ft. apart
Duration 1 hour/level
(D)
Saving Throw Will negates (object); Spell Resistance yes (object)
You can change the sounds that creatures or objects make. You can create sounds
where none exist, deaden sounds, or transform sounds into other sounds. All affected
creatures or objects must be transmuted in the same way. Once the transmutation
is made, you cannot change it. You can change the qualities of sounds but cannot
create words with which you are unfamiliar yourself.
A spellcaster whose voice is changed dramatically is unable to cast spells
with verbal components.
Diminished
Effects
The spell’s range becomes touch, and its target becomes one creature.
Heightened
Effects
The spell’s range becomes medium (100 ft.
+ 10 ft./level).
SEARING LIGHT
School evocation; Level
cleric/oracle 3, inquisitor 3; Domain glory 3, sun 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
Focusing divine power like a ray of the sun, you project a blast of light
from your open palm. You must succeed on a ranged touch attack to strike your target.
A creature struck by this ray of light takes 1d8 points of damage per two caster
levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level
(maximum 10d6), and an undead creature particularly vulnerable to bright light takes
1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object
takes only 1d6 points of damage per two caster levels (maximum 5d6).
Diminished
Effects
A creature struck by this ray of light takes
1d6 points of damage per two caster levels (maximum 5d6). An undead creature takes
1d4 points of damage per caster level (maximum 10d4), and an undead creature particularly
vulnerable to bright light takes 1d6 points of damage per caster level (maximum
10d6). A construct or inanimate object takes only 1d4 points of damage per two caster
levels (maximum 5d4).
Heightened
Effects
A creature struck by this ray of light takes
1d10 points of damage per two caster levels (maximum 5d10). An undead creature takes
1d8 points of damage per caster level (maximum 10d8), and an undead creature particularly
vulnerable to bright light takes 1d10 points of damage per caster level (maximum
10d10). A construct or inanimate object takes only 1d8 points of damage per two
caster levels (maximum 5d8).
SECRET CHEST
School conjuration (summoning);
Level sorcerer/wizard 5, witch 5
Casting Time 10 minutes
Components V, S, F (the
chest and its replica)
Range see text
Target one chest and up to
1 cu. ft. of goods/caster level
Duration 60 days or until
discharged
Saving Throw none; Spell Resistance no
You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve
it at will. The chest can contain up to 1 cubic foot of material per caster level
(regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet).
If any living creatures are in the chest, there is a 75% chance that the spell simply
fails. Once the chest is hidden, you can retrieve it by concentrating (a standard
action), and it appears next to you.
The chest must be exceptionally well crafted and expensive, constructed for
you by master crafters. The cost of such a chest is never less than 5,000 gp. Once
it is constructed, you must make a tiny replica (of the same materials and perfect
in every detail) so that the miniature of the chest appears to be a perfect copy.
(The replica costs 50 gp.) The chests are nonmagical and can be fitted with locks,
wards, and so on, just as any normal chest can be.
To hide the chest, you cast the spell while touching both the chest and the
replica. The chest vanishes into the Ethereal Plane. You need the replica to recall
the chest. After 60 days, there is a cumulative chance of 5% per day that the chest
is irretrievably lost. If the miniature of the chest is lost or destroyed, there
is no way, even with a wish spell, that the large chest
can be summoned back, although an extraplanar expedition might be mounted to find
it.
Living things in the chest eat, sleep, and age normally, and they die if they
run out of food, air, water, or whatever they need to survive.
Diminished
Effects
The spell’s duration becomes 30 days, after which there is a cumulative chance of 10% per day that the chest is irretrievably
lost.
Heightened
Effects
The spell’s duration becomes a year and a day, after which there is a cumulative chance of 1% per day that
the chest is irretrievably lost.
SECRET PAGE
School transmutation; Level
bard 3, sorcerer/wizard 3; Domain rune 2
Casting Time 10 minutes
Components V, S, M (powdered
herring scales and a vial of will-o'-wisp essence)
Range touch
Target page touched, up to
3 sq. ft. in size
Duration permanent
Saving Throw none; Spell Resistance no
Secret page alters the contents of a page so that it appears to be
something entirely different. The text of a spell can be changed to show another
spell of equal or lower level known by the caster. This spell cannot be used to
change a spell contained on a scroll, but it can be used to hide a scroll. Explosive runes or sepia snake
sigil can be cast upon the secret page.
A comprehend languages spell alone
cannot reveal a secret page's contents. You are able to reveal the original
contents by speaking a special word. You can then peruse the actual page and return
it to its secret page form at will. You can also remove the spell by double
repetition of the special word. A detect magic spell reveals dim
magic on the page in question but does not reveal its true contents. True seeing reveals the presence
of the hidden material but does not reveal the contents unless cast in combination
with comprehend languages. A secret page spell can be dispelled, and
the hidden writings can be destroyed
by means of an erase spell.
Diminished Effects The spell’s duration becomes 1 day per caster level.
Heightened Effects The spell’s casting time is reduced to 1 minute.
SECURE SHELTER
School conjuration (creation);
Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 10 minutes
Components V, S, M (a chip
of stone, sand, a drop of water, and a wood splinter)
Range close (25 ft. + 5 ft./2
levels)
Effect 20-ft.-square structure
Duration 2 hours/level
(D)
Saving Throw none; Spell Resistance no
You conjure a sturdy cottage or lodge made of material that is common in the
area where the spell is cast. The floor is level, clean, and dry. The lodging resembles
a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The shelter must be heated as a normal dwelling, and extreme heat adversely
affects it and its occupants. The dwelling does, however, provide considerable security
otherwise—it is as strong as a normal stone building, regardless of its material
composition. The dwelling resists flames and fire as if it were stone. It is impervious
to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former
two being secured with arcane lock and the latter by
an iron grate at the top and a narrow flue. In addition, these three areas are protected
by an alarm spell. Finally, an unseen servant is conjured to
provide service to you for the duration of the shelter.
The secure shelter contains crude furnishings—eight bunks, a trestle
table, eight stools, and a writing desk.
Diminished
Effects
The spell’s duration becomes 30 minutes per caster level and its effect becomes
a 15-foot-square structure. The structure only contains six bunks and no other furnishings.
Heightened
Effects
The spell’s effect becomes a 25-foot-square structure. In addition, any creature
that sleeps in the shelter overnight feels well rested and enjoys a +1 morale bonus
on all skill checks and attack rolls for the first five hours after waking.
SEEK THOUGHTS
School divination [mind-affecting]; Level alchemist 3, bard 3, inquisitor
3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S, M (a handful
of copper coins)
Range 40 ft.
Area 40-ft.-radius emanation
centered on you
Duration concentration,
up to 1 minute/level
Saving Throw Will negates; Spell Resistance no
Similar to detect thoughts, seek thoughts
allows you to sift through the surface thoughts of those around you. You may scan
for either the answer to a simple question (such as “Where is the hidden lair of
the wererats?”) or for information on a general topic (such as the beliefs of an
evil cult). You detect the number of creatures who are thinking about this question
or topic within range, as well as their location if they are visible to you. Seek
thoughts does not let you read actual surface thoughts, only if a given creature
is thinking about the topic you are concentrating on. A successful Will save prevents
you from sensing a creature's thoughts for the duration of the spell.
You can maintain concentration on
seek thoughts while you engage in normal conversation, allowing you to ask
leading questions about topics of interest. A creature conversing with you while
you concentrate can notice that you are distracted with a successful DC 25 Sense
Motive check.
Diminished Effects The spell’s duration becomes concentration, up to 1 round
per caster level.
Heightened Effects A creature conversing
with you while you concentrate can notice that you are distracted with a successful
DC 30 Sense Motive check.
SSEEMING
School illusion (glamer);
Level bard 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Targets one creature
per two levels, no two of which can be more than 30 ft. apart
Duration 12 hours (D)
Saving Throw Will negates or Will disbelief (if interacted with); Spell Resistance
yes or no; see text
You make the targets—including clothing, armor, weapons, and equipment—look
different. They can seem 1 foot shorter or taller, thin, fat, or in between. You
cannot change their creature type (although they can appear as another subtype).
Otherwise, the extent of the apparent change is up to you. You could add or obscure
a minor feature or make them look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form,
nor does it alter the perceived tactile (touch) or audible (sound) properties of
them or their equipment. If you use this spell to create disguises, you get a +10
bonus on the Disguise check. A creature that interacts with the glamer gets a Will
save to recognize it as an illusion.
Affected creatures resume their normal appearances if slain. Unwilling targets can
negate the spell's effect on them by making Will saves or with spell resistance.
Diminished Effects The spell’s duration becomes 2 hours, and you can only target
one creature per three caster levels.
Heightened Effects The spell’s
range becomes long (400 ft. + 40 ft./level),
its target becomes any number of creatures, and its duration becomes 24 hours. You can make the subjects appear to be anything you wish. The subjects look,
feel, and smell just like the creatures the spell makes them resemble. Affected
creatures resume their normal appearances if slain. You must succeed on a Disguise
check to duplicate the appearance of a specific individual. This spell gives you
a +10 bonus on the check.
Unwilling targets can negate the spell's effect on them by making Will saves
or with spell resistance. Those who interact with the subjects can attempt Will
disbelief saves to see through the glamer, but spell resistance doesn't help.
Notes This spell combines the
effects of the following spells: seeming
and veil.
SENDING
School evocation; Level
alchemist 5, cleric/oracle 4, inquisitor 4, sorcerer/wizard 5, summoner 4
Casting Time 10 minutes
Components V, S, M/DF (fine
copper wire)
Range see text
Target one creature
Duration 1 round; see
text
Saving Throw none; Spell Resistance no
You contact a particular creature with which you are familiar and send a short
message of 25 words or less to the subject. The subject recognizes you if it knows
you. It can answer in like manner immediately. A creature with an Intelligence score
as low as 1 can understand the sending, though the subject's ability to react
is limited as normal by its Intelligence. Even if the sending is received,
the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are,
there is a 5% chance that the sending does not arrive. (Local conditions
on other planes may worsen this chance considerably.)
Diminished
Effects
The message must be 10 words or less, and the message cannot reach the target if
it is on a different plane.
Heightened
Effects
The spell’s duration becomes 1 round per four caster levels (maximum of 5 rounds).
Each round, you and the target can each communicate a message of 25 words or less.
SEPIA SNAKE SIGIL
School conjuration (creation)
[force]; Level bard 3, sorcerer/wizard 3, witch 3
Casting Time 10 minutes
Components V, S, M (powdered
amber worth 500 gp and a snake scale)
Range touch
Target one touched book or
written work
Duration permanent or
until discharged; until released or 1d4 days + 1 day/level; see text
Saving Throw Reflex negates; Spell Resistance no
You cause a small symbol to appear in the text of a written work. The text
containing the symbol must be at least 25 words long. When anyone reads the text
containing the symbol, the sepia snake sigil springs into being, transforming
into a large sepia serpent that strikes at the reader, provided there is line of
effect between the symbol and the reader.
Simply seeing the enspelled text is not sufficient to trigger the spell; the
subject must deliberately read it. The target is entitled to a save to evade the
snake's strike. If it succeeds, the sepia
snake dissipates in a flash of brown light accompanied by a puff of dun-colored
smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering
amber field of force and immobilized until released, either at your command or when
1d4 days + 1 day per caster level have elapsed.
While trapped in the amber field of force, the subject does not age, breathe,
grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation,
unaware of its surroundings. It can be damaged by outside forces (and perhaps even
killed), since the field provides no protection against physical injury. However,
a dying subject does not lose hit points
or become stable until the spell ends.
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that
the entire text is magical.
A dispel magic can remove the sigil.
An erase spell destroys the entire page of text.
Sepia snake sigil can be cast in combination with
other spells that hide or garble text, such as secret page.
Diminished
Effects
The spell’s duration becomes 1 day per caster level, after which it fades away without
further effect. If the target fails its
save, it is immobilized until released, either at your command or when 1d4 hours
+ 1 day per caster level have elapsed.
Heightened
Effects
You can set the sepia snake sigil to be activated by specific creatures
that you select. Such creatures can be general by subtype (“any dwarf”) or specific
(“that smelly, good-for-nothin’ dwarf, Bob”).
SERENITY
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 4,
cleric/oracle 5, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Targets one creature/level,
no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You fill the targets' minds with feelings of tranquility. Those attempting
to commit violence become stricken with wracking pain and take 3d6 points of nonlethal
damage each round they attempt to harm another creature. If attacked, affected individuals
can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the
total defense action without triggering
the spell's nonlethal damage.
Diminished Effects The spell’s target becomes one creature per two caster levels,
and affected targets only take 2d6 points of nonlethal damage each round they attempt to harm another creature.
Heightened Effects Affected targets take 4d6 points of nonlethal damage and must make a Fortitude save or become sickened for 1 round each round they
attempt to harm another creature.
SHADOW CONJURATION
School illusion (shadow) [shadow];
Level bard 4, sorcerer/wizard 4; Domain darkness 4
Casting Time 1 standard action
Components V, S
Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); varies; see text; Spell Resistance
yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions of
one or more creatures, objects, or forces. Shadow conjuration can mimic any
sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd
level or lower.
Shadow conjurations are only one-fifth (20%) as strong
as the real things, though creatures who believe the shadow conjurations to
be real are affected by them at full strength. Any creature that interacts with
the spell can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds
on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from
the attack. If the disbelieved attack has a special effect other than damage, that
effect is only 20% likely to occur. Regardless of the result of the save to disbelieve,
an affected creature is also allowed any save that the spell being simulated allows,
but the save DC is set according to shadow conjuration's level (4th) rather
than the spell's normal level. In addition, any effect created by shadow conjuration
allows spell resistance, even if the spell it is simulating does not. Shadow
objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its
kind (regardless of whether it's recognized as shadowy). It deals normal damage
and has all normal abilities and weaknesses. Against a creature that recognizes
it as a shadow creature, however, the shadow creature's damage is one-fifth (20%)
normal, and all special abilities that do not deal lethal damage are only 20% likely
to work. (Roll for each use and each affected character separately.) Furthermore,
the shadow creature's AC bonuses are just one-fifth as large.
A creature that succeeds on its save sees the shadow conjurations as
transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against
this spell.
Diminished Effects The spell can mimic
any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of
2nd level or lower. The shadow conjuration
is only one-tenth (10%) as strong as the real thing if disbelieved.
Heightened Effects The spell can mimic
any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of
4th level or lower. The shadow
conjuration is only three-tenths (30%) as strong as the real thing if disbelieved.
SHADOW EVOCATION
School illusion (shadow) [shadow];
Level bard 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); Spell Resistance yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version
of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal
damage have normal effects unless an affected creature succeeds on a Will save.
Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved
attack has a special effect other than damage, that effect is one-fifth as strong
(if applicable) or only 20% likely to occur. If recognized as a shadow evocation,
a damaging spell deals only one-fifth (20%) damage. Regardless of the result
of the save to disbelieve, an affected creature is also allowed any save (or spell
resistance) that the spell being simulated allows, but the save DC is set according
to shadow evocation's level
(5th) rather than the spell's normal level.
Nondamaging effects have normal
effects except against those who disbelieve them. Against disbelievers, they have
no effect.
Objects automatically succeed on
their Will saves against this spell.
Diminished Effects The spell can mimic
any sorcerer or wizard evocation spell of 3rd level or lower. The shadow evocation is only one-tenth
(10%) as strong as the real thing if disbelieved.
Heightened Effects The spell can mimic
any sorcerer or wizard evocation spell of 5th level or lower. The shadow evocation is only three-tenths
(30%) as strong as the real thing if disbelieved.
SHADOW PROJECTION
School necromancy [evil];
Level sorcerer/wizard 4
Casting Time 1 minute
Component S
Range personal
Target you
Duration 1 hour/level
(D)
With this spell, you infuse your life force and psyche into your shadow, giving
it independent life and movement as if it were an undead shadow. Your physical body
lies comatose while you are projecting your shadow, and your body has no shadow
or reflection while the spell is in effect.
While projecting your shadow, you gain a shadow's darkvision, defensive abilities,
fly speed, racial stealth modifier, and strength damage attack. You do not gain
the creature's create spawn ability, nor its skill ranks or Hit Dice. Your
shadow has Hit Dice and hit points equal to your own. Your shadow projection
has the undead type and may be turned or affected as undead.
If your shadow projection is slain, you return to your physical body
and are immediately reduced to –1 hit points. Your condition becomes dying, and
you must begin making Constitution
checks to stabilize.
Diminished Effects The spell’s duration becomes 10 minutes per caster level.
Heightened Effects Your shadow is treated as if it were an undead shadow with
the advanced creature template (+2 on
all rolls and special ability DCs; +4 to AC and CMD; +2 hp/HD).
SHADOW STEP
School illusion (shadow) [shadow];
Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
To use this spell, you must be in an area of dim light or darkness. You enter a shadow or area of darkness,
which transports you along a coiling path of shadowstuff to another dim or dark
location within range.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels),
and the destination location must be in sight when you cast the spell.
Heightened Effects You may bring along one additional willing Medium or smaller
creature.
SHADOW WALK
School illusion (shadow) [shadow];
Level alchemist 6, bard 5, sorcerer/wizard 6; Domain darkness 6
Casting Time 1 standard action
Components V, S
Range touch
Targets up to one touched
creature/level
Duration 1 hour/level
(D)
Saving Throw Will negates; Spell Resistance yes
To use the shadow walk spell, you must be in an area of dim light.
You and any creature you touch are then transported along a coiling path of shadowstuff
to the edge of the Material Plane where it borders the Plane of Shadow. The effect
is largely illusory, but the path is quasi-real. You can take more than one creature
along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally
on the borders of the Plane of Shadow but much more rapidly relative to the Material
Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane
of Shadow, moving the desired distance, and then stepping back onto the Material
Plane.
Because of the blurring of reality between the Plane of Shadow and the Material
Plane, you can't make out details of the terrain or areas you pass over during transit,
nor can you predict perfectly where your travel will end. It's impossible to judge
distances accurately, making the spell virtually useless for scouting or spying.
Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random
horizontal direction from your desired endpoint. If this would place you within
a solid object, you are shunted 1d10 × 1,000 feet in the same direction. If this
would still place you within a solid object, you (and any creatures with you) are
shunted to the nearest empty space available, but the strain of this activity renders
each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border
on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow
to arrive at a border with another plane of reality. The transit of the Plane of
Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the
transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back
into the Material Plane (50% chance for either of the latter results if they are
lost or abandoned by you). Creatures unwilling to accompany you into the Plane of
Shadow receive a Will saving throw, negating the effect if successful.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
Rather than being shunted in a random direction when the spell effect ends, your
arrival is affected by how familiar you are with your desired endpoint. Roll d%
and consult the table below. Refer to the following information for definitions
of the terms on the table.
Refer to
the following information for definitions of the terms on the table.
Familiarity: “Very familiar” is a
place where you have been very often and where you feel at home. “Studied carefully”
is a place you know well, either because you can currently physically see it or
you've been there often. “Seen casually” is a place that you have seen more than
once but with which you are not very familiar. “Viewed once” is a place that you
have seen once, possibly using magic such as scrying. “False destination”
is a place that does not truly exist or if you are travelling to an otherwise familiar
location that no longer exists as such or has been so completely altered as to no
longer be familiar to you. When traveling to a false destination, roll 1d20+80 to
obtain results on the table, rather than rolling d%, since there is no real destination
for you to hope to arrive at or even be off target from.
On Target: You appear where you
want to be.
Off Target: You appear safely a
random distance away from the destination in a random direction. Distance off target
is 1d10 × 100 feet from your desired endpoint.
Similar Area: You appear safely in
an area that's visually or thematically similar to the target area. Generally, you
appear in the closest similar place within 1d10 × 1,000 feet of your desired endpoint.
Mishap: You and anyone else
travelling with you exit into a solid object. You are shunted 1d10 × 1,000 feet in a random horizontal direction from your desired
endpoint. If this would still place you within a solid object, you (and any creatures
with you) are shunted to the nearest empty space available, but the strain of this
activity renders each creature fatigued (no save).
Familiarity
|
On Target
|
Off Target
|
Similar Area
|
Mishap
|
Very familiar
|
01–97
|
98–99
|
100
|
—
|
Studied carefully
|
01–94
|
95–97
|
98–99
|
100
|
Seen casually
|
01–88
|
89–94
|
95–98
|
99–100
|
Viewed once
|
01–76
|
77–88
|
89–96
|
97–100
|
False destination
|
—
|
—
|
81–92
|
93–100
|
SHADOWBARD
School illusion (shadow) [shadow];
Level bard 5
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. +5 ft./2
levels)
Effect phantom singer
Duration 1 round/level
(D)
Saving Throw none; Spell Resistance no
You conjure up a quasi-real phantom singer that is visible as a shifting,
shadowy duplicate of yourself. The singer follows you automatically, moving as you
move even if you teleport. The singer cannot be damaged, but can be dispelled. When
a shadowbard comes into being, it immediately begins a bardic performance
of your choice—it has access to all of the bardic performances that you do. It continues
that bardic performance until you direct it as a move action to switch to a different
performance. Rounds spent by a shadowbard creating a bardic performance do
not decrease the number of rounds you can use your own bardic performance, nor can
a shadowbard's bardic performance be used to trigger spells that require
you to begin or cease a bardic performance.
Diminished
Effects
The singer can be attacked damaged normally. It has an AC equal to 10 + 1/2 your
caster level and a number of hit points equal to your caster level. If the singer
is reduced to 0 hit points, it is destroyed, although you can conjure a new one
on your turn as a standard action as long as the duration persists.
Heightened
Effects
The singer’s performance continues for two rounds after the spell ends.
SHARE SENSES
School divination (scrying);
Level sorcerer/wizard 4, witch 3
Casting Time 1 full round
Components V, S, M (a hair,
scale, or feather from your familiar)
Range long (400 ft. + 40
ft./level)
Target your familiar
Duration 1 minute/level
(D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Spending a moment in meditation and conjuring an image of the creature to
mind, you reshape your link with your familiar, causing it to functions like a scrying
sensor. Upon casting this spell you can hear, see, or smell (any one, your choice)
what your familiar is experiencing. You gain the benefits of any nonmagical special
abilities your familiar has tied to the chosen sense (such as low-light vision or
scent), but use your own Perception skill. You don't need line of sight or line
of effect to your familiar, but you must have an active empathic link. You may change
the sense you are sharing as a standard action. Unlike other scrying spells, share
senses does not allow magically or supernaturally enhanced senses to work through
it, and you are unable to see in magical or natural darkness unless your familiar
possesses the ability to see in such conditions.
The sensory link with your familiar can be detected as though it were a scrying
sensor.
Diminished
Effects
The spell’s range becomes medium (100 ft.
+ 10 ft./level), and its duration becomes 1 round per caster level.
Heightened
Effects
You may use two of your familiar’s senses (hearing, sight, or smell) at one time.
You may change one sense you are sharing as a standard action.
SHARED WRATH
School enchantment (compulsion)
[emotion, mind-affecting]; Level inquisitor 4
Casting Time 1 standard action
Components V, S, M (a thorny
vine)
Range close (25 ft. + 5 ft./2
levels)
Targets up to one creature/level,
no two of which can be more than 30 ft. apart
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You focus your anger against an enemy. Choose one enemy creature that you
can see. You and your allies gain a +1 morale bonus on attack rolls and weapon damage
rolls against that designated creature for every three caster levels you have (at
least +1, maximum +3). You and your allies also receive this bonus on caster level
checks made to overcome the creature's spell resistance, if any. At 12th level,
you and your allies gain the benefits of the Improved Critical feat on attack rolls
made against the designated creature. This effect doesn't stack with any other effect
that expands the threat range of a weapon. All subjects of shared
wrath receive their bonuses against the same creature.
Diminished
Effects
You and your allies only gain a +1 morale bonus against that designated creature.
Heightened
Effects
The morale bonus is also applied to you and your allies’ Armor Class and saving
throws against the attacks and special abilities of the designated creature.
SHIFTING SAND
School transmutation [earth];
Level druid 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a handful
of sand)
Range medium (100 ft. + 10
ft./level)
Area 20-ft.-radius spread
Duration 1 round/level
(D)
Saving Throw Reflex negates; see text; Spell Resistance no
You cause an earthen or sandy surface to shift and churn within the area.
The shifting sand obliterates tracks and is considered difficult terrain.
Acrobatics checks in the area take a penalty equal to your caster level (maximum
–10). Creatures entering or beginning their turn in the shifting sand must
make a Reflex save each round or become entangled until the beginning of their
next turn. If they attempt to move while entangled, they must make a second Reflex
save or fall prone. Creatures with the stability racial trait (like dwarves)
may apply it as a bonus on their saving throws.
As a move action, you may move the area of shifting sand up to 10 feet in
any direction. Creatures that are entangled or prone in the spell's area are carried
along with the shifting sand in the same direction if possible. This movement
does not provoke attacks of opportunity. Unattended Medium or smaller objects may
also be carried along or shallowly buried by the shifting sand.
Diminished
Effects
The spell’s range becomes close (25 ft. + 5 ft./2 levels), and its area becomes
a 10-foot-radius spread. In addition, the area of shifting sand is stationary and
cannot be moved.
Heightened
Effects
The spell’s area becomes a 40-foot-radius spread, and Acrobatics checks in the area take a penalty equal to your caster level (maximum
–15)
SHOCKING IMAGE
School illusion (figment)
[electricity]; Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
Saving Throw none; Spell Resistance see text
This spell creates a number of illusory doubles of you that inhabit your square.
These doubles make it difficult for enemies to precisely locate and attack you.
When mirror image is cast, 1d4 images plus one image per three caster
levels (maximum eight images total) are created. These images remain in your space
and move with you, mimicking your movements, sounds, and actions exactly. Whenever
you are attacked or are the target of a spell that requires an attack roll, there
is a possibility that the attack targets one of your images instead. If the attack
is a hit, roll randomly to see whether the selected target is real or a figment.
If it is a figment, the figment is destroyed. If the attack misses by 5 or less,
one of your figments is destroyed by the near miss. Area spells affect you normally
and do not destroy any of your figments. Spells and effects that do not require
an attack roll affect you normally and do not destroy any of your figments. Spells
that require a touch attack are harmlessly discharged if used to destroy a figment.
An opponent that uses a melee attack to destroy one of your images takes 2d6 points
of electricity damage. You must overcome a target's spell resistance the first time
you deal this electricity damage to it. Failure renders the target immune to damage
from this spell.
An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind,
the spell has no effect (although the normal miss chances still apply).
Diminished
Effects
The spell’s duration is reduced to 1 round/level, and you only create 1d4 illusory
duplicates.
Heightened
Effects
You create 2d4 illusory duplicates plus one per two caster levels (maximum twelve
images total).
SHOUT
School evocation [sonic];
Level bard 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance
yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path.
Any creature within the area is deafened for 2d6 rounds and takes
5d6 points of sonic damage. A successful save negates the deafness and reduces the
damage by half. Any exposed brittle or crystalline object or crystalline creature
takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature
is allowed a Fortitude save to reduce the damage by half, and a creature holding
fragile objects can negate damage to them with a successful Reflex save. A shout
spell cannot penetrate a silence spell.
Diminished
Effects
Any creature within the area is deafened
for 1d6 rounds and takes 5d4 points of sonic damage. Any exposed brittle or crystalline
object or crystalline creature takes 1d4 points of sonic damage per caster level
(maximum 15d4).
Heightened
Effects Any creature within the area is deafened for 3d6 rounds
and takes 5d8 points of sonic damage. Any exposed brittle or crystalline object
or crystalline creature takes 1d8 points of sonic damage per caster level (maximum
15d8).
SHRINK ITEM
School transmutation; Level
sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target one touched object
of up to 2 cu. ft./level
Duration 1 day/level;
see text
Saving Throw Will negates (object); Spell Resistance yes (object)
You are able to shrink one nonmagical item (if it is within the size limit)
to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume
and mass). This change effectively reduces the object's size by four categories.
Optionally, you can also change its now shrunken composition to a clothlike one.
Objects changed by a shrink item spell can be returned to normal composition
and size merely by tossing them onto any solid surface or by a word of command from
the original caster. Even a burning fire and its fuel can be shrunk by this spell.
Restoring the shrunken object to its normal size and composition ends the spell.
Shrink item can be made permanent with a permanency spell, in which case
the affected object can be shrunk and expanded an indefinite number of times, but
only by the original caster.
Diminished
Effects
The spell’s duration becomes 1 hour per caster level.
Heightened
Effects
The spell’s target becomes one touched object
of up to 4 cubic feet per caster level.
SIMULACRUM, LESSER
School illusion (shadow);
Level sorcerer/wizard 4
Casting Time 1 hour
Components V, S, M (an ice sculpture of the target plus powdered rubies worth 50 gp
per HD of the simulacrum)
Effect one duplicate creature
Duration 1 hour/level
Saving Throw none; Spell Resistance no
Lesser simulacrum creates an illusory duplicate of
any creature. The duplicate creature is partially real and formed from ice or snow.
It appears to be the same as the original, but it has only half of the real creature's
levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities
for a creature of that level or HD). You can't create a simulacrum of a creature
whose HD or levels exceed your caster level. You must make a Disguise check when
you cast the spell to determine how good the likeness is. A creature familiar with
the original might detect the ruse with a successful Perception check (opposed by
the caster's Disguise check) or a DC 20 Sense Motive check.
The creature is not under your control, though it recognizes you are its creator. If the spell’s duration ends or it is reduced to 0 hit points or otherwise
destroyed, it reverts to snow and melts instantly into nothingness.
Diminished
Effects
The spell’s duration becomes 10 minutes per caster level.
Heightened
Effects
While the creature is not under your control,
it perceives your words and actions in the most favorable way. You can try to give
the lesser simulacrum orders, but
you must win an opposed Charisma check to convince it to do anything it wouldn't
ordinarily do. (Retries are not allowed.) The lesser simulacrum never obeys suicidal or obviously harmful orders,
but it might be convinced that something very dangerous is worth doing.
SLAY LIVING
School necromancy [death];
Level antipaladin 4, cleric/oracle 5, witch 6; Domain death 5,
repose 5
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You can attempt to slay any one living creature. When you cast this spell,
your hand seethes with eerie dark fire. You must succeed on a melee touch attack
to touch the target. The target takes 12d6 points of damage + 1 point per caster
level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points
of damage + 1 point per caster level. The subject might die from damage even if
it succeeds on its saving throw.
Diminished
Effects
The target takes 12d4 points of damage +
1 point per caster level. If the target's Fortitude saving throw succeeds, it instead
takes 3d4 points of damage + 1 point per caster level.
Heightened
Effects
The target takes 12d8 points of damage +
1 point per caster level. If the target's Fortitude saving throw succeeds, it instead
takes 3d8 points of damage + 1 point per caster level.
SLEEPWALK
School enchantment (compulsion)
[mind-affecting]; Level inquisitor 4, witch 4
Casting Time 1 round
Components V, S, M (a sprig
of belladonna worth 100 gp)
Range touch
Target unconscious creature
touched
Duration 1 hour/level
(D)
Saving Throw Will negates; see text; Spell Resistance yes
You compel an unconscious or sleeping creature to rise and move in a half-awake
state. The target creature staggers about if led or guided, but remains helpless
for all other purposes. The subject moves at half speed and is limited to a single
move action each round. It is not capable of moving at a higher rate of speed or
taking actions other than movement except by magical assistance, and automatically
fails any Dexterity- or Strength-based skill checks. If the creature takes any damage
while sleepwalking it must make a new saving throw or the spell ends and
the creature awakes (if it has more than 0 hit points). When the spell ends or is
dismissed, the target remains unconscious and must be awoken normally. While sleepwalk
allows an unconscious creature to move, it does not awaken the creature, nor does
it stabilize or otherwise heal them. A disabled creature that moves about while
under the effects of this spell does not start dying again as a result of this movement.
Diminished
Effects
The spell’s duration becomes 10 minutes per caster level.
Heightened
Effects
The subject does not receive a new saving throw to wake up, even if it takes damage.
SLEET STORM
School conjuration (creation) [cold]; Level druid 3, magus 3, sorcerer/wizard
3, witch 3; Domain weather 4
Casting Time 1 standard action
Components V, S, M/DF (dust
and water)
Range long (400 ft. + 40
ft./level)
Area cylinder (40-ft. radius,
20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no
Driving sleet blocks all sight (even darkvision) within it and causes the
ground in the area to be icy. A creature can walk within or through the area of
sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't
move in that round, while failure by 5 or more means it falls.
The sleet extinguishes torches and small fires.
Diminished
Effects
The spell’s range is reduced to medium (100 ft. + 10 ft./level) and its area is
reduced to a cylinder with a 20-foot radius, 10 feet high.
Heightened
Effects
The sleet deals 2d6 points of cold damage each round to any creatures within the
affected area. In addition, affected creatures must make a successful Fortitude
save each round or become staggered for 1 round.
SLOW
School transmutation; Level
bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting Time 1 standard action
Components V, S, M (a drop
of molasses)
Range close (25 ft. + 5 ft./2
levels)
Targets one creature/level,
no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
An affected creature moves and attacks at a drastically slowed rate. Creatures
affected by this spell are staggered and can take only a single
move action or standard action each turn, but not both (nor may it take full-round
actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves.
A slowed creature moves at half its normal speed (round down to the next
5-foot increment), which affects the creature's jumping distance as normal for decreased
speed.
Multiple slow effects don't stack. Slow counters and dispels
haste.
Diminished
Effects
The spell’s target becomes one creature.
Heightened
Effects
In addition to being staggered, affected creatures take a –2 penalty on attack rolls, AC, and Reflex saves.
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