Here is the last post for the 3rd-5th level spells! I will probably take a break before beginning the 6th-9th level spells.
VAMPIRIC
TOUCH
School necromancy; Level antipaladin 3, magus 3, sorcerer/wizard 3, witch3;
Domain blood 3, daemon 3
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous/1
hour; see text
Saving Throw none; Spell Resistance yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage
per two caster levels (maximum 10d6). You gain temporary hit points equal to the
damage you deal. You can't gain more than the subject's current hit points + the
subject's Constitution score (which is enough to kill the subject). The temporary
hit points disappear 1 hour later.
Diminished
Effects Your touch deals 1d6 points of damage
per two caster levels (maximum 5d6).
Heightened
Effects
You heal a number of hit points equal
to the damage you deal. Any healing gained in excess of your maximum hit points
is converted to temporary hit points. In addition, the target must make a
Fortitude save or advance one age category for 24 hours. A
creature under the affected by the age resistance spell ignores
the aging effect.
VENGEFUL OUTRAGE
School enchantment (compulsion) [emotion, language-dependent, mind-affecting]; Level
bard 5, sorcerer/wizard 6, witch 6
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You place a magical command upon a creature to seek out and destroy a single
enemy that has inflicted some perceived or actual harm to the target. You designate
the enemy at the time of casting, which must be known by the target (such as “your
brother's murderer”) or can easily identify by sight (such as “the hill giant king”).
The target is under the effect of a geas to find and capture or kill
this enemy, and takes a –2 penalty to each of its ability scores as long as it is
not actively trying to reach the enemy. When the target enters combat with the enemy,
it gains a +6 morale bonus to Strength and Constitution, a +3 morale bonus on Will
saves, and is immune to the shaken and frightened conditions.
If you designate one of the target's friends or loved ones as the enemy, the
target gains another saving throw to overcome the spell as soon as it enters combat
with the enemy.
Diminished Effects The spell’s
duration becomes 1 round per caster level.
Heightened Effects The spell’s
duration becomes 10 minutes per caster level.
VENOMOUS BOLT
School necromancy [poison];
Level ranger 3
Casting Time 1 swift action
Components V, S
Range 0 ft.
Target one arrow or bolt
Duration instantaneous
Saving Throw Fortitude negates; see text; Spell Resistance yes
You infuse a single arrow or crossbow bolt with natural venom as you fire
it. In addition to its normal damage, anyone struck by this arrow or bolt is affected
as if by the poison spell (1d3 Constitution damage
per round for 6 rounds). If the arrow is
not fired immediately, the spell ends with no effect.
Diminished Effects The poison deals
1d3 points of Strength or Dexterity damage per round for 6 rounds. You
must choose the ability damage type when you cast the spell.
Heightened Effects The poison deals one of the following amounts of ability
damage per round for six rounds: 1d6 Strength damage, 1d6 Dexterity damage, 1d4
Constitution damage, 1d6 Intelligence damage, 1d6 Wisdom damage, or 1d8
Charisma damage. You must choose the ability damage type when you cast the
spell.
VERMIN SHAPE
School transmutation (polymorph);
Level alchemist 4, druid 3, magus 4, sorcerer/wizard 4, witch 3
Casting Time 1 standard action
Components V, S, M (a piece
of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 minute/level
When you cast this spell, you assume the form of any Small or Medium creature
of the vermin type. If the form you assume has any of the following abilities, you
gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim
30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don't gain
full immunity to mind-affecting effects, but you do gain a +2 resistance bonus on
all saving throws against such effects.
Small vermin: If you take the form of a Small vermin, you gain a
+2 size bonus to your Dexterity and a +2 natural armor bonus.
Medium vermin: If you take the form of a Medium vermin, you gain a
+2 size bonus to your Strength and a +3 natural armor bonus.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
You can assume the form of a Tiny or Large creature of the vermin type. If the
form you assume has any of the following abilities, you gain the listed
ability: burrow 30 feet, climb 60 feet, fly 60 feet (good maneuverability),
swim 60 feet, darkvision 60 feet, low-light vision, tremorsense 30 feet, scent,
blood drain, constrict, grab, lunge, poison, pull, trample, and web. You don't
gain full immunity to mind-affecting effects, but you do gain a +4 bonus on all
saving throws against such effects.
Tiny vermin: If you take the
form of a Tiny vermin, you gain a +4 size bonus to your Dexterity, a –2 penalty
to your Strength, and a +1 natural armor bonus.
Large vermin: If you take the
form of a Large vermin, you gain a +4 size bonus to your Strength, a –2 penalty
to your Dexterity, and a +5 natural armor bonus.
Notes This spell combines
the effects of the following spells: vermin
shape I and vermin shape II.
VIPER BOMB ADMIXTURE
School conjuration (creation);
Level alchemist 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Upon drinking an extract created with this formula, you make a significant
change to your magical reserve that modifies the nature of all bombs you create
and throw during this extract's duration. This effect on your magical reserve has
no effect on any discoveries that you use to modify your bombs, but you can only
have one admixture effect (formula with the word “bomb admixture” in its title)
active at a time. If you drink another bomb admixture, the effects of the former
bomb admixture end and the new one becomes active.
When you throw a bomb and hit a target directly, up to four vipers are released
from the bomb. One viper attacks
the target of the direct hit, and the other vipers attack up to three creatures
that take damage from the splash damage. The vipers make melee touch attacks (using
your base attack bonus + Intelligence modifier) and on a hit deal 1d4 + your Intelligence
modifier damage, and the target is poisoned as if by a venomous snake. Hit or miss,
the conjured vipers disappear after they make the attack. The conjured snakes are
not damaged or adversely affected by the bombs you throw.
Diminished Effects Only one viper is released from the bomb, and it attacks
the direct target of the bomb.
Heightened Effects Up to nine vipers
are released from the bomb. One viper attacks the target of the direct hit, and
the other vipers attack up to eight creatures that take damage from the splash
damage.
VIRTUOSO PERFORMANCE
School transmutation; Level
bard 4
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 round/level
While this spell is active, you may start a second bardic performance while
maintaining another. Starting the second performance costs 2 rounds of bardic performance
instead of 1. Maintaining both performances costs a total of 3 rounds of bardic
performance for each round they are maintained. When this spell ends, one of the
performances ends immediately (your
choice).
Virtuoso performance does not stack
with any other method of maintaining simultaneous bardic performances.
Diminished Effects Maintaining both
performances costs a total of 4 rounds of bardic performance for each round
they are maintained.
Heightened Effects Maintaining both
performances costs a total of 2 rounds of bardic performance for each round
they are maintained.
VISION OF HELL
School illusion (glamer) [evil,
fear]; Level bard 3, cleric/oracle 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard
action
Components V, M (a pinch
of brimstone)
Range medium (100 ft. + 10
ft./level)
Effect 50-ft.-radius emanation
Duration 1 minute/level
(D)
Saving Throw Will negates; Spell Resistance no
You overlay a realistic illusion of a terrifying hellscape upon an area. Structures,
equipment, and creatures within the area are not hidden, though environmental features
take on an infernal appearance. While you are prepared for these images and are
not affected by them, any other creature within the area must make a Will save or
become shaken and also take a –2 penalty
on saves versus fear effects; the fear and penalty persists as long as the creature
remains in the area. Devils and any lawful evil creatures suffer no negative effects
from this spell.
Diminished
Effects
The spell’s range becomes
close (25 ft. + 5 ft./2 levels), and its effect becomes a 25-foot-radius
emanation.
Heightened
Effects
Creatures of less than 7 HD within the
area must make a Will save or become frightened for 1d4 rounds and
also take a –2 penalty on saves versus fear effects. When the frightened effect
ends, a creature of less than 7 HD still within becomes shaken for the duration
of the spell.
VITRIOLIC MIST
School evocation [acid]; Level
alchemist 4, sorcerer/wizard 4, summoner 4
Casting Time 1 standard action
Components V, S, M (a piece
of lemon rind)
Range personal
Target you
Duration 1 round/level
(D)
This spell wreathes you in yellow or green acidic mist and causes damage to
each creature that attacks you in melee. The mist also protects you from acid-based
attacks.
Any creature striking you with its body or a handheld weapon deals normal
damage, but at the same time the attacker takes 1d6 points of acid damage + 1 point
per caster level (maximum +15). If the attacker has spell resistance, it applies
to this effect. Creatures wielding melee weapons with reach are not subject to this
damage if they attack you.
You take only half damage from acid-based attacks. If such an attack allows
a Reflex save for half damage, you take no damage on a successful saving throw.
Diminished
Effects
The mist still damages creatures
that attack you, but it does not protect
you from acid-based attacks.
Heightened
Effects
The mist grants you concealment (attacks have a 20%
miss chance). In
addition, any creature striking you with its body or a handheld weapon takes 2d6
points of damage + 1 point per caster level (maximum +20).
VOLCANIC STORM
School evocation [fire]; Level
druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M/DF (obsidian
and ash)
Range long (400 ft. + 40
ft./level)
Area cylinder (20-ft. radius,
40 ft. high)
Duration 1 round/level
(D)
Saving Throw none; Spell Resistance yes
Chunks of hot volcanic rock and clumps of ash pound down when this spell is
cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to
every creature in the area. This damage only occurs once, when the spell is cast.
For the remaining duration of the spell, heavy ash rains down in the area. Creatures
inside this area take a –4 penalty on Perception skill checks and the entire area
is treated as difficult terrain. At the end of the duration, the rock and ash disappear,
leaving no aftereffects (other than the damage dealt).
Diminished
Effects
The spell’s range becomes medium (100
ft. + 10 ft./level) and its area becomes a 10-foot-radius cylinder.
Heightened
Effects
The spell’s area becomes a
30-foot-radius cylinder. In addition, any creature caught within the spell’s
area must make a Fortitude save to avoid becoming staggered.
WALL OF FIRE
School evocation [fire]; Level
druid 5, magus 4, sorcerer/wizard 4, summoner 3; Domain fire 4
Casting Time 1 standard action
Components V, S, M/DF (a
piece of phosphor)
Range medium (100 ft. + 10
ft./level)
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius
of up to 5 ft./two levels; either form 20 ft. high
Duration concentration
+ 1 round/level
Saving Throw none; Spell Resistance yes
An immobile, blazing curtain of shimmering violet fire springs into existence.
One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points
of fire damage to creatures within 10 feet and 1d4 points of fire damage to those
past 10 feet but within 20 feet. The wall deals this damage when it appears, and
to all creatures in the area on your turn each round. In addition, the wall deals
2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20)
to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature
takes damage as if passing through the wall. If any 5-foot length of wall takes
20 points or more of cold damage in 1 round, that length goes away. (Do not divide
cold damage by 2, as normal for objects.)
Wall of fire can be made permanent with a permanency spell. A permanent
wall of fire that is extinguished by cold damage becomes inactive for 10
minutes, then reforms at normal strength.
Diminished
Effects
The spell’s effect becomes a sheet of
flame up to 10 feet long per caster level or a ring of fire with a radius of up
to 5 feet per four caster levels; either form is 10 feet high.
Heightened
Effects
Creatures passing through the wall must
make a Fortitude save or be blinded for 1d6+1 rounds. The
spell gains the light descriptor.
WALL OF FORCE
School evocation [force];
Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (powdered
quartz)
Range close (25 ft. + 5 ft./2
levels)
Effect wall whose area
is up to one 10-ft. square/level
Duration 1 round /level
(D)
Saving Throw none; Spell Resistance no
A wall of force creates an invisible wall of pure force. The wall cannot
move and is not easily destroyed. A wall of force is immune to dispel magic, although a mage's disjunction can still dispel
it. A wall of force can be damaged by spells as normal, except for
disintegrate, which automatically
destroys it. It can be damaged by weapons and supernatural abilities, but a wall
of force has hardness 30 and a number of hit points equal to 20 per caster level.
Contact with a sphere of annihilation or rod of cancellation instantly
destroys a wall of force.
Breath weapons and spells cannot pass through a wall of force in either
direction, although dimension door, teleport, and similar effects
can bypass the barrier. It blocks ethereal creatures as well as material ones (though
ethereal creatures can usually circumvent the wall by going around it, through material
floors and ceilings). Gaze attacks can operate through a wall of force.
The caster can form the wall into a flat, vertical plane whose area is up
to one 10-foot square per level. The wall must be continuous and unbroken when formed.
If its surface is broken by any object or creature, the spell fails.
Wall of force can be made permanent with a permanency spell.
Diminished
Effects
The spell’s effect becomes a sphere with
a maximum diameter of 1 foot per caster level diameter centered around a
creature, and its duration becomes 1 minute per caster level. You must overcome
the spell resistance of the creature to be enclosed, and the creature gets to
make a Reflex save to negate the effect. This version of the spell can be
negated by dispel magic.
Heightened
Effects
The wall
of force can take the form of a hemisphere with a maximum radius of 3 feet
+ 1 foot per caster level.
Notes This spell
combines the effects of the following spells: resilient sphere and wall of
force.
WALL OF ICE
School evocation [cold]; Level
magus 4, sorcerer/wizard 4, summoner 3; Bloodline boreal 4
Casting Time 1 standard action
Components V, S, M (a piece
of quartz or rock crystal)
Range medium (100 ft. + 10
ft./level)
Effect anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice
with a radius of up to 3 ft. + 1 ft./level
Duration 1 min./level
Saving Throw Reflex negates; see text; Spell Resistance yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending
on the version selected. A wall of ice cannot form in an area occupied by
physical objects or creatures. Its surface must be smooth and unbroken when created.
Any creature adjacent to the wall when it is created may attempt a Reflex save to
disrupt the wall as it is being formed. A successful save indicates that the spell
automatically fails. Fire can melt a wall of ice, and it deals full damage
to the wall (instead of the normal half damage taken by objects). Suddenly melting
a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.
Ice Plane: A sheet of strong, hard ice appears. The wall is 1
inch thick per caster level. It covers up to a 10-foot-square area per caster level
(so a 10th-level wizard can create a wall of ice100 feet long and 10 feet
high, a wall 50 feet long and 20 feet high, or any other combination of length and
height that does not exceed 1,000 square feet). The plane can be oriented in any
fashion as long as it is anchored. A vertical wall need only be anchored on the
floor, while a horizontal or slanting wall must be anchored on two opposite sides.
Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures
can hit the wall automatically. A section of wall whose hit points drop to 0 is
breached. If a creature tries to break through the wall with a single attack, the
DC for the Strength check is 15 + caster level.
Even when the ice has been broken through, a sheet of frigid air remains.
Any creature stepping through it (including the one who broke through the wall)
takes 1d6 points of cold damage + 1 point per caster level (no save).
Hemisphere: The wall takes the form of a hemisphere whose maximum
radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to
break through as the ice plane form, but it does not deal damage to those
who go through a breach.
Diminished
Effects
Only the ice plane option is available, and the wall is only 1 inch thick
per two caster levels.
Heightened
Effects
The ice inflicts 1d6 points of cold
damage anytime it is touched or struck.
WALL OF SOUND
School evocation [sonic];
Level bard 4, magus 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a tuning
fork and a quartz crystal)
Range medium (100 ft. + 10
ft./level)
Effect translucent wall of sound up to 20 ft. long/level or a ring of sound with
a radius of up to 5 ft./two levels; either form 20 ft. high
Duration concentration
+ 1 round/level
Saving Throw none; Spell Resistance yes
A translucent barrier of pure sound springs into existence. This wall is silent
except for a faint hum, but bursts with discordant noise when touched by an object
or creature. The wall deflects arrows, bolts, loose debris, and Small or smaller
flying creatures like a wind wall spell, except these
things rebound harmlessly rather than being directed upward. The burst of discordant
noise deals 2d4 points of sonic damage to creatures within 10 feet of the triggering
object or creature; touching or passing through the wall deals 2d6 points of sonic
damage + 1 point of sonic damage per caster level (maximum +20). If you evoke the
wall so that it appears where creatures are, each creature takes damage as if passing
through the wall. A silence spell suppresses the wall
within its area, but the wall reappears when the silence ends.
Diminished
Effects
The spell’s effect becomes a wall of
sound up to 10 feet long per level or a ring of sound with a radius of up to 5
feet per four levels; either form is 10 ft. high.
Heightened
Effects
Creatures passing through the wall must
make a Fortitude save or be deafened for 1d6+1 rounds.
WALL OF STONE
School conjuration (creation) [earth]; Level cleric/oracle 5, druid 6, magus
5,sorcerer/wizard 5, summoner 4; Domain earth 5
Casting Time 1 standard action
Components V, S, M/DF (a
small block of granite)
Range medium (100 ft. + 10
ft./level)
Effect stone wall whose area
is up to one 5-ft. square/level (S)
Duration instantaneous
Saving Throw see text; Spell Resistance no
This spell creates a wall of rock that merges into adjoining rock surfaces.
A wall of stone is 1 inch thick per four caster levels and composed of up
to one 5-foot square per level. You can double the wall's area by halving its thickness.
The wall cannot be conjured so that it occupies the same space as a creature or
another object.
Unlike a wall of iron, you can create a
wall of stone in almost any shape you desire. The wall created need not be
vertical, nor rest upon any firm foundation; however, it must merge with and be
solidly supported by existing stone. It can be used to bridge a chasm, for instance,
or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched
and buttressed. This requirement reduces the spell's area by half. The wall can
be crudely shaped to allow crenellations, battlements, and so forth by likewise
reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal
means such as breaking and chipping. Each 5-foot square of the wall has hardness
8 and 15 hit points per inch of thickness. A section of wall whose hit points drop
to 0 is breached. If a creature tries to break through the wall with a single attack,
the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a
wall of stone, provided the wall is shaped so it can hold the creatures.
Creatures can avoid entrapment with successful Reflex saves.
Diminished
Effects
You can only create a flat, vertical
stone wall, and the wall is only 1 inch thick per eight caster levels.
Heightened
Effects
When a section of the wall is breached,
it explodes, spraying bits of stone in a 20-foot cone toward the force that
caused the breach. The explosion inflicts 1d6 points of damage per caster level
(maximum 10d6).
WALL OF THORNS
School conjuration (creation);
Level druid 5; Domain blood 5, plant 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Effect wall of thorny
brush, up to one 10-ft. cube/level (S)
Duration 10 min./level
(D)
Saving Throw none; Spell Resistance no
A wall of thorns spell creates a barrier of very tough, pliable, tangled
brush bearing needle-sharp thorns as long as a human's finger. Any creature forced
into or attempting to move through a wall of thorns takes piercing damage
per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses
to AC do not count for this calculation. (Creatures with an AC of 25 or higher,
without considering Dexterity and dodge bonuses, take no damage from contact with
the wall.)
You can make the wall as thin as 5 feet thick, which allows you to shape the
wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level.
This has no effect on the damage dealt by the thorns, but any creature attempting
to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength
check as a full-round action. For every 5 points by which the check exceeds 20,
a creature moves 5 feet (up to a maximum distance equal to its normal land speed).
Of course, moving or attempting to move through the thorns incurs damage as described
above. A creature trapped in the thorns can choose to remain motionless in order
to avoid taking any more damage.
Any creature within the area of the spell when it is cast takes damage as
if it had moved into the wall and is caught inside. In order to escape, it must
attempt to push its way free, or it can wait until the spell ends. Creatures with
the ability to pass through overgrown areas unhindered can pass through a wall
of thorns at normal speed without taking damage.
A wall of thorns can be breached by slow work with edged weapons. Chopping
away at the wall creates a safe passage 1 foot deep for every 10 minutes of work.
Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.
Diminished
Effects
Any creature forced into or attempting
to move through a wall of thorns takes piercing damage per round of
movement equal to 15 minus the creature's Flatfooted AC (Creatures with an AC
of 15 or higher, without considering Dexterity and dodge bonuses, take no
damage from contact with the wall).
Heightened
Effects
The thorny brush is laced with poison oak. Creatures who take
damage from the brush must make a Fortitude save or suffer severe exposure to
poison oak. Creatures with the ability to pass through overgrown areas unhindered
can pass through a wall of thorns at normal speed without being exposed
to the poison oak. If the brush is burned with magical fire, any creature that
inhales the smoke is must make a Fortitude save or suffer severe exposure to
poison oak.
WANDERING STAR MOTES
School illusion (pattern)
[light, mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a sprinkle
of flash powder)
Range close (25 ft. + 5 ft./2
levels)
Target one living creature
and special; see text
Duration 1 round/level
Saving Throw Will negates; see text; Spell Resistance yes
You create sparkling motes of bright light that shoot toward the target and
swirl around it in a complex pattern. The pattern clearly outlines the target and
radiates light as if it were a sunrod, negating any concealment for the target.
The target must make a successful Will save. If the target fails its save, it is
dazed for 1 round and must make another
save on its next turn or be dazed again for 1 round. The target must continue making
Will saves each round. If a target makes its Will save, the wandering star motes
jump to the nearest enemy within 30 feet, who must now make Will saves every round
or be dazed. Any time a target makes its Will save, the wandering star motes
jump to the next nearest enemy within 30 feet. A given creature can only be affected
by the wandering star motes once; once a target has successfully saved against
the spell, it cannot be affected again. If there are no new targets within 30 feet
of a target that has successfully made its save, the spell immediately ends. The
spell only affects enemy creatures; your allies are not affected.
Diminished
Effects
If the original target makes its Will
save, the spell ends.
Heightened
Effects
If the target fails its save, it is stunned for 1 round and must make
another save on its next turn or be stunned again for 1 round. The target must continue
making Will saves each round. If a target makes its Will save, the wandering
star motes jump to the nearest enemy within 30 feet, who must now make Will
saves every round or be stunned.
WARD THE FAITHFUL
School abjuration; Level
inquisitor 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Area 10-ft.-radius emanation
from touched creature
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance no
All creatures within the area who worship the same god as you gain a +2 deflection
bonus to AC and a +2 resistance bonus on all saves. At 12th level, these bonuses
increase to +3. At 18th level, the bonuses increase to +4.
If you do not worship a specific deity, the bonuses apply to those who share
your faith. If you do not have a specific faith or religion, the spell provides
benefits only to yourself. Enemies gain the benefits of this spell if they worship
the same god or share the same faith as you, even if you view them as heretical.
Diminished
Effects
The +2 deflection bonus to AC and +2
resistance bonus on all saves does not increase with your caster level.
Heightened
Effects
You can deny the benefits of this spell
to enemies whom worship the same deity as you but whom you view as heretical.
WATER BREATHING
School transmutation; Level alchemist 3, cleric/oracle 3, druid 3, magus
3, sorcerer/wizard 3, summoner 3; Domain water 3
Casting Time 1 standard action
Components V, S, M/DF (short
reed or piece of straw)
Range touch
Target living creatures touched
Duration 2 hours/level;
see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures
can breathe water freely. Divide the duration evenly among all the creatures
you touch. The spell does not make creatures unable to breathe air.
Diminished Effects The spell’s
range becomes personal and its target becomes you.
Heightened Effects The target
is immune to all harmful vapors and gases (such as cloudkill, as well as inhaled
poisons) and always able to breathe, even underwater or in a vacuum.
WATER WALK
School transmutation
[water]; Level cleric/oracle 3, ranger 3, witch3; Domain oceans 3
Casting Time 1 standard action
Components V, S,
DF
Range touch
Targets one
touched creature/level
Duration 10
min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
The transmuted creatures can tread on any liquid as if it were firm
ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be
traversed easily, since the subjects' feet hover an inch or two above the
surface. Creatures crossing molten lava still take damage from the heat because
they are near it. The subjects can walk, run, charge, or otherwise move across
the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or
wholly submerged in whatever liquid they are in), the subjects are borne toward
the surface at 60 feet per round until they can stand on it.
Diminished
Effects
The spell’s range becomes personal and
its target becomes you.
Heightened
Effects
The spell’s target becomes creatures
touched, and you
divide the duration in 10-minute intervals among the
creatures touched.
Notes This spell combines the effects of the following spells: water walk and communal water walk.
WAVES OF FATIGUE
School necromancy; Level sorcerer/wizard 5, witch 5; Domain toil 5
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area cone-shaped
burst
Duration instantaneous
Saving Throw no; Spell Resistance yes
Waves of negative energy render all living creatures in the spell's
area fatigued. This spell has no
effect on a creature that is already fatigued.
Diminished
Effects
Living creatures caught within the
spell’s area may make a Fortitude saving throw to negate its effect.
Heightened
Effects
Living creatures caught within the
spell’s area are exhausted. This version of the
spell has no effect on a creature that is already exhausted.
WITNESS
School divination
(scrying); Level bard 3, inquisitor 3, witch 3
Casting Time 1 standard action
Components V, S
Range long (400 ft.
+ 40 ft./level)
Target one living
creature
Duration 1
minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
You link your senses to the target, allowing you to see and hear through
its eyes and ears. As a move action you can shift your senses from yourself to
the target or back again. When using the target's senses, you are blind and
deaf. When perceiving through the target, you use its normal and special senses
(such as darkvision), not your own.
Diminished
Effects
The spell’s range becomes medium (100
ft. + 10 ft./level), and its duration becomes 1 round per caster level.
Heightened
Effects
When using the target's senses, you
gain tremorsense out to 15 feet, but
you can only locate a creature within that range if both you and the creature
to be pinpointed are in contact with the ground. Such creatures still have
total concealment from you, and you are still denied your Dexterity bonus to
Armor Class against attacks from creatures you cannot see.
WRATHFUL MANTLE
School evocation
[force, light]; Level cleric/oracle 3, paladin 3
Casting Time 1 standard action
Components V, S,
DF
Range touch or 5
ft.; see text
Target creature
touched or all creatures within 5 ft.; see text
Duration 1
minute/level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
A shimmering mantle of light shrouds the subject, casting light like a
torch. The subject of the spell gains a +1 resistance bonus on all saving
throws per four caster levels (maximum +5 at 20th level). The subject can end
the wrathful mantle at any time as a swift action to deal 2d8
points of force damage to all creatures within 5 feet.
Diminished
Effects
The spell’s range becomes personal and
its target becomes you.
Heightened
Effects
The subject can end the wrathful
mantle at any time as a swift action to deal 2d8 points of force
damage to all creatures within 10 feet.
WREATH OF BLADES
School abjuration; Level magus
4, sorcerer/wizard 5, summoner 5, witch 5
Casting Time 1 standard action
Components V, S,
F (four mithral daggers, each worth at least 502 gp each)
Range personal
Target you
Area 5-foot-radius
emanation centered on you
Duration 1
round/level
Saving Throw Reflex half (special, see below); Spell Resistance no
(special, see below)
The daggers serving as focus of this spell take on a deadly sharpness as
they animate and spin around you, creating a 5-foot-radius emanation of
spinning mithral blades that moves with you. Any creature that starts its turn
within the area of the spinning blades takes 1d4 points of damage for every two
caster levels (maximum 10d4 at 20th level) and the damage bypasses DR/silver.
Furthermore, the daggers ward off some attacks, in a way similar to
the warding weapon spell.
While subject to this spell, you do not provoke attacks of opportunity for
casting spells, even from creatures with the Disruptive feat. Creatures
with the Spellbreaker feat can easily
bypass this defensive property, though they still take damage from the spell.
Your casting (even failing to cast defensively) still provokes attacks of
opportunity from creatures with that feat.
Lastly, the blades that serve as the focus for this spell can be
enchanted for greater effect. When all of the blades share the same enhancement
bonus and special weapon qualities, a creature that is damaged by this spell is
also treated as if hit by one of these weapons. For example, if a 12th-level
magus casts this spell using four +1 frost mithral daggers as
focus, the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as
long as the daggers were commanded to be sheathed in ice. No matter the
modifications made to the focus weapons, they must always be mithral daggers.
No other type of weapons can serve
as a focus for this spell.
Diminished Effects The daggers do
not ward off attacks. You provoke attacks of opportunity normally when casting
spells.
Heightened Effects Any creature
that starts its turn within the area of the spinning blades takes 1d4 points of
damage per caster level (maximum 15d4).
ZONE OF SILENCE
School illusion (glamer); Level bard
4
Casting Time 1 round
Components V, S
Range personal
Area 5-ft.-radius
emanation centered on you
Duration 1
hour/level (D)
By casting zone of silence, you manipulate sound waves in
your immediate vicinity so that you and those within the spell's area can
converse normally, yet no one outside can hear your voices or any other noises
from within, including language-dependent or sonic spell effects. This effect
is centered on you and moves with you. Anyone who enters the zone immediately
becomes subject to its effects, but those who leave are no longer affected.
Note, however, that a successful DC 20 Linguistics check to read lips can still
reveal what's said inside
a zone of silence.
Diminished Effects The spell’s
duration becomes 10 minutes per caster level.
Heightened Effects The spell blocks
all sound from entering the zone of
silence. All creatures within the zone
of silence are immune to sonic effects.
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