SMUG NARCISSISM
School enchantment (compulsion)
[emotion, mind-affecting]; Level bard 3, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a tiny
shard of a mirror)
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration instantaneous
Duration 10 minute/level
(D)
Saving Throw Will negates; Spell Resistance yes
You cause your target to become overwhelmed by its own importance, talents,
and attractiveness. The target cannot help but look at itself in every reflective
surface at every possible opportunity. In social situations, the target always tries
to comment about how attractive it is or how ugly someone else is by comparison.
The target remains constantly distracted, always looking for a reflective surface
to gaze upon (such as a mirror, pool of water, a polished shield, and so on). The
distraction gives the target a –2 penalty on all skill checks. In combat, the target
worries about enemies damaging its appearance, and focuses on defense rather than
offense (casting defensive spells rather than offensive spells, using the fight
defensively or total defense action, and so on).
Diminished
Effects
The spell’s duration becomes 1 minute per caster level.
Heightened
Effects
The spell affects all creatures within a 10-foot-radius burst from the target creature,
up to 1 creature per three caster levels. Creatures closest to the target creature
are affected first.
SNAKE STAFF
School transmutation; Level
cleric/oracle 5, druid 5
Casting Time 1 standard action
Components V, S, M (a knife
suitable for whittling)
Range medium (100 ft. + 10
ft./level)
Target 1 or more pieces of
wood, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates (object); Spell Resistance yes (object)
With a long hissing whisper, you transform ordinary pieces of wood into various
sorts of snakes that immediately attack your foes. As long as the snakes remain
within sight, you can direct their actions telepathically as a free action. You
can only apply this spell to wooden objects not in a creature's possession or not
part of a larger structure or plant. Each time you cast this spell you can create
a number of snakes equal to your caster level. More powerful snakes take up more
than one of your available total, as noted below. See Snake statistics and advanced and
giant simple templates.
Venomous Snake: A stick or piece of firewood. Counts as 1 snake.
Constrictor Snake: A staff or tree branch. Counts
as 2 snakes.
Advanced Venomous Snake: A stick or piece of
firewood. Counts as 2 snakes.
Advanced Constrictor Snake: A staff or tree branch.
Counts as 3 snakes.
Advanced Giant Venomous Snake: A log or pile of debris.
Counts as 4 snakes.
Advanced Giant Constrictor Snake: A fallen tree or a
large pile of debris. Counts as 5 snakes.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels), and you can only create a number of snakes equal to half your caster level.
Heightened
Effects
Each time you cast this spell you can create
a number of snakes equal to twice your caster level.
SOLID FOG
School conjuration (creation);
Level magus 4, sorcerer/wizard 4, witch 4; Domain cloud 4
Casting Time 1 standard action
Components: V, S, M (powdered
peas and an animal hoof)
Range medium (100 ft. + 10
ft. level)
Effect fog spreads in 20-ft.
radius
Duration 1 min./level
Saving Throw none; Spell Resistance no
A bank of fog billows out from the point you designate. The fog obscures all
sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker can't use sight to
locate the target). In addition, the solid fog is so thick that it impedes
movement. Creatures moving through a solid fog move at half their normal
speed and take a –2 penalty on all melee attack and melee damage rolls. The vapors
prevent effective ranged weapon attacks (except for magic rays and the like). A
creature or object that falls into solid fog is slowed so that each 10 feet
of vapor that it passes through reduces the falling damage by 1d6. A creature cannot
take a 5-foot-step while in solid fog. Solid fog, and effects that
work like solid fog, do not stack with each other in terms of slowed movement
and attack penalties.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and
it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent
solid fog dispersed by wind reforms in 10 minutes.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels). In addition, creatures
moving through a solid fog move at half their normal speed but do not take
a penalty on melee attack damage rolls.
Heightened
Effects
The fog spreads in 30-foot radius.
Creatures moving through a solid fog are staggered.
SONG OF DISCORD
School enchantment (compulsion)
[mind-affecting, sonic]; Level bard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Area creatures within a
20-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
This spell causes those within the area to turn on each other rather than
attack their foes. Each affected creature has a 50% chance to attack the nearest
target each round. (Roll to determine each creature's behavior every round at the
beginning of its turn.) A creature that does not attack its nearest neighbor is
free to act normally for that round. Creatures forced by a song of discord to
attack their fellows employ all methods at their disposal, choosing their deadliest
spells and most advantageous combat tactics. They do not, however, harm targets
that have fallen unconscious.
Diminished
Effects
Each affected creature has a 20% chance
to attack the nearest target each round.
Heightened
Effects
The spell’s area becomes a 30-foot-radius spread.
SONIC THRUST
School evocation [sonic];
Level bard 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40
ft./level)
Target see text
Duration instantaneous
Saving Throw Will negates (object) or none (see text); Spell Resistance yes (object)
(see text)
You produce a sweeping rush of sound that can hurl creatures or objects away
from you, like the violent thrust version of telekinesis. You can hurl one
object or creature per caster level (maximum 15) that is within range; it flies
in a straight line away from you. Any objects of creatures thrown must be within
10 feet of each other. You can hurl a total weight of up to 25 pounds per caster
level (maximum 375 pounds at 15th level).
You can use this spell to hurl an object or creature toward a particular target.
You must succeed on attack rolls (one per creature or object thrown) to hit the
target with the items, using your base attack bonus + your Intelligence modifier
(if a wizard) or Charisma modifier (if a bard or sorcerer). Hurled weapons cause
standard damage (with no Strength bonus; note that arrows or bolts deal damage as
daggers of their size when used in this manner). Other objects cause damage ranging
from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage
per 25 pounds (for hard, dense objects). Objects and creatures that miss their target
land in a square adjacent to the target.
Creatures that fall within the weight capacity of the spell can be hurled,
but they are allowed Will saves (and spell resistance) to negate the effect, as
are those whose held possessions are targeted by the spell.
If a hurled creature is thrown against a solid surface, it takes damage as
if it had fallen 10 feet (1d6 points).
Diminished
Effects
You can hurl one object or creature per
two caster levels (maximum 10) that is within range. You can hurl a total weight of up to 25
pounds per two caster levels (maximum 250 pounds at 10th level).
Heightened
Effects
You can hurl one object or creature per
caster level (maximum 20) that is within range. You can hurl a total weight of
up to 25 pounds per caster level (maximum 500 pounds).
SOOTHE CONSTRUCT
School abjuration; Level
cleric/oracle 4, sorcerer/wizard 5
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one construct
Duration instantaneous
Saving Throw none; Spell Resistance no
You soothe the elemental spirit of a targeted construct, reducing its chance
of going berserk by 1d4% per four caster levels (maximum 5d4%). If cast on a construct
that has already gone berserk and you are its master, you may immediately roll d%
to end the construct's berserk state, it returns to normal functioning, and its
berserk chance returns to 0%.
Diminished
Effects
The spell’s range becomes touch, and you must succeed in a melee touch attack
against the target.
Heightened
Effects
You reduce the target’s chance of going
berserk by 20%.
SPEAK WITH DEAD
School necromancy [language-dependent];
Level cleric/oracle
3, inquisitor 3, witch3; Domain knowledge 3, repose 3
Casting Time 10 minutes
Components V, S, DF
Range 10 ft.
Target one dead creature
Duration 1 min./level
Saving Throw Will negates; see text; Spell Resistance no
You grant the semblance of life to a corpse, allowing it to answer questions.
You may ask one question per two caster levels. The corpse's knowledge is limited
to what it knew during life, including the languages it spoke. Answers are brief,
cryptic, or repetitive, especially if the creature would have opposed you in life.
If the dead creature's alignment was different from yours, the corpse gets
a Will save to resist the spell as if it were alive. If successful, the corpse can
refuse to answer your questions or attempt to deceive you, using Bluff. The soul
can only speak about what it knew in life. It cannot answer any questions that pertain
to events that occurred after its death.
If the corpse has been subject to speak with dead within the past week,
the new spell fails. You can cast this spell on a corpse that has been deceased
for any amount of time, but the body must be mostly intact to be able to respond.
A damaged corpse may be able to give partial answers or partially correct answers,
but it must at least have a mouth in order to speak at all. This spell does not
affect a corpse that has been turned into an undead creature.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
The spell functions normally as long as you have the dead creature’s intact
head. In addition, you may use this spell to affect an undead creature that has
been destroyed. However, it can only answer questions up to its natural death.
SPELL IMMUNITY
School abjuration; Level
alchemist 4, cleric/oracle 4, inquisitor4; Domain protection 4, strength
4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded creature is immune to the effects of one specified spell for every
four levels you have. The spells must be of 4th level or lower. The warded creature
effectively has unbeatable spell resistance regarding the specified
spell or spells. Naturally, that immunity doesn't protect a creature from spells
for which spell resistance doesn't apply. Spell immunity protects against
spells, spell-like effects of magic items, and innate spell-like abilities of creatures.
It does not protect against supernatural or extraordinary abilities, such as breath
weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or
school of spells or a group of spells that are similar in effect. A creature can
have only one spell immunity or greater spell immunity spell in effect
on it at a time.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The spell’s target becomes creatures touched, and divide the duration in
10-minute intervals among the creatures touched.
Notes This spell combines
the effects of the following spells: spell
immunity and communal spell immunity.
SPELL RESISTANCE
School abjuration; Level
alchemist 5, cleric/oracle 5, inquisitor5; Domain magic 5, protection
5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The target gains spell resistance equal to 12 + your
caster level.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The spell’s target becomes creatures touched, and divide the duration in
1-minute intervals among the creatures touched.
SPIKE STONES
School transmutation [earth];
Level druid 4; Domain earth 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10
ft./level)
Area one 20-ft. square/level
Duration 1 hour/level
(D)
Saving Throw Reflex partial; Spell Resistance yes
Rocky ground, stone floors, and similar surfaces shape themselves into long,
sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any
creature moving on foot into or through the spell's area moves at half speed. In
addition, each creature moving through the area takes 1d8 points of piercing damage
for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex
save to avoid injuries to its feet and legs. A failed save causes the creature's
speed to be reduced to half normal for 24 hours or until the injured creature receives
a cure spell (which also restores lost hit points). Another character can
remove the penalty by taking 10 minutes to dress the injuries and succeeding on
a Heal check against the spell's save DC.
Magic traps such as spike stones are hard to detect. A rogue (only)
can use the Perception skill to find spike stones. The DC is 25 + spell level,
or DC 29 for spike stones. Spike stones is a magic trap that can't
be disabled with the Disable Device skill.
Diminished
Effects
The spell’s duration becomes 10 minutes per caster level. In addition, each creature moving through the area takes
1d6 points of piercing damage for each 5 feet of movement through the spiked area.
Heightened
Effects
Each creature moving through the area
takes 1d10 points of piercing damage for each 5 feet of movement through the
spiked area. The spell can be cast on stone floors, as long as the stonework is
somewhat crude (the bottom of a mine, for example, as opposed to a smooth
palace floor made of marble).
SPIKED PIT
Notes Spiked pit has been be incorporated
into create pit.
SPIRITUAL ALLY
School evocation [force];
Level cleric/oracle 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10
ft./level)
Effect spiritual ally of force
Duration 1 round/level
(D)
Saving Throw none; Spell Resistance yes
An ally made of pure force appears in a single 5-foot square within range.
The ally takes the form of a servant of your god. The spiritual ally occupies
its space, though you and your allies can move through it, since it is your ally.
The spiritual ally carries a single weapon, one favored by your deity (as
for spiritual weapon), which has the
same threat range and critical modifiers as a real weapon of its form. Each round
on your turn, starting with the turn that you cast this spell, your spiritual
ally can make an attack against a foe within its reach that you designate. The
spiritual ally threatens adjacent squares and can flank and make attacks
of opportunity as if it were a normal creature. The spiritual ally uses your
base attack bonus (gaining extra attacks if your base attack bonus is high enough)
plus your Wisdom bonus when it makes a melee attack. When the spiritual ally
hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels
(maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses
DR and can affect incorporeal creatures.
Each round after the first, you can move the spiritual ally as a swift
action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability).
Being a construct of force, the spiritual ally cannot be harmed by any physical
attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
A spiritual ally's AC against touch attacks is 10.
If an attacked creature has spell resistance, you make a caster level check
(1d20 + caster level) against that spell resistance the first time the spiritual
ally strikes it. If the ally is successfully resisted, the spell is dispelled.
If not, the weapon has its normal full effect on that creature for the duration
of the spell.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels), and its duration becomes concentration, up to 1 round per
caster level.
Heightened
Effects
At 10th level, the spiritual ally's weapon gains the corrosive, flaming, frost, or shock weapon property,
whichever best fits with your deity or mystery (or your choice at the time of
casting if multiple or none of them fit well with your deity or mystery). At
15th level, the weapon gains the corrosive burst, flaming burst, icy burst, or shocking burst weapon
property, whichever best fits with your deity or mystery (or your choice at the
time of casting if multiple or none of them fit well with your deity or
mystery). The spell gains the elemental descriptor associated with whichever
weapon property used.
SPIT VENOM
School transmutation [poison];
Level cleric/oracle 4, druid 3, witch 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2
levels)
Effect one stream of venom
Duration instantaneous;
see text
Saving Throw Fortitude partial; Spell Resistance no
You spit a stream of venom at a target using a ranged touch attack. If the
venom hits, it causes blindness for 1 round. The target must also save or be poisoned
by black adder venom; the DC in successive
rounds of the poison is equal to the spell's DC.
Diminished
Effects
The spell’s range becomes 10 feet. The target must also save or be poisoned by medium spider venom.
Heightened
Effects
The target must also save or be
poisoned by wyvern poison.
SPITE
School abjuration; Level
witch 4
Casting Time 1 round
Components V, S, M (rare
inks worth 250 gp)
Range personal
Target you
Duration 1 hour/level
(D) or until discharged
Choose a single touch range spell of 4th level or lower with a casting time
of 1 standard action or less. As part of the action of casting spite, you
cast the associated spell and bind it into a defensive ward in the form of a tattoo,
birthmark, or wart somewhere upon your body. The next time you are hit by a melee
attack or a combat maneuver is used successfully against you, the stored spell is
triggered against your foe. You do not need to succeed on a touch attack to affect
the target, but in all other respects the spell is treated as though you had cast
it normally. If the attacking creature is not a valid target for the spell, the
stored spell is lost with no effect.
You can have only one spite spell in effect at a time; if you cast
this spell a second time, the previous spell effect ends.
Diminished
Effects
The spell’s duration is reduced to 10 minutes per caster level. In addition,
you can only store a touch range spell of 3rd level or lower with a casting
time of 1 standard action or less.
Heightened
Effects
You can store a touch range spell or a ranged spell that has a ray effect (such
as ray of exhaustion) of 5th
level or lower with a casting time of 1 standard action or less.
STAY THE HAND
School enchantment (compulsion)
[mind-affecting]; Level paladin 4
Casting Time 1 immediate action
Components V, S, DF
Range medium (100 ft. + 10
ft./level)
Target one creature
Duration 1 round/level
and special; see text
Saving Throw Will partial; Spell Resistance yes
You cause a creature's arm to waver and prevent it from striking another creature.
You can cast this spell when the target is about to make a melee attack against
another creature. On a failed saving throw, the target does not follow through with
its attack, and its entire action is wasted for the round. On a successful saving
throw, the target can make its attack, forcing its strike though the compulsion
but losing both accuracy and power, taking a –5 penalty on its attack and damage
rolls. Whether or not the target makes its initial save or not, it is subject to
a –2 penalty on attack and damage rolls against the creature it originally targeted
for the duration of the spell.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels) and its duration becomes 1 round.
STINKING CLOUD
Notes Stinking cloud has been incorporated
into fog cloud.
STONE SHAPE
School transmutation [earth]; Level cleric/oracle 3, druid 3, sorcerer/wizard
4; Domain artifice 3, earth 3
Casting Time 1 standard action
Components V, S, M/DF (soft
clay)
Range touch
Target stone or stone object
touched, up to 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no
You can form an existing piece of stone into any shape that suits your purpose.
While it's possible to make crude coffers, doors, and so forth with stone shape,
fine detail isn't possible. There is a 30% chance that any shape including moving
parts simply doesn't work.
Diminished
Effects
The spell’s target becomes a stone or
stone object no larger than 1 cu. ft. + 1 cu. ft. per two caster levels.
Heightened
Effects
There is only a 10% chance that any shape that includes moving parts simply
doesn't work.
STONESKIN
School abjuration; Level alchemist 4, druid 5, inquisitor 4, magus 4, sorcerer/wizard4,
summoner 3; Domain earth 6, strength 6; Bloodline abyssal 4
Casting Time 1 standard action
Components V, S, M (granite
and diamond dust worth 250 gp)
Range touch
Target creature touched
Duration 10 min./level
or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The
subject gains DR 10/adamantine. It ignores the first 10 points of damage each time
it takes damage from a weapon, though an adamantine weapon bypasses the reduction.
Once the spell has prevented a total of 10 points of damage per caster level (maximum
150 points), it is discharged.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The spell’s target becomes creatures touched, and divide the duration in
10-minute intervals among the creatures touched.
Notes This spell combines
the effects of the following spells: stoneskin
and communal stoneskin.
STRANGLING HAIR
School transmutation; Level
sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration concentration,
up to 1 round/level
Saving Throw none; Spell Resistance yes
Your hair animates and extends to grapple and constrict an opponent. Make
a grapple check against the target using
your caster level as the base attack bonus plus a bonus equal to your Intelligence
bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check
does not provoke attacks of opportunity. If your hair succeeds in grappling a foe,
that creature takes 1d6 points of damage or your unarmed strike damage, whichever
is greater, and gains the grappled condition. Your hair receives
a +5 bonus on grapple checks made against opponents it is already grappling, but
cannot move foes or pin foes. Each round that your hair succeeds on a grapple check,
it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes
of escaping the grapple, is equal to 10 + its CMB.
Once you choose a target, your hair continues to attack that target independently
of your own actions. You may designate a new target as a move action, which causes
your hair to release its current target (if any) and attack the new target that
round. Your hair cannot be targeted as a separate creature, but it can be dispelled.
Diminished
Effects
Each round that your hair succeeds on a
grapple check, it only deals 1d4 points of damage or your unarmed strike
damage, whichever is greater. In addition, your hair can be targeted as a
separate creature. It has an AC
equal to 10 + 1/2 your caster level and a number of hit points equal to your
caster level.
Heightened
Effects
Each round that your hair succeeds on a
grapple check, it deals addition damage equal to your Intelligence bonus (if a
witch or wizard) or Charisma bonus (if a sorcerer).
STRONG JAW
School transmutation; Level
druid 4, ranger 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural
weapons, you enhance the power of that creature's natural attacks. Each natural
attack that creature makes deals damage as if the creature were two sizes larger
than it actually is. If the creature is already Gargantuan or Colossal-sized, double
the amount of damage dealt by each of its natural attacks instead. This spell does
not actually change the creature's size; all of its statistics except the amount
of damage dealt by its natural attacks remain unchanged.
Diminished
Effects
Each natural attack that creature makes
deals damage as if the creature were one size larger than it actually is. If
the creature is already Colossal-sized, double the amount of damage dealt by
each of its natural attacks instead.
Heightened
Effects
Each natural attack that creature makes
deals damage as if the creature were three sizes larger than it actually is. If
the creature is already Huge, Gargantuan, or Colossal-sized, double the amount
of damage dealt by each of its natural attacks instead.
STUNNING FINALE
School enchantment (compulsion)
[mind-affecting]; Level bard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Targets up to 3 creatures,
no two of which can be more than 30 ft. apart
Duration 1 round
Saving Throw Fortitude partial; see text; Spell Resistance yes
You must have a bardic performance in effect to cast this spell. With a flourish,
you immediately end your bardic performance, assaulting the senses of the targets
with your finale. Each target is stunned for 1 round. On a successful
saving throw, a target is staggered for 1 round.
Diminished
Effects
Each target is staggered for 1 round.
On a successful saving throw, a target suffers no ill effect.
Heightened
Effects
Each target is stunned for 1d4 rounds.
On a successful saving throw, a target is stunned for 1 round and then
staggered for 1d4 rounds.
SUGGESTION
School enchantment (compulsion) [language-dependent, mind-affecting]; Level
bard 2, sorcerer/wizard 3, witch 3; Domain charm 3, devil (evil, law) 3
Casting Time 1 standard action
Components V, M (a snake's
tongue and a honeycomb)
Range close (25 ft. + 5 ft./2
levels)
Target one living creature
Duration 1 hour/level
or until completed
Saving Throw Will negates; Spell Resistance yes
You influence the actions of the target creature by suggesting a course of
activity (limited to a sentence or two). The suggestion must be worded in
such a manner as to make the activity sound reasonable. Asking the creature to do
some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If
the suggested activity can be completed in a shorter time, the spell ends when the
subject finishes what it was asked to do. You can instead specify conditions that
will trigger a special activity during the duration. If the condition is not met
before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty
(such as –1 or –2).
Diminished
Effects
The spell’s duration becomes 10 minutes per caster level.
Heightened
Effects
Whether or not the target succeeds in its initial saving throw, it must make a
second Will saving throw. If it fails this second save, the target has no idea
that you cast a spell on it and does not remember the suggestion at all.
SUMMON MONSTER
School conjuration (summoning)
[see text]; Level antipaladin 4 (diminished version only), bard 5, cleric/oracle
5, sorcerer/wizard5, summoner 4, witch 5; Domain darkness 5
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance
no
This spell summons an
extraplanar creature (typically an outsider, elemental, or magical beast native
to another plane). It appears where you designate and acts immediately, on your
turn. It attacks your opponents to the best of its ability. If you can
communicate with the creature, you can direct it not to attack, to attack
particular enemies, or to perform other actions. The spell conjures one of the
creatures from the table below. You choose which kind of creature to summon,
and you can choose a different one each time you cast the spell.
A summoned monster
cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an
environment that cannot support them. Creatures summoned using this spell
cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with
an alignment or elemental subtype, it is a spell of that type. Creatures on the
table below marked with an “*” are summoned with the celestial template, if you are
good, the entropic template, if you are
chaotic, the fiendish template, if you are evil,
or the resolute template, if you are
lawful. If your alignment contains two elements, you may choose which template
to apply to the creature (for example, if you are lawful good, you may choose
whether the creature is celestial or resolute). If you are true neutral, you
may choose which template to apply to the creature. Creatures marked with an
“*” always have an alignment that matches yours, regardless of their usual
alignment. Summoning these creatures makes the summoning spell's type match
your alignment.
Monster
|
Subtype
|
Ankylosaurus (dinosaur)*
|
—
|
Babau (demon)
|
Chaotic, Evil
|
Bearded devil
|
Evil, Lawful
|
Bralani azata
|
Chaotic, Good
|
Dire lion*
|
—
|
Elemental (Large)
|
Elemental
|
Giant moray eel*
|
—
|
Kyton
|
Evil, Lawful
|
Orca (dolphin)*
|
—
|
Salamander
|
Evil
|
Woolly rhinoceros*
|
—
|
Xill
|
Evil, Lawful
|
Diminished Effects You instead summon one of the monsters on the following
table:
Monster
|
Subtype
|
Ant, giant (drone)*
|
—
|
Bison (herd animal)*
|
—
|
Deinonychus (dinosaur)*
|
—
|
Dire ape*
|
—
|
Dire boar*
|
—
|
Dire wolf*
|
—
|
Elemental (Medium)
|
Elemental
|
Giant scorpion*
|
—
|
Giant wasp*
|
—
|
Grizzly bear*
|
—
|
Hell hound
|
Evil, Lawful
|
Hound archon
|
Good, Lawful
|
Lion*
|
—
|
Mephit (any)
|
Elemental
|
Pteranodon (dinosaur)*
|
—
|
Rhinoceros*
|
—
|
Heightened Effects You instead summon one of the monsters on the following
table:
Monster
|
Subtype
|
Dire bear*
|
—
|
Dire tiger*
|
—
|
Elasmosaurus (dinosaur)*
|
—
|
Elemental (Huge)
|
Elemental
|
Elephant*
|
—
|
Erinyes (devil)
|
Evil, Lawful
|
Giant octopus*
|
—
|
Invisible stalker
|
Air
|
Lillend azata
|
Chaotic, Good
|
Shadow demon
|
Chaotic, Evil
|
Succubus (demon)
|
Chaotic, Evil
|
Triceratops (dinosaur)*
|
—
|
Notes This spell combines
the effects of the following spells: summon
monster IV, summon monster V, and
summon monster VI.
SUMMON NATURE’S ALLY
School conjuration (summoning); Level druid 5,
ranger 4 (diminished version only)
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance
no
This spell summons to
your side a natural creature (typically an animal, fey, magical beast, outsider
with the elemental subtype, or a giant). The summoned ally appears where you
designate and acts immediately, on your turn. It attacks your opponents to the
best of its ability. If you can communicate with the creature, you can direct
it not to attack, to attack particular enemies, or to perform other actions as
you command.
A summoned monster
cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an
environment that cannot support them. Creatures summoned using this spell
cannot use spells or spell-like abilities that duplicate spells that have
expensive material components (such as wish).
The spell conjures
one of the creatures from the 1st Level list on Table 10–2. You choose which
kind of creature to summon, and you can change that choice each time you cast
the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning
spell to summon a creature with an alignment or elemental subtype, it is a
spell of that type. All creatures summoned with this spell without alignment
subtypes have an alignment that matches yours, regardless of their usual
alignment. Summoning these creatures makes the summoning spell's type match
your alignment.
Monster
|
Subtype
|
Ankylosaurus (dinosaur)
|
—
|
Cyclops
|
—
|
Dire lion
|
—
|
Dolphin (orca)
|
—
|
Elemental (Large)
|
Elemental
|
Ettin
|
—
|
Giant moray eel
|
—
|
Girallon
|
—
|
Manticore
|
—
|
Woolly rhinoceros
|
—
|
Diminished Effects You instead summon one of the creatures on the following
table:
Monster
|
Subtype
|
Ant, giant (drone)
|
—
|
Bison (herd animal)
|
—
|
Deinonychus (dinosaur)
|
—
|
Dire ape
|
—
|
Dire boar
|
—
|
Dire wolf
|
—
|
Elemental (Medium)
|
Elemental
|
Giant scorpion
|
—
|
Giant stag beetle
|
—
|
Giant wasp
|
—
|
Griffon
|
—
|
Grizzly bear
|
—
|
Lion
|
—
|
Mephit (any)
|
Elemental
|
Owlbear
|
—
|
Pteranodon (dinosaur)
|
—
|
Rhinoceros
|
—
|
Satyr
|
—
|
Tiger
|
—
|
Heightened Effects You instead summon one of the creatures on the following
table:
Monster
|
Subtype
|
Bulette
|
—
|
Dire bear
|
—
|
Dire tiger
|
—
|
Elasmosaurus (dinosaur)
|
—
|
Elemental (Huge)
|
Elemental
|
Elephant
|
—
|
Giant octopus
|
—
|
Hill giant
|
—
|
Stegosaurus (dinosaur)
|
—
|
Stone giant
|
Earth
|
Triceratops (dinosaur)
|
—
|
Notes This spell combines
the effects of the following spells: summon
nature’s ally IV, summon nature’s
ally V, and summon nature’s ally VI.
SUMMONER CONDUIT
School necromancy; Level
cleric/oracle 4, sorcerer/wizard 5, summoner 4, witch 5
Casting Time 1 standard action
Components V, S, M (two
flies)
Range close (25 ft. + 5 ft./2
levels)
Target one summoned creature
or eidolon
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You exploit the invisible, mystic connection between the target creature and
its summoner to harm that summoner. Whenever the target summoned creature is the
target of a spell that deals damage, the target's summoner is also considered to
be a target of that spell. Such a summoner gains his normal defenses against the
spell, such as a saving throw and spell resistance, and cannot be affected if he
is on another plane of existence.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
Whenever the target summoned creature
takes damage from any source (including physical attacks and area effect
spells, such as fireball), the
target's summoner is also considered to be a target, and takes the same damage.
Sidebar: Triggering
a Symbol Spell
A creature that enters the area while the symbol spell is active is subject
to its effect, whether or not that creature was in the area when it was
triggered. A creature need save against the symbol only once as long
as it remains within the area, though if it leaves the area and returns while
the symbol is still active, it must save again.
Until it is triggered, the symbol spell is inactive (though visible and legible at a
distance of 60 feet). To be effective, a symbol spell must always be placed
in plain sight and in a prominent location. Covering or hiding the rune
renders the symbol spell ineffective,
unless a creature removes the covering, in which case the symbol spell works normally.
As a default, a symbol spell
is triggered whenever a creature does one or more of the
following, as you select: looks at the rune; reads the rune; touches the
rune; passes over the rune; or passes through a portal bearing the rune.
Regardless of the trigger method or methods chosen, a creature more than 60
feet from a symbol of death can't trigger it (even if it meets one or more of
the triggering conditions, such as reading the rune). Once the spell is cast,
a symbol spell's
triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it,
identify it, or fathom its meaning. Throwing a cover over a symbol spell to render it
inoperative triggers it if the symbol reacts to touch. You can't use a symbol
spell offensively;
for instance, a touch-triggered symbol spell remains untriggered if an item bearing the symbol spell is used to touch a
creature. Likewise, a symbol spell
cannot be placed on a weapon and set to activate when the weapon
strikes a foe.
You can also set special triggering limitations of your own. These can
be as simple or elaborate as you desire. Special conditions for triggering a symbol
spell can be based
on a creature's name, identity, or alignment, but otherwise must be based on
observable actions or qualities. Intangibles such as level, class, HD, and
hit points don't qualify.
When scribing a symbol spell,
you can specify a password or phrase that prevents a creature using it from
triggering the symbol's effect. Anyone using the password remains
immune to that particular rune's effects so long as the creature remains
within 60 feet of the rune. If the creature leaves the radius and returns
later, it must use the password again.
You also can attune any number of creatures to the symbol spell, but doing this can
extend the casting time. Attuning one or two creatures takes negligible time,
and attuning a small group (as many as 10 creatures) extends the casting time
to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours.
Attuning larger groups takes an additional 24 hours per 25 creatures. Any
creature attuned to a symbol spell
cannot trigger it and is immune to its effects, even if within its
radius when it is triggered. You are automatically considered attuned to your
own symbols spell, and
thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a symbol with a
Spellcraft check (DC 10 + the symbol's spell level). Of course, if the
symbol is set to be triggered by reading it, this will trigger the
symbol.
A symbol spell can
be removed by a successful dispel magic targeted solely on the rune.
An erase spell has no effect on a symbol spell. Destruction of the
surface where a symbol spell
is inscribed destroys the symbol but also triggers it.
|
SYMBOL OF HEALING
School conjuration (healing); Level cleric/oracle 3, paladin 4, witch 4
Casting
Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a
total of 500 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving
Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, all creatures within 60 feet of the symbol of healing instead
are bathed in positive energy and heal 2d8 points + 1 point of damage per caster
level (maximum +15). Undead and other creatures harmed by positive energy instead
take 2d8 points of damage + 1 point per caster level (maximum +15); a Will save
reduces this damage by half. A creature can only be healed or harmed by the symbol
once in any 24-hour period. Once triggered, the symbol remains active for 10 minutes
per caster level.
Note: Magic traps such as symbol of healing are
hard to detect and disable. While any character can use Perception to find a
symbol, only a character with the trapfinding class feature can use Disable
Device to disarm it. The DC in each case is 25 + spell level, or 29 for symbol
of healing.
Symbol of healing can be made permanent with a permanency spell by a caster of
12th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute
per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour
per caster level.
SYMBOL OF PAIN
School necromancy [evil, pain]; Level cleric/oracle 5, sorcerer/wizard 5,
witch 5
Casting
Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total
of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving
Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, each creature within the 60 feet of a symbol of pain suffers
wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability
checks. These effects last for 1 hour after the creature moves farther than 60 feet
from the symbol. Once triggered, the symbol remains active for 10 minutes per
caster level.
Note: Magic traps such as symbol of pain are hard
to detect and disable. While any character can use Perception to find a symbol,
only a character with the trapfinding class feature can use Disable Device to disarm
it. The DC in each case is 25 + spell level, or 30 for symbol of pain.
Symbol of pain can be made permanent with a permanency spell by a caster
of 13th level or higher for the cost of 12,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute
per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour
per caster level.
SYMBOL OF REVELATION
School divination; Level cleric/oracle 4, sorcerer/wizard 4, witch 4
Casting
Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a
total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw none; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. It
is activated by invisible creatures, creatures affected by an illusion (glamer)
effect, creatures with the shapechanger subtype, or creatures that have magically
changed their shape. When triggered, each of these creatures within 60 feet of
the symbol are outlined by a pale light that functions like faerie fire, except it lasts for
10 minutes per caster level; the symbol does not otherwise reveal their true form.
Once triggered, a symbol of revelation remains active for 10 minutes per
caster level.
Note: Magic traps such as symbol of revelation
are hard to detect and disable. While any character can use Perception to find
a symbol, only a character with the trapfinding class feature can use Disable
Device to disarm it. The DC in each case is 25 + spell level, or 29 for symbol
of revelation.
Symbol of revelation can be made permanent with a permanency spell by a caster of
12th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute
per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour
per caster level.
SYMBOL OF SCRYING
School divination (scrying); Level cleric/oracle 5, sorcerer/wizard 5, witch
5
Casting
Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a
total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw none; Spell Resistance no
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, it creates a scrying sensor linked to you and centered on the symbol,
even if you are on a different plane than the symbol. You are immediately aware
that the symbol has been triggered if you are conscious, and are awakened from normal
sleep if sleeping. The symbol does not otherwise disturb your concentration. You
may observe the area through the symbol as if using a scrying spell with the sensor
as the target creature. Once triggered, the symbol remains active for 10 minutes
per caster level.
A symbol of scrying is not considered a magical trap. Symbol of
scrying can be made permanent with a permanency spell by a caster of
13th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute
per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour
per caster level.
SYMBOL OF SLEEP
School enchantment (compulsion)
[mind-affecting]; Level cleric/oracle 5,sorcerer/wizard 5, witch 5
Casting
Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total
of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving
Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, all creatures of 10 HD or less within 60 feet of the symbol of
sleep instead fall into a catatonic slumber for 3d6 × 10 minutes. Unlike with
the sleep spell, sleeping creatures
cannot be awakened by nonmagical means before this time expires.
Once triggered, a symbol of sleep simply remains active for 10 minutes
per caster level.
Note: Magic traps such as symbol of sleep are hard
to detect and disable. While any character can use Perception to find a symbol,
only a character with the trapfinding class feature can use Disable Device to disarm
it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.
Symbol of sleep can be made permanent with a permanency spell by a caster
of 13th level or higher for the cost of 12,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute
per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour
per caster level.
SYMBOL OF SLOWING
School transmutation; Level
cleric/oracle 4, sorcerer/wizard 4, witch 4
Casting
Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a
total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface.
When triggered, all creatures within 60 feet of a symbol of slowing are slowed
(as the slow spell) for 1 round per caster
level.
Note: Magic traps such as symbol of slowing are
hard to detect and disable. While any character can use Perception to find a
symbol, only a character with the trapfinding class feature can use Disable
Device to disarm it. The DC in each case is 25 + spell level, or 29 for symbol
of slowing.
Symbol of slowing can be made permanent with a permanency spell by a caster of
12th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute
per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour
per caster level.
SYMBOL OF STRIKING
School illusion (shadow);
Level cleric/oracle 5, magus 5, sorcerer/wizard 5, witch 5
Casting
Time 10 minutes
Components V, S, M (a masterwork
melee weapon costing at least 300 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will half, see text; Spell Resistance yes, see text
This spell allows you to use the material component, you scribe a symbol
of striking so it fills a 5-foot square. Once triggered, the symbol of striking
glows and lasts for 10 minutes per caster level or until it has made a number of
attacks of opportunity equal to your level, whichever comes first. When triggered,
the symbol threatens its area and the area around it as if it were a Medium creature
wielding a magic version of the weapon you used as the material component. Using
your caster level + 1 + your Intelligence modifier (magus, witch, wizard) or Wisdom
modifier (cleric) or Charisma modifier (oracle, sorcerer) as its attack bonus, the
symbol can make a number of attacks of opportunity each round equal to 1 + the same
ability score modifier you used to determine its attack bonus. It gains a bonus
on damage rolls equal to the same ability score modifier you used to determine its
attack bonus. A shadowy version of you wielding the material component appears to
make these attacks.
The symbol attacks any non-attuned creature that provokes an attack of opportunity
from the symbol. However, when the symbol first attacks a creature, the symbol
must overcome that creature's spell resistance or be rendered unable to harm it.
The symbol never again attacks such creatures. Further, when the symbol first attacks
a creature, a successful Will saving throw allows the creature to see the shadow
nature of the attacks and take half damage when such attacks hit.
Note: Magic traps such as symbol of striking are
hard to detect and disable. While any character can use Perception to find a
symbol, only a character with the trapfinding class feature can use Disable
Device to disarm it. The DC in each case is 25 + spell level, or 30 for symbol
of striking.
Symbol of striking can be made permanent with a permanency spell by a caster
of 13th level or higher for the cost of 12,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute
per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour
per caster level.
No comments:
Post a Comment