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Tuesday, September 9, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with A & B

by Tim Wallace

ACID FOG
School conjuration (creation) [acid]; Level magus 6, sorcerer/wizard 6
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, 20 ft. high
Duration 1 round/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 acid fog is so thick that it impedes movement. Creatures moving through a acid 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 acid 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 acid fog. Acid fog, and effects that work like acid fog, do not stack with each other in terms of slowed movement and attack penalties. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Diminished Effects Creatures and objects within the mists suffer only 1d6 points of acid damage per round.
Heightened Effects The fog spreads in 30-foot radius. In addition, creatures moving through the acid fog are staggered.

ANALYZE DWEOMER
School divination; Level alchemist 6, bard 6, sorcerer/wizard 6, witch 6; Domain arcane 6
Casting Time 1 standard action
Components V, S, F (a ruby and gold lens worth 1,500 gp)
Range close (25 ft. + 5 ft./2 levels)
Targets one object or creature per caster level
Duration 1 round/level (D)
Saving Throw none or Will negates, see text; Spell Resistance no
You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
Analyze dweomer does not function when used on an artifact.
Diminished Effects In a single round, you can discern only one magical property or spell present for every two caster levels you possess. You may spend more than 1 round examining a creature or object, in which case you discern magical properties or spells you do not already know. As a diminished effect, the spell is less effective but generally accurate. The chance of an accurate reading is 70 percent + 1 percent per character level. If the reading is inaccurate, 1d4 magical properties or spells present will not be revealed, regardless of how long you examine a creature or object.
Heightened Effects In addition to the information revealed from casting the spell, you can also discern an intelligent item’s special purpose.

ANIMAL SHAPES
School transmutation (polymorph); Level druid 8; Domain animal 7
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets up to one willing creature per level, all within 30 ft. of each other.
Duration 1 hour/level (D)
Saving Throw none, see text; Spell Resistance yes (harmless)
As greater beast shape, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.
Diminished Effects The spell’s target becomes one willing creature.
Heightened Effects The spell’s targets retain the ability to speak while in animal form, and can therefore cast spells, communicate, and use items that require spoken commands. Additionally, the damage from the targets’ natural attacks increase by one size category.

ANIMATE OBJECTS
School transmutation; Level bard 6, cleric/oracle 6, witch 6; Domain chaos 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one Small object per caster level; see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot affect objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels). In addition, you can only animate up to two Small or smaller objects per three caster levels, and any objects you animate are treated as if they had the staggered condition.
Heightened Effects Any objects you animate may receive one of the following benefits for every six of your caster levels: +2 natural armor, +2 Strength, +2 Dexterity, +2 bonus on attack rolls, +1 hit point per Hit Die, +1 bonus on damage rolls.

ANIMATE PLANTS
School transmutation; Level druid 7
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets one Large plant per three caster levels or all plants within range; see text
Duration 1 round/level or 1 hour/level; see text
Saving Throw none; Spell Resistance no
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large don't have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
Diminished Effects The spell’s basic effect can animate up to one Medium or smaller plant per three caster levels, and any plants you animate are treated as if they had the staggered condition. The spell’s entangle effect only affects plants in a 40-foot-radius spread.
Heightened Effects Any plants you animate may receive one of the following benefits for every six of your caster levels: +2 natural armor, +2 Strength, +2 Dexterity, +2 bonus on attack rolls, +1 hit point per Hit Die, +1 bonus on damage rolls.

ANTILIFE SHELL
School abjuration; Level cleric/oracle 6, druid 6; Domain animal 6, souls 6
Components V, S, DF
Casting Time 1 round
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
Diminished Effects The spell must be cast on a fixed point in space. Further, any creature warded by the spell can attempt a Fortitude saving throw to force its way through the barrier. The barrier does not collapse if a creature passes through it.
Heightened Effects Any living creature that touches the field takes 1d4 points of negative energy damage per caster level (Reflex save for half damage). Additionally, you can selectively allow any creature you want to pass through the field.

ANTIMAGIC FIELD
School abjuration; Level cleric/oracle 8, sorcerer/wizard 6; Domain magic 6, protection 6
Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Diminished Effects The spell’s duration is reduced to 1 minute per caster level.
Heightened Effects The spell’s area is increased to a 20-foot-radius emanation, centered on you.

ANTIPATHY
School enchantment (compulsion) [emotion, mind-affecting]; Level druid 9, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 1 hour
Components V, S, M/DF (a lump of alum soaked in vinegar)
Range close (25 ft. + 5 ft./2 levels)
Target one location (up to a 10-ft. cube/level) or one object
Duration 2 hours/level (D)
Saving Throw Will partial; Spell Resistance yes
You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
Diminished Effects The spell’s casting time is reduced to 10 minutes and its duration is reduced to 20 minutes per caster level.
Heightened Effects A creature that makes a successful saving throw has its Constitution and Dexterity scores reduced by 4 points each due to the distracting discomfort.

ARCANE CANNON
School transmutation; Level sorcerer/wizard 7
Casting Time 1 round
Components V, S, F (an ornate miniature cannon forged with a drop of your blood that costs 5,000 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect one magically animated cannon
Duration 1 round/level
Saving Throw none; Spell Resistance no
Your focus becomes a Medium arcane cannon that appears in an unoccupied square within the spell's range. If no unoccupied square is within range, the spell fails. The cannon comes into existence loaded. Each round thereafter, the cannon can either fire or load. A cannon must be loaded to fire. You do not need to supply ammunition for the cannon.
On your turn, you can spend a move action to direct the cannon to wheel itself to a new location, moving the cannon up to 20 feet. If the arcane cannon ever leaves your line of sight, it winks out of existence, and the spell's duration ends.
The cannon has a range increment of 50 feet. It targets touch attack in the first range increment, and it has no misfire chance. The cannon acts as a weapon with the conductive special weapon ability, which you can use to channel your spell-like or supernatural abilities as long as you are within the range of arcane cannon. The cannon's attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +1 per four caster levels (maximum +5 at 20th level). On a hit, the cannon deals 4d10 damage. The arcane cannon attacks have a critical modifier of ×4.
The cannon has AC 10, hardness 10, and 80 hit points. If the cannon is subject to a spell or effect that requires a save, it uses your saving throw modifiers. The cannon never provokes attacks of opportunity. If the cannon is destroyed, so is your focus.
Diminished Effects The cannon requires two rounds to load, and loses the conductive special weapon ability.
Heightened Effects The cannon requires a move action to load and a standard action to fire (enabling you to fire it once per round).

ARCANE SIGHT, GREATER
School divination; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell allows you to see magical auras within 120 feet of you. The effect is similar to that of an arcane sight spell.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you automatically know which spells or magical effects are active upon any individual or object you see.
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.
Unlike arcane sight, this spell cannot be made permanent with a permanency spell.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

ASTRAL PROJECTION
School necromancy; Level cleric/oracle 9, sorcerer/wizard 9, witch 9; Domain travel 9
Casting Time 30 minutes
Components V, S, M (jacinth worth 1,000 gp)
Range touch
Targets you plus one additional willing creature touched per two caster levels
Duration see text
Saving Throw none; Spell Resistance yes
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
When this spell ends, your astral body and all of its gear, vanishes.
Diminished Effects The spell’s range becomes personal and its target becomes you.

ATAVISM, MASS
School transmutation; Level druid 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one animal/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes
The animals immediately gain the advanced creature simple template. They gain a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animals’ primal instincts take hold for the duration of this spell—if the animals know tricks granted by the Handle Animal skill, they lose access to all of those tricks save for “attack.” This spell has no effect on animals that already have the advanced creature template.
Diminished Effects The spell’s target becomes one animal per three caster levels.
Heightened Effects The animals gain a +3 bonus on all rolls, including damage rolls and special ability DCs, a +6 bonus to AC and CMD, and +3 hit points per HD.

BANISHMENT
School abjuration; Level cleric/oracle 6, inquisitor 5, sorcerer/wizard 7, summoner 5
Casting Time 1 standard action
Components V, S, F (see text)
Range close (25 ft. + 5 ft./2 levels)
Targets one or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), and the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Diminished Effects The spell can only banish extraplanar creatures with HD less than or equal to your caster level.
Heightened Effects Extraplanar creatures banished by the spell cannot return to your home plane for a period of time equal to 5 years times you caster level plus 1 day. An extraplanar creature that makes as successful saving throw take a –4 penalty to its AC, attack rolls, saving throws, and skill checks for a duration of 1 minute per caster level.

BEAR'S ENDURANCE, MASS
School transmutation; Level cleric/oracle 6, druid 6, magus 6, sorcerer/wizard 6, summoner 4
Casting Time 1 standard action
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
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 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell grants a +6 enhancement bonus to Constitution, rather than only +4.

BEAST SHAPE, GREATER
School transmutation (polymorph); Level sorcerer/wizard 6
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 min./level (D)
This spell functions as beast shapeexcept that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light visionscent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.
Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.
Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
Diminished Effects The spell functions as beast shape, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.
Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.
Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.
Notes This spell combines the effects of the following spells: beast shape III and beast shape IV.

BINDING
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8, summoner 6
Casting Time 1 minute
Components V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration see text (D)
Saving Throw Will negates; see text; Spell Resistance yes
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.
You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.
Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions 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, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
If you cast any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all binding spells it has received are broken.
The binding spell has six versions. Choose one of the following versions when you cast the spell.
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.
Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect.
Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.
You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal, banishment, or a similar effect.
Diminished Effects The durations of all versions of the spell become 1 year and 1 day. You can renew the casting during this time to extend it.
Heightened Effects The durations of all versions of the spell become permanent.

BLADE BARRIER
School evocation [force]; Level cleric/oracle 6, inquisitor 6; Domain good 6, war 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high
Duration 1 min./level (D)
Saving Throw Reflex half or Reflex negates; see text; Spell Resistance yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
Diminished Effects Any creature passing through the wall takes 1d4 points of damage per caster level (maximum 15d4).
Heightened Effects The round after a creature takes damage from the wall, it incurs bleed damage equal to your caster level (maximum 15). Bleed damage does not stack. When two or more attacks deal bleed damage, take the worse effect.

BLASPHEMY
School evocation [evil, sonic]; Level cleric/oracle 7, inquisitor 6; Domain evil 7
Casting Time 1 standard action
Components V
Range 40 ft.
Area nonevil creatures in a 40-ft.-radius spread centered on you
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD
Effect
Equal to caster level
Dazed
Up to caster level –1
Weakened, dazed
Up to caster level –5
Paralyzed, weakened, dazed
Up to caster level –10
Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.
Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.
Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.
Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Diminished Effects The spell’s area becomes a 20-foot-radius spread and it only affects good creatures with HD less than your caster level.
Heightened Effects Any nonevil creature within the area of the spell suffers the following ill effects.
HD
Effect
Equal to caster level
Stunned
Up to caster level –1
Crippled, stunned
Up to caster level –5
Paralyzed, crippled, stunned
Up to caster level –10
Killed, paralyzed, crippled, stunned
Stunned: The creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round. Save negates.
Crippled: The creature's Constitution score decreases by 2d4 points for 2d4 rounds. Save for half.

BLOOD MIST
School conjuration (creation) [poison]; Level druid 8
Casting Time 1 standard action
Components V, S, M (a pinch of dried red algae)
Range medium (100ft. +10ft./level)
Area 60-ft. radius
Duration 1 minute/level
Saving Throw Fortitude negates (see text); Spell Resistance yes
This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the “attack nearest creature” result of the confused condition). An enraged creature remains so as long as the spell is in effect. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).
Diminished Effects The spell’s area is reduced to a 60-foot radius and it does not inflict any Wisdom damage. A creature only needs to save once against the mist (leaving and returning does not require another save).
Heightened Effects Any creature within the mist must save or take 1d6 points of Wisdom damage and become enraged.

BRILLIANT INSPIRATION
School evocation [language-dependent]; Level bard 6; Domain leadership 6
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level and special (see below)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You open a link between your mind and the subject's mind, giving advice and encouragement for as long as the spell is in effect. Each time the subject of the spell makes an attack roll, ability check, or skill check, it rolls two d20s and takes the better result. If any roll is a natural 20, the spell's effect ends—your brilliant advice is spent.
Diminished Effects The spell’s duration becomes concentration, up to 1 round per caster level.
Heightened Effects The spell does not end on the roll of a natural 20.

BULL'S STRENGTH, MASS
School transmutation; Level cleric/oracle 6, druid 6, magus 6, sorcerer/wizard 6, summoner 4; Domain ferocity 6
Casting Time 1 standard action
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
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 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subjects become stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell grants a +6 enhancement bonus to Strength, rather than only +4.