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 shape, except 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 vision, scent, 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.
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