CAGING BOMB ADMIXTURE
School evocation [force]; Level alchemist 6
Casting
Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Upon drinking an extract created with this formulae, you make a significant
change to your magical reserve that modifies the nature of all bombs you create
and throw during this extract's duration. This effect on your magical reserve has
no effect on any discoveries that you use to modify your bombs, but you can only
have one admixture effect (formulae with the word “bomb admixture” in its title)
active at a time. If you drink another bomb admixture, the effects of the former
bomb admixture end and the new one becomes active.
When you throw a bomb and hit a direct target, it creates an invisible cubical
prison composed of a solid wall of force. The prison is as
large as the splash area of the bomb that you threw, and traps any creature that
is entirely inside the area.
Creatures within the area are caught and contained unless any creature within
the splash radius is too big to fit inside, in which case the effect automatically
fails. Teleportation and other forms of astral travel provide means for escape,
but the force walls extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force, the cage created by the caging bomb admixture
resists dispel magic, although a mage's disjunction still functions.
The walls of the cage can be damaged by spells as normal, except for disintegrate, which automatically
destroys the cage. The walls of this cage can be damaged by weapons and supernatural
abilities, but the cage has a hardness of 20 and a number of hit points equal to
20 per alchemist level. Contact with a sphere of annihilation or a rod of cancellation instantly
destroys this cage.
When using caging bomb admixture, an alchemist can only have one cage
in effect at a time. If the alchemist throws another bomb during the duration of
caging bomb admixture, any other cage created by the earlier admixture ends,
and a new one is created. When the duration of the caging bomb admixture
ends, so does any remaining cage
created by this admixture's effect.
Diminished Effects The cage created
by the caging bomb admixture is
only large enough to trap the direct target of the bomb.
CALL CONSTRUCT
CAT'S GRACE, MASS
School transmutation; Level
bard 6, druid 6, magus 6, sorcerer/wizard 6, summoner 4
Casting Time 1 standard action
Components V, S,
M (pinch of cat fur)
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 transmuted creatures become more graceful, agile, and coordinated.
The spell grants a +4 enhancement bonus to Dexterity, adding the usual
benefits to AC, Reflex saves, and other uses of
the Dexterity modifier.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
The spell grants a +6 enhancement bonus to Dexterity, rather than only +4.
CAUSTIC ERUPTION
School conjuration (creation)
[acid]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range 30 ft
Area 30-ft.-radius burst
Duration instantaneous
and 2 rounds; see text
Saving Throw Reflex half (see text) Spell Resistance no
Acid erupts from your space in all directions, causing 1d6 points of damage
per caster level (maximum 20d6) to creatures and unattended objects in the area.
On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst
take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6)
unless the acid is neutralized, dispelled, or washed away.
Diminished Effects The spell does not do any extra acid damage on
subsequent rounds.
Heightened Effects Affected creatures must also make a Fortitude save each
round they take acid damage to avoid becoming nauseated.
CHAIN LIGHTNING
School evocation [electricity]; Level magus 6, sorcerer/wizard 6, witch 7;
Domain air 6
Casting
Time 1 standard action
Components V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one
silver pin per caster level)
Range long (400 ft. + 40 ft./level)
Targets one primary target, plus one secondary target/level (each of which must be
within 30 ft. of the primary target)
Duration instantaneous
Saving
Throw Reflex half; Spell Resistance yes
This spell creates an electrical discharge that begins as a single stroke
commencing from your fingertips. Unlike lightning bolt, chain lightning
strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum
20d6) to the primary target. After it strikes, lightning can arc to a number of
secondary targets equal to your caster level (maximum 20). The secondary bolts each
strike one target and deal as much damage as the primary bolt.
Each target can attempt a Reflex saving throw for half damage. The Reflex
DC to halve the damage of the secondary
bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose
secondary targets as you like, but they must all be within 30 feet of the primary
target, and no target can be struck more than once. You can choose to affect fewer
secondary targets than the maximum.
Diminished Effects The spell’s target becomes one primary target, plus one secondary target per three caster levels.
The secondary bolts deal 1d6 of electricity damage
per caster level (maximum 10d6) to the secondary targets.
Heightened Effects Targeted creatures must also make a Fortitude save to
avoid becoming blinded for 1d4 rounds.
CHANGESTAFF
School transmutation; Level
druid 7
Casting Time 1 round
Components V, S, F (a quarterstaff
that has been carved and polished for 28 days)
Range touch
Target your touched staff
Duration 1 hour/level
(D)
Saving Throw none; Spell Resistance no
You change a specially prepared quarterstaff into a Huge treant-like creature,
about 24 feet tall. When you plant the end of the staff in the ground and speak
a special command to conclude the casting of the spell, your staff turns into a
creature that looks and fights just like a treant. The staff-treant defends you
and obeys any spoken commands. However, it is by no means a true treant; it cannot
converse with actual treants or control trees. If the staff-treant is reduced to
0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal
form when the spell duration expires (or when the spell is dismissed), and it can
be used as the focus for another casting of the spell. The staff-treant is always
at full strength when created, despite any wounds it may have incurred the last
time it appeared.
Diminished Effects The staff-treant is treated as if it had the staggered
condition.
Heightened Effects The staff-treant
is treated as if it had the advanced creature template (+2 on all rolls
(including damage rolls) and trample DC; +4 to AC and CMD; +24 hp).
CHARM MONSTER, MASS
School enchantment (charm)
[mind-affecting]; Level bard 6, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 1 standard action
Components V
Range close (25 ft.
+ 5 ft./2 levels)
Targets One or more
creatures, no two of which can be more than 30 ft. apart
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
This charm makes
living creatures regard you as their trusted friend and ally (treat the targets’
attitude as friendly). If the creatures are
currently being threatened or attacked by you or your allies, however, they
receive a +5 bonus on their saving throws. You can affect a number of creatures whose combined HD do
not exceed twice your level, or at least one creature regardless of HD. If
there are more potential targets than you can affect, you choose them one at a
time until you must choose a creature with too many HD to affect.
The spell does not
enable you to control the charmed creatures as if they were automatons, but
they perceive your words and actions in the most favorable way. You can try to
give the subjects orders, but you must win an opposed Charisma check to convince
them to do anything they wouldn't ordinarily do. (Retries are not allowed.) An
affected creature never obeys suicidal or obviously harmful orders, but it might
be convinced that something very dangerous is worth doing. Any act by you or
your apparent allies that threatens the charmed person breaks the spell. You
must speak the creature's language to communicate your commands, or else be
good at pantomiming.
Diminished
Effects
The spell’s duration becomes to 1 hour per caster level.
Heightened
Effects
Targets currently being threatened or attacked by you or your allies do not
receive a bonus on their saving throws.
CIRCLE OF CLARITY
School abjuration; Level
cleric/oracle 7, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, F (a crystal
lens worth 100 gp)
Range medium (100 ft. + 10
ft./level)
Effect 20-ft.-radius emanation
centered on a creature, object or point in space
Duration 1 round/level
(D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You create a magical emanation that interferes with all figments and glamers
within it, giving creatures a +4 bonus on saving throws to recognize them as illusions.
The emanation negates concealment less than total concealment within the area. Perception
checks to notice creatures or objects within the area gain a bonus equal to half
your caster level (maximum +10). The spell is stationary if cast on a point in space.
It is mobile if centered on a creature or object, though creatures or attended objects
can negate the spell with a saving throw or spell resistance.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels), and its effect becomes a 10-foot-radius emanation.
CIRCLE OF DEATH
School necromancy [death];
Level inquisitor 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a crushed
black pearl worth 500 gp)
Range medium (100 ft. + 10
ft./level)
Area several living creatures
within a 40-ft.-radius burst
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
Circle of death snuffs out the life force of living
creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures
per caster level (maximum 20d4). Creatures with the fewest HD are affected first;
among creatures with equal HD, those who are closest to the burst's point of origin
are affected first. No creature of 9 or more HD can be affected, and HD that are
not sufficient to affect a creature are wasted.
Diminished
Effects
The spell’s area becomes a 20-foot-radius burst, and it only slays 1d6 HD worth
of living creatures per two caster levels (maximum 10d6). No creature of 7 or more HD can be affected.
Heightened
Effects
The spell also creates an unhallow effect in the
affected area for a duration of 1 hour per caster level. No creature of 11 or more HD can be affected.
CLASHING ROCKS
School conjuration (creation)
[earth]; Level druid 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40
ft./level)
Effect see text
Duration instantaneous
Saving Throw Reflex partial, see text; Spell Resistance no
You create two Colossal-sized masses of rock, dirt, and stone and slam them
together against a single creature between them. The clashing rocks appear
up to 30 feet away from the target on opposite sides and rush toward it with a mighty
grinding crash. You must make a ranged touch attack to hit the target with the rocks.
The clashing rocks ignore concealment and cover, and if there is a solid
barrier between the target and either of the clashing rocks, the spell has
a +28 bonus on the Strength check to burst through the barrier and continue unimpeded
to the target. A creature struck by the clashing rocks takes 20d6 points
of bludgeoning damage and is knocked prone. If the target fails a Reflex
saving throw, it is also buried under the resulting rubble as if by a cave-in.
If the clashing rocks miss the target, the target still takes 10d6
points of bludgeoning damage from falling rocks and is knocked prone. A successful
Reflex save reduces this damage to half and the target remains standing. Creatures
other than the target that occupy the spaces where the clashing rocks appear
or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also
make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone
(save for half and remain standing). A creature can only take damage once from the
clashing rocks, no matter how many times the clashing rocks pass over
a target creature.
Diminished
Effects
The spell’s range is reduced to medium, medium
(100 ft. + 10 ft./level). A creature struck by the clashing rocks takes
20d4 points of bludgeoning damage and is knocked prone. If the target fails a
Reflex saving throw, it is also buried under the resulting rubble as if by a
cave-in. If the clashing rocks miss the target, the target still takes
10d4 points of bludgeoning damage from falling rocks and is knocked prone.
Creatures other than the target that occupy the spaces where the clashing
rocks appear or within their path must also make Reflex saves or take 10d4
points of bludgeoning damage and be knocked prone (save for half and remain
standing).
CLENCHED FIST
School evocation [force];
Level sorcerer/wizard 8; Domain strength 8
Casting Time 1 standard action
Components V, S, F/DF (a
leather glove)
Components V, S,
F (a soft glove)
Range medium (100
ft. + 10 ft./level)
Effect 10-ft. hand
Duration 1
round/level (D)
Saving Throw none; Spell Resistance yes
Clenched fist creates a Large
magic hand that appears between you and one opponent. This floating,
disembodied can push or strike one opponent that you select. The floating hand can
move as far as 60 feet and can attack in the same round. Since this hand is directed
by you, its ability to notice or attack invisible or concealed creatures is
no better than yours.
An
clenched fist is 10 feet long and about that wide with its fingers outstretched.
It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size,
+11 natural). It takes damage as a normal creature, but most magical effects that
don't cause damage do not affect it.
The
hand never provokes attacks of opportunity from opponents. It cannot push through
a wall of force or enter an antimagic field, but it suffers
the full effect of a prismatic wall or prismatic sphere. The hand makes
saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
The hand attacks once per round, and its attack bonus equals your caster level
+ your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer,
respectively) + 11 for the hand's Strength score (33), – 1 for being Large. The
hand deals 1d8+11 points of damage on each attack, and any creature struck must
make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the
spell to a new target is a move action.
The clenched fist can also interpose itself (providing
+4 cover AC for you against that opponent) or bull rush an opponent as interposing hand does. Its CMB for bull rush checks uses your caster level in place of its
base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being
Large.
Diminished
Effects
The spell’s range becomes close (25 ft. + 5 ft./2 levels), and hand’s Strength
score falls to 31. This reduces the Strength modifier on its attack rolls and
bull rush checks by –1, and its damage to 1d8+10 points. A creature struck does
not need to save against stunning.
Heightened
Effects
The hand gains a +2 bonus on all rolls (including damage rolls); +4 to AC and
CMD, and +2 hit points per caster level.
CLOAK OF CHAOS
School abjuration [chaotic];
Level cleric/oracle 8; Domain chaos 8
Casting Time 1 standard action
Components V, S, F (a tiny
reliquary worth 500 gp)
Range 20 ft.
Targets one creature/level
in a 20-ft.-radius burst centered on you
Duration 1 round/level
(D)
Saving Throw see text; Spell Resistance yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks,
granting them resistance to spells cast by lawful creatures, and causing lawful
creatures that strike the subjects to become confused. This abjuration has
four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves. Unlike protection from law, the benefit
of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells
and spells cast by lawful creatures.
Third, the abjuration protects from possession and mental influence, just
as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded
creature, the offending attacker is confused for 1 round (Will save negates,
as with the confusion spell, but against the
save DC of cloak of chaos).
Diminished
Effects
The spell’s target becomes one creature per three caster levels. In addition, each warded creature only gains spell
resistance 20 against lawful spells and spells cast by lawful creatures.
Heightened
Effects
Each warded creature gains a +6
deflection bonus to AC, a +6 resistance bonus on saves, and spell resistance 27
against lawful spells and spells cast by lawful creatures.
CLONE
School necromancy; Level sorcerer/wizard 8, witch 8
Casting
Time 10 minutes
Components V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment
costing 500 gp)
Range 0 ft.
Effect one clone
Duration instantaneous
Saving
Throw none; Spell Resistance no
This spell makes an inert duplicate of a creature. If the original individual
has been slain, its soul immediately transfers to the clone, creating a replacement
(provided that the soul is free and willing to return). The original's physical
remains, should they still exist, become inert and cannot thereafter be restored
to life. If the original creature has reached the end of its natural life span (that
is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails,
scales, or the like) with a volume of at least 1 cubic inch that was taken from
the original creature's living body. The piece of flesh need not be fresh, but it
must be kept from rotting. Once the spell is cast, the duplicate must be grown in
a laboratory for 2d4 months.
When the clone is completed, the original's soul enters it immediately, if
that creature is already dead. The clone is physically identical to the original
and possesses the same personality and memories as the original. In other respects,
treat the clone as if it were the original character raised from the dead, including
its gaining of two permanent negative levels, just as if it had
been hit by an energy-draining creature. If the subject is 1st level, it takes 2
points of Constitution drain instead (if this would reduce its Con to 0 or less,
it can't be cloned). If the original creature gained permanent negative levels since
the flesh sample was taken, the clone gains these negative levels as well.
The spell duplicates only the original's body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul
is unavailable, but the resulting body is merely a soulless bit of inert flesh which
rots if not preserved.
Diminished
Effects
If the original creature still lives, there is a 3% chance the clone will
awaken prematurely and assume that it is the original creature (it is up to the
GM to decide how it reacts upon discovering the original creature). This chance
increases by +1% for each month the soulless clone is preserved by any means
short of temporal stasis.
Heightened
Effects
If the original creature is still alive, the clone enters a state of suspended
animation and does not begin to decompose. If the original creature later dies
its soul is instantly transported to the clone, which then awakens from its
stasis. If there are multiple clones are created for the same creature, the
creature’s soul enters the most recently created clone when it dies.
COLD ICE STRIKE
School evocation [cold]; Level
cleric/oracle 6, sorcerer/wizard 6
Casting Time 1 swift action
Components V, S
Range 30 ft.
Area 30-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You create a shredding flurry of ice slivers, which blast from your hand in
a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).
Diminished
Effects
The spell’s range becomes 15 feet, and its area becomes a 15-foot line.
Heightened
Effects
Creatures that take damage from the spell must make a Fortitude saving throw or
become staggered for 2d4 rounds. Wearing
a cold weather outfit or a magical
fire (such as a wall of fire spell) in an
adjacent square provides a +5 circumstance bonus on the Fortitude save. If a
creature is staggered by this spell and takes any magical fire damage the
staggered effect is removed.
CONTAGIOUS FLAME
School evocation [fire]; Level
magus 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target three or more rays
Duration 3 rounds
Saving Throw none; Spell Resistance yes
You blast several enemies with beams of fire. You may fire three rays, plus
one additional ray for every four levels beyond 11th (to a maximum of five rays
at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points
of fire damage. The rays may be fired at the same or different targets, but all
rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Every round on your turn, a new ray of fire launches from each creature who
took damage from the spell in the previous round—these new rays attack as if you
fired them, but their point of origin is the previous creature damaged. You can
choose the new targets as a free action, all of whom must be within close range
(25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues
for a total of three rounds—a creature can be struck more than once by this spell
over the course of these three rounds, although never by a ray of fire that launches
from itself.
Diminished
Effects
You may fire one ray, plus one
additional ray for every five levels beyond 9th (to a maximum of three rays at
19th level).
Heightened
Effects
The spell’s duration becomes 5 rounds.
CONTINGENCY
School evocation; Level
sorcerer/wizard 6
Casting Time at least 10 minutes; see text
Components V, S, M (quicksilver
and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500
gp)
Range personal
Target you
Duration 1 day/level
(D) or until discharged
You can place another spell upon your person so that it comes into effect
under some condition you dictate when casting contingency. The contingency
spell and the companion spell are cast at the same time. The 10-minute casting
time is the minimum total for both castings; if the companion spell has a casting
time longer than 10 minutes, use that instead. You must pay any costs associated
with the companion spell when you cast contingency.
The spell to be brought into effect by the contingency must be one
that affects your person and be of a spell level no higher than one-third your caster
level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although
they can be general. In all cases, the contingency immediately brings into
effect the companion spell, the latter being “cast” instantaneously when the prescribed
circumstances occur. If complicated or convoluted conditions are prescribed, the
whole spell combination (contingency and the companion magic) may fail when
triggered. The companion spell occurs based solely on the stated conditions, regardless
of whether you want it to.
You can use only one contingency spell at a time; if a second is cast,
the first one (if still active) is dispelled.
Diminished
Effects
The spell to be brought into effect by
the contingency must be one that affects your person and be of a spell
level no higher than one-fourth your caster level (rounded down, maximum 5th
level).
Heightened
Effects
The spell to be brought into effect by
the contingency must be one that affects your person and be of a spell
level no higher than one-half your caster level (rounded down, maximum 7th
level).
CONTROL CONSTRUCT
School transmutation; Level
sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one construct
Duration concentration
Saving Throw none (see text); Spell Resistance no
You wrest the control of a construct from its master. For as long as you concentrate,
you can control the construct as if you were its master. You must make a Spellcraft
check each round to maintain control. The DC of the Spellcraft check is (10 + the
construct's HD). If the construct's creator or master is present and trying to control
the construct, you both must make opposed Spellcraft checks each round to control
the construct.
Diminished
Effects
The spell’s range becomes touch, and you must make a melee touch attack to
affect the target construct. You can only control a construct with HD less than
or equal to your caster level.
Heightened
Effects
You only have to make a single Spellcraft check to control the construct unless
its creator is present and trying to control the construct, in which case you both must make opposed Spellcraft checks each
round to control the construct.
CONTROL PLANTS
School transmutation; Level
druid 8; Domain plant 8
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2
levels)
Targets up to 2 HD/level
of plant creatures, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance no
This spell enables you to control the actions of one or more plant creatures
for a short period of time. You command the creatures by voice and they understand
you, no matter what language you speak. Even if vocal communication is impossible,
the controlled plants do not attack you. At the end of the spell, the subjects revert
to their normal behavior.
Suicidal or self-destructive commands are simply ignored.
Diminished
Effects
The spell’s range becomes 10 feet and its area becomes a 10-foot-radius burst,
centered on you. You can only control up to 1 HD of plant creatures per caster
level.
Heightened
Effects
Intelligent plant creatures have no memory that you controlled them.
CONTROL UNDEAD
School necromancy; Level
sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a piece
of bone and a piece of raw meat)
Range close (25 ft. + 5 ft./2
levels)
Targets up to 2 HD/level
of undead creatures, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell enables you to control undead creatures for a short period of time.
You command them by voice and they understand you, no matter what language you speak.
Even if vocal communication is impossible, the controlled undead do not attack you.
At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them, and they may
seek revenge after the spell's effects end.
Diminished
Effects
The spell’s range becomes 10 feet and its area becomes a 10-foot-radius burst,
centered on you. You can only control up to 1 HD of undead creatures per caster
level.
Heightened
Effects
Intelligent undead creatures have no memory that you controlled them.
CONTROL WEATHER
School transmutation; Level cleric/oracle 7, druid 7, sorcerer/wizard 7,
witch7; Domain catastrophe 7, weather 7
Casting
Time 10 minutes; see text
Components V, S
Range 2 miles
Area 2-mile-radius circle, centered on you; see text
Duration 4d12 hours; see text
Saving
Throw none; Spell Resistance no
You change the weather in the local area. It takes 10 minutes to cast the
spell and an additional 10 minutes for the effects to manifest. You can call forth
weather appropriate to the climate and season of the area you are in. You can also
use this spell to cause the weather in the area to become calm and normal for the
season.
Season
|
Possible Weather
|
Spring
|
Tornado, thunderstorm, sleet storm, or hot weather
|
Summer
|
Torrential rain, heat wave, or hailstorm
|
Autumn
|
Hot or cold weather, fog, or sleet
|
Winter
|
Frigid cold, blizzard, or thaw
|
Late winter
|
Hurricane-force winds or early spring
|
You control the general tendencies of the weather, such as the direction and
intensity of the wind. You cannot control specific applications of the weather—where
lightning strikes, for example, or the exact path of a tornado. The weather continues
as you left it for the duration, or until you use a standard action to designate
a new kind of weather (which fully manifests itself 10 minutes later). Contradictory
conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena
(naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with
a 3-mile radius.
Diminished
Effects
The spell’s area becomes a 100-foot-radius circle, centered on you.
Heightened
Effects
The spell’s area becomes a 10-mile-radius circle, centered on you.
CREATE DEMIPLANE
School conjuration (creation); Level cleric/oracle
8, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 4 hours
Components V, S, F (a forked metal rod
worth at least 500 gp)
Range 0 ft.
Effect extradimensional demiplane, up to 10 10-ft. cubes/level
(S)
Duration 1 day/level or instantaneous (see text)
Saving Throw none; Spell
Resistance no
You create a small,
finite demiplane. You must be on the Astral or Ethereal Plane or on a plane
that has access to one of those planes (such as the Material Plane) to cast
this spell.
When you cast the
spell, you decide whether the demiplane is within the Astral or the Ethereal
Plane. It is filled with air or water (decided by you). The plane is generally
flat and featureless, such as an earth, stone, water, or wood floor. The
“walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or
water, or they may end in mist, a featureless void, or a similar unreal-looking
border. The plane's environmental conditions are those of a temperate spring
day on the Material Plane. You determine the plane's light level (bright,
normal, dim, or darkness), which affects the entire plane.
There are no native
creatures or plants on this plane, though you may bring some there (if the
plane's light is bright or normal, it counts as sunlight for growing plants).
The environment of the plane counts as normal terrain for the purpose of
effects that target earth, stone, wood, and so on. For example, you could
use move earth to create a
hill or wall of stone to create
a barricade.
When you finish
casting this spell, you may bring yourself and up to seven other creatures to
the plane automatically by joining hands in a circle. The demiplane is another
plane of existence, and therefore is outside the range of any spell or ability
that cannot affect or reach other planes. Creatures can only enter the plane by
the use of planar travel magic such as astral projection, etherealness, or plane shift. You are
considered “very familiar” with your entire demiplane.
As a standard action,
you may eject a creature from your demiplane. The creature may resist with a
Will saving throw. An ejected creature goes to the closest plane to your
demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this
spell on the Material Plane, the creature is sent to the Material Plane). When
the spell ends, the plane dissolves, and all creatures in the plane are ejected
in this manner with no saving throw. The plane cannot be dispelled, but a
creature on the plane can destroy it by using limited wish, mage's disjunction, miracle, or wish and making a
successful dispel check.
If you are within the
demiplane, you can add to its area by casting the spell again. Alternatively,
you may cast this spell again to reset the duration of an existing area to that
of your latest casting. If the duration on one area of the demiplane ends and
other parts remain, creatures in the expiring area are shunted to remaining
areas. If a collapsing portion of the demiplane would leave one section cut off
from other sections of the demiplane (for example, if there were three areas
connected in a straight line and the center part expired), the stranded
sections count as separate demiplanes under your control. You may reconnect
these stranded sections by casting the spell again to create a linked area
between the two.
In addition, when cast
within your demiplane, you may add (or remove) one of the following features to
your demiplane with each casting of the spell, in which case it has an instantaneous
duration.
Alignment: Your plane gains the
(mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits). You cannot give
your demiplane an alignment trait for an alignment you do not have.
Bountiful: Your demiplane gains
a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane
provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support
one Medium creature for every 10-foot cube of the demiplane. The demiplane does
not have any animals unless you transport them there, but the ecology can sustain
itself for as long as the demiplane exists without requiring watering, gardening,
pollination, and so on, and dead organic material decays and returns to the soil
in the normal manner. If your demiplane has ambient light, these plants are normal,
familiar surface plants; if it is a realm of twilight or darkness, these plants
are fungi and other plants adapted to near-darkness or underground locations.
Elemental: Your plane gains the
air-, earth-, fire-, or water-elemental dominant trait (see Elemental and Energy Traits).
Gravity: By default a demiplane's
gravity is normal and oriented in one direction, like what most creatures are used
to on the Material Plane. By selecting this feature, the plane's gravity is heavy,
light, none, objectively directional, or subjectively directional (see Gravity).
Seasonal: The demiplane has a
seasonal cycle and a light cycle, usually similar to those of a land on the Material
Plane, but customizable as you see fit (for example, your demiplane could always
be winter, day and night could alternate every 4 hours, and so on).
Shape: By default, the demiplane
has a fixed shape and borders. By selecting this feature, you may make your plane
self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size). You may designate
areas or locations on the edges of your plane where this occurs (such as a pair
of secret doors or a path in the woods) or apply it to the entire plane.
Structure: Your demiplane has a
specific, linked physical structure, such as a giant tree, floating castle, labyrinth,
mountain, and so on. (This option exists so you can pick a theme for your plane
without having to worry about the small details of determining what spells you need
for every hill, hole, wall, floor, and corner).
You can make this spell
permanent with the permanency spell, at a cost of
20,000 gp. If you have cast create demiplane multiple times to enlarge the
demiplane, each casting's area requires its own permanency spell.
Diminished
Effects
The spell’s casting time becomes 2 hours, and its effect becomes an
extradimensional demiplane, up to three 10-ft. cubes per caster level. You
cannot add or remove features to your demiplane. You can make the spell
permanent with the permanency spell, at a cost of 17,500 gp.
Heightened
Effects
The spell’s casting time becomes 6 hours, and its effect becomes an
extradimensional demiplane, up to 20 10-ft. cubes per caster level. In
addition, when cast within your demiplane, you may add (or remove) one of the
following features to your demiplane with each casting of the spell.
Energy: Your plane gains
the (minor) negative- or positive-dominant energy trait (see Elemental and Energy Traits).
A plane cannot have both the negative-dominant and positive-dominant energy
traits.
Magic: Your plane gains
the dead magic, enhanced magic, impeded magic, or wild magic planar trait (see Magic Traits). If you
selected dead magic, you are trapped within your plane unless it has a
permanent planar portal (such as the portal feature, below). If you selected
enhanced or impeded magic, choose one type of magic to be enhanced or impeded,
such as “effects with the fire descriptor or that manipulate fire” or “death
spells and spells from the Death or Repose domains.” A plane cannot be enhanced
and impeded for the same kinds of spells.
Morphic: You may use move earth at will in
your demiplane at one-tenth of the spell's normal casting time, and can reshape
normal plants in the same manner (such as by twisting trees into a fence or
humanlike shapes). You are even able to affect rock formations with this
ability, though the casting time for this is only half normal.
Portal: Your demiplane
gains a permanent gate to one location on
another plane, which can only be used for planar travel. This location must be
very familiar to you. This gate is always open and usable from
both sides, but you can secure it using normal means (such as by building a
door around it).
Time: By default, time
passes at the normal rate in your demiplane. By selecting this feature, you may
make your plane have the erratic time, flowing time (half or double normal
time), or timeless trait (see Time).
You can make this
spell permanent with the permanency spell, at a cost of 22,500
gp. If you have cast create greater demiplane multiple times
to enlarge the demiplane, each casting's area requires its own permanency spell.
Notes This spell combines the
effects of the following spells: create
demiplane, lesser create demiplane, and
greater create demiplane.
CREATE UNDEAD
School necromancy [evil]; Level cleric/oracle 7, sorcerer/wizard 7; Domain
death 6 (diminished), death 8 (heightened), evil 6
Casting
Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least
50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving
Throw none; Spell Resistance no
A much more potent spell than animate dead, this evil spell
allows you to infuse a dead body with negative energy to create more powerful sorts
of undead. The type or types of undead you can create are based on your caster level,
as shown on the table below.
Caster Level
|
Undead Created
|
13th or lower
|
|
14th–16th
|
|
17th–18th
|
|
19th or higher
|
You may create less powerful
undead than your level would allow if you choose. Created undead are not automatically
under the control of their animator. If you are capable of commanding undead, you
may attempt to command the undead creature as it forms.
This spell must be cast
at night.
Diminished
Effects
The type or types of undead you can
create are based on your caster level, as shown on the table below.
Caster
Level
|
Undead
Created
|
11th
or lower
|
|
12th–14th
|
|
15th–17th
|
|
18th
or higher
|
Heightened Effects The type or types of undead you can create
are based on your caster level, as shown on the table below.
Caster
Level
|
Undead
Created
|
15th
or lower
|
|
16th–17th
|
|
18th–19th
|
|
20th
or higher
|
Notes This spell combines the
effects of the following spells: create
undead and create greater undead.
CREEPING DOOM
School conjuration (summoning); Level druid
7, summoner 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text
Effect four swarms of insects
Duration 1 round/level
Saving Throw Fortitude partial, see
text; Spell Resistance no
This spell summons four
massive swarms of biting and stinging insects. These swarms appear adjacent to one
another, but can be directed to move independently. Treat these swarms as centipede swarms with the following
adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with
their swarm attack. The save to resist their poison and distraction effects is equal
to the save DC of this spell. Creatures caught in multiple swarms only take damage
and make saves once.
You may summon the swarms
so that they share the area of other creatures. As a standard action, you can command
any number of the swarms to move toward any target within 100 feet of you. You cannot
command any swarm to move more than 100 feet away from you, and if you move more
than 100 feet from any swarm, that swarm remains stationary, attacking any creatures
in its area (but can be commanded again if you move within 100 feet).
Diminished
Effects
The spell only summons three swarms.
Heightened
Effects
The spell summons five swarms.
CRUSHING HAND
School
evocation
[force]; Level sorcerer/wizard 8; Domain strength 7 (diminished),
strength 9 (heightened)
Casting Time 1 standard action
Components V, S, F/DF (a
leather glove)
Components V, S,
F (a soft glove)
Range medium (100
ft. + 10 ft./level)
Effect 10-ft. hand
Duration 1
round/level (D)
Saving Throw none; Spell Resistance yes
Clenched fist creates a Large
magic hand that appears between you and one opponent. This floating,
disembodied can push or strike one opponent that you select. The floating hand can
move as far as 60 feet and can attack in the same round. Since this hand is directed
by you, its ability to notice or attack invisible or concealed creatures is
no better than yours.
An
clenched fist is 10 feet long and about that wide with its fingers outstretched.
It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size,
+11 natural). It takes damage as a normal creature, but most magical effects that
don't cause damage do not affect it.
The
hand never provokes attacks of opportunity from opponents. It cannot push through
a wall of force or enter an antimagic field, but it suffers
the full effect of a prismatic wall or prismatic sphere. The hand makes
saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
The hand gets one grapple attack per round. This attack does not provoke
an attack of opportunity. Its CMB and CMD for grapple checks use your caster level
in place of its base attack bonus, with a +11 bonus for its Strength score (33)
and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the
CMD). A crushing hand deals 2d6+11 points of damage on each successful
grapple check against an opponent.
Directing the spell to a new target is a move action.
The clenched fist can also interpose itself (providing
+4 cover AC for you against that opponent) or bull rush an opponent, using the same
bonuses outlined above, as interposing hand does.
Diminished
Effects
The hand’s CMB and CMD for grapple and bull rush checks use your caster level
in place of its base attack bonus, with a +10 bonus for its Strength score (31)
and a +1 bonus for being Large. The hand does not deal damage to a
grappled opponent.
Heightened
Effects
The hand’s CMB and CMD for grapple and bull rush checks use your caster level
in place of its base attack bonus, with a +12 bonus for its Strength score (35)
and a +1 bonus for being Large. The hand deals 2d6+12 points of damage
on each successful grapple check against an opponent.
Notes This spell combines
the effects of the following spells: crushing
hand and grasping hand.
CURE CRITICAL WOUNDS, MASS
School conjuration (healing); Level cleric/oracle
8, druid 9, witch 9; Domain community 8, healing 8
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
You channel positive
energy to cure 4d8 points of damage + 1 point per caster level (maximum +40) on
each selected creature. Like other cure spells, mass
cure critical wounds deals damage to undead in its area rather than
curing them. Each affected undead may attempt a Will save for half
damage.
Diminished
Effect:
The spell cures 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened
Effect:
The spell cures 5d8 points of damage + 1 point per caster level (maximum +45).
Notes This spell combines the
effects of the following spells: mass
cure critical wounds and mass cure
serious wounds.
CURSED EARTH
School necromancy [curse, evil; see text]; Level
cleric/oracle 9, sorcerer/wizard 9, witch 9
Casting Time 10 minutes
Components V, S, M (powdered onyx 10,000 gp), DF
Range touch
Area 1-mile radius emanating from the touched point
Duration permanent
Saving Throw none (see text); Spell
Resistance no
You lay a terrible curse
upon the land, blighting those who live and die there. Choose one of the following
effects.
Famine: All normal plants in
the area reduce their growth and food production by half, as if affected by the
stunt growth effect of diminish plants.
Living Death: Any creatures of Small
size or larger killed in the area rise as uncontrolled zombies 24 hours after their
death, as do corpses buried in the area. Burning or dismembering the corpses prevents
them from rising as zombies.
Plague: Every day at sundown,
all creatures in the area must make a Fortitude save or catch one of the following
diseases (your choice, decided at the time of casting): blinding sickness, bubonic
plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy
doom. The disease is contracted immediately (the onset period does not apply). Use
the disease's listed frequency and save DC to determine further effects. This is
a disease effect.
Diminished
Effects
The spell’s area becomes a 100-foot radius emanating from the touched point and
its duration becomes 1 year and 1 day.
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