DEADLY
FINALE
School evocation [sonic]; Level bard 6
Casting
Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets 1 creature/3 levels no two of which can be more than 30 ft. apart
Duration instantaneous
Saving
Throw Fortitude partial; Spell Resistance yes
You must have a bardic performance in effect to cast this spell. With a flourish,
you immediately end your performance, dealing 2d8 points of sonic damage to each
target. In addition, each target takes 3d6 points of bleed damage for 1d6 rounds.
A save negates the bleed damage but not the sonic damage.
Diminished
Effects
The spell’s target becomes 1 creature.
DEFLECTION
School abjuration [force];
Level sorcerer/wizard 7; Domain defense 7
Casting Time 1 standard action
Components V, S, M (a piece
of rubber dipped in glue)
Range personal
Target you
Duration 1 round/level
You surround yourself in a whirling barrier of force that sends any attack
that misses you hurling back toward its source. This applies to any melee or ranged
attack directed against you so long as it uses an attack roll to determine whether
or not it strikes you. If an attack misses you, the attacker must make a second
attack roll against its own Armor Class, using all of the applicable modifiers of
the original attack and if it hits, the attacker takes the attack's damage and suffers
all the other consequences of getting struck with that attack. You cannot deflect
attacks that miss you for any reason besides a failed attack roll (such as concealment).
Similarly, you cannot deflect attacks that actually do strike you but simply fail
to do any harm.
Diminished
Effects
The spell’s duration becomes concentration, up to 1 round per caster level.
Heightened
Effects
The spell’s range becomes touch, and its target becomes one creature.
DELAYED BLAST FIREBALL
School evocation [fire]; Level
sorcerer/wizard 7
Casting Time 1 standard action
Components V, S,
M (a ball of bat guano and sulfur)
Range long (400 ft.
+ 40 ft./level)
Area 20-ft.-radius
spread
Duration 5 rounds or
less; see text
Saving Throw Reflex half; Spell Resistance yes
The glowing bead created by delayed blast fireball can detonate immediately
if you desire, or you can choose to delay the burst for as many as 5 rounds. The
burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
You select the amount of delay upon completing the spell, and that time cannot change
once it has been set unless someone touches the bead. If you choose a delay, the
glowing bead sits at its destination until it detonates. A creature can pick up
and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles
and moves the bead within 1 round of its detonation, there is a 25% chance that
the bead detonates while being handled.
Diminished
Effects
The burst of flame deals 1d6 points of
fire damage per caster level (maximum 15d6). If a creature handles and moves
the bead within 1 round of its detonation, there is a 50% chance that the bead
detonates while being handled. If the bead detonates while being
handled, the creature handling the bead catches on fire (no save).
Heightened
Effects
Every creature within the area must make a second Reflex save or catch on fire. If a creature handles and moves the bead
within 1 round of its detonation, there is a 0% chance that the bead detonates
while being handled. If thrown, the bead detonates upon impact.
DEMAND
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8,
witch 8; Domain charm 8, nobility 8
Casting
Time 10 minutes
Components V, S, M/DF (fine copper wire)
Range see text
Target one creature
Duration 1 round; see text
Saving Throw Will partial; Spell Resistance yes
This spell functions like sending, but the message can also
contain a suggestion effect, which the subject does its best
to carry out. A successful Will save negates the suggestion effect but not
the contact itself. Asking the creature to do some obviously harmful act
automatically negates the effect of the spell.
The suggested course of activity can continue for up to 1 hour per caster
level. If the suggested activity can be completed in a shorter time, the spell
ends when the subject finishes what it was asked to do. You can instead specify
conditions that will trigger a special activity during the duration. If the
condition is not met before the spell duration expires, the activity is not
performed. A very reasonable suggestion effect causes the save to be made with a penalty
(such as –1 or –2).
The demand, if received, is understood even if the subject's Intelligence
score is as low as 1. If the message is impossible or meaningless according to the
circumstances that exist for the subject at the time the demand is issued,
the message is understood but the suggestion effect is ineffective.
The demand's message to the creature must be 25 words or less, including
the suggestion effect. The
creature can also give a short reply immediately.
If the creature in question is not on the same plane of existence as you
are, there is a 5% chance that the sending does not arrive. (Local
conditions on other planes may worsen this chance considerably.)
Diminished
Effects
The message must be 10 words or less,
including the suggestion
effect. If the message contains a suggestion effect, the suggested course of
activity can only continue for up to 10 minutes per caster level.
Heightened
Effects
The spell’s duration becomes 1 round per four caster levels (maximum of 5
rounds). Each round, you and the target can each communicate a message of 25
words or less. Whether or not the target succeeds in its initial saving throw
against the suggestion effect, it
must make a second Will saving throw. If it fails this second save, the target
has no idea that you cast a spell on it and does not remember the suggestion at all.
DESTRUCTION
School necromancy [death];
Level cleric/oracle 7, witch 8; Domain death 7, repose 7
Casting Time 1 standard action
Components V, S, F (holy
or unholy symbol costing 500 gp)
Range close (25 ft. + 5 ft./2
levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This spell instantly delivers 10 points of damage per caster level. If the
spell slays the target, it consumes the remains utterly in holy (or unholy) fire
(but not its equipment or possessions). If the target's Fortitude saving throw succeeds,
it instead takes 10d6 points of damage. The only way to restore life to a character
who has failed to save against this spell (and was slain) is to use true resurrection, a carefully
worded wish spell followed by resurrection, or miracle.
Diminished
Effects
The spell delivers 10 points of damage
per caster level (to a maximum of 150 points at 15th level). If the target's
Fortitude saving throw succeeds, it instead takes 10d4 points of damage.
Heightened
Effects
There is no way to restore life to a
character who has failed to save against this spell (and was slain).
DICTUM
School evocation [lawful,
sonic]; Level cleric/oracle 7, inquisitor 6; Domain law 7
Casting Time 1 standard action
Components V
Range 40 ft.
Area nonlawful creatures
in a 40-ft.-radius spread centered on you
Duration instantaneous
Saving Throw none or Will negates; see text; Spell Resistance yes
Any nonlawful creature within the area of a dictum spell suffers the
following ill effects.
HD
|
Effect
|
Equal to caster
level
|
|
Up to caster
level –1
|
Staggered, deafened
|
Up to caster
level –5
|
Paralyzed, staggered, deafened
|
Up to caster
level –10
|
Killed, paralyzed,
staggered, deafened
|
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.
Deafened: The creature is deafened for 1d4 rounds. Save negates.
Staggered: The creature is staggered for 2d4 rounds. Save reduces
the staggered effect to 1d4 rounds.
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, nonlawful
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 dictum 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 dictum.
Diminished
Effects
The spell’s area becomes a 20-foot-radius spread and it only affects chaotic creatures
with HD less than your caster level.
Heightened
Effects
The spell’s area becomes a 20-foot-radius spread and it only affects good
creatures with HD less than your caster level.
HD
|
Effect
|
Equal to caster
level
|
|
Up to caster
level –1
|
Dazed, blinded
|
Up to caster
level –5
|
Paralyzed, dazed,
blinded
|
Up to caster
level –10
|
Killed, paralyzed,
dazed, blinded
|
Blinded: The creature is blinded for 1d4 rounds. Save
negates.
Dazed: The creature can
take no actions for 2d4 rounds. Save
reduces the dazed effect to 1d4 rounds.
DIMENSIONAL LOCK
School abjuration; Level
cleric/oracle 8, sorcerer/wizard 8, summoner 6, Bloodline accursed 8
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Area 20-ft.-radius emanation
centered on a point in space
Duration 1 day/level
Saving Throw none; Spell Resistance yes
You create a shimmering emerald barrier that completely blocks extradimensional
travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness,
gate, maze, plane shift, shadow walk, teleport, and similar spell-like
abilities. Once dimensional lock is in place, extradimensional travel into
or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures
already in ethereal or astral form when the spell is cast, nor does it block extradimensional
perception or attack forms. Also, the spell does not prevent summoned creatures
from disappearing at the end of a summoning spell.
Diminished
Effects
Creature’s within the spell’s area may make a Fortitude saving throw to negate
the spell.
Heightened
Effects
The spell’s area becomes a 30-foot-radius emanation.
DISCERN LOCATION
School divination; Level cleric/oracle 8, sorcerer/wizard 8, summoner 6,
witch 8; Domain knowledge 8
Casting Time 10 minutes
Components V, S, DF
Range unlimited
Target one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance no
A discern location spell is among the most powerful means of locating
creatures or objects. Nothing short of a mind blank spell or the direct
intervention of a deity keeps you from learning the exact location of a single individual
or object. Discern location circumvents normal means of protection from scrying
or location. The spell reveals the name of the creature or object's location (place,
name, business name, building name, or the like), community, county (or similar
political division), country, continent, and the plane of existence where the target
lies.
To find a creature with the spell, you must have seen the creature or have
some item that once belonged to it. To find an object, you must have touched it
at least once.
Diminished
Effects
You must have a piece of the creature (lock of hair, bit of nail, vial of
blood, et cetera) or object (scraping, broken part, et cetera) you desire to
locate. In addition the creature may make a Will saving throw to negate the
spell.
Heightened
Effects
The spell also creates a scrying effect, by which you
may observe the creature or object through a sensor for 1 minute per caster
level after the initial casting is complete.
DISINTEGRATE
School transmutation; Level
magus 6, sorcerer/wizard 6; Domain ash 7, destruction 7
Casting Time 1 standard action
Components V, S, M/DF (a
lodestone and a pinch of dust)
Range medium (100 ft. + 10
ft./level)
Effect ray
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes
A thin, green ray springs from your pointing finger. You must make a successful
ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage
per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit
points by this spell is entirely disintegrated, leaving behind only a trace of fine
dust. A disintegrated creature's equipment is unaffected.
When used against an object, the ray simply disintegrates as much as a 10-foot
cube of nonliving matter. Thus, the spell disintegrates only part of any very large
object or structure targeted. The ray affects even objects constructed entirely
of force, such as interposing hand or a wall of force, but not magical
effects such as a globe of invulnerability or an
antimagic field.
A creature or object that makes a successful Fortitude save is partially affected,
taking only 5d6 points of damage. If this damage reduces the creature or object
to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray
affects only one target per casting.
Diminished
Effects
Any creature struck by the ray takes
2d6 points of damage per caster level (to a maximum of 40d4). A creature or
object that makes a successful Fortitude save is partially affected, taking
only 5d4 points of damage.
Heightened
Effects
You may fire up to one ray per four caster levels. Each ray requires a
ranged touch attack to hit and deals damage in increments of 2d8 points of
damage. The maximum damage from all the rays is 2d8 points of damage per caster
level (to a maximum of 40d8). The rays must be aimed at targets within 30 feet
of each other and fired simultaneously.
A creature or object that makes a successful Fortitude save is partially
affected, taking only 1d8 points of damage per 8d8 points of intended damage
(minimum 1d8).
For example, a 14th-level
wizard decides to fire two rays at an ettin and a hill giant. She might decide
to empower each of the rays with 14d8 points of damage (for a total of 28d8
points of damage). The ettin fails its Fortitude save and take full damage
while the hill giant succeeds on its Fortitude save and only takes 2d8 points
of damage.
DISPEL MAGIC, GREATER
School abjuration; Level bard 5, cleric/oracle 6, druid 6, inquisitor 6,
magus 6, sorcerer/wizard 6, summoner 5, witch 6; Domain liberation 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst
Duration instantaneous
Saving Throw none; Spell Resistance
no
This spell functions like dispel magic, except that it can
end more than one spell on a target and it can be used to target multiple creatures.
You choose to use greater dispel magic in one of three ways: a targeted
dispel, area dispel, or a counterspell:
Targeted Dispel: You can dispel one spell for every four caster levels
you possess.
You make one dispel check (1d20 + your caster level) and compare that to the spell
with highest caster level (DC = 11 + the spell's caster level). If successful, that
spell ends. If not, compare the same result to the spell with the next highest caster
level. Repeat this process until you have dispelled one spell for every four caster levels you possess
affecting the target, or you have failed to dispel every spell.
Additionally, greater dispel magic has a chance to dispel any effect
that remove curse can remove, even
if dispel magic can't dispel that effect. The DC of this check is equal to
the curse's DC.
Area Dispel: When greater dispel magic is used in this way,
the spell affects everything within a 20-foot-radius burst. Roll one dispel check
and apply that check to each creature in the area, as if targeted by dispel magic.
For each object within the area that is the target of one or more spells, apply
the dispel check as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the
area of the greater dispel magic spell, apply the dispel check to dispel
the spell. For each ongoing spell whose area overlaps that of the greater dispel
magic spell, apply the dispel check to end the effect, but only within the overlapping
area.
If an object or creature that is the effect of an ongoing spell (such as a
monster summoned by summon monster) is in the area, apply the dispel check
to end the spell that conjured that object or creature (returning it whence it came)
in addition to attempting to dispel one spell targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell
that you have cast.
Counterspell: When greater dispel magic is used in this way,
the spell targets a spellcaster and is cast as a counterspell. Unlike a true
counterspell, however, greater dispel magic may not work; you must make a dispel
check to counter the other spellcaster's spell; you receive a +4 bonus on this dispel check.
Diminished
Effects
You can only dispel one spell per six caster levels when performing a targeted dispel. The spell’s area
becomes a 10-foot-radius burst when performing an area dispel. You only receive a +2 bonus on your dispel check when
performing a counterspell.
Heightened
Effects
You gain a +2 bonus on your dispel checks (+6 with a counterspell).
DIVINE VESSEL
School transmutation [chaotic,
evil, good, or lawful]; Level oracle 8
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
(D)
You accept otherworldly energies into your body and transform. Your size increases
by one category, your height doubles, and your weight increases by a factor of eight.
Your features shift into those of a cold and alien being of logic, a creature of
primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You
gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision
60 ft., and SR of 12 + your caster level. These modifiers replace the normal modifiers
for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes
as appropriate for your new size category. This spell doesn't change your base speed.
Determine space and reach as appropriate for your new size.
If insufficient room is available for the desired growth, you attain the maximum
possible size and may make a Strength check (using your increased Strength) to burst
any enclosures in the process. If you fail, you are constrained without harm by
the materials enclosing you—the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by this spell. Melee
weapons deal more damage. Other magical properties are not affected by this spell.
Any enlarged item that leaves your possession (including a projectile or thrown
weapon) instantly returns to its normal size. This means that thrown and projectile
weapons deal their normal damage. Magical effects that increase size do not stack.
You gain additional abilities as noted below.
Anarchic aspect: You gain the
following abilities: an additional +2 bonus to Constitution, DR 10/lawful, resist
acid 10, electricity 10, and sonic 10, a +4 bonus on saves against poison, blindsense
30 feet, and a fly speed of 60 feet (good maneuverability). You gain a bite attack
dealing 2d6 points of damage. Your natural weapons and any weapons you wield are
considered chaotic-aligned for the purpose of overcoming damage resistance.
Axiomatic aspect: You gain the
following abilities: an additional +2 bonus to Strength, DR 10/chaotic, resist cold
10, electricity 10, and fire 10, a +4 bonus on saves against poison, low-light vision,
and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing
1d6 points of damage each. Your natural weapons and any weapons you wield are considered
lawful-aligned for the purpose of overcoming damage resistance.
Celestial aspect: You gain the
following abilities: a +2 bonus to Dexterity, DR 10/evil, resist acid 10, cold 10,
and electricity 10, a +4 bonus on saves against poison, low-light vision, and a
fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6
points of damage each. Your natural weapons and any weapons you wield are considered
good-aligned for the purpose of overcoming damage resistance.
Fiendish aspect: You gain the
following abilities: an additional +2 bonus to Strength, DR 10/good, resist acid
10, cold 10, and fire 10, a +4 bonus on saves against poison, see in darkness, and
a fly speed of 60 feet (good maneuverability). You gain 2 claw attacks dealing 1d6
points of damage each. Your natural weapons and any weapons you wield are considered
evil-aligned for the purpose of overcoming damage resistance.
When used to assume an anarchic, axiomatic, celestial, or fiendish aspect,
this spell is a chaotic, lawful, good, or evil spell respectively.
Diminished
Effects
Your size does not increase. You do not gain a size bonus to Strength or
Constitution, nor do you gain a +3 natural armor bonus.
Heightened
Effects
The spell’s range becomes touch and its target becomes on creature.
DOMINATE MONSTER
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 9,
summoner 6, witch 9; Domain charm 9
Casting
Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1
day/level
Saving Throw Will negates; Spell Resistance yes
You can control the actions of any creature through a telepathic link
that you establish with the subject's mind.
If you and the subject have a common language, you can generally force
the subject to perform as you desire, within the limits of its abilities. If no
common language exists, you can communicate only basic commands, such as “Come
here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can it
communicate with you telepathically.
Once you have given a dominated creature a command, it continues to
attempt to carry out that command to the exclusion of all other activities
except those necessary for day-to-day survival (such as sleeping, eating, and
so forth). Because of this limited range of activity, a Sense Motive check
against DC 15 (rather than DC 25) can determine that the subject's behavior is
being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your orders or giving a dominated creature a new command is a
move action.
By concentrating fully on the spell (a standard action), you can receive
full sensory input as interpreted by the mind of the subject, though it still
can't communicate with you. You can't actually see through the subject's eyes,
so it's not as good as being there yourself, but you still get a good idea of
what's going on.
Subjects resist this control, and any subject forced to take actions
against its nature receives a new saving throw with a +2 bonus. Obviously
self-destructive orders are not carried out. Once control is established, the
range at which it can be exercised is unlimited, as long as you and the subject
are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day,
the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the
telepathic link while the subject is so warded, but such an effect does not
automatically dispel it.
Diminished
Effects
The spell’s range is reduced to touch, and its duration is reduced to 1
hour/level.
EAGLE AERIE
School conjuration (summoning)
[good]; Level druid 6, summoner 6
Casting Time 1 round
Components V, S, DF
Range long (400 ft. + 40
ft./level)
Effect summoned eagles
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You summon a flight of giant eagles (one per three caster
levels, maximum of six) to ferry you and your allies across the skies. The eagles
avoid combat if possible but defend themselves if attacked; if the eagles attack,
the remaining duration of the spell changes from 1 hour per level to 1 round per
level (so if the spell had 5 full hours left, the eagles remain in combat for 5
rounds before the spell ends).
Diminished
Effects
The spell’s duration becomes 10 minutes per caster level. If the eagles attack,
the remaining duration of the spell
changes from 10 minutes per caster level to 1 round per two caster levels (so
if the spell had 60 minutes left, the eagles remain in combat for 3 rounds
before the spell ends).
Heightened
Effects
The spell’s remaining duration is not reduced if the eagles attack, as long as
the eagles are attacking evil creatures.
EAGLE'S SPLENDOR, MASS
School transmutation; Level
bard 6, cleric/oracle 6, sorcerer/wizard 6, summoner 4
Casting Time 1 standard action
Components V, S,
M/DF (feathers or droppings from an eagle)
Range close (25 ft. + 5 ft./2
levels)
Target 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 poised, articulate, and personally
forceful. The spell grants a +4 enhancement bonus to Charisma, adding the
usual benefits to Charisma-based skill checks and other uses of
the Charisma modifier. Bards, paladins, and sorcerers (and other
spellcasters who rely on Charisma) affected by this spell do not gain any
additional bonus spells for the increased Charisma, but the save DCs for
spells they cast while under this spell's effect do increase.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
The spell grants a +6 enhancement bonus to Charisma, rather than only +4.
EARTHQUAKE
School evocation [earth];
Level cleric/oracle 8, druid 8; Domain destruction 8, earth 8
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40
ft./level)
Area 80-ft.-radius spread
(S)
Duration 1 round
Saving Throw see text; Spell Resistance no
When you cast earthquake, an intense but highly localized tremor rips
the ground. The powerful shockwave created by this spell knocks creatures down,
collapses structures, opens cracks in the ground, and more. The effect lasts for
1 round, during which time creatures on the ground can't move or attack. A spellcaster
on the ground must make a Concentration check (DC 20 + spell level) or lose any
spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures,
and creatures in the area. The specific effect of an earthquake spell depends
on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel: The roof collapses,
dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC
15 half) and pinning that creature beneath the rubble (see below). An earthquake
cast on the roof of a very large cavern could also endanger those outside the
actual area but below the falling debris and rubble.
Cliffs: Earthquake causes a cliff to crumble, creating
a landslide that travels horizontally as far as it falls vertically. Any creature
in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned
beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 15
Reflex save or fall down. Fissures open in the earth, and every creature on the
ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The
fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat
all trapped creatures as if they were in the bury zone of an avalanche, trapped
without air (see Environment for more details).
Structure: Any structure standing on open ground takes 100 points
of damage, enough to collapse a typical wooden or masonry building, but not a structure
built of stone or reinforced masonry. Hardness does not reduce this damage, nor
is it halved as damage dealt to objects normally is. Any creature caught inside
a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half)
and is pinned beneath the rubble (see below).
River, Lake, or Marsh: Fissures open under the water,
draining away the water from that area and forming muddy ground. Soggy marsh or
swampland becomes quicksand for the duration of the spell, sucking down creatures
and structures. Each creature in the area must make a DC 15 Reflex save or sink
down in the mud and quicksand. At the end of the spell, the rest of the body of
water rushes in to replace the drained water, possibly drowning those caught in
the mud.
Pinned Beneath Rubble: Any creature pinned beneath rubble
takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character
falls unconscious, he or she must make a
DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter
until freed or dead.
Diminished
Effects
The spell’s range becomes medium (100 ft. + 10 ft./level), and its area becomes
a 40-foot-radius spread. Damage to creatures is reduced to 4d6 points of
bludgeoning damage. Damage to structures is reduced to 50 points of damage.
Creatures on open ground only have 20% chance to fall into fissures 20 feet
deep.
Heightened
Effects
The spell’s area becomes a 120-foot-radius spread. Damage to creatures is
increased to 12d6 points of bludgeoning damage. Damage to structures is increased
to 150 points of damage. Creatures on open ground only have 30% chance to fall
into fissures 60 feet deep.
ELEMENTAL BODY, GREATER
School
transmutation (polymorph); Level alchemist 6,
magus 6, sorcerer/wizard 7; Domain air 7, earth 7, fire 7,
water 7
Casting
Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
This spell functions as elemental body, except that it also allows
you to assume the form of a Huge air, earth, fire, or water elemental. The abilities
you gain depend upon the type of elemental into which you change. You are also immune
to bleed damage, critical hits, and precision damage while in elemental
form and gain DR 5/—.
Air elemental: If the form you take is that of a Huge air
elemental, you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity,
and a +4 natural armor bonus. You also gain fly 120 feet (perfect), darkvision 60 feet, and the ability to create
a whirlwind.
Earth elemental: If the form you take is that of a Huge earth
elemental, you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity,
a +4 size bonus to your Constitution, and a +6 natural armor bonus. You also gain darkvision 60 feet, and the
ability to earth glide.
Fire elemental: If the form you take is that of a Huge fire
elemental, you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution,
and a +4 natural armor bonus. You gain
darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn
ability.
Water elemental: If the form you take is that of a Huge water
elemental, you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity,
a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain
swim 120 feet, darkvision 60 feet, the ability to create a vortex, and the
ability to breathe water.
Diminished
Effects
This spell functions
as elemental body, except that it also allows you to assume
the form of a Large air, earth, fire, or water elemental. The abilities you
gain depend upon the type of elemental into which you change. You are also
immune to bleed damage, critical hits, and sneak attacks while in elemental
form.
Air elemental: As above, except
that you gain a +2 size bonus to your Strength, +4 size bonus to
your Dexterity, and a +4 natural armor bonus.
Earth elemental: As above, except
that 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.
Fire elemental: As above, except
that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your
Constitution, and a +4 natural armor bonus.
Water elemental: As above, except
that you gain a +2 size bonus to your Strength, a –2 penalty on
your Dexterity, a +6 size bonus to your Constitution, and a +6
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: elemental
body III and elemental body IV.
ELEMENTAL SWARM
School conjuration (summoning)
[see text]; Level druid 9, witch 9; Domain air, earth, fire, water
9
Casting Time 10 minutes
Components V, S
Range medium (100 ft. + 10
ft./level)
Effect two or more summoned
creatures, no two of which can be more than 30 ft. apart
Duration 10 min./level
(D)
Saving Throw none; Spell Resistance no
This spell opens a portal to an Elemental Plane and summons elementals from
it. A druid or witch can choose any plane (Air, Earth, Fire, or Water); a cleric
opens a portal to the plane matching his domain.
When the spell is complete, 2d4 Large elementals appear. Ten minutes later,
1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears.
Each elemental has maximum hit points per HD. Once these creatures appear, they
serve you for the duration of the spell.
The elementals obey you explicitly and never attack you, even if someone else
manages to gain control over them. You do not need to concentrate to maintain control
over the elementals. You can dismiss them singly or in groups at any time.
When you use a summoning spell to summon an air, earth, fire, or water creature,
it is a spell of that type.
Diminished
Effects
Each elemental has normal, not maximum,
hit points per HD.
ENEMY HAMMER
School transmutation; Level
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (puppet
strings)
Range long (400 ft. + 40
ft./level)
Target one creature
Duration 1 round/level
(D)
Saving Throw Fortitude partial; Spell Resistance yes
You grab a creature with telekinesis and use it to batter nearby opponents
or objects. You must target a specific creature when casting this spell and once
you select that creature you cannot switch to another. Each round, as a standard
action, you can attempt to hurl the target at any creature or object within 30 feet
of it. You must make an attack roll whenever you use the target as a weapon. The
attack bonus for this attack is equal to your caster level plus either your Intelligence
or Charisma modifier (whichever is higher). If you successfully hit the new target
with the creature both it and the creature take damage based on the creature's size.
Creature Size
|
Damage Dealt
|
Fine
|
1d4
|
Diminutive
|
1d6
|
Tiny
|
1d8
|
Small
|
1d10
|
Medium
|
2d6
|
Large
|
2d8
|
Huge
|
2d10
|
Gargantuan
|
3d6
|
Colossal
|
3d8
|
The target creature can make a Fortitude saving throw each time you attempt
to use it as a weapon. If it makes its saving throw it can act normally, but if
it fails its save it loses all actions for the round and ends its turn prone in
a square adjacent to the target of your attack. However, if the creature chooses
to resist your efforts to move it, taking no other actions for the round, it gets
a +4 circumstance bonus on its saving throw. The spell ends immediately if the target
creature dies or is destroyed.
Diminished
Effects
The spell’s duration becomes instantaneous. You may only target a Huge or
smaller creature.
Heightened
Effects
Each round, as part of a full attack action, you may make a second attack with
the target creature at a –5 penalty.
ENERGY DRAIN
School necromancy; Level cleric/oracle 9, sorcerer/wizard 9; Domain loss
9, undead 9; Bloodline accursed 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray of negative energy
Duration instantaneous
Saving Throw Fortitude partial;
Spell Resistance yes
You point your finger
and fire a black ray of negative energy that suppresses the life force of any living
creature it strikes. You must make a ranged touch attack to hit. If you hit, the
subject gains 2d4 temporary negative levels. Negative levels stack.
Assuming the subject survives,
twenty-four hours after gaining them,
the subject must make a Fortitude saving throw (DC = energy drain spell's
save DC) for each negative level. If the save succeeds, that negative level is
removed. If it fails, that negative level becomes permanent.
An undead creature struck by the ray gains 2d4 × 5 temporary hit points
for 1 hour.
Diminished
Effects
Assuming the subject survives, it regains lost levels after a number of minutes
equal to 12 times your caster level (maximum 240 minutes); the negative levels
from this version don't
last long enough to have a chance of becoming permanent. Undead struck by the
spell gain 2d4 temporary hit points per three caster levels (maximum 10d4 hit
points).
ENVIOUS URGE
School enchantment (compulsion)
[emotion, mind-affecting]; Level bard 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Targets one creature/level,
no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You fill creatures with feelings of seething envy. Affected targets turn upon
the nearest creature (whether an ally or enemy) and attempt to disarm it of a valuable weapon, steal something it is holding, or
grapple it and strip it of something
it prizes (your choice). Affected targets can attempt a new Will save each round
as a free action to end this effect.
Diminished
Effects
The spell’s target becomes one creature per three caster levels.
Heightened
Effects
The spell’s targets are treated as having the Improved Disarm, Improved Steal, or Improved Grapple feat (whether or
not they meet the prerequisites), dependant on your choice of combat maneuver.
If a target already has the associate feat, they gain no further bonus.
EPIDEMIC
School necromancy [disease,
evil]; Level cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target living creature
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
The target contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom, as the spell contagion. However, the disease
is highly contagious, and any creature that touches the infected target, is touched
by the target, or spends more than an hour in a confined space with the target must
make a save against the disease's normal DC (not the spell DC) or contract the disease.
If the initial target overcomes the disease by making the required number of saving
throws, it remains a carrier of the disease for a length of time equal to the disease's
frequency, and can continue to infect others during this time.
Diminished
Effects
The spell’s range becomes touch.
Heightened
Effects
The initial target cannot
overcome the disease without magic—making the required number of saves does not
cure it and it can continue to infect
others. The DC to remove the disease with magic is equal to the save DC
+ 5.
ETHEREAL JAUNT
School transmutation; Level
cleric/oracle 8, sorcerer/wizard 8, summoner 6; Domain thievery 7
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1
min./level (D)
You become ethereal, along with your equipment. For the duration of the spell,
you are in the Ethereal Plane, which overlaps the Material Plane. When the spell
expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable
of moving in any direction, even up or down, albeit at half normal speed. As an
insubstantial creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear on the Material Plane, but everything looks
gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60
feet.
Force effects and abjurations affect an ethereal creature normally. Their
effects extend onto the Ethereal Plane from the Material Plane, but not vice versa.
An ethereal creature can't attack material creatures, and spells you cast while
ethereal affect only other ethereal things. Certain material creatures or objects
have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such
as a solid wall), you are shunted off to the nearest open space and take 1d6 points
of damage per 5 feet that you so travel.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
The spell’s range becomes touch and its target becomes you and one other touched creature per three caster levels. Once
ethereal, the subjects need not stay together.
When the spell expires, all affected creatures on the Ethereal Plane
return to material existence.
Notes This spell combines the
effects of the following spells: ethereal
jaunt and etherealness.
EUPHORIC TRANQUILITY
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 6,
cleric/oracle 8, druid 8, sorcerer/wizard 8; Domain love 8
Casting Time 1 standard action
Components V, S, M/DF (a
poppy flower)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw none and Will partial (see below); Spell Resistance yes
A creature under the effect of this enchantment enters a state of euphoria.
The target treats all creatures as dear friends and abhors violence, but may rise
up to protect itself if violence is perpetrated against it. Until the end of the
spell's duration, the creature's speed is halved, and it cannot make attacks or
cast spells. If the creature is attacked, it gets a Will saving throw. If the saving
throw succeeds, the creature can make act normally for 1 round. If the saving throw
fails, the creature moves half its speed away from the attacker as its next action.
Furthermore, if the creature is interacted with, or questioned while under
the effects of this spell, it is considered to have an attitude of Helpful (see
the Diplomacy skill), though any advice
or answers it gives may be disjointed or stream of consciousness due to its euphoric
state.
Diminished
Effects
If the creature is attacked, it does
not need to make a Will save to act normally for 1 round. In addition, if the
creature is considered to have an attitude of Friendly, not Helpful.
Heightened
Effects
The spell’s target becomes all creatures in a 10-foot-radius burst from you.
EXPEND
School abjuration; Level
sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (miniature
broken hourglass)
Range medium (100 ft. + 10
ft./level)
Area 20-ft.-radius burst
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
You cause all creatures in the affected area to use up one or more of their
limited-use magical abilities without any actual effect. A limited-use magical ability
is any supernatural or spell-like ability which a creature can only activate a certain
number of times during a set interval (3/day, 1/hour, etc.). The spell does not
affect abilities which the creature can use at will or which are constant. It also
does not apply to magical items or anything else external to a creature. A creature
in the spell's area must make a Will saving throw or expend a single use of one
of its abilities. Abilities with the greatest number of uses per day are affected
first; if more than one ability has the same number of uses, randomly determine
which one is affected first. Creatures must continue making Will saves, expending
an additional use of an ability for each failed save, until they succeed, at which
point the spell has no further effect.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels) and its area becomes a 10-foot-radius burst.
Heightened
Effects
The spell’s area becomes a 30-foot-radius burst.
EYEBITE
School
necromancy [emotion, pain]; Level alchemist
6, bard 6, sorcerer/wizard 6, witch 6; Domain curse 6; Bloodline
abyssal 6, accursed 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one living creature
Duration 1 round/level
Saving Throw: Fortitude negates; Spell Resistance: yes
Each round, you can target a single living creature, striking it with waves
of power. Depending on the target's HD, this attack has as many as three effects.
HD
|
Effect
|
10 or more
|
|
5–9
|
|
4 or less
|
The effects are cumulative and concurrent.
Sickened: Sudden pain and fever sweeps over the subject's body.
A creature affected by this spell remains sickened for 10 minutes per caster level.
The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.
Panicked: The subject becomes panicked for 1d4 rounds. Even after
the panic ends, the creature remains shaken for 10 minutes per caster level, and
it automatically becomes panicked again if it comes within sight of you during that
time. This is a fear effect.
Comatose: The subject falls into a catatonic coma for 10 minutes
per caster level. During this time, it cannot be awakened by any means short of
dispelling the effect. This is not a sleep effect, and thus elves are not
immune to it.
You must spend a swift action each round after the first to target a foe.
Diminished
Effects
Depending on the target's HD, this
attack has the following effects.
HD
|
Effect
|
10 or more
|
Not affected
|
7–9
|
Sickened
|
4–6
|
Panicked, sickened
|
3 or less
|
Comatose, panicked,
sickened
|
Heightened
Effects
The spell’s target becomes one living creature per three caster levels, no two
of which may be more than 30 feet apart.
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