FESTER, MASS
School necromancy; Level
inquisitor 6, witch 6
Casting Time 1 standard action
Components V, S, M (rotted
meat)
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 round/level
or 1 round; see text
Saving Throw Fortitude partial; Spell Resistance yes
Necrotic energy permeates the targets, blocking healing abilities. The subjects
gain spell resistance equal to 12 + your caster level against effects that restore
hit points or grant temporary hit points. In addition, any healing provided by effects
that ignore spell resistance (such as fast healing, regeneration, and some spells)
are halved. If a target succeeds on a Fortitude saving throw, mass fester
lasts only a single round.
Diminished
Effects
The subjects gain spell resistance equal
to 5 + your caster level against effects that restore hit points or grant temporary
hit points.
Heightened
Effects
The subjects gain spell resistance equal
to 16 + your caster level against effects that restore hit points or grant temporary
hit points.
FIERY BODY
School transmutation [fire]; Level sorcerer/wizard
9; Domain ash 9
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 minute/level
This spell transforms
your body into living flame. You and your equipment are immune to fire damage. In
fact, every time you would normally take damage from fire, you are instead healed
of damage at a rate of 1 point per 3 points of damage the fire attack would have
normally inflicted. You are immune to blindness, critical hits, ability score damage,
deafness, disease, drowning, electricity, poison, stunning, and all spells that
affect your physiology or respiration. You take only half damage from acid or electricity.
You take 150% as much damage from cold than normal.
You gain a +6 enhancement
bonus to your Dexterity score and a fly speed of 40 ft. (perfect maneuverability).
Your unarmed attack deals an additional 3d6 points of fire damage, and you are considered
armed when making unarmed attacks. Your body burns so brightly that creatures who
do not avert their gaze from you are dazzled. Fire spells you cast have
their save DCs increased by +1. If you enter water, you are surrounded by a 5-foot
radius of steam and bubbles that grant you concealment (50% miss chance) but you
take 2d6 points of damage each round you remain in water.
Diminished
Effects
You take normal damage from acid and electricity. Your unarmed attack only deals
an additional 3d4 points of fire damage. Creatures do not need to avert their gaze
from you to avoid becoming dazzled.
FIND THE PATH
School
divination;
Level bard 6, cleric/oracle 6, druid 6, inquisitor 6, witch 6; Domain
knowledge 6, travel 6
Casting Time 3 rounds
Components V, S, F (a set of divination counters)
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw none or Will negates (harmless);
Spell Resistance no or yes (harmless)
The recipient of this
spell can find the shortest, most direct physical route to a prominent specified
destination, such as a city, keep, lake, or dungeon. The locale can be outdoors
or underground, as long as it is prominent. For example, a hunter's cabin is not
prominent enough, but a logging camp is. Find the path works with respect
to locations, not objects or creatures at a locale. The location must be on the
same plane as the subject at the time of casting.
The spell enables the
subject to sense the correct direction that will eventually lead it to its destination,
indicating at appropriate times the exact path to follow or physical actions to
take. For example, the spell enables the subject to sense what cavern corridor to
take when a choice presents itself. The spell ends when the destination is
reached or the duration expires, whichever comes first. Find the path can
be used to remove the subject and its companions from the effect of a maze spell in a single round,
specifying the destination as “outside the maze.” This divination is keyed to the
recipient, not its companions, and its effect does not predict or allow for the
actions of creatures (including guardians) who might take action to oppose the caster
as he follows the path revealed by this spell.
Diminished
Effects
The spell’s range becomes personal, its target becomes you, and its duration becomes
1 minute per caster level.
Heightened
Effects
The spell’s casting time becomes 1 standard action, and it works in respect to objects
and creatures as well as locations.
FINGER OF DEATH
School necromancy [death]; Level druid 8, sorcerer/wizard
7
Casting Time 1 standard action
Components V, S
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 target's Fortitude saving throw succeeds,
it instead takes 3d6 points of damage + 1 point per caster level. The subject might
die from damage even if it succeeds on its saving throw.
Diminished
Effects
The spell delivers 5 points of damage per caster level. If the target's Fortitude
saving throw succeeds, it instead takes 3d4 points of damage + 1 point per caster
level.
Heightened
Effects
The spell delivers 15 points of damage per caster level. If the target's Fortitude
saving throw succeeds, it instead takes 3d8 points of damage + 1 point per caster
level.
FIRE SEEDS
School conjuration (creation) [fire]; Level druid
6; Domain fire 6, sun 6
Casting Time 1 standard action
Components V, S, M (acorns or holly berries)
Range touch
Targets up to four acorns or up to eight holly
berries
Duration 10 min./level or until used
Saving Throw none or Reflex half;
see text; Spell Resistance no
Depending on the version
of fire seeds you choose, you turn acorns into splash weapons that you or
another character can throw, or you turn holly berries into bombs that you can detonate
on command.
Acorn Grenades: As many as four acorns
turn into special thrown splash weapons. An acorn grenade has a range increment
of 20 feet. A ranged touch attack roll is required to strike the intended target.
Together, the acorns are capable of dealing 1d4 points of fire damage per caster
level (maximum 20d4) divided among the acorns as you wish. No acorn can deal more
than 10d4 points of damage.
Each acorn grenade explodes
upon striking any hard surface. In addition to its regular fire damage, all creatures
adjacent to the explosion take 1 point of fire damage per die of the explosion.
This explosion of fire ignites any combustible materials adjacent to the target.
Holly Berry Bombs: You turn as many as
eight holly berries into special bombs. The holly berries are usually placed by
hand, since they are too light to make effective thrown weapons (they can be tossed
only 5 feet). If you are within 200 feet and speak a word of command, each berry
instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster
level to every creature in a 5-foot-radius burst and igniting any combustible materials
within 5 feet. A creature in the area that makes a successful Reflex saving throw
takes only half damage.
Diminished
Effects
The spell’s duration becomes 1 minute per caster level, or until used. Acorn grenades only deal 1d6 points of fire
damage per two caster levels (maximum 10d6), and holly berry bombs deal 1d6 points of fire damage + 1 point per two caster
levels.
Heightened
Effects
Acorn grenades deal 1d6 points of fire
damage per caster level (maximum 20d6), and holly
berry bombs deal 1d10 points of fire damage + 1 point per caster level.
FIRE STORM
School evocation [fire]; Level cleric/oracle
8, druid 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area two 10-ft. cubes per level (S)
Duration instantaneous
Saving Throw Reflex half; Spell
Resistance yes
When a fire storm spell
is cast, the whole area is shot through with sheets of roaring flame. The raging
flames do not harm natural vegetation, ground cover, or any plant creatures in the
area that you wish to exclude from damage. Any other creature within the area takes
1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their
Reflex save catch on fire, taking 4d6 points of
fire damage each round until the flames are extinguished. Extinguishing the flames
is a full-round action that requires a DC 20 Reflex save.
Diminished
Effects
The spell’s area becomes one 10-foot cube per caster level. Any other creature within
the area takes 1d6 points of fire damage per caster level (maximum 15d6). Creatures
that fail their Reflex save do not catch on fire.
Heightened
Effects
The spell’s area becomes three 10-foot-cubes per caster level. Any other creature
within the area takes 1d8 points of fire damage per caster level (maximum 20d8).
FIREBRAND
School transmutation [fire]; Level sorcerer/wizard
7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/4 levels, no two of which can be
more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates (harmless),
but see below; Spell Resistance yes (harmless)
You mark several allies
with a flaming rune. This rune does not cause damage and sheds light as if it were
a torch. While the firebrand burns, any creature it marks is immune to damage
from any fire spell you cast. All of the target's weapons (both natural and manufactured)
inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with
any amount of fire damage a creature's weapons might already inflict). At any point
during the spell's duration, a creature bearing a firebrand can launch a
beam of fire at any target within 30 feet as a swift action. This ray requires a
ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature
uses its firebrand to fire a ray in this manner, the effects of the spell
end for that creature.
Diminished
Effects
The spell’s target becomes one creature per five caster levels. If a creature bearing
a firebrand launches a ray of fire, the
ray only deals 4d6 points of fire damage.
Heightened
Effects
Opponents who take fire damage from a creature bearing a firebrand must make a Reflex save or catch fire.
FLESH TO STONE
School transmutation; Level magus 6, sorcerer/wizard
6, witch 6
Casting Time 1 standard action
Components V, S, M (lime, water, and earth)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Fortitude negates; Spell
Resistance yes
The subject, along with
all its carried gear, turns into a mindless, inert statue. If the statue resulting
from this spell is broken or damaged, the subject (if ever returned to its original
state) has similar damage or deformities. The creature is not dead, but it does
not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of
flesh are affected by this spell.
Diminished
Effects
The spell’s range becomes touch, and you must make a successful melee touch attack
against the target.
Heightened
Effects
You can shape the target creature as to appear as a stone-made part of the scenery
(for example, a pillar in a gallery or a stalagmite in a cavern). The following
spells harm the target if cast upon it. Stone to flesh restores the target
while dealing 5d6 points to it. Stone shape deals 3d6 points of
damage to the target but does not restore it.
FLY, MASS
School transmutation; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, F (a wing feather)
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more
than 30 ft. apart
Duration 10 minutes/level
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
The subjects can fly at
a speed of 60 feet (or 40 feet if they wear medium or heavy armor, or if they carry
a medium or heavy load). The subjects can ascend at half speed and descend at double
speed, and their maneuverability is good (including a +4 maneuverability bonus on
Fly checks). Using a fly spell requires only as much concentration as walking,
so the subjects can attack or cast spells normally. The subjects of a fly spell
can charge but not run, and cannot carry aloft more weight than their maximum loads,
plus any armor they wear. The subjects gains a bonus on Fly skill checks equal to
1/2 your caster level.
Should the spell’s duration
expire while the subjects are still aloft, the magic fails slowly. The subjects
float downward 60 feet per round for 1d6 rounds. If they reach the ground in that
amount of time, they land safely. If not, they fall the rest of the distance, taking
1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends
it, the subjects also descend safely in this way if the fly spell is dispelled,
but not if it is negated by an antimagic field.
Diminished
Effects
The spell only allows you to move the subjects up and down vertically. You can mentally direct
the subjects to move up or down as much as 20 feet each round; doing so is a move
action. You cannot move the subjects horizontally, but the subjects could clamber
along the face of a cliff, for example, or push against a ceiling to move laterally
(generally at half their base land speed). A levitating creature
that attacks with a melee or ranged weapon finds itself increasingly unstable; the
first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum
penalty of –5. A full round spent stabilizing allows the creature to begin again
at –1.
Heightened
Effects
The subjects can fly at a speed of 90 feet (or 60 feet if they wear medium or heavy
armor, or if they carry a medium or heavy load).
FOOL'S FORBIDDANCE
School abjuration [mind-affecting]; Level bard
6
Casting Time 1 standard action
Components V, S, M (a ring of keys)
Range 10 ft.
Area 10-ft.-radius spherical emanation centered on
you
Duration concentration
Saving Throw Will partial; Spell
Resistance yes
Through your antics and
performance, you create an area of warding that adversely affects all enemies that
dare enter it. When an enemy creature enters the area it must make an immediate
Will saving throw. If it fails, the creature is confused as long as it is in the
area and for 1 round after it leaves. If it succeeds on the saving throw, the creature
is staggered as long as it is in the area and for 1 round after it leaves.
Diminished
Effects
If a creature succeeds on the saving throw, it is not staggered and can act normally.
FORBIDDANCE
School abjuration; Level cleric/oracle 6, inquisitor
6
Casting Time 6 rounds
Components V, S, M (holy water and incense worth
1,500 gp, plus 1,500 gp per 60-foot cube), DF
Range medium (100 ft. + 10 ft./level)
Area 60-ft. cube/level (S)
Duration permanent
Saving Throw see text; Spell Resistance
yes
Forbiddance seals an area against
all planar travel into or within it. This includes all teleportation spells (such
as dimension door and teleport), plane shifting,
astral travel, ethereal travel, and all summoning spells. Such effects simply
fail automatically.
In addition, it damages
entering creatures whose alignments are different from yours. The effect on those
attempting to enter the warded area is based on their alignment relative to yours
(see below). A creature inside the area when the spell is cast takes no damage unless
it exits the area and attempts to reenter, at which time it is affected as normal.
Alignments identical: No effect. The creature
may enter the area freely (although not by planar travel).
Alignments different with
respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful
Will save halves the damage, and spell resistance applies.
Alignments different with
respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A
successful Will save halves the damage, and spell resistance applies.
At your option, the abjuration
can include a password, in which case creatures of alignments different from yours
can avoid the damage by speaking the password as they enter the area. You must select
this option (and the password) at the time of casting. Adding a password requires
the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per
60-foot cube.
Dispel magic does not dispel a forbiddance
effect unless the dispeller's level is at least as high as your caster level.
You can't have multiple
overlapping forbiddance effects. In such a case, the more recent effect stops
at the boundary of the older effect.
Diminished
Effects
Creatures can attempt Will saves in order to use magic to travel into or out of
the area. The spell does not damage the creature.
Heightened
Effects
Creatures with alignments different than yours in respect to either law/chaos
or good/evil take 6d8 points of damage. Creatures with alignments different
than yours in respect to both law/chaos and good/evil take 12d8 points of
damage. A successful Will save halves the damage.
FORCECAGE
School evocation [force]; Level sorcerer/wizard
7
Casting Time 1 standard action
Components V, S, M (ruby dust worth 500 gp)
Range close (25 ft. + 5 ft./2 levels)
Area barred cage (20-ft. cube) or windowless cell (10-ft.
cube)
Duration 1 round/level (D)
Saving Throw Reflex negates; Spell
Resistance no
This spell creates an
immobile, invisible cubical prison composed of either bars of force or solid walls
of force (your choice).
Creatures within the area
are caught and contained unless they are too big to fit inside, in which case the
spell automatically fails. Teleportation and other forms of astral travel provide
a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking
ethereal travel.
Like a wall of force, a forcecage
resists dispel magic, although a mage's disjunction still functions.
The walls of a forcecage can be damaged by spells as normal, except for
disintegrate, which automatically
destroys it. The walls of a forcecage can be damaged by weapons and supernatural
abilities, but they have a Hardness of 30 and a number of hit points equal to 20
per caster level. Contact with a sphere of annihilation or rod of cancellation instantly
destroys a forcecage.
Barred Cage: This version of the
spell produces a 20-foot cube made of bands of force (similar to a wall of force
spell) for bars. The bands are a half-inch wide, with half-inch gaps between
them. Any creature capable of passing through such a small space can escape; others
are confined within the barred cage. You can't attack a creature in a barred cage
with a weapon unless the weapon can fit between the gaps. Even against such weapons
(including arrows and similar ranged attacks), a creature in the barred cage has
cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the
spell produces a 10-foot cube with no way in and no way out. Solid walls of force
form its six sides.
Diminished
Effects
The spell’s area becomes a 10-foot cube barred cage or a 5-foot cube windowless
cell.
Heightened
Effects
Creatures within the affected area do not receive a Reflex save to avoid
becoming caught.
FORCEFUL HAND
Notes Forceful hand has been incorporated into interposing hand.
FORESIGHT
School divination; Level druid 9, sorcerer/wizard
9, witch 9; Domain knowledge 9
Casting Time 1 standard action
Components V, S, M/DF (a hummingbird's feather)
Range personal or touch
Target see text
Duration 10 min./level
Saving Throw none or Will negates
(harmless); Spell Resistance no or yes (harmless)
This spell grants you
a powerful sixth sense in relation to yourself or another. Once foresight is
cast, you receive instantaneous warnings of impending danger or harm to the subject
of the spell. You are never surprised or flat-footed. In addition, the spell
gives you a general idea of what action you might take to best protect yourself
and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is
lost whenever you would lose a Dexterity bonus to AC.
When another creature
is the subject of the spell, you receive warnings about that creature. You must
communicate what you learn to the other creature for the warning to be useful, and
the creature can be caught unprepared in the absence of such a warning. Shouting
a warning, yanking a person back, and even telepathically communicating (via an
appropriate spell) can all be accomplished before some danger befalls the subject,
provided you act on the warning without delay. The subject, however, does not gain
the insight bonus to AC and Reflex saves.
Diminished
Effects
You can be surprised, but you gain a +4 insight bonus on Perception checks to
avoid being surprised. If surprised, you receive a +4 insight bonus to your
initiative for the duration of the spell.
FORM OF THE DRAGON (I, II, & III)
School
transmutation
(polymorph); Level alchemist 6, magus 6, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you
plan to assume)
Range personal
Target you
Duration 1 min./level (D)
Save see text; Spell Resistance no
You become a Large
chromatic or metallic dragon. You gain the following abilities: a +6 size bonus
to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet
(poor), darkvision 60 feet, a breath weapon,
DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws
(1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use
the breath weapon twice per casting of this spell, and you must wait 1d4 rounds
between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save
for half damage.
In addition, some of the dragon types grant
additional abilities, as noted below.
Black dragon: 80-foot line of
acid, resist acid 20, swim 60 feet
Blue dragon: 80-foot line of
electricity, resist electricity 20, burrow 20 feet
Green dragon: 40-foot cone of
acid, resist acid 20, swim 40 feet
Red dragon: 40-foot cone of
fire, resist fire 30, vulnerability to cold
White dragon: 40-foot cone of
cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 80-foot line of
fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 80-foot line of
electricity, resist electricity 20, swim 60 feet
Copper dragon: 80-foot line of
acid, resist acid 20, spider climb (always
active)
Gold dragon: 40-foot cone of
fire, resist fire 20, swim 60 feet
Silver dragon: 40-foot cone of
cold, resist cold 30, vulnerability to fire
Diminished
Effects
You become a Medium chromatic or metallic dragon. You gain a +4 size bonus
to Strength, a +2 size bonus to Constitution, a +4 natural armor
bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and
resistance to one element. You also gain one bite (1d8), two claws (1d6), and
two wing attacks (1d4). Your breath weapon and resistance depend on the type of
dragon. You can only use the breath weapon once per casting of this spell. All
breath weapons deal 6d8 points of damage and allow a Reflex save for
half damage. Line
breath weapons decrease to 60-foot lines and cones decrease to 43-foot cones.
Heightened
Effects
You become a Huge chromatic or metallic dragon. You gain the
following abilities: a +10 size bonus to Strength, a +8 size bonus
to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60
feet, darkvision 120 feet, a breath weapon, DR 10/magic,
frightful presence (DC equal to the DC for this spell), and immunity to one
element (of the same type your
chosen dragon type grants resistance to). You also gain one
bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack
(2d6). You can use the breath weapon as often as you like, but you must wait
1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow
a Reflex save for half damage. Line breath weapons increase to
100-foot lines and cones increase to 50-foot cones.
Notes This spell combines the
effects of the following spells: form of
the dragon I, form of the dragon II, and
form of the dragon III.
FOX'S CUNNING, MASS
School transmutation; Level bard 6, sorcerer/wizard
6, summoner 4
Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard
action
Components V, S, M/DF (hairs or dung from a
fox)
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 targets become
smarter. The spell grants a +4 enhancement bonus to Intelligence, adding
the usual benefits to Intelligence-based skill checks and other uses of
the Intelligence modifier. Wizards (and other spellcasters who rely
on Intelligence) affected by this spell do not gain any additional bonus
spells for the increased Intelligence, but the save DCs for spells they
cast while under this spell's effect do increase. This spell doesn't grant
extra skill ranks.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
The spell grants a +6 enhancement bonus to Intelligence, rather than only +4.
FREEDOM
School abjuration; Level sorcerer/wizard 9; Domain
liberation 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels) or see text
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless);
Spell Resistance yes
The subject is freed from
spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification,
pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and
background, and you must cast this spell at the spot where it was entombed or banished
into the maze.
Diminished
Effects
You can only free the subject from 8th-level or lower spells or effects that
restrict movement. To free a creature from a 6th-, 7th-, or 8th-level spell or
effect (such as flesh to stone), you
must know its name and background.
FREEZING SPHERE
School evocation [cold]; Level magus 6, sorcerer/wizard
6; Domain ice 7
Casting Time 1 standard action
Components V, S, F (a small crystal sphere)
Range long (400 ft. + 40 ft./level)
Target, Effect, or Area see text
Duration instantaneous or 1 round/level; see text
Saving Throw Reflex half; see text;
Spell Resistance yes
Freezing sphere creates a frigid globe
of cold energy that streaks from your fingertips to the location you select, where
it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster
level (maximum 15d6) to each creature in the area. A creature of the water subtype
instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds.
If the freezing sphere
strikes a body of water or a liquid that is principally water (not including
water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot
radius. This ice lasts for 1 round per caster level. Creatures that were swimming
on the surface of a targeted body of water become trapped in the ice. Attempting
to break free is a full-round action. A trapped creature must make a DC 25 Strength
check or a DC 25 Escape Artist check to do so.
You can refrain from firing
the globe after completing the spell, if you wish. Treat this as a touch spell for
which you are holding the charge. You can hold the charge for as long as 1 round
per level, at the end of which time the freezing sphere bursts centered on
you (and you receive no saving throw to resist its effect). Firing the globe in
a later round is a standard action.
Diminished
Effects
The globe explodes in a 20-foot-radius burst, and a creature of the water
subtype who takes damage from the spell does not become staggered.
Heightened
Effects
Each creature who takes damage from the spell is staggered for 1d4 rounds. A
creature of the water subtype who takes damage from the spell is paralyzed for 1d4 rounds.
FRIGHTFUL ASPECT
School transmutation (polymorph); Level cleric/oracle
8, druid 8, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, M (the skin of a toad)
Range personal
Target you
Duration 1 minute/level
You become a larger, awful
version of yourself. You grow to size Large, and take on features that horrify your
enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size
bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance
equal to 10 + half your caster level. You also emit an aura that emanates 30 feet
from you. Enemy creatures within the aura are shaken. Each time a creature shaken
by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds, though
at the end of that duration it is no longer affected by this aura. The aura's effect
is a fear and mind-affecting effect.
Diminished
Effects
You only gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a
+3 natural armor bonus, DR 5/magic, and spell resistance equal to 10 + half
your caster level. The aura only emanates 15 feet from you.
Heightened
Effects
The spell’s range becomes touch and its target becomes on creature.
GATE
School conjuration (creation
or calling); Level cleric/oracle 9, sorcerer/wizard 9; Domain glory
9, trade 9
Casting Time 1 standard action
Components V, S, M (see text)
Range medium (100 ft. + 10 ft./level)
Effect see text
Duration instantaneous or concentration (up to
1 round/level); see text
Saving Throw none; Spell Resistance
no
Casting a gate spell
has two effects. First, it creates an interdimensional connection between your plane
of existence and a plane you specify, allowing travel between those two planes in
either direction.
Second, you may then call
a particular individual or kind of being through the gate.
The gate itself
is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented
in the direction you desire when it comes into existence (typically vertical and
facing you). It is a two-dimensional window looking into the plane you specified
when casting the spell, and anyone or anything that moves through is shunted instantly
to the other side.
A gate has a front
and a back. Creatures moving through the gate from the front are transported
to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar
travel, a gate spell functions much like a plane shift spell, except that
the gate opens precisely at the point you desire (a creation effect). Deities
and other beings who rule a planar realm can prevent a gate from opening
in their presence or personal demesnes if they so desire. Travelers need not join
hands with you—anyone who chooses to step through the portal is transported. A gate
cannot be opened to another point on the same plane; the spell works only for
interplanar travel.
You may hold the gate
open only for a brief time (no more than 1 round per caster level), and you
must concentrate on doing so, or else the interplanar connection is severed.
Calling Creatures: The second effect of
the gate spell is to call an extraplanar creature to your aid (a calling
effect). By naming a particular being or kind of being as you cast the spell, you
cause the gate to open in the immediate vicinity of the desired creature
and pull the subject through, willing or unwilling. Deities and unique beings are
under no compulsion to come through the gate, although they may choose to
do so of their own accord. This use of the spell creates a gate that remains
open just long enough to transport the called creatures. This use of the spell has
a material cost of 10,000 gp in rare incense and offerings. This cost is in addition
to any cost that must be paid to the called creatures.
If you choose to call
a kind of creature instead of a known individual, you may call either a single creature
or several creatures. In either case, their total HD cannot exceed twice your caster
level. In the case of a single creature, you can control it if its HD does not exceed
your caster level. A creature with more HD than your caster level can't be controlled.
Deities and unique beings cannot be controlled in any event. An uncontrolled being
acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled
being may return to its home plane at any time.
If you choose to exact
a longer or more involved form of service from a called creature, you must offer
some fair trade in return for that service. The service exacted must be reasonable
with respect to the promised favor or reward; see the planar ally spell for appropriate
rewards. Some creatures may want their payment in “livestock” rather than in coin,
which could involve complications. Immediately upon completion of the service, the
being is transported to your vicinity, and you must then and there turn over the
promised reward. After this is done, the creature is instantly freed to return to
its own plane.
Failure to fulfill the
promise to the letter results in your being subjected to service by the creature
or by its liege and master, at the very least. At worst, the creature or its kin
may attack you.
Note: When you use a calling
spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it becomes a spell of that type.
Diminished
Effects
The spell’s range becomes close (25 ft. + 5 ft./2 levels). When using the gate for planar travel, the portal only
remains open for 1 round. When using the gate
for calling creatures, you may only call creatures whose total HD cannot exceed
your caster level. A creature with more HD than your caster level –4 can't be controlled.
GETAWAY
School conjuration (teleportation); Level bard
6, sorcerer/wizard 6
Casting Time 1 minute
Components V, S, M (a brass doorknob)
Range unlimited
Targets you and one willing creature/2 levels,
all of which must be within 30 feet of you
Duration 1 hour/level
Saving Throw none; Spell Resistance
no
Getaway teleports you and allies
you designate at the time of casting to a predetermined location. You must initially
cast the spell at that location—all creatures affected by the spell must be present
at that time and within 30 feet of you. At any time before the spell's duration
expires, you may trigger the spell as a swift action. At this time, all affected
creatures (or their remains and gear) within 30 feet of you are teleported to the
location where you first cast the spell. Creatures more than 30 feet away from you
are left behind. Selected creatures within 30 feet of you who do not wish to travel
with you at that time can simply choose not to go. You can be transported any distance
within a plane but cannot travel between planes.
Diminished
Effects
The spell’s duration becomes 10 minutes per caster level. All creatures
affected by the spell must be present at the time of casting and within 15 feet
of you. Creatures more than 15 feet away from you when you trigger the spell
are left behind.
Heightened
Effects
The spell’s target becomes you and one willing creature per caster level, all
of which must be within 30 feet of you.
GIANT FORM
School transmutation (polymorph); Level alchemist
6, sorcerer/wizard 7; Bloodline boreal 7
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose
form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)
When you cast this spell
you can assume the form of any Large humanoid creature of the giant subtype. Once
you assume your new form, you gain the following abilities: a +6 size bonus to Strength,
a –2 penalty to Dexterity, a +4 size bonus to Constitution, a +4 natural armor bonus,
and low-light vision. If the form you
assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage),
regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage). If
the creature has immunity or resistance to any elements, you gain resistance 20
to those elements. If the creature has vulnerability to an element, you gain that
vulnerability.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
The spell allows you to assume the form of any Huge creature of the giant type.
You gain the following abilities: a +8 size bonus to Strength, a –2
penalty to Dexterity, a +6 size bonus to Constitution, a +6 natural
armor bonus, low-light vision, and a +10 foot enhancement bonus to your
speed. If the form you assume has any of the following abilities, you gain the
listed ability: swim 60 feet, darkvision 60 feet, rend (2d8 damage),
regeneration 5, rock catching, and rock throwing (range 120 feet, 2d10 damage).
If the creature has immunity or resistance to one element, you gain that
immunity or resistance. If the creature has vulnerability to an element, you
gain that vulnerability.
Notes This spell combines the
effects of the following spells: giant
form I and giant form II.
GLYPH OF WARDING, GREATER
School abjuration; Level cleric/oracle 6, inquisitor
6; Domain rune 6
Casting Time 10 minutes
Components V, S, M (powdered diamond worth 400 gp)
Range touch
Target or Area object touched or up
to 5 sq. ft./level
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance
no (object) and yes; see text
This powerful inscription
harms those who enter, pass, or open the warded area or object. A glyph of warding
can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set all of the conditions
of the ward. Typically, any creature entering the warded area or opening the warded
object without speaking a password (which you set when casting the spell) is subject
to the magic it stores. Alternatively or in addition to a password trigger, glyphs
can be set according to physical characteristics (such as height or weight) or creature
type, subtype, or kind. Glyphs can also be set with respect to good, evil, law,
or chaos, or to pass those of your religion. They cannot be set according to class,
HD, or level. Glyphs respond to invisible creatures normally but are
not triggered by those who travel past them ethereally. Multiple glyphs cannot be
cast on the same area. However, if a cabinet has three different drawers, each can
be separately warded.
When casting the spell,
you weave a tracery of faintly glowing lines around the warding sigil. A glyph can
be placed to conform to any shape up to the limitations of your total square footage.
When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected
or bypassed by such means as physical or magical probing, though they can be dispelled.
Mislead, polymorph, and nondetection (and similar magical
effects) can fool a glyph, though nonmagical disguises and the like can't. Read magic allows you to identify
a glyph of warding with a DC 16 Knowledge (arcana) check. Identifying the
glyph does not discharge it and allows you to know the basic nature of the glyph
(version, type of damage caused, what spell is stored).
Note: Magic traps such as
glyph of warding are hard to detect and disable. While any character can
use Perception to find a glyph, only a character with the trapfinding class feature
can use Disable Device to disarm it.
Depending on the version
selected, a glyph either blasts the intruder or activates a spell.
Greater Blast Glyph: A blast glyph deals
1d8 points of damage per two caster levels (maximum 10d8) to the intruder and to
all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or
sonic (caster's choice, made at time of casting). Each creature affected can attempt
a Reflex save to take half damage. Spell resistance applies against this effect.
Greater Spell Glyph: You can store any harmful
spell of 6th level or lower that you know. All level-dependent features of the
spell are based on your caster level at the time of casting the glyph. If
the spell has a target, it targets the intruder. If the spell has an area or an
amorphous effect, the area or effect is centered on the intruder. If the spell
summons creatures, they appear as close as possible to the intruder and attack.
Saving throws and spell resistance operate as normal, except that the DC is
based on the level of the spell stored in the glyph.
Diminished
Effects
A greater blast glyph only
deals 1d6 points of damage per two caster levels (maximum 10d6) and
a greater spell glyph can only store
a spell of 5th level or lower. Read magic allows you to identify a
diminished greater glyph of warding with a DC 15
Knowledge (arcana) check.
Heightened
Effects
A greater blast glyph deals 1d10 points of damage per two caster
levels (maximum 10d10) and a greater
spell glyph can store a spell of 7th level or lower. Read magic allows
you to identify a heightened glyph of warding with a DC 17 Knowledge
(arcana) check.
GRASPING HAND
Notes Grasping hand has been incorporated into clenched fist.
GUARDS AND WARDS
School abjuration; Level sorcerer/wizard 6, witch
6; Domain home 7, wards 6
Casting Time 30 minutes
Components V, S, M (burning incense, a small measure
of brimstone and oil, a knotted string, and a small amount of blood), F (a small
silver rod)
Range anywhere within the area to be warded
Area up to 200 sq. ft./level (S)
Duration 2 hours/level (D)
Saving Throw see text; Spell Resistance
see text
This powerful spell is
primarily used to defend a stronghold or fortress by creating a number of magical
wards and effects. The ward protects 200 square feet per caster level. The warded
area can be as much as 20 feet high, and shaped as you desire. You can ward several
stories of a stronghold by dividing the area among them; you must be somewhere within
the area to be warded to cast the spell. The spell creates the following magical
effects within the warded area.
Fog: Fog fills all corridors,
obscuring all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot use sight
to locate the target). Saving Throw: none.
Spell Resistance: no.
Arcane Locks: All doors in the warded
area are arcane locked. Saving Throw: none. Spell Resistance: no.
Webs: Webs fill all stairs
from top to bottom. These strands are identical with those created by the web spell, except that they regrow
in 10 minutes if they are burned or torn away while the guards and wards spell
lasts. Saving Throw: Reflex negates; see
text for web. Spell Resistance:
no.
Confusion: Where there are choices
in direction—such as a corridor intersection or side passage—a minor confusion-type
effect functions so as to make it 50% probable that intruders believe they are going
in the opposite direction from the one they actually chose. This is a mind-affecting
effect. Saving Throw: none. Spell Resistance: yes.
Lost Doors: One door per caster
level is covered by a diminished moving image to appear as if it
were a plain wall. Saving Throw: Will
disbelief (if interacted with). Spell
Resistance: no.
In addition, you can place
your choice of one of the following five magical effects.
1. Dancing lights in four corridors.
You can designate a simple program that causes the lights to repeat as long as the
guards and wards spell lasts. Saving
Throw: none. Spell Resistance: no.
2. A magic mouth in two places. Saving Throw: none. Spell Resistance: no.
3. A heightened stinking cloud
in two places. The vapors appear in the places you designate; they return within
10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see heightened
text for fog cloud. Spell Resistance: no.
4. A gust of wind in one corridor or
room. Saving Throw: Fortitude negates.
Spell Resistance: yes.
5. A suggestion in one place. You select
an area of up to 5 feet square, and any creature who enters or passes through the
area receives the suggestion mentally. Saving Throw: Will negates. Spell
Resistance: yes.
The whole warded area
radiates strong magic of the abjuration school. A dispel magic cast on a specific
effect, if successful, removes only that effect. A successful mage's disjunction destroys the
entire guards and wards effect.
Diminished
Effects
The spell’s duration is reduced to 20 minutes per caster level.
Heightened
Effects
You may place one of the five selectable magical effects per two caster levels
beyond 11th.
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