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Tuesday, October 7, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with H & I

by Tim Wallace

HARM
School necromancy; Level cleric/oracle 6, inquisitor 6, witch 7; Domain decay 6, destruction 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.
If used on an undead creature, harm acts like heal.
Diminished Effects The spell only deals 5 points of damage per caster level (to a maximum of 100 points at 20th level).
Heightened Effects The spell range becomes 30 feet and its effect becomes a ray. The ray requires you to make a ranged touch attack to affect the target.

HEAL
School conjuration (healing); Level alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, witch 7; Domain healing 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
Diminished Effects The spell’s range becomes personal and its target becomes you. Furthermore, the spell only heals 5 points of damage per caster level (to a maximum of 100 points at 20th level), and only removes the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.
Heightened Effects The spell range becomes 30 feet and its effect becomes a ray. The ray requires you to make a ranged touch attack to affect the target.

HEAL, MASS
School conjuration (healing); Level cleric/oracle 9; Domain healing 9
Casting Time 1 standard action
Components V, S
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 instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Mass heal enables you to channel positive energy into multiple creatures to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the targets: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 250 points to each creature.
Mass heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, mass heal instead acts like harm.
Diminished Effects The spell only targets one creature per three caster levels. Furthermore, the spell only cures a maximum of 200 points of damage to each creature, and only removes the following adverse conditions affecting the targets: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.

HEROES' FEAST
School conjuration [creation]; Level bard 6, cleric/oracle 6, inquisitor 6; Domain community 6, resolve 6
Casting Time 10 minutes
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect feast for one creature/level
Duration 1 hour plus 12 hours; see text
Saving Throw none; Spell Resistance no
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.
Diminished Effects The spell’s casting time becomes 20 minutes, and the duration of the morale bonuses becomes 6 hours.
Heightened Effects The time it takes to consume the feast becomes 30 minutes, and the duration of the morale bonuses becomes 24 hours.

HEROIC INVOCATION
School enchantment (compulsion) [mind affecting]; Level sorcerer/wizard 9, witch 9
Casting Time 10 minutes
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one or more creatures, no two of which can be more than 30 ft. apart
Duration 10 minutes /level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell's duration.
At the end of the spell's duration, the subjects become fatigued.
Diminished Effects The targets only gain a +2 morale bonus on attack and damage rolls and 2d6+4 temporary hit points, and a +6 morale bonus on saves against fear and charm effects

HOLD MONSTER, MASS
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, F/DF (a small, straight piece of iron)
Range medium (100 ft. + 10 ft./level)
Targets one or more humanoids, magical beasts, or monstrous humanoids, no two of which can be more than 30 ft. apart
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes
The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech. Each round on its turn, a subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Diminished Effects The spell can only target humanoid creatures.
Heightened Effects The spell can target any type of creature.
Notes This spell combines the effects of the following spells: mass hold person and mass hold monster.

HOLY AURA
School abjuration [good]; Level cleric/oracle 8; Domain glory 8, good 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 brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. 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 evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Diminished Effects The spell’s target becomes one creature per three caster levels. In addition, each warded creature only gains spell resistance 20 against evil spells and spells cast by evil creatures.
Heightened Effects Each warded creature gains a +6 deflection bonus to AC, a +6 resistance bonus on saves, and spell resistance 27 against evil spells and spells cast by evil creatures.

HOLY WORD
School evocation [good, sonic]; Level cleric/oracle 7, inquisitor 6; Domain good 7
Casting Time 1 standard action
Components V
Range 40 ft.
Area nongood creatures in a 40-ft.-radius spread centered on you
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
Any nongood creature within the area of a holy word spell suffers the following ill effects.
HD
Effect
Equal to caster level
Up to caster level –1
Blinded, deafened
Up to caster level –5
Paralyzed, blinded, deafened
Up to caster level –10
Killed, paralyzed, blinded, 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.
Blinded: The creature is blinded for 2d4 rounds. Save reduces the blinded 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, nongood 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 holy word or not. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by holy word.
Diminished Effects The spell’s area becomes a 20-foot-radius spread and it only affects evil creatures with HD less than your caster level.
Heightened Effects Any nongood creature within the area of the spell suffers the following ill effects.
HD
Effect
Equal to caster level
Blinded
Up to caster level –1
Nauseated, blinded
Up to caster level –5
Paralyzed, nauseated, blinded
Up to caster level –10
Killed, paralyzed, nauseated, blinded
Blinded: The creature is blinded for 1d4 rounds. Save negates.
Sickened: The creature is nauseated for 2d4 rounds. Save reduces the nauseated effect to 1d4 rounds.

HORRID WILTING
School necromancy; Level sorcerer/wizard 8, witch 8; Domain water 8
Casting Time 1 standard action
Components V, S, M/DF (a bit of sponge)
Range long (400 ft. + 40 ft./level)
Targets living creatures, no two of which can be more than 60 ft. apart
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes
This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Diminished Effects The spell’s range becomes medium (100 ft. + 10 ft./level). In addition, it either deals a maximum of 15d6 points of damage, or a maximum of 15d8 points of damage to water elementals and plant creatures.
Heightened Effects The spell either deals 1d8 points of damage per caster level (maximum 20d8), or 1d10 points of damage per caster level (maximum 20d10) to water elementals and plant creatures.

ICE BODY
School transmutation [cold]; Level sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5/magic. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters) plus 1 point of cold damage, and you are considered armed when making unarmed attacks. You may burrow through nonmagical ice or snow at your base speed as easily as a fish swims through water. You can move through magical ice and snow if you succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the effect; you automatically succeed on caster level checks against effects that you created. Your passage through snow and ice in this fashion leaves behind no tunnel or hole.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

ICY PRISON, MASS
School evocation [cold]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range medium (10 ft. + 10 ft./level)
Target one creature/level, no two of which can be more than 30 ft. apart.
Duration 1 minute/level; see text
Saving Throw Reflex partial Spell Resistance yes
You trap the targets in solid ice 1 inch thick per caster level. If the creatures fails their saves, they are helpless, but can still breathe (the ice blocks line of effect to the target). If a target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).
Diminished Effects The spell’s target becomes one creature per three caster levels, no two of which can be more than 30 feet apart, and its duration becomes 1 round per caster level.

IMPLOSION
School evocation; Level cleric/oracle 9; Domain destruction 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one corporeal creature/round
Duration concentration (up to 1 round per 2 levels)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes a destructive resonance in a corporeal creature's body. Each round you concentrate (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level. If you break concentration, the spell immediately ends, though any implosions that have already happened remain in effect. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures in gaseous form or on incorporeal creatures.
Diminished Effects The spell duration becomes concentration (up to 1 round per three caster levels), and it only inflicts a maximum of 150 points of damage to each target creature.

IMPRISONMENT
School abjuration; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates; see text; Spell Resistance yes
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the ground. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a –4 penalty on its save.
Diminished Effects The spell’s duration becomes one year and one day, after which the target appears in the location from which it was first imprisoned.

INCENDIARY CLOUD
School conjuration (creation) [fire]; Level sorcerer/wizard 8, summoner 6; Domain fire 8
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level (D)
Saving Throw Reflex half, see text; Spell Resistance no
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.
As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remaining spread thereafter.
As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and its area becomes a 10-foot radius cloud.
Heightened Effects The spell deals 6d8 points of fire damage to everything within the cloud on your turn each round.

INFLICT CRITICAL WOUNDS, MASS
School necromancy; Level cleric/oracle 8, witch 9
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; Spell Resistance yes
Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to nearby living enemies.
Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric/oracle capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Diminished Effects The spell only deals 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened Effects The spell deals 5d8 points of damage + 1 point per caster level (maximum +45).
Notes This spell combines the effects of the following spells: mass inflict serious wounds and mass inflict critical wounds.

INSANITY
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 7, witch 7; Domain charm 7, madness 7; Bloodline accursed 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
The affected creature suffers from a continuous confusion effect, as the spell.
Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.
Diminished Effects The spell’s casting time becomes 1 full-round action, and its duration becomes one year and one day.
Heightened Effects If you know the target's name and some facts about its life, the target takes a –4 penalty on its save.

INSTANT SUMMONS
School conjuration (summoning); Level cleric/oracle 7, sorcerer/wizard 7, witch 7; Domain artifice 8, rune 7
Casting Time 1 standard action
Components V, S, M (sapphire worth 1,000 gp)
Range see text
Target one object weighing 10 lbs. or less whose longest dimension is 6 ft. or less
Duration permanent until discharged
Saving Throw none; Spell Resistance no
You call some nonliving item directly to your hand from virtually any location.
First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.
If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.
Diminished Effects The spell’s target becomes one object weighing 5 pounds or less whose longest dimension is 4 feet or less.
Heightened Effects The spell’s casting time becomes 10 minutes, and its target becomes one construct. You can only summon a construct you control. For constructs such as golems that are immune to magic, the value of the specially inscribed sapphire must be at least 5,000 gp. For other constructs, a 1,000 gp sapphire suffices.
Notes This spell combines the effects of the following spells: instant summons and call construct.

INTERPLANETARY TELEPORT
School conjuration (teleportation); Level cleric/oracle 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V
Range personal and touch
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world near that bright star” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.
Diminished Effects The spell’s target becomes you and one touched object or touched willing creature.

INVISIBILITY, MASS
School illusion (glamer); Level sorcerer/wizard 7, summoner 5; Domain trickery 8
Components V, S, M/DF (an eyelash encased in gum arabic)
Range long (400 ft. + 40 ft./level)
Targets any number of creatures, no two of which can be more than 180 ft. apart
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
The target creatures become invisible. This effect moves with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.
Diminished Effects The spell’s range becomes medium (100 ft. + 10 ft./level), its target becomes any number of creatures, no two of which can be more than 120 feet apart, and its duration becomes 1 round per caster level. The spell is broken for any individual who moves more than 120 feet from the nearest member of the group.
Heightened Effects Those affected by the spell can see each other and themselves as if unaffected by the spell. Affected creatures who attack negate the invisibility only for themselves.

IRON BODY
School transmutation; Level sorcerer/wizard 8; Domain metal 8
Casting Time 1 standard action
Components V, S, M/DF (a piece of iron from an iron golem, a hero's armor, or a war machine)
Range personal
Target you
Duration 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a –6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the lack of air at the bottom of the ocean—at least until the spell duration expires.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

IRONWOOD
School transmutation; Level druid 6
Casting Time 1 minute/lb. created
Components V, S, F (wood to be transformed)
Range 0 ft.
Effect an ironwood object weighing up to 5 lbs./level
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.
Diminished Effects The spell’s duration becomes 24 hours.
Heightened Effects The spell’s duration becomes permanent.

IRRESISTIBLE DANCE
School enchantment (compulsion) [mind-affecting]; Level bard 6, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V
Range touch
Target living creature touched
Duration 1d4+1 rounds
Saving Throw Will partial; Spell Resistance yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round.
Diminished Effects The effect only imposes a –3 penalty to Armor Class and a –8 penalty on Reflex saves.
Heightened Effects The spell’s range becomes 30 feet, and its duration becomes 1d12 rounds + 1 round per caster level.


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