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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