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Tuesday, November 11, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with J - O

by Tim Wallace

JOLTING PORTENT
School evocation (electricity) Level cleric/oracle 7
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level (D) see text
Saving Throw none; Spell Resistance yes
The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles) or Wisdom (in the case of clerics). If the target fails the saving throw, it takes 4d6 + your Charisma modifier (in the case of oracles) or Wisdom modifier (in the case of clerics) electricity damage. It takes no damage on a successful saving throw. You can dismiss this spell as an immediate action when its subject confirms a critical hit to negate the critical hit and daze the creature for 1 round. The attack still hits its target and deals normal damage. The effects of the daze occur after the attack.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and each round the target fails its saving throw it only takes electrical damage equal to 4d4 points + your relevant spellcasting modifier.
Heightened Effects Each round the target fails its saving throw it only takes electrical damage equal to 4d8 points + your relevant spellcasting modifier. You can dismiss this spell as an immediate action when its subject confirms a critical hit to negate the critical hit and stun the creature for 1 round.

LIMITED WISH
Notes Limited wish will be incorporated into wish.

LIVEOAK
School transmutation; Level druid 6
Casting Time 10 minutes
Components V, S
Range touch
Target tree touched
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
This spell turns an oak tree into a protector or guardian. The spell can only be cast on a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.
If liveoak is dispelled, the tree takes root immediately wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.
Diminished Effects The spell’s duration is reduced to 1 hour per caster level.
Heightened Effects The spell’s casting time increases to 24 hours, it gains a material component consisting of herbs and oils worth 2,500 gp, and its duration becomes instantaneous. You have no special empathy or connection with the treant you awaken. The treant remains friendly to you, but it does not undertake tasks for you unless it is in its best interest.

LUNAR VEIL
School illusion (shadow) [darkness, shadow]; Level cleric/oracle 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area 120-ft.-radius emanation
Duration 10 minute/level
Saving Throw Will negates, see text; Spell Resistance no
You conjure a tremendous area of shadow to obscure moonlight within the area, creating something akin to a lunar eclipse. The light level is lowered by two steps (though unlike deeper darkness, areas of normal light or dimmer become normal darkness rather than supernaturally dark). Lycanthropes in the area must make a Will save every round or revert to their humanoid forms. In addition, lycanthropes attempting to assume animal or hybrid form within the affected area take a –5 penalty on Constitution checks to do so.
Diminished Effects The spell’s duration becomes 1 minute per caster level and the light level is only lowered by one step.
Heightened Effects The spell areas of normal light or dimmer become supernaturally dark.

MAGE'S DISJUNCTION
School abjuration; Level sorcerer/wizard 9; Domain magic 9
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)
Duration 1 minute/level
Saving Throw Will negates (object); Spell Resistance no
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Diminished Effects The spell cannot destroy an antimagic field or an artifact.

MAGE'S LUCUBRATION
School transmutation; Level wizard 6
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration instantaneous
You instantly prepare any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The chosen spell is stored in your mind as though prepared in the normal fashion.
If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.
Diminished Effects You instantly prepare any one spell of 4th level or lower that you have used during the past 24 hours.
Heightened Effects You instantly prepare any one spell of 6th level or lower that you have used during the past 24 hours.

MAGE'S MAGNIFICENT MANSION
School conjuration (creation); Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect extradimensional mansion, up to three 10-ft. cubes/level (S)
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
Diminished Effects The spell’s duration becomes 20 minutes per caster level, and the mansion only contains sufficient foodstuffs to serve a nine-course banquet to a dozen people.
Heightened Effects Anyone who sleeps within the mansion benefits from the effect of a nap stack spell. This effect does not stack with the nap stack spell. Creatures can still only enjoy the benefits of this effect or the nap stack once in any 1-week period.

MAGE'S SWORD
School evocation [force]; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, F (a miniature platinum sword worth 250 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect one sword
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of ×2.
The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.
Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.
The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
If an attacked creature has spell resistance, the resistance is checked the first time mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.
Diminished Effects The sword only gains a +1 enhancement bonus to its attack bonus, and it only deals 2d8+1 points of force damage.
Heightened Effects At 16th level, the sword gains the corrosive, flaming, frost, or shock weapon property (your choice at the time of casting). At 19th level, the sword gains the corrosive burst, flaming burst, icy burst, or shocking burst weapon property (your choice at the time of casting). The spell gains the elemental descriptor associated with whichever weapon property used.

MAZE
School conjuration (teleportation); Level sorcerer/wizard 8, summoner 6, witch 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration see text
Saving Throw none; Spell Resistance yes
You banish the subject into an extradimensional labyrinth. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, freeing the subject.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.
Diminished Effects The spell’s range becomes touch. If the subject doesn't escape, the maze disappears after 1 minute, freeing the subject.
Heightened Effects The spell affects all creatures in a 10-foot-radius burst. Affected creatures must make separate Intelligence checks to attempt to escape the labyrinth.

METEOR SWARM
School evocation [fire]; Level sorcerer/wizard 9; Bloodline boreal 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area four 40-ft.-radius spreads, see text
Duration instantaneous
Saving Throw none or Reflex half, see text; Spell Resistance yes
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save) and takes a –4 penalty on the saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one sphere at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once.
Diminished Effects The spell’s range becomes medium (100 ft. + 10 ft./level). Once a sphere reaches its destination, it only explodes in a 20-foot-radius spread.

MIND BLANK
School abjuration; Level sorcerer/wizard 8, witch 8; Domain liberation 8, protection 8, thought 8; Bloodline aberrant 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scrying, and see invisibility). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.
Diminished Effects The spell’s duration becomes 10 minutes per caster level.
Heightened Effects The spell’s target becomes creatures touched, and you divide the duration into 1-hour increments among the creatures touched.
Notes This spell combines the effects of the following spells: mind blank and communal mind blank.

MIRACLE
School evocation; Level cleric/oracle 9; Domain community 9, divine 9, luck 9
Casting Time 1 standard action
Components V, S; see text
Range see text
Target, Effect, or Area see text
Duration see text
Saving Throw see text; Spell Resistance yes
You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.
  • Duplicate any cleric spell of 8th level or lower.
  • Duplicate any other spell of 7th level or lower.
  • Undo the harmful effects of certain spells, such as feeblemind or insanity.
  • Have any effect whose power level is in line with the above effects.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:
  • Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
  • Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
  • Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity's (or alignment's) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.
Diminished Effects The spell can only do one of the following things.
  • Duplicate any cleric spell of 7th level or lower.
  • Duplicate any other spell of 6th level or lower.
  • Undo the harmful effects of certain spells, such as feeblemind or insanity.
  • Have any effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw.

MOMENT OF PRESCIENCE
School divination; Level sorcerer/wizard 8, witch 8; Domain luck 8, memory 8
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 hour/level or until discharged
This spell grants you a sixth sense. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time.
Diminished Effects The spell’s duration is reduced to 10 minutes per caster level. In addition, it grants a maximum insight bonus of +20.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

MONSTROUS PHYSIQUE, GREATER
School transmutation (polymorph); Level alchemist 6, magus 6, sorcerer/wizard 6
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 minute/level (D)
This spell functions as monstrous physique, except it also allows you to assume the form of a Diminutive or Huge creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light visionscent, tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, rend,  roar, sound mimicry, speak with sharks, spikes, trample, trip, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. If the creature has immunity to poison, you gain a +8 bonus on saves against poison.
Diminutive monstrous humanoid: If the form you take is that of a Diminutive monstrous humanoid, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge monstrous humanoid: If the form you take is that of a Huge monstrous humanoid, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Diminished Effects While the spell still allows you to assume the form of a Diminutive or Huge creature of the monstrous humanoid type, the list of abilities you are able to use is more limited. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, blood frenzy, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, sound mimicry, speak with sharks, trample, trip, and web. If the creature has the undersized weapons special quality, you gain that quality.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.
Notes This spell combines the effects of the following spells: monstrous physique III and monstrous physique IV.

MOVE EARTH
School transmutation [earth]; Level druid 6, sorcerer/wizard 6
Casting Time see text
Components V, S, M (clay, loam, sand, and an iron blade)
Range long (400 ft. + 40 ft./level)
Area dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration instantaneous
Saving Throw none; Spell Resistance no
Move earth moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
In no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
This spell has no effect on earth creatures.
Diminished Effects The spell’s range becomes medium (100 feet + 10 feet per level), and it may only affect an area up to 300 feet square and 10 feet deep.
Heightened Effects For every 150-foot square (up to 20 feet deep), casting takes 5 minutes. The maximum area, 750 feet by 750 feet, takes 2 hours and 5 minutes to move.

ORB OF THE VOID
School necromancy; Level cleric/oracle 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a black gemstone of any kind worth 50 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect 1-ft.-diameter sphere
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
You create a small weightless sphere of pure negative energy. As a move action, you can move it up to 30 feet per round in any direction. If it enters a space with a living creature, it stops moving for the round and that creature gains one negative level (Fortitude negates). Any creature passing through or ending its turn in the space occupied by the sphere gains one negative level (Fortitude negates). Twenty-four hours after gaining a negative level from the sphere, the subject must make a Fortitude saving throw (the DC of this save is equal to the DC of this spell) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.
If more than one orb (from different castings of the spell) enters the same space, the orbs automatically fuse together. The resulting orb uses the higher of the two orbs' DCs as its DC and whichever duration has more time left. If the orbs are from different casters, each must make an opposed Intelligence check to move the sphere.
An undead creature that passes through or ends its turn in the space occupied by the orb gains 2d4 × 5 temporary hit points for 1 hour.
Diminished Effects You must use a standard action to move the sphere. Four hours after gaining a negative level from the sphere, the subject regains the lost level. In addition, and undead creature that passes through or ends its turn in the space occupied by the orb only gains 2d4 temporary hit points per three caster levels (maximum 10d4 hit points).
Heightened Effects You create two orbs. However, the spell’s duration becomes concentration, up to 1 round per caster level.

OVERWHELMING PRESENCE
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 6, cleric/oracle 9, inquisitor 6, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a swan feather)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates, see text; Spell Resistance yes
Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.
Diminished Effects The spell’s duration becomes 1 round. A creature that makes the initial save to resist this spell suffers no further effect.

OWL'S WISDOM, MASS
School transmutation; Level cleric/oracle 6, druid 6, sorcerer/wizard 6, summoner 4
Casting Time 1 standard action
Components V, S, M/DF (feathers or droppings from an owl)
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The transmuted creatures become wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell grants a +6 enhancement bonus to Wisdom, rather than only +4.