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 vision, scent, 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.
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