SCINTILLATING PATTERN
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 8; Domain
madness 8
Casting Time 1 standard action
Components V, S, M (a crystal prism)
Range close (25 ft. + 5 ft./2 levels)
Effect colorful lights in a 20-ft.-radius spread
Duration concentration + 2 rounds
Saving Throw none; Spell Resistance yes
A twisting pattern of coruscating colors weaves through
the air, affecting creatures within. The spell affects a total number of HD of creatures
equal to your caster level (maximum 20). Creatures with the fewest HD are affected
first, and among creatures with equal HD, those who are closest to the spell's point
of origin are affected first. HD that are not sufficient to affect a creature are
wasted. The spell affects each subject according to its HD.
6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat
an unconscious result as stunned for nonliving creatures.)
7 to 12: Stunned for 1d4 rounds,
then confused for an additional 1d4 rounds.
13 or more: Confused for
1d4 rounds.
Sightless creatures are not affected by scintillating
pattern.
Diminished Effects The spell’s effect
becomes colorful lights in a
10-foot-radius spread. The spell affects each subject according to its HD.
6 or less: Unconscious for 1
round, then stunned for 1 round, and then confused for 1 round. (Treat
an unconscious result as stunned for nonliving creatures.)
7 to 12: Stunned for 1
round, then confused for an additional 1 round.
13 or more: Confused for 1 round.
Heightened
Effects
Creatures affected by the spell must
succeed on a Will save or take 1d4 points of temporary Intelligence, Wisdom, or
Charisma damage, determined randomly.
d6
|
Ability Damage Type
|
1–2
|
Intelligence
|
3–4
|
Wisdom
|
5–6
|
Charisma
|
SCOURING WINDS
School evocation [air, earth]; Level druid 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect sandstorm in 20-ft. radius, 20 ft. high
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes (see text)
This spell brings forth a windstorm of stinging sand
that blocks all vision. You can move the storm up to 30 feet each round as a move
action.
Any creature in the area takes 3d6 points of piercing
damage each round. The area is considered a windstorm (see the wind effects table).
If a creature with spell resistance successfully resists
this spell, it is unaffected by the winds and sand, but still unable to see within
the area of the spell.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels). Any creature in the area takes 3d4 points of piercing damage
each round. The area is considered severe wind (see the wind effects table).
Heightened
Effects
The spell’s effect becomes a sandstorm in a 30-foot radius, 30 feet high.
SCREEN
School illusion (glamer); Level sorcerer/wizard 8; Domain trickery
7
Casting Time 10 minutes
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 30-ft. cube/level (S)
Duration 24 hours
Saving Throw none or Will disbelief (if interacted with); see text; Spell Resistance
no
This spell creates a powerful protection from scrying
and observation. When casting the spell, you dictate what will and will not be observed
in the spell's area. The illusion created must be stated in general terms. Once
the conditions are set, they cannot be changed. Attempts to scry the area automatically
detect the image stated by you with no save allowed. Sight and sound are appropriate
to the illusion created. Direct observation may allow a save (as per a normal illusion),
if there is cause to disbelieve what is seen. Even entering the area does not cancel
the illusion or necessarily allow a save, assuming that hidden beings take care
to stay out of the way of those affected by the illusion.
Diminished
Effects
The spell’s duration becomes 2 hours.
Heightened
Effects
The spell’s duration becomes one year and one day.
SCRYING, GREATER
School divination (scrying); Level bard 6, cleric/oracle 7, druid 7, sorcerer/wizard
7, witch 7
Casting Time 1 standard action
Components V, S
Range see text
Effect magical sensor
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
You can observe a creature at any distance. If the subject succeeds on a Will
save, the spell fails. The difficulty of the save depends on how well your knowledge
of the subject and what sort of physical connection (if any) you have to that creature.
Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will
save.
Knowledge
|
Will Save Modifier
|
None*
|
+10
|
Secondhand (you have heard of the subject)
|
+5
|
Firsthand (you have met the subject)
|
+0
|
Familiar (you know the subject well)
|
–5
|
Connection
|
Will Save Modifier
|
Likeness or picture
|
–2
|
Possession or garment
|
–4
|
Body part, lock of hair, bit of nail, etc.
|
–10
|
*You must have some sort of connection (see below) to a creature
of which you have no knowledge.
|
If the save fails, you can see and hear the subject and its surroundings (approximately
10 feet in all directions of the subject). If the subject moves, the sensor follows
at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has
your full visual acuity, including any magical effects. Additionally, all of the
following spells function reliably through the sensor: detect chaos, detect
evil, detect good, detect
law, detect magic, message, read magic, and tongues.
If the save succeeds, you can't attempt to scry on
that subject again for at least 24 hours.
Diminished
Effects
The spell’s duration becomes 10 minutes per caster level.
Heightened
Effects
The subject takes a –5 penalty on its Will save.
SEAMANTLE
School conjuration (creation)
[water]; Level druid 8, sorcerer/wizard 8; Bloodline aquatic 8
Casting Time 1 standard action
Components V, S, M (a cup of water)
Range personal
Target you
Duration 1 minute/level
You
sheathe yourself within a churning column of pure elemental water up to 30 feet
high that fills your space. You gain a swim speed equal to your land speed and can
see, hear, and breathe normally within the seamantle, but attacks against
you are treated as if you were under the surface of the water. You gain improved
cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not
have freedom of movement effects. The
cover granted by the seamantle does not enable you to make Stealth checks
or prevent attacks of opportunity. Magical attacks against you are unaffected unless
they require attack rolls or state that they do not function underwater (such as
cloudkill).
The
seamantle blocks line of effect for any fire spell or supernatural fire effect,
but enemies can attempt to use fire spells within the seamantle; this requires
a caster level check (DC 20 + spell level), and if successful the fire spell takes
effect as a bubble of steam contained within the seamantle rather than its
usual effect.
The
seamantle allows you to make a slam attack by forming a pseudopod of water,
inflicting damage appropriate for your size. This slam attack has a reach of 30
feet. In addition, as a standard action, you can attempt to extinguish fires by
touch. You automatically extinguish up to a 10-foot cube of normal fire. Against
magical fire effects, your touch acts as dispel magic; this also applies
to any non-instantaneous fire affect that comes into contact with you (such as flame blade, flaming sphere, or incendiary cloud). Even if you
fail to extinguish a fire, you are not harmed by it. A flaming or flaming burst weapon that strikes
you has its power suppressed for 1d4 rounds if the wielder fails a Fortitude save.
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.
SEQUESTER
School abjuration; Level
sorcerer/wizard 7, summoner 5
Casting Time 1 standard action
Components V, S, M (a basilisk eyelash
and gum arabic)
Range touch
Target one willing creature
or object (up to a 2-ft. cube/level) touched
Duration 1 day/level (D)
Saving Throw none or Will negates
(object); Spell Resistance no or yes (object)
When
cast, this spell prevents divination spells from detecting or locating the target
and also renders the affected target invisible (as the invisibility spell). The spell
does not prevent the subject from being discovered through tactile means or through
the use of devices. Creatures affected by sequester become comatose and are
effectively in a state of suspended animation until the spell ends.
Note: The Will save prevents
an attended or magical object from being sequestered. There is no save to
see the sequestered creature or object or to detect it with a divination
spell.
Diminished
Effects
The spell’s duration becomes 1 hour per caster level. If a divination is
attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of 11 +
the caster level of the spellcaster who cast sequester.
Heightened
Effects
The spell’s duration becomes 1 hour per caster level. The warded creature is
awake and mobile. The invisibility effect ends if the target attacks any
creature, but the target is still protected from being detected or located by
divination spells.
SHADOW CONJURATION, GREATER
School illusion (shadow) [shadow];
Level sorcerer/wizard 8; Domain darkness 9
Casting Time 1 standard action
Components V, S
Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); varies; see text; Spell
Resistance yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions
of one or more creatures, objects, or forces. Greater shadow conjuration can
mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation)
spell of 7th level or lower.
Shadow conjurations are only seven-tenths (70%) as
strong as the real things, though creatures who believe the shadow
conjurations to be real are affected by them at full strength. Any creature
that interacts with the spell can make a Will save to recognize its true
nature.
Spells that deal damage have normal effects unless the affected creature
succeeds on a Will save. Each disbelieving creature takes only seven-tenths (70%)
damage from the attack. If the disbelieved attack has a special effect other
than damage, that effect is only 70% likely to occur. Regardless of the result
of the save to disbelieve, an affected creature is also allowed any save that
the spell being simulated allows, but the save DC is set according to shadow
conjuration's level (8th) rather than the spell's normal level. In
addition, any effect created by shadow conjuration allows spell
resistance, even if the spell it is simulating does not. Shadow objects or
substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 70% likely to work.
A shadow creature has seven-tenths the hit points of a normal creature of
its kind (regardless of whether it's recognized as shadowy). It deals normal
damage and has all normal abilities and weaknesses. Against a creature that
recognizes it as a shadow creature, however, the shadow creature's damage is seven-tenths
(70%) normal, and all special abilities that do not deal lethal damage are only
70% likely to work. (Roll for each use and each affected character separately.)
Furthermore, the shadow creature's AC bonuses are just seven-tenths as large.
A creature that succeeds on its save sees the shadow
conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.
Diminished Effects The spell can mimic any sorcerer or wizard conjuration
(summoning) or conjuration (creation) spell of 6th level or lower. The
illusory conjurations created deal three-fifths (60%) damage to nonbelievers,
and nondamaging effects are 60% likely to work against nonbelievers.
Heightened
Effects
The spell can mimic any sorcerer or
wizard conjuration (summoning) or conjuration (creation) spell of 8th level or
lower. The illusory conjurations created deal four-fifths (80%) damage
to nonbelievers, and nondamaging effects are 80% likely to work against
nonbelievers.
Notes This spell combines the
effects of the following spells: greater
shadow conjuration and shades.
SHADOW EVOCATION, GREATER
School illusion (shadow) [shadow];
Level sorcerer/wizard 8; Domain darkness 8
Casting Time 1 standard action
Components V, S
Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); Spell Resistance yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory
version of a sorcerer or wizard evocation spell of 7th level or lower. Spells that
deal damage have normal effects unless an affected creature succeeds on a Will
save. Each disbelieving creature takes only three-fifths damage from the
attack. If the disbelieved attack has a special effect other than damage, that
effect is three-fifths as strong (if applicable) or only 60% likely to occur.
If recognized as a shadow evocation, a damaging spell deals only three-fifths
(60%) damage. Regardless of the result of the save to disbelieve, an affected
creature is also allowed any save (or spell resistance) that the spell being
simulated allows, but the save DC is set according to shadow evocation's
level (5th) rather than the
spell's normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against
disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
Diminished
Effects
The spell can mimic any sorcerer or
wizard evocation spell of 6th level or lower. If recognized as a shadow
evocation, a damaging spell deals only one-half (50%) damage.
Heightened Effects The spell can mimic any sorcerer or wizard evocation spell
of 8th level or lower. If recognized as a shadow evocation, a
damaging spell deals only seven-tenths (70%) damage.
SHAMBLER
School conjuration (creation);
Level druid 9; Domain plant 9
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect three or more shambling
mounds, no two of which can be more than 30 ft. apart; see text
Duration 7 days or 7 months (D);
see text
Saving Throw none; Spell Resistance
no
The
shambler spell creates 1d4+2 shambling mounds with the advanced template. The creatures willingly
aid you in combat or battle, perform a specific mission, or serve as bodyguards.
The creatures remain with you for 7 days unless you dismiss them. If the shamblers
are created only for guard duty, however, the duration of the spell is 7 months.
In this case, the shamblers can only be ordered to guard a specific site or location.
Shamblers summoned to guard duty cannot move outside the spell's range, which is
measured from the point where each first appeared. You can only have one shambler
spell in effect at one time. If you cast this spell while another casting is still
in effect, the previous casting is dispelled. The shamblers have resistance to fire
as normal shambling mounds do only if the terrain where they are summoned is rainy,
marshy, or damp.
Diminished
Effects
The spell’s range becomes close (25 ft.
+ 5 ft./2 levels), and the shambling mounds do not have the advanced
template.
SHAPECHANGE
School transmutation (polymorph);
Level druid 9, sorcerer/wizard 9; Domain animal 9; Bloodline aberrant
9
Casting Time 1 standard action
Components V, S, F (jade circlet
worth 1,500 gp)
Range personal
Target you
Duration 10 min./level (D)
This
spell allows you to take the form of a wide variety of creatures. This spell can
function as alter self, form of the dragon, giant form, greater beast shape, greater elemental body, greater monstrous physique, greater undead anatomy, and plant shape depending on what
form you take. You can change form once each round as a free action. The change
takes place either immediately before your regular action or immediately after it,
but not during the action.
Diminished
Effects
The spell’s duration becomes 1 minute per caster level.
SHIELD OF LAW
School abjuration [lawful];
Level cleric/oracle 8; Domain law 8
Casting Time 1 standard action
Components V, S, F (a 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
dim, blue glow surrounds the subjects, protecting them from attacks, granting them
resistance to spells cast by chaotic creatures, and slowing chaotic creatures
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 chaos, this benefit
applies against all attacks, not just against attacks by chaotic creatures.
Second,
a warded creature gains spell resistance 25 against chaotic spells and spells cast
by chaotic creatures.
Third,
the abjuration protects you from possession and mental influence, just as protection from chaos does.
Finally,
if a chaotic creature succeeds on a melee attack against a warded creature, the
attacker is slowed (Will save negates, as the slow spell, but against shield
of law'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 chaotic spells and spells cast by chaotic creatures.
Heightened Effects Each warded creature
gains a +6 deflection bonus to AC, a +6
resistance bonus on saves, and spell resistance 27 against chaotic spells and
spells cast by chaotic creatures.
SHOUT, GREATER
School evocation [sonic]; Level
bard 6, sorcerer/wizard 8
Casting Time 1 standard action
Components: V, S, F (a metal or
ivory horn)
Range 60 ft.
Area cone-shaped burst
Duration
instantaneous
Saving Throw Fortitude partial or
Reflex negates (object); see text
You emit an ear-splitting yell that deafens and
damages creatures in its path. Any creature within the area is be stunned for 1 round and deafened for 4d6 rounds and takes 10d6 points of sonic
damage. A successful save negates the
deafness and reduces the damage by half. Any exposed brittle or crystalline
object or crystalline creature takes 1d6 points of sonic damage per caster
level (maximum 20d6). A creature in the area of the cone can negate the
stunning and halve both the damage and the duration of the deafness with a
successful Fortitude save. A creature holding vulnerable objects can attempt a
Reflex save to negate the damage to those objects. A great shout spell
cannot penetrate a silence spell.
Diminished
Effects
Any creature within the area is only
deafened for 4d6 rounds and takes 10d4
points of sonic damage. Any exposed
brittle or crystalline object or crystalline creature takes 1d4 points of sonic
damage per caster level (maximum 20d4).
Heightened
Effects
Any creature within the area is be
stunned for 1d4 rounds and deafened for 4d6 rounds and takes 10d8 points of sonic damage. Any exposed brittle or crystalline object
or crystalline creature takes 1d8 points of sonic damage per caster level
(maximum 20d8).
SIEGE OF TREES
School transmutation; Level
druid 8
Casting Time 10 minutes
Components V, S, DF
Range close (25 ft. + 5 ft./2
levels)
Targets one Huge or Large plant
per three caster levels
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance
no
You
imbue inanimate plants with limited mobility and a semblance of life. Each plant
targeted acts as a catapult of its size until the end
of the spell's duration, though you must spend a standard action to aim each of
these tree catapults before the first time they fire, and anytime thereafter when
you want the trees to fire at a new target. The catapult uses your caster level
as its targeting bonus. With a free action, you can command one or all of the trees
under your command to stop firing. You do not need to supply ammunition to these
tree catapults; they will automatically load themselves with rocks and boulders
in the area, digging them deep from the ground if need be. You can supply the trees
ammunition if you desire. The tree will not load flaming ammunition, and these catapult
trees cannot be affected by energy siege shot if the energy
selected is fire.
Diminished
Effects
The spell’s target becomes one Large plant per three caster levels.
Heightened
Effects
The spell’s target becomes one Gargantuan, Huge, or
Large plant per three caster levels.
Notes This spell combines the
effects of the following spells: siege of
trees and greater siege of trees.
SIMULACRUM
School illusion (shadow); Level
sorcerer/wizard 7, summoner 5
Casting Time 12 hours
Components V, S, M (ice sculpture
of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
Range 0 ft.
Effect one duplicate creature
Duration instantaneous
Saving Throw none; Spell Resistance
no
Simulacrum
creates
an illusory duplicate of any creature. The duplicate creature is partially real
and formed from ice or snow. It appears to be the same as the original, but it has
only half of the real creature's levels or HD (and the appropriate hit points, feats,
skill ranks, and special abilities for a creature of that level or HD). You can't
create a simulacrum of a creature whose HD or levels exceed twice your caster level.
You must make a Disguise check when you cast the spell to determine how good the
likeness is. A creature familiar with the original might detect the ruse with a
successful Perception check (opposed by the caster's Disguise check) or a DC 20
Sense Motive check.
At
all times, the simulacrum remains under your absolute command. No special telepathic
link exists, so command must be exercised in some other manner. A simulacrum has
no ability to become more powerful. It cannot increase its level or abilities. If
reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly
into nothingness. A complex process requiring at least 24 hours, 100 gp per HD,
and a fully equipped magical laboratory can repair damage to a simulacrum.
Diminished
Effects
The duplicate creature has the young template in addition to
having only half of the real creature's levels or HD. You can't create a
simulacrum of a creature whose HD or levels exceed your caster level.
Heightened
Effects
The spell’s casting time becomes 1 hour.
SIROCCO
School evocation [air, fire];
Level druid 6, magus 6, sorcerer/wizard 6; Domain storms 6
Casting Time 1 standard action
Components V, S, M/DF (handful of
fine sand cast into the air)
Range medium (100 ft. + 10
ft./level)
Area cylinder (20-ft. radius,
60 ft. high)
Duration 1 round/level (D)
Saving Throw Fortitude partial, see
text; Spell Resistance yes
A
blast of furnace-hot wind blasts downward, inflicting 4d6 points of fire damage
+1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save
halves the fire damage and negates being knocked prone. Flying creatures forced
into the ground by the powerful downdraft take damage as if they fell unless they
make a DC 15 Fly check, in which case they remain at their original altitude. Any
creature that takes damage from a sirocco becomes fatigued (or exhausted, if already
fatigued, such as from a previous round of exposure to a sirocco spell).
Creatures with the water subtype take a –4 penalty on all saving throws against
this spell and take double normal damage.
Diminished
Effects
Creatures affected by the spell are not knocked prone.
Heightened
Effects
In addition to dealing damage and being knocked prone, the targets are dazed for 1d4 rounds. A
successful Fortitude save halves the fire damage, negates being knocked prone,
and reduces the dazed effect to 1 round.
SOUL BIND
School necromancy; Level
cleric/oracle 9, sorcerer/wizard 9, witch 9
Casting Time 1 standard action
Components V, S, F (see text)
Range close (25 ft. + 5 ft./2
levels)
Target corpse
Duration permanent
Saving Throw Will negates; Spell
Resistance no
You
draw the soul from a newly dead body and imprison it in a black sapphire gem. The
subject must have been dead no more than 1 round per caster level. The soul, once
trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem
or dispelling the spell on the gem can one free the soul (which is then still dead).
The
focus for this spell is a black sapphire of at least 1,000 gp value for every HD
possessed by the creature whose soul is to be bound. If the gem is not valuable
enough, it shatters when the binding is attempted. (While creatures have no concept
of level or HD as such, the value of the gem needed to trap an individual can be
researched.)
Diminished
Effects
The spell’s range becomes touch, and the caster must overcome any spell
resistance the target had in life (if any).
SPELL IMMUNITY, GREATER
School abjuration; Level
cleric/oracle 8
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10
min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded creature is immune to the effects of one specified spell for
every four levels you have. The spells must be of 8th level or lower. The
warded creature effectively has unbeatable spell resistance regarding the
specified spell or spells. Naturally, that immunity doesn't protect a creature
from spells for which spell resistance doesn't apply. Greater spell immunity protects
against spells, spell-like effects of magic items, and innate spell-like
abilities of creatures. It does not protect against supernatural or
extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or
school of spells or a group of spells that are similar in effect. A creature
can have only one spell immunity or greater spell immunity spell
in effect on it at a time.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The spell’s target becomes creatures touched, and divide the duration in
10-minute intervals among the creatures touched.
Notes This spell combines the
effects of the following spells: greater
spell immunity and communal greater
spell immunity.
SPELL TURNING
School abjuration; Level
sorcerer/wizard 7, summoner 5; Domain luck 7, magic 7
Casting Time 1 standard action
Components V, S, M/DF (a small silver
mirror)
Range personal
Target you
Duration until expended or 10
min./level
Spells
and spell-like effects targeted on you are turned back upon the original caster.
The abjuration turns only spells that have you as a target. Effect and area spells
are not affected. Spell turning also fails to stop touch range spells. From
seven to ten (1d4+6) spell levels are affected by the turning. The exact number
is rolled secretly.
When
you are targeted by a spell of higher level than the amount of spell turning you
have left, that spell is partially turned. Subtract the amount of spell turning
left from the spell level of the incoming spell, then divide the result by the spell
level of the incoming spell to see what fraction of the effect gets through. For
damaging spells, you and the caster each take a fraction of the damage. For nondamaging
spells, each of you has a proportional chance to be the one who is affected. If
you and a spellcasting attacker are both warded by spell turning effects
in operation, a resonating field is created. Roll randomly to determine the result.
d%
|
Effect
|
01–70
|
Spell drains away without effect.
|
71–80
|
Spell affects both of you equally at full effect.
|
81–97
|
Both turning effects are rendered nonfunctional for 1d4 minutes.
|
98–100
|
Both of
you go through a rift into another plane.
|
Diminished
Effects
Only two to five (1d4+1) spell levels are affected by the turning.
Heightened
Effects
Eleven to eighteen (1d8+10) spell levels are affected by the turning.
SPELLSTAFF
School transmutation; Level
druid 6
Casting Time 10 minutes
Components V, S, F (the staff that
stores the spell)
Range touch
Target wooden quarterstaff touched
Duration permanent until discharged
(D)
Saving Throw Will negates (object);
Spell Resistance yes (object)
You
store one spell that you can normally cast in a wooden quarterstaff. Only one such
spell can be stored in a staff at a given time, and you cannot have more than one
spellstaff at any given time. You can cast a spell stored within a staff
just as though it were among those you had prepared, but it does not count against
your normal allotment for a given day. You use up any applicable material components
required to cast the spell when you store it in the spellstaff.
Diminished
Effects
You can only store a spell of 4th level or lower.
Heightened
Effects
You can store up two spells in a single staff. You are still limited to having
only one spellstaff at any given time. The combined spell levels of the
stored spells cannot exceed the highest level spell you can cast.
STATUE
School transmutation; Level
alchemist 6, sorcerer/wizard 7
Casting Time 1 round
Components V, S, M (lime, sand,
and a drop of water stirred by an iron spike)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
A
statue spell turns the subject to solid stone, along with any garments and
equipment worn or carried. In statue form, the subject gains hardness 8. The subject
retains its own hit points. The subject can see, hear, and smell normally, but it
does not need to eat or breathe. Feeling is limited to those sensations that can
affect the granite-hard substance of the individual's body. Chipping is equal to
a mere scratch, but breaking off one of the statue's arms constitutes serious damage.
The subject of a statue spell can return to its normal state, act, and then
return instantly to the statue state (a free action) if it so desires as long as
the spell duration is in effect.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The subject turns to solid iron or steel, gaining hardness 10.
STONE TELL
School divination; Level
druid 6
Casting Time 10 minutes
Components V, S, DF
Range personal
Target you
Duration 1 min./level
You
gain the ability to speak with stones, which relate to you who or what has touched
them as well as revealing what is covered or concealed behind or under them. The
stones relate complete descriptions if asked. A stone's perspective, perception,
and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone.
Diminished
Effects
The spell’s duration becomes 1 round per caster level.
Heightened
Effects
The spell’s casting time becomes 1 minute.
STONE TO FLESH
School transmutation; Level
magus 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, M (a drop of blood
mixed with earth)
Range medium (100 ft. + 10 ft./level)
Target one petrified creature
or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration instantaneous
Saving Throw Fortitude negates (object);
see text; Spell Resistance yes
This
spell restores a petrified creature to its normal state,
restoring life and goods. The creature must make a DC 15 Fortitude save to survive
the process. Any petrified creature, regardless of size, can be restored. The spell
also can convert a mass of stone into a fleshy substance. Such flesh is inert and
lacking a vital life force unless a life force or magical energy is available. For
example, this spell would turn an animated stone statue into an animated flesh statue,
but an ordinary statue would become a mass of inert flesh in the shape of the statue.
You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter
and up to 10 feet long or a cylinder of up to those dimensions in a larger mass
of stone.
Diminished
Effects
The spell’s range becomes touch.
Heightened
Effects
A petrified creature restored by the spell does not need to make a Fortitude to
survive the process.
STORM OF VENGEANCE
School conjuration (summoning);
Level cleric/oracle 9, druid 9, witch 9; Domain cloud 9, nobility
9, weather 9
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Effect 360-ft.-radius storm
cloud
Duration concentration (maximum
10 rounds) (D)
Saving Throw see text; Spell Resistance
yes
You
create a huge black storm cloud in the air. Each creature under the cloud must succeed
on a Fortitude save or be deafened for 1d4 × 10 minutes. Each
round you continue to concentrate, the spell generates additional effects as noted
below. Each effect occurs on your turn.
2nd
Round:
Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd
Round:
You call six bolts of lightning down from the cloud. You decide where the bolts
strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points
of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th
Round:
Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th
through 10th Rounds:
Violent rain and wind gusts reduce visibility. The rain obscures all sight, including
darkvision, beyond 5 feet. A creature
5 feet away has concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot use sight
to locate the target). Speed is reduced by three-quarters.
Ranged
attacks within the area of the storm are impossible. Spells cast within the area
are disrupted unless the caster succeeds on a Concentration check against a DC equal
to the storm of vengeance's save DC + the level of the spell the caster is
trying to cast.
Diminished
Effects
The spell’s range becomes medium (100 ft. + 10 ft./level), its area becomes a
180-foot-radius cloud, and its maximum duration becomes 6 rounds.
STORMBOLTS
School evocation [electricity];
Level cleric/oracle 8, druid 8, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, M/DF (a copper
rod)
Range 30 ft.
Area a 30-ft.-radius spread,
centered on you
Duration instantaneous
Saving Throw Fortitude partial; Spell
Resistance yes
When
you cast this spell, lightning spills forth from your body in all directions. The
bolts do not harm natural vegetation or creatures in the area you wish to exclude
from damage. Any other creatures within the area take 1d8 points of electricity
damage per caster level (maximum 20d8) and are stunned for 1 round. A successful
saving throw halves the damage and negates the stun effect.
Diminished
Effects
The spell’s range becomes 15 feet, and its area becomes a 15-foot-radius spread
centered on you.
Heightened
Effects
Any other creatures within the area take 1d10 points of electricity damage per
caster level (maximum 20d10) and are stunned for 1d4 rounds.
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