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Tuesday, December 2, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with SC - ST

by Tim Wallace

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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