AMZN_Banner

Wednesday, December 17, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with T & U

by Tim Wallace

This was supposed to be the last multi-variable spell post. It was also supposed to be posted yesterday. Unfortunately, due to illness, I only made it through the 6th-9th level spells beginning with T & U last week. Next week it will all be done.

TAR POOL
School transmutation [earth, fire]; Level druid 6, sorcerer/wizard 6, summoner 5
Casting Time 1 standard action
Components V, S, M/DF (a ball of hardened tar)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius burst
Duration 1 round/level
Saving Throw Reflex partial, see text; Spell Resistance no
You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC).
It costs 2 squares of movement to enter a square in the area of effect, and the DC of Acrobatics checks within the area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 2d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls prone in the area takes a –4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to escape the tar.
A creature that escapes the tar still takes fire damage from the tar until the spell ends or that creature spends a full-round action removing the tar. A creature with tar on it takes a –4 penalty on Acrobatics and Fly checks made to fly with wings or similar appendages.
Diminished Effects The spell’s duration becomes 3 rounds.
Heightened Effects Creatures in the area when the tar appears take 1d8 points of fire damage per two caster levels (maximum of 10d8). A creature that moves into or starts its turn in the area takes 2d8 points of fire damage.

TELEKINETIC SPHERE
School evocation [force]; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a crystal sphere and a pair of small magnets)
Range close (25 ft. + 5 ft./2 levels)
Effect 1-ft.-diameter/level sphere, centered around creatures or objects
Duration 1 min./level (D)
Saving Throw Reflex negates (object); Spell Resistance yes (object)
A globe of shimmering force encloses the creatures or objects, provided the creatures or objects are small enough to fit within the diameter of the sphere. The sphere contains its subjects for the spell's duration. Creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.
A telekinetic sphere can be dispelled with dispel magic or mage's disjunction. A telekinetic sphere can be damaged by spells as normal, except for disintegrate, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a telekinetic sphere has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a telekinetic sphere.
Breath weapons and spells cannot pass through a telekinetic sphere in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones. Gaze attacks can operate through a telekinetic sphere.
You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less, by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell's duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.
Diminished Effects The sphere’s diameter becomes 1-foot per two caster levels, and the telekinetic control only extends from you out to close range (25 ft. + 5 ft./2 levels) after the sphere has encapsulated its contents.
Heightened Effects The spell’s duration becomes 1 round per caster level. The spell’s effect becomes a wall or plane whose area is up to one 10-foot square per caster level. Each round you can move the plane as detailed above and resize the plane up to its maximum area. The wall or plane is now immune to dispel magic, although a mage's disjunction can still dispel it.

TELEPORT, GREATER
School conjuration (teleportation); Level sorcerer/wizard 7, summoner 5, witch 7; Domain travel 7; Bloodline abyssal 7, arcane 7
Casting Time 1 standard action
Components V
Range personal and touch
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
This spell instantly transports you to a designated destination. There is no range limit and there is no chance you arrive off target. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.
Diminished Effects The destination must be within 100 miles per caster level of your point of origin. In addition, you must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works.
Heightened Effects You may bring one additional willing Medium or smaller creature per two caster levels.

TELEPORTATION CIRCLE
School conjuration (teleportation); Level sorcerer/wizard 9, summoner 6, witch 9; Domain rune 9
Casting Time 10 minutes
Components V, M (amber dust to cover circle worth 1,000 gp)
Range 0 ft.
Effect 5-ft.-radius circle that teleports those who activate it
Duration 10 min./level (D)
Saving Throw none; Spell Resistance yes
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Magic traps such as teleportation circle are hard to detect and disable. A character with the trapfinding class feature can use Disable Device to disarm magic traps. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.
Diminished Effects The spell’s duration becomes 1 minute per caster level. In addition, the circle is visible and easy to notice.

TEMPORAL STASIS
School transmutation; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp)
Range touch
Target creature touched
Duration permanent
Saving Throw Fortitude negates; Spell Resistance yes
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).
Diminished Effects The spell’s duration becomes 1 week per caster level.
Heightened Effects At the time of casting you can set a specific set of conditions that will end the stasis. The conditions needed to end the stasis into effect must be clear, although they can be general. In addition, you may place a companion spell that will be brought into effect upon ending of the stasis. The companion spell must be one that affects the target and be of a spell level no higher than one-fourth your caster level (rounded down, maximum 5th level). If complicated or convoluted conditions are prescribed, the whole spell combination (temporal stasis and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. If you choose to place a companion spell, the casting time of temporal stasis becomes 10 minutes or the casting time of the companion spell, whichever is greater.

TEMPORARY RESURRECTION
School necromancy; Level sorcerer/wizard 7, witch 7
Casting Time 10 minutes
Components V, S, M (diamond dust worth 500 gp)
Range touch
Target dead creature touched
Duration 24 hours
You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.
Diminished Effects The spell’s duration becomes 10 minutes per caster level.
Heightened Effects The creature can have been dead for up to two weeks. In addition, if decomposed or skeletonized, the corpse grows enough flesh to function. However, missing limbs are treated as if amputated.

TIME STOP
School transmutation; Level sorcerer/wizard 9; Domain trickery 9
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.
You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.
Diminished Effects You are only free to act for 2 rounds of apparent time.

TRANSFORMATION
School transmutation; Level alchemist 6, magus 6, sorcerer/wizard 6, witch 6; Bloodline abyssal 6, boreal 6
Casting Time 1 standard action
Components V, S, M (a potion of bull's strength, which you drink and whose effects are subsumed by the spell effects)
Range personal
Target you
Duration 1 round/level
You become a fighting machine—stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.
Diminished Effects You only gain a +2 enhancement bonus to Strength, Dexterity, and Constitution, a +2 natural armor bonus to AC, a +3 competence bonus on Fortitude saves.
Heightened Effects You may cast some spells while transformed. The spells you can cast must be of a spell level no higher than one-fifth your caster level (rounded down, maximum 4th level) that are also found on the bloodrager spell list.

TRANSMUTE BLOOD TO ACID
School transmutation [acid, pain]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a wax doll and a vial of acid worth 10 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration concentration (maximum 1 round/5 levels)
Saving Throw Fortitude half; Spell Resistance yes
You transmute blood in the target's body to acid, dealing 1d6 points of acid damage/2 levels (maximum 12d6) each round. The creature is staggered and sickened by the debilitating pain. A successful Fortitude save each round halves the damage and negates the staggered condition for 1 round. If this damage reduces the creature to 0 or fewer hit points, it dissolves, leaving only the barest trace of remains. A dissolved creature's equipment is unaffected.
Anyone who strikes the target with a non-reach melee weapon, natural weapon, or unarmed attack takes 3d6 points of acid damage as the acidic blood sprays on the attacker. If the attack is from a piercing or slashing manufactured weapon, the weapon also takes this damage.
This spell has no effect on creatures immune to critical hits or bleed effects.
Diminished Effects The spell only deals 1d4 points of acid damage per two caster levels, and the creature is sickened but not staggered. Anyone who strikes the target with a non-reach melee weapon, natural weapon, or unarmed attack only takes 3d4 points of acid damage.

TRANSMUTE METAL TO WOOD
School transmutation; Level druid 7
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area all metal objects within a 40-ft.-radius burst
Duration instantaneous
Saving Throw none; Spell Resistance yes (object; see text)
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.
Only miracle, wish, or similar magic can restore a transmuted object to its metallic state.
Diminished Effects The spell’s duration becomes 1 hour per caster level, after which the transmuted items revert to metal. In addition, attended items may make a Will save (using its own bonus or that of its possessor, whichever is higher) to negate the effect.
Heightened Effects You may choose which affected items will become normal wood and which will become ironwood (as the spell).

TRANSPORT VIA PLANTS
School conjuration (teleportation); Level druid 6
Casting Time 1 standard action
Components V, S
Range unlimited
Target you and touched objects or other touched willing creatures
Duration 1 round
Saving Throw none; Spell Resistance no
You can enter any normal plant (equal to your size or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The plants must be alive. The destination plant need not be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.
You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: a Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported by the spell must be in physical contact with one another, and at least one of those creatures must be in contact with you.
You can't use this spell to travel through plant creatures.
The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from it.
Diminished Effects The destination must be within 100 miles per caster level of your point of origin.
Heightened Effects You may bring one additional willing Medium or smaller creature per two caster levels.

TRAP THE SOUL
School conjuration (summoning); Level sorcerer/wizard 8, witch 8; Domain souls 9
Casting Time 1 standard action or see text
Components V, S, M (gem worth 1,000 gp per HD of the trapped creature)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent; see text
Saving Throw see text; Spell Resistance yes; see text
Trap the soul forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.
Depending on the version selected, the spell can be triggered in one of two ways.
Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.
Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap. To use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.
Diminished Effects The spell can only be triggered by spell completion.
Heightened Effects Once per day you may summon the trapped entity for 1 hour before consigning it back to the gem. The trapped entity is not compelled in any way to do your wishes.

TSUNAMI
School conjuration (creation) [water]; Level druid 9, sorcerer/wizard 9; Domain oceans 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Effect 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level
Duration 5 rounds
Saving Throw see text; Spell Resistance no
You create a massive wave of water that then moves in a straight line across water or land—you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. Over the surface of open water, the wave travels at a speed of 60 feet per round—on land or underwater, the wave travels at a speed of 30 feet per round.
Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage). In addition, the tsunami makes a special CMB check against any creature it strikes—the wave's CMB is equal to your caster level + your relevant spellcasting ability score modifier (whichever is highest) + 8 (for the wave's size). If this CMB check defeats a creature's CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave's CMB check—if a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half) and continues being carried along by the wave.
Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave's journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through its space—if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature.
A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.
Diminished Effects The wave only is 5 feet wide per caster level and 1 foot tall per caster level. The wave’s CMB is equal to your caster level + your relevant spellcasting ability score modifier (whichever is highest) + 4 (for the wave's size).

TWIN FORM
School transmutation; Level alchemist 6
Casting Time 1 standard action
Components V, S, M (a blend of soil and the caster's blood)
Range personal
Target you
Duration 1 round/level or until discharged (D)
This extract splits a perfect double of yourself from your body, dressed and equipped exactly as you are. You are able to shift your consciousness from one body to the other once each round as a free action. This shift takes place either immediately before your turn or immediately after it, but not during the round. You may act normally in the body you inhabit. Your other self is treated as though dazed, except it may take a single move action each round during your turn. Your twin cannot speak while you are in your other body, and cannot flank, make attacks of opportunity, or otherwise threaten enemies.
Both you and your twin have the same statistics and start with the number of hit points you had when you ingested the extract. Once you have split, these hit points are tracked separately. Any spells, extracts, or magical effects (such as from potions) that were active when you ingested the extract are active for both you and your twin. If any such effects expire, are dispelled, dismissed, or otherwise used or ended, they end for both of you. Extracts or spells cast after you split affect you and your twin as though you were two separate targets. Your equipment is linked between your two selves, and if an item on one is consumed or destroyed, its duplicate is used up or destroyed as well.
The body you do not inhabit crumbles into dust when the extract's duration expires or is dismissed. If the body you inhabit is destroyed, you immediately shift to your surviving self and the extract immediately ends. The body you left behind crumbles into dust, and you are stunned until the start of your next turn. If the body you do not inhabit is destroyed, the extract also ends immediately, but you suffer no ill effects.
You have no special ability to sense what your second body is experiencing, though you immediately know if it has been destroyed. You may switch between bodies at any distance on the same plane. If your bodies cross into separate planes (including through the use of teleport or blink), the body you inhabit survives, while your other body is destroyed.
Diminished Effects For the duration of the extract, both bodies suffer 1 temporary negative level. This negative level is removed when the extract ends and the body you do not inhabit crumbles into dust.

UNDEAD ANATOMY, GREATER
School transmutation (polymorph); Level alchemist 6 (diminished only), magus 6 (diminished only), sorcerer/wizard 7
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 undead anatomy, except it allows you to use more abilities. 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, lifesense 60 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, DR 10/magic and silver, DR 15/bludgeoning and magic, fast healing 5, fiery death, fire aura, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web.
If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. In this form, you gain a +8 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. If the form has a vulnerability to an attack (such as sunlight), you gain that vulnerability.
Tiny undead: If the form you take is that of a Tiny undead, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.
Diminished Effects The spell functions as undead anatomy, except it also allows you to assume the form of a Diminutive or Huge corporeal creature of the undead type. 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, constrict, disease, DR 5/—, fear aura, grab, jet, natural cunning, overwhelming, poison, pounce, rake, trample, trip, unnatural aura, 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. In this form, you gain a +8 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. If the form has a vulnerability to an attack (such as sunlight), you gain that vulnerability.
Diminutive undead: If the form you take is that of a Diminutive undead, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge undead: If the form you take is that of a Huge undead, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Heightened Effects The spell’s duration becomes 1 round per caster level, and the spell allows you to assume the form of an incorporeal undead. Your bite and claw (or slam) attacks are incorporeal touch attacks.
Notes This spell combines the effects of the following spells: undead anatomy III and undead anatomy IV

UNDEATH TO DEATH
School necromancy; Level cleric/oracle 6, inquisitor 6, sorcerer/wizard 6; Domain glory 6, repose 6
Casting Time 1 standard action
Components: V, S, M/DF (diamond powder worth 500 gp)
Range medium (100 ft. + 10 ft./level)
Area several undead creatures within a 40-ft.-radius burst
Duration instantaneous
Saving Throw Will negates
Undeath to death destroys undead creatures instantly. The spell destroys 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.
Diminished Effects The spell’s area becomes a 20-foot-radius burst, and it only destroys 1d6 HD worth of undead creatures per two caster levels (maximum 10d6). No creature of 7 or more HD can be affected.
Heightened Effects The spell also creates a hallow effect in the affected area for a duration of 1 hour per caster level. No creature of 11 or more HD can be affected.

UNHOLY AURA
School abjuration [evil]; Level cleric/oracle 8; Domain evil 8; Bloodline abyssal 8
Casting Time 1 standard action
Components V, S, F (a tiny reliquary worth 500 gp)
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes (harmless)
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good 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 the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains SR 25 against good spells and spells cast by good creatures.
Third, the abjuration protects the subjects from possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).
Diminished Effects The spell’s target becomes one creature per three caster levels. In addition, each warded creature only gains spell resistance 20 against good spells and spells cast by good creatures.
Heightened Effects Each warded creature gains a +6 deflection bonus to AC, a +6 resistance bonus on saves, and spell resistance 27 against good spells and spells cast by good creatures.