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Tuesday, December 23, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with V & W

by Tim Wallace

Well, the end is finally here. Wow. It has been a long journey. And a good one. And a crazy one! Thank you for taking it with me. I will make sure to keep you updated as more volumes of Compendium Arcanum are published by d20PFSRD publishing.

Also, Merry Christmas! (For those of you who celebrate Christmas.)

VEIL
Veil has been incorporated into seeming.

VISION
Vision has been incorporated into legend lore.

VORTEX
School evocation [water]; Level druid 7, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M/DF (a stirring spoon)
Range long (400 ft. + 40 ft./level)
Effect whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base
Duration 1 round/level (D)
Saving Throw Reflex negates, see text; Spell Resistance yes
You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex's width), the boat takes only half damage and is not caught up by the vortex.
Diminished Effects Once created, the whirlpool moves in a random, uncontrolled fashion for 1d3 rounds—possibly endangering you or your allies—and then dissipates.
Heightened Effects The whirlpool is up to 100 feet deep, up to 60 feet wide at the top, and can affect Huge or smaller creatures that come in contact with it.

WAIL OF THE BANSHEE
School necromancy [death, sonic]; Level sorcerer/wizard 9, witch 9; Domain death 9, repose 9
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level within a 40-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.
Diminished Effects The spell’s range becomes 20 feet and its effect becomes a 20-foot-radius spread originating from you.

WALK THROUGH SPACE
School conjuration (teleportation); Level alchemist 6, magus 6, sorcerer/wizard 7, summoner 6, witch 7
Casting Time 1 standard action
Components V, S, M (a wren's egg)
Range personal
Target you
Duration 1 round/level
When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of opportunity.
Diminished Effects You can only teleport up to 15 feet as a move action.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

WALL OF IRON
School conjuration (creation); Level magus 6, sorcerer/wizard 6, summoner 5; Domain artifice 7, metal 6
Casting Time 1 standard action
Components V, S, M (a small iron sheet plus gold dust worth 50 gp)
Range medium (100 ft. + 10 ft./level)
Effect iron wall whose area is up to one 5-ft. square/level; see text
Duration instantaneous
Saving Throw see text; Spell Resistance no
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage while fleeing from the wall. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.
Diminished Effects The wall can measure no more than 2 inches thick. It must be attached to a surface (thus it cannot be tipped over).
Heightened Effects The wall measures 1 inch thick per two caster levels.

WALL OF LAVA
School conjuration (creation) [earth, fire]; Level druid 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M/DF (a chunk of dried lava)
Range medium (100 ft. + 10 ft./level)
Target lava wall whose area is up to one 5-ft. square/level (S)
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance no
This spell creates a vertical wall of lava that is 1 inch thick for every 4 caster levels and composed of up to one 5-foot square per level. A wall of lava's maximum height cannot exceed half of its width (with a minimum height of 5 feet). The wall cannot be conjured so that it occupies the same space as a creature or object. A section of a wall of lava can be destroyed by damage (hardness 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately fills in any such hole created, reducing the wall's overall size by one 5-foot square but remaining a contiguous barrier. Each time a weapon strikes a wall of lava, it takes 2d6 points of fire damage (or the creature who strikes the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural attack).
A creature can move through a wall of lava as a full-round action by making a DC 25 Strength check—failure indicates that the creature is pushed back out of the wall to the point he just attempted to leave. A creature with a burrow speed can move through the wall using its burrow speed. An attempt to move through a wall of lava inflicts 20d6 fire damage. A wall of lava also radiates heat as if it were a wall of fire, although the heat from a wall of lava radiates from both sides.
Once per round as a move action, you can direct the wall of lava to erupt. This causes a plume of lava to fire at any target within 60 feet of either side of the wall, but reduces the wall's overall size by 1d4 5-foot square sections. You must make a ranged touch attack to hit the target, which takes 10d6 points of fire damage on a hit. Holes created in a wall of lava from this effect instantly reseal, reducing the overall size of the wall.
All damage inflicted by physical contact with a wall of lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half that dealt during actual contact (that is, 1d6 or 5d6 or 10d6 points per round).
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels). The wall can measure no more than 2 inches thick.
Heightened Effects The wall measures 1 inch thick per two caster levels.

WALL OF SUPPRESSION
School abjuration; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (powdered adamantine worth 1,000 gp)
Range medium (100 ft. + 10 ft./level)
Effect anti-magic wall occupying up to two 5 ft. cubes/level (S)
Duration 10 minutes/level; see text
Saving Throw none; Spell Resistance no
You create a wall of glittering motes that suppresses or even negates any magical effect passing through it. The wall appears to have no actual substance and does not physically obstruct or impede anything attempting to move through it. However, the wall exerts a powerful anti-magical effect. Any magic item or magical spell or effect of your caster level or lower that passes through the wall is suppressed for 1 round per level. Spells or effects with durations expire normally, even while thus suppressed. A spell or effect with a duration greater than that of the suppression effect resumes functioning normally when the suppression ends. The wall affects all magical effects, including spells, spell-like abilities, magical items, and any effects stemming from them that pass through the wall. The wall does not suppress a creature's ability to cast spells, use spell-like abilities, or any other sort of limited-use abilities even if the wall suppresses a particular application of those abilities. However, if a creature with magical abilities that are constant or otherwise always active passes through the wall, those abilities are suppressed for the normal duration.
The wall blocks line of effect, so no spell or effect can pass through the wall, but it does not block line of sight. Magic items or spell effects with a higher caster level than yours are unaffected by the wall of suppression. The wall does not affect artifacts, anything stemming from the direct action of a deity, or similarly powerful sorts of magic.
Diminished Effects The spell’s duration becomes 1 minute per caster level.

WAVES OF ECSTASY
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 6, cleric/oracle 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area cone-shaped burst
Duration 1 round/level; see text
Saving Throw Will partial (see text); Spell Resistance yes
You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter.
Diminished Effects Affected creatures are staggered for the duration of the spell. A creature that makes its save negates the effect.
Heightened Effects Affected creatures are stunned for 1d4 rounds and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter.

WAVES OF EXHAUSTION
School necromancy; Level sorcerer/wizard 7, witch 7; Domain repose 8, toil 7
Casting Time 1 standard action
Components V, S
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw no; Spell Resistance yes
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
Diminished Effects Affected creatures are only fatigued. The spell has no effect on a creature that is already fatigued.
Heightened Effects The spell’s range becomes 90 feet.

WEIRD
School illusion (phantasm) [emotion, fear, mind-affecting]; Level sorcerer/wizard 9; Domain madness 9
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets any number of creatures, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
You create a phantasmal image of the most fearsome creature imaginable to the subjects simply by forming the fears of the subjects’ subconscious minds into something that their conscious minds can visualize: this most horrible beast. Only the spell's subjects can see the weird. You see only a vague shape.
An affected target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of Strength damage.
If a subject succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.
Diminished Effects If a subject fails its Fortitude save, it only takes 10d6 damage and is stunned for 1 round. If its Fortitude save is successful, the subject still takes 3d4 points of damage and 1 point of Strength damage.
Heightened Effects Even if the subject’s Fortitude save is successful, the subject takes 3d8 points of damage, is stunned for 1d4 rounds, and takes 1d6 points of Strength damage.

WHIRLWIND
School evocation [air]; Level druid 8; Domain air 8, weather 8
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration 1 round/level (D)
Saving Throw Reflex negates; see text; Spell Resistance yes
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if it comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
Diminished Effects Once created, the cyclone moves in a random, uncontrolled fashion for 1d3 rounds—possibly endangering you or your allies—and then dissipates.
Heightened Effects The cyclone is up to 100 feet deep, up to 60 feet wide at the top, and can affect Huge or smaller creatures that come in contact with it.

WIND WALK
School transmutation [air]; Level alchemist 6, cleric/oracle 6, druid 7; Domain wind 6
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets you and one touched creature per three levels
Duration 1 hour/level (D); see text
Saving Throw no and Will negates (harmless); Spell Resistance no and yes (harmless)
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.
Diminished Effects The spell’s target becomes you and only one other touched creature.
Heightened Effects The spell’s target becomes you and one touched creature per two caster levels.

WINDS OF VENGEANCE
School evocation [air]; Level cleric/oracle 9, druid 9, sorcerer/wizard 9; Domain wind 9
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You surround yourself with a buffeting shroud of supernatural, tornado-force winds. These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air around you, allowing you to fly and breathe underwater or in outer space. Ranged weapons (including giant-thrown boulders, siege weapon projectiles, and other massive ranged weapons) passing through the winds are deflected by the winds and automatically miss you. Gases and most gaseous breath weapons cannot pass though the winds.
In addition, when a creature hits you with a melee attack, you can shape your winds so they lash out at that creature as an immediate action. The creature must make a Fortitude saving throw or take 5d8 points of bludgeoning damage and be knocked prone (if on the ground). On a failed save, Huge flying creatures are checked and Large-sized or smaller flying creatures are blown away instead of knocked prone. On a successful save, the damage is halved and the creature is not knocked prone (or checked or blown away).
Diminished Effects The spell’s duration becomes 1 round per caster level.

WISH
School universal; Level sorcerer/wizard 8; Domain construct 7 (diminished only)
Casting Time 1 standard action
Components V, S, M (diamond worth 12,500 gp)
Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
  • Duplicate any sorcerer/wizard spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 6th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 4th level or lower, even if it belongs to one of your opposition schools.
  • Undo the harmful effects of many spells, such as geas/quest or insanity.
  • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell. When a wish spell duplicates a spell with a material component that costs more than 6,000 gp, you must provide that component (in addition to the 12,500 gp diamond component for this spell).
Diminished Effects The spell’s material component becomes a diamond worth 1,500 gp. The spell can do any of the following things.
  • Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 5th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any sorcerer/wizard spell of 5th level or lower, even if it belongs to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 4th level or lower, even if it belongs to one of your opposition schools.
  • Undo the harmful effects of many spells, such as geas/quest or insanity.
  • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw.
When a diminished wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).
Heightened Effects The spell’s material component becomes a diamond worth 25,000 gp. The spell can do any of the following things.
  • Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any sorcerer/wizard spell of 7th level or lower, even if it belongs to one of your opposition schools.
  • Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools.
  • Undo the harmful effects of many other spells, such as geas/quest or insanity.
  • Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
  • Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish.
  • Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes: one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from gaining a permanent negative level.
  • Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
  • Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
When a heightened wish spell duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).
Notes This spell combines the effects of the following spells: wish and limited wish.

WOODEN PHALANX
School conjuration (creation); Level cleric/oracle 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect three or more wood golems, no two of which can be more than 30 ft. apart (see text)
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You create 1d4+2 wood golems with the advanced template. The golems willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. You can only have one wooden phalanx spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
Diminished Effects The spell only creates 3 wooden golems. The golems do not have the advanced template.

WORD OF CHAOS
School evocation [chaotic, sonic]; Level cleric/oracle 7, inquisitor 6; Domain chaos 7
Casting Time 1 standard action
Components V
Range 40 ft.
Area nonchaotic creatures in a 40-ft.-radius spread centered on you
Duration instantaneous
Saving Throw none or Will negates; see text; Spell Resistance yes
Any nonchaotic creature within the area of a word of chaos spell suffers the following ill effects, depending on their HD.
HD
Effect
Equal to caster level
Up to caster level –1
Stunned, deafened
Up to caster level –5
Confused, stunned, deafened
Up to caster level –10
Killed, confused, stunned, deafened
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.
Deafened: The creature is deafened for 1d4 rounds. Save negates.
Stunned: The creature is stunned for 1 round. Save negates.
Confused: The creature is confused for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the confused effect to 1 round.
Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).
Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos or not. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by word of chaos.
Diminished Effects The spell’s area becomes a 20-foot-radius spread and it only affects lawful creatures with HD less than your caster level.
Heightened Effects Any nonchaotic creature within the area of the spell suffers the following ill effects.
HD
Effect
Equal to caster level
Up to caster level –1
Paralyzed, blinded
Up to caster level –5
Confused, paralyzed, blinded
Up to caster level –10
Killed, confused, paralyzed, blinded
Blinded: The creature is blinded for 1d4 rounds. Save negates.
Paralyzed: The creature is paralyzed and helpless for 1 round. Save negates.

WORD OF RECALL
School conjuration (teleportation); Level cleric/oracle 6, druid 8
Casting Time 1 standard action
Components V
Range unlimited
Target you and touched objects or other willing creatures
Duration instantaneous
Saving Throw none or Will negates (harmless, object); Spell Resistance no or yes (harmless, object)
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, 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 two Large 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. Exceeding this limit causes the spell to fail.
An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.
Diminished Effects You may only transport, in addition to yourself, one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load).
Heightened Effects The spell can teleport a single unwilling creature. To affect a creature in this manner, you must succeed at a melee touch attack and defeat its spell resistance (if any). An unwilling creature’s successful Will save negates the spell.

WORLD WAVE
School transmutation [earth, water]; Level druid 9, sorcerer/wizard 9; Domain exploration 9; Bloodline aquatic 9
Casting Time 1 standard action
Components V, S, DF
Range see text
Effect see text
Duration 1 round/level or 1 hour/level; see text (D)
Saving Throw none; Spell Resistance yes
You cause any sort of natural terrain (including water, forest, desert, tundra, and so on) to surge beneath your feet and safely propel you with devastating force over great distances. This wave of terrain undulates as it passes over the world, harmlessly lifting or stretching objects, creatures, and phenomena with a connection to nature but tearing through and damaging anything else it encounters. When you cast the spell you must choose the wave's type, either a tsunami or a swell. If you choose a tsunami, you create a 30-foot-high tidal wave of earth or water hurtling across the landscape that lasts for 1 round per level. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Regardless of its form or composition, the crest of the wave extends 10 feet in front of and behind you, and 5 feet per level to both your left and right. You can stand or sit on the crest of this wave without any fear of falling off it and can even lie down and sleep (or take any other actions you could take if standing on solid ground) as it travels. You can grant up to one additional creature per level the ability to safely accompany you on this wave.
When you first create the wave, you must choose its path by facing the direction you wish it to travel. Once you make this decision, you cannot change it. The wave, in either version, moves at eight times your base land speed. Any object, creature, or phenomena strongly connected to, or a part of, the natural world simply rises up and down with the wave as it passes, taking no damage or injury. However, anything else coming into contact with the wave takes either 6d6 points of bludgeoning damage (if the tsunami) or 1d6 points of bludgeoning damage (if the swell). The wave damages any manufactured object or structure. On the Material Plane, it also damages any creature of the aberration, construct, outsider, or undead type, or with the extraplanar subtype. Creatures with the construct or undead type take double damage from the wave. Other creatures, or creatures with even one druid class level (regardless of their type), are considered a part of the natural world and are unaffected by the wave. Note that on other planes of existence, what is considered to be a part of the natural world may vary at the GM's discretion.
The wave can travel up or down the sides of natural features so long as it does not exceed a 45-degree angle. You cannot alter the dimensions of the wave as it travels. If the wave encounters terrain that it cannot incorporate into itself, the wave simply flows over or around the obstacle (creatures riding the wave are harmlessly displaced to the side to avoid the obstacle) unless the terrain occupies one-half or more of the area of the wave's crest. In such cases the spell ends in 1d6 rounds as the wave falters and collapses, unless its duration would normally cause it to expire prior to that. The momentum of the wave carries you forward through this new terrain without any injury until it collapses, at which point you suffer the normal effects of the terrain in which you are deposited. Terrain the wave cannot incorporate includes anything primarily made from fire (such as lava), air (such as an open cliff face), or something man-made (such as a city).
You can only create the wave if standing on the ground. You cannot create it when underground or on terrain that it cannot incorporate.

Diminished Effects The spell’s duration becomes 5 rounds for the tsunami or 5 hours for the swell.