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Tuesday, December 9, 2014

Multi-Variable Spells – 6th-9th Level Spells Beginning with SU - SY

by Tim Wallace

SUFFOCATION, MASS
School necromancy; Level sorcerer/wizard 9, witch 9; Domain murder 9
Casting Time 1 standard action
Components V, S, M (a vial containing a bit of the caster's breath)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/2 levels (no two of which may be more than 30 feet apart)
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
This spell extracts the air from the targets’ lungs, causing swift suffocation. The targets can attempt to resist this spell's effects with a Fortitude save—if they succeed, they are merely staggered for 1 round as they gasp for breath. If a target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to –1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the spell effect continues, and each time a target fails his Fortitude save, they move one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath—if a victim fails the initial saving throw, the air in his lungs is extracted.
Diminished Effects The spell’s duration becomes 3 rounds.

SUGGESTION, MASS
School enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 5, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, M (a snake's tongue and a honeycomb)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 hour/level or until completed
Saving Throw Will negates; Spell Resistance yes
You influence the actions of the target creatures by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creatures to do some obviously harmful act automatically negates the effect of the spell. The same suggestion applies to all the creatures.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subjects finish what they was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Diminished Effects The spell’s range becomes close, and its target becomes one creature per two caster levels.
Heightened Effects Whether or not the targets succeed in their initial saving throws, they must make a second Will saving throw. If a target fails this second save, the target has no idea that you cast a spell on it and does not remember the suggestion at all.

SUMMON MONSTER VIII
School conjuration (summoning); Level cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8; Domain chaos 9 (heightened only), evil 9 (heightened only), good 9 (heightened only), law 9 (heightened only); Bloodline abyssal 9 (heightened only), aquatic 7 (diminished only)
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the table below. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on the table below marked with an “*” are summoned with the celestial template, if you are good, the entropic template, if you are chaotic, the fiendish template, if you are evil, or the resolute template, if you are lawful. If your alignment contains two elements, you may choose which template to apply to the creature (for example, if you are lawful good, you may choose whether the creature is celestial or resolute). If you are true neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
8th Level
Subtype
Evil, Lawful
Elemental
Chaotic, Evil
Diminished Effects You instead summon one of the monsters on the following table:
7th Level
Subtype
Chaotic, Evil
Evil, Lawful
Elemental
Chaotic, Evil
Heightened Effects You instead summon one of the monsters on the following table:
9th Level
Subtype
Good
Chaotic, Good
Chaotic, Evil
Evil, Lawful
Chaotic, Evil
Good, Lawful
Notes This spell combines the effects of the following spells: summon monster VII, summon monster VIII, and summon monster IX.

SUMMON NATURE'S ALLY VIII
School conjuration (summoning) [see text]; Level druid 8; Domain animal 8
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the table below, or 1d3 creatures of the same kind from the diminished list.. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
8th Level
Subtype
Air
Elemental
Diminished Effects You instead summon one of the creatures on the following table:
7th Level
Subtype
Elemental
Fire
Cold
Heightened Effects You instead summon one of the creatures on the following table:
9th Level
Subtype
Pixie (w/irresistible dance and sleep arrows)
Notes This spell combines the effects of the following spells: summon nature’s ally VII, summon nature’s ally VIII, summon nature’s ally IX, summon elder worm, and summon froghemoth.

SUNBEAM
School evocation [fire (heightened only), light]; Level druid 7; Domain sun 7
Casting Time 1 standard action
Components V, S, DF
Range 60 ft.
Area line from your hand
Duration 1 round/level or until all beams are exhausted
Saving Throw Reflex negates and Reflex half; see text; Spell Resistance yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Diminished Effects Each creature caught within the beam only takes 4d4 points of damage. An undead creature caught within the beam only takes 1d4 points of damage per caster level (maximum 20d4).
Heightened Effects Each creature caught within the beam takes 4d8 points of damage. An undead creature caught within the beam takes 1d8 points of damage per caster level (maximum 20d8). In addition to the normal damage and blindness effects, the spell also deals 1 point of fire damage per caster level. The fire damage is not on a successful Reflex save. The spell gains the fire descriptor.

SUNBURST
School evocation [fire (heightened only), light]; Level druid 8, sorcerer/wizard 8; Domain seasons 8, sun 8
Casting Time 1 standard action
Components V, S, M/DF (sunstone and fire source)
Range long (400 ft. + 40 ft./level)
Area 80-ft.-radius burst
Duration instantaneous
Saving Throw Reflex partial; see text; Spell Resistance yes
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Diminished Effects All creatures caught within the globe only take 6d4 points of damage. An undead creature caught within the globe only takes 1d4 points of damage per caster level (maximum 25d4).
Heightened Effects All creatures caught within the globe only take 6d8 points of damage. An undead creature caught within the globe only takes 1d8 points of damage per caster level (maximum 25d8). In addition to the normal damage and blindness effects, the spell also deals 1 point of fire damage per caster level. The fire damage is not on a successful Reflex save. The spell gains the fire descriptor.

SWARM SKIN
School transmutation; Level druid 6, witch 6
Casting Time 1 standard action
Components V, S, M/DF (a crushed insect hive)
Range personal
Target you
Duration see text
You convert all of your soft tissue into swarms of insects or other creatures and send them off to do your bidding, leaving nothing but your bones and gear behind. These swarms have all their normal qualities and abilities but also bear a tiny portion of your consciousness that allows you to perceive what they do and to control their actions. While in this form, you cannot use any of your own abilities or take any actions other than controlling the swarms.
Each time you cast this spell you get a total allotment of levels equal to your caster level and any swarm you choose to create costs one or more of those levels. You can “spend” your allotment of levels to create any combination of swarms so long as their total does not exceed your caster level.
Number of Levels
Swarm Type(s)
2 caster levels
4 caster levels
6 caster levels
8 caster levels
10 caster levels
Once you create these swarms they remain in existence until destroyed or you order them to return to your body. When all swarms have returned to your body or are destroyed, your flesh wraps itself back around your bones and you regain the ability to act normally. If your bones are not where you left them you must first locate them in order to regain access to your body. You always know if your bones are destroyed and your consciousness remains in control of the swarms until they too are destroyed (and your die). If you can use the swarms to get help and arrange for someone to repair your bones (using anything that would normally restore you to life), at which point you can return the swarms to your body.
Diminished Effects Each time you cast this spell you only get a total allotment of levels equal to half your caster level.
Heightened Effects Each time you cast this spell you get a total allotment of levels equal to twice your caster level.

SYMBOL OF DEATH
School necromancy [death]; Level cleric/oracle 8, sorcerer/wizard 8, witch 8; Domain rune 8
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first.
Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, but then can be triggered again as normal.
Note: Magic traps such as symbol of death are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 33 for symbol of death.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol remains active for 1 hour per caster level.

Sidebar: Symbol Spells
A creature that enters the area while the symbol spell is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the symbol spell is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol spell must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol spell ineffective, unless a creature removes the covering, in which case the symbol spell works normally.
As a default, a symbol spell is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol spell's triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol spell to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol spell offensively; for instance, a touch-triggered symbol spell remains untriggered if an item bearing the symbol spell is used to touch a creature. Likewise, a symbol spell cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol spell can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.
When scribing a symbol spell, you can specify a password or phrase that prevents a creature using it from triggering the symbol's effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.
You also can attune any number of creatures to the symbol spell, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a symbol spell cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols spell, and thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
A symbol spell can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol spell. Destruction of the surface where a symbol spell is inscribed destroys the symbol but also triggers it.

SYMBOL OF FEAR
School necromancy [fear, mind-affecting]; Level cleric/oracle 6, sorcerer/wizard 6, witch 6
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. Once triggered, the symbol remains active for 10 minutes per caster level. A creature that enters the area while the symbol of fear is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Note: Magic traps such as symbol of fear are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 31 for symbol of fear.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol remains active for 1 hour per caster level.

SYMBOL OF INSANITY
School enchantment (compulsion) [mind-affecting]; Level cleric/oracle 8, sorcerer/wizard 8, witch 8
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of the symbol of insanity instead become permanently insane (as the insanity spell).
Symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of insanity are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol remains active for 1 hour per caster level.

SYMBOL OF PERSUASION
School enchantment (charm) [mind-affecting]; Level cleric/oracle 6, sorcerer/wizard 6, witch 6; Domain revolution 6
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.
Symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of persuasion are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol remains active for 1 hour per caster level.

SYMBOL OF SEALING
School abjuration [force]; Level cleric/oracle 6, sorcerer/wizard 6, witch 6
Casting Times 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 5,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration permanent
Saving Throw none; Spell Resistance no
This spell allows you to scribe a potent rune of power upon or above a door or other opening measuring no more than 20 square feet/level in size. When the casting is completed, the symbol immediately triggers, glowing visibly and sealing the door or opening with an invisible barrier of force equivalent to a wall of force. Destroying the symbol ends the effect, though destroying it once the symbol has been activated requires destroying the wall of force first. Once triggered, the wall remains for 10 minutes per caster level.
When scribing a symbol of sealing, you can specify a password or phrase that allows a creature speaking it to bypass the seal and pass through the opening. You can also attune any number of creatures to the symbol of sealing, but doing this extends the casting time as described under Sidebar: Symbol Spells. However, the force wall created by the symbol blocks attacks and line of effect even for creatures that know the password or are attuned—the password only prevents them from triggering the symbol, not from ignoring its effects if triggered.
A disintegrate spell or similar effect can destroy the wall of force created by the symbol if the caster makes a caster level check against a DC of 11 + your caster level. A knock spell has no effect on a symbol of sealing or its force wall. A symbol of sealing cannot be dispelled, but mage's disjunction automatically destroys it.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol remains active for 1 hour per caster level.

SYMBOL OF STRIFE
School enchantment (compulsion) [mind-affecting]; Level cleric/oracle 9, sorcerer/wizard 9, witch 9
Casting Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond opal worth a total of 15,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of a symbol of strife are compelled to attack the nearest conscious creature for 1 round per caster level (similar to the “attack nearest creature” result of the confusion spell), even after leaving the symbol's area of effect. If no other creatures are visible, an affected creature can act normally. Once triggered, the symbol remains active for 10 minutes per caster level.
Symbol of strife can be made permanent with a permanency spell by a caster of 17th level or higher for the cost of 22,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.

SYMBOL OF STUNNING
School enchantment (compulsion) [mind-affecting]; Level cleric/oracle 7, sorcerer/wizard 7, witch 7
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Once triggered, the symbol remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of stunning are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol remains active for 1 hour per caster level.

SYMBOL OF VULNERABILITY
School abjuration; Level cleric/oracle 9, sorcerer/wizard 9, witch 9
Casting Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond opal worth a total of 15,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw none; Spell Resistance no
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of a symbol of vulnerability receive a –4 penalty to spell resistance and a –4 penalty on saving throws, and energy resistances and damage reduction (if any) are reduced by 10 each (to a minimum of 0). Once triggered, the symbol remains active for 10 minutes per level. The effects last as long as the creature is within 60 feet of the symbol, and for 1 round per caster level afterward.
Symbol of vulnerability can be made permanent with a permanency spell by a caster of 17h level or higher for the cost of 22,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.

SYMBOL OF WEAKNESS
School necromancy; Level cleric/oracle 7, sorcerer/wizard 7, witch 7
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.
Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. A creature can only be affected by this symbol once.
Note: Magic traps such as symbol of weakness are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol remains active for 1 hour per caster level.

SYMPATHETIC VIBRATION
School evocation [sonic]; Level bard 6
Casting Time 10 minutes
Components V, S, F (a tuning fork)
Range touch
Target one freestanding structure
Duration up to 1 round/level
Saving Throw none; see text; Spell Resistance yes
By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs.
Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.
Diminished Effects The spell’s duration becomes up to 3 rounds.

SYMPATHY
School enchantment (compulsion) [emotion, mind-affecting]; Level druid 9, sorcerer/wizard 8, summoner 6, witch 8
Casting Time 1 hour
Components V, S, M (a drop of honey and crushed pearls worth 1,500 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one location (up to a 10-ft. cube/level) or one object
Duration 2 hours/level (D)
Saving Throw Will negates; see text; Spell Resistance yes
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.
Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 × 10 minutes later. If this save fails, the affected creature attempts to return to the area or object.
Sympathy counters and dispels antipathy.
Diminished Effects The spell’s casting time is reduced to 10 minutes and its duration is reduced to 20 minutes per caster level.
Heightened Effects A creature that makes a successful saving throw has its Constitution and Dexterity scores reduced by 4 points each due to the distracting discomfort.