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
|
Purple worm (w/ giant creature template)
|
—
|
—
|
|
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.
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