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Showing posts with label warpriest. Show all posts
Showing posts with label warpriest. Show all posts

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.

Wednesday, December 17, 2014

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

by Tim Wallace

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

UNDEAD ANATOMY, GREATER
School transmutation (polymorph); Level alchemist 6 (diminished only), magus 6 (diminished only), sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
This spell functions as undead anatomy, except it allows you to use more abilities. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, lifesense 60 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, DR 10/magic and silver, DR 15/bludgeoning and magic, fast healing 5, fiery death, fire aura, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web.
If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. In this form, you gain a +8 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. If the form has a vulnerability to an attack (such as sunlight), you gain that vulnerability.
Tiny undead: If the form you take is that of a Tiny undead, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.
Diminished Effects The spell functions as undead anatomy, except it also allows you to assume the form of a Diminutive or Huge corporeal creature of the undead type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, disease, DR 5/—, fear aura, grab, jet, natural cunning, overwhelming, poison, pounce, rake, trample, trip, unnatural aura, and web.
If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. In this form, you gain a +8 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. If the form has a vulnerability to an attack (such as sunlight), you gain that vulnerability.
Diminutive undead: If the form you take is that of a Diminutive undead, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge undead: If the form you take is that of a Huge undead, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Heightened Effects The spell’s duration becomes 1 round per caster level, and the spell allows you to assume the form of an incorporeal undead. Your bite and claw (or slam) attacks are incorporeal touch attacks.
Notes This spell combines the effects of the following spells: undead anatomy III and undead anatomy IV

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

UNHOLY AURA
School abjuration [evil]; Level cleric/oracle 8; Domain evil 8; Bloodline abyssal 8
Casting Time 1 standard action
Components V, S, F (a tiny reliquary worth 500 gp)
Range 20 ft.
Targets one creature/level in a 20-ft.-radius burst centered on you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes (harmless)
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains SR 25 against good spells and spells cast by good creatures.
Third, the abjuration protects the subjects from possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).
Diminished Effects The spell’s target becomes one creature per three caster levels. In addition, each warded creature only gains spell resistance 20 against good spells and spells cast by good creatures.
Heightened Effects Each warded creature gains a +6 deflection bonus to AC, a +6 resistance bonus on saves, and spell resistance 27 against good spells and spells cast by good creatures.