Custom Spells: Difference between revisions
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The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as magic damage. | The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as magic damage. | ||
====''Hex Dispersion''==== | |||
Spell Level: Astrologian 2 | |||
Innate Level: 2 | |||
School: Transmutation | |||
Components: Verbal, Somatic | |||
Range: Medium | |||
Area of Effect / Target: Huge | |||
Duration: 3 Rounds + 1 Round / Level | |||
Additional Counter Spells: | |||
Save: Will negates | |||
Spell Resistance: No | |||
The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens. | |||
[[Category:Spells]] | [[Category:Spells]] | ||
__NOEDITSECTION__ | __NOEDITSECTION__ |
Revision as of 18:26, 16 February 2023
Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes.
Abjuration
Alarm
Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2con Spell Level: 2 Components: Verbal, Somatic Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centred on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Shield Other
Caster Level(s): Cleric 3, Paladin 2 Innate Level: 2 School: Abjuration Components: Verbal and Somatic Range: Touch Target/Area: Single Duration: 2 rounds / caster level Save: Harmless Spell resistance: Harmless The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage, after all sources of mitigation. The caster suffers the remaining damage, ignoring further mitigation. The shared damage only works when both the caster and target are in the same area.
- Protection Domain: Duration increased to 3 rounds / level
- GSF Abjuration: Duration increased to 3 rounds / level
Ilyykur's Mantle
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 3 rounds / level Additional Counter Spells: Save: None Spell Resistance: No You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10.
- Spell Focus: Abjuration increases duration to 6 rounds / level.
- Greater Spell Focus: Abjuration increases duration to 12 rounds / level.
Ward Area
Abjuration Level: Cleric 4, Druid 4, Sorc/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Special Target: Special Duration: 10 minute/level Saving Throw: Harmless Spell Resistance: No The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.
Iron Skin
Caster Level(s): Sorc/Wiz 5 Innate Level: 5 School: Abjuration Descriptor(s): None Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 1 Turn / Level Additional Counter Spells: None Save: Harmless Spell Resistance: No This spell grants the caster damage reduction 10/+2, 20% movement speed decrease and damage vulnerability: 75% electrical, 50% cold, 25% fire.
Fortune Telling
Spell Level: Astrologian 1 Innate Level: 1 School: Abjuration Components: Verbal, Somatic Range: Touch Area of Effect: Single Duration: 1 Turn Wait, Effect Instant Additional Counter Spells Save: Harmless Spell Resistance: Harmless The astrologian predicts that the target will require healing in one minute. One minute after this spell is cast, they receive healing equal to a casting of Cure Critical Wounds, as if cast by the astrologian.
Solar Circle
Spell Level: Astrologian 4 Innate Level: 4 School: Abjuration Components: Verbal, Somatic Range: Medium Area of Effect: Huge Duration: 3 + 1 Round / Level Additional Counter Spells: Save: No Spell Resistance: Yes The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects: * All allies standing within the circle deal 1d4 bonus magic damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round. * All enemies standing within the circle experience the effects of the "Slow" spell. They take 1d4 magic damage per round.
Contingency
Spell Level: Astrologian 5 Innate Level: 5 School: Abjuration Components: Verbal, Somatic Range: Touch Area of Effect: Single Duration: 5 Minutes / Level Additional Counter Spells: Save: Harmless Spell Resistance: Harmless The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell Cure Critical Wounds, as if cast by the astrologian.
Conjuration
Cone of Stone
Caster Level(s): Druid 4 Innate Level: 4 School: Conjuration Descriptor(s): None Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Damage Instant, Knockdown single round Additional Counter Spells: Save: Reflex 1/2 Damage, Fortitude negates knockdown Spell Resistance: Yes A cone of hurled stones shoots forth from the caster's hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.
Devastating Bodyswap
Spell level: sorcerer/wizard 5 Innate level: 5 School: Conjuration Descriptor: Fire Components: Verbal, Somatic Range: Long Area of effect: Target single, Explosion large Duration: Instant Save: Will negates the swap, Reflex 1/2 Spell Resistance: Yes If the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place. If the target is a servant of the caster, the switch will auto succeed without a save.
Hearthfire
Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 Innate level: 1 Descriptor(s): Fire School: Conjuration Components: Verbal, Somatic Range: 30 ft Area of Effect / Target: Single Duration: Instant Save: Harmless Spell Resistance: Yes Create a restful campfire.
Meredy's Magic Mansion
Caster Level(s): Wizard / Sorcerer 7 Innate level: 7 Descriptor(s): School: Conjuration Components: Verbal, Somatic Range: Short Area of Effect / Target: Point Duration: Instant Save: None Spell Resistance: No Open the way to a magnificent, marvelous, and magical mansion on the edge of reality.
Quicksand
Caster Level(s): Druid 2 Innate Level: 2 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 1 Round / Level Additional Counter Spells: Freedom of Movement Save: Reflex Partial Spell Resistance: Yes Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.
- Spell Focus: Conjuration increases the duration to 2 rounds / level.
Regroup
Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: One willing creation / level Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square. (WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)
Sand Splash
Caster Level(s): Druid 1 Innate Level: 1 School: Conjuration Descriptor(s): None Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Damage Instant, Blindness 1 round/odd level Additional Counter Spells: Save: Reflex 1/2 Damage, Fortitude negates blind Spell Resistance: Yes A splash of sand shoots forth from the caster's hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.
Summon Swarm
Spell level: druid 3; sorcerer/wizard 3 Innate level: 3 School: conjuration Components: verbal, somatic Range: short (8 meters) Area of effect: point Duration: 4 rounds / level Save: none Spell Resistance: no The caster summons a swarm of 2-3 summons of the first circle.
Teleport
School: Conjuration (Teleportation) Level: Sor/Wiz 5 Components: V Casting Time: 1 standard action Range: 10 ft Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences. Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.
Collapsing Void
Spell Level: Astrologian 5 Innate Level: 5 School: Conjuration Components: Verbal, Somatic Range: Medium Area of Effect: Huge Duration: 1 Round / 3 Levels Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise. The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.
Divination
Blood Transcription
Spell Level: sorcerer/wizard 2, astrologian 2 Innate Level: 2 School: Divination Components: verbal, somatic Range: touch Area of effect: single Duration: instant Save: None Spell resistance: harmless Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe. Casting this spell requires a vial of blood taken from a spellcaster, which is expended by the spell.
- Spell Focus: Divination and Spell Focus: Necromancy respectively increases the maximum circle a spell transcribed can be by 1 to a possible total of 6.
- Greater Spell Focus: Divination and Greater Spell Focus: Necromancy respectively increase the maximum circle a spell transcribed can by 1, to a possible total of 8.
- Spell Focus: Divination reduces the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.
Scrying
Spell level: sorcerer/wizard 4, Cleric 6, Druid 6 Innate level: 4 School: divination Components: verbal, somatic Casting Time: 1 standard action Range: special (see text) Duration: 1 minute/level Effect: see text Save: will Spell Resistance: yes You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type "/c end_scrying" and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself. Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory. Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same Ring or Seam.
Foiled Future
Spell Level: Wizard/Sorcerer 3, astrologian 3 Innate Level: 3 School: Divination Descriptor: mind-affecting Components: verbal, somatic Range: medium Area of effect: single Duration: 1 round/2 levels Saving Throw: will negates Spell resistance: yes Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.
- Spell Focus: Divination extends the duration to 1 round/level.
- Greater Spell Focus: Divination gives your target a bonus (based off your INT mod) to hit themselves.
Future's Pain
Spell level: sorcerer/wizard 4 Innate level: 4 School: divination Components: verbal, somatic Range: medium (20 meters) Area of effect: single Duration: instant Save: fortitude 1/2 Spell Resistance: yes The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.
- Spell Focus: Divination adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.
- Greater Spell Focus: Divination adds 1d4 Rounds of Stun on a failed saving throw.
- Wizards with Specialization: Divination add 1d4 damage.
Insight
Spell Level: wizard/sorcerer 4 Innate Level: 4 School: divination Components: Verbal, Somatic Range: long Area of Effect: Single Target Duration: Instant Save: none Spell Resistance: no The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them. Power of the spells - the spell caster level of each spell: Unknown - if the spell wasn't created by a creature Weak - if the caster level is below 4 Intermediate - if the caster level is in range 4-6 Strong - if the caster level is in range 7-9 Powerful - if the caster level is 10 and above
- Spell Focus: Divination also shows the remaining duration of each spell affecting the target
- Greater Spell Focus: Divination also shows the power of the spells*. If the target has levels of wizard, it also shows what spells the target can cast (remaining spells of the wizard)
Mass Foiled Future
Spell Level: Wizard/Sorcerer 4, astrologian 4 Innate Level: 4 School: Divination Descriptor: mind-affecting Components: verbal, somatic Range: medium Area of effect: large (5 meter radius) Duration: 1 round/2 levels Saving Throw: will negates Spell resistance: yes Same as Foiled Future, but applies to all targets in radius
- Spell Focus: Divination extends the duration to 1 round/level.
- Greater Spell Focus: Divination gives your targets a bonus (based off your INT mod) to hit themselves.
True Dodge
Spell Level: Wizard/Sorcerer 1, astrologian 1 Innate Level: 1 School: Divination Components: V, S Range: Touch Area of effect: single Duration: 1 round (not extendable) Saving Throw: None The target of this spell automatically avoids the next attack made against them in the next 6 seconds by temporarily gaining the Epic Dodge feat.
- Greater Spell Focus: Divination causes the spell to also affect the caster.
Crafter's Insight
Spell Level: Astrologian 1 Innate Level: 1 School: Divination Components: Verbal, Somatic Range: Touch Area of Effect: Single Duration: 5 Minutes / Level Additional Counter Spells: Save: Harmless Spell Resistance: Harmless The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Building) checks. This spell does not stack with itself.
Twist Fate
Spell Level: Astrologian 2 Innate Level: 2 School: Divination Components: Verbal, Somatic Range: Touch Area of Effect: Single Duration: 1 Turn / Level Additional Counter Spells: Save: Harmless Spell Resistance: Harmless The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.
Debilitating Portent
Spell Level: Astrologian 4 Innate Level: 4 School: Divination Components: Verbal, Somatic Range: Touch Area of Effect: Single Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Will partial Spell Resistance: No The astrologian sees great weakness in the target's future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.
Horror Mark
Spell Level: Astrologian 4 Innate Level: 4 School: Divination Components: Verbal, Somatic Range: Touch Area of Effect: Single Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Will negates Spell Resistance: Yes The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell's duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.
Foretell Doom
Spell Level: Astrologian 5 Innate Level: 5 School: Divination Components: Verbal Range: Touch Area of Effect: Single Duration: Instant Additional Counter Spells: Save: Will negates Spell Resistance: Yes The target is subjected to a dire prediction of doom. If they pass their Will save, nothing happens. If they fail, 10 Rounds later, they die. This spell's effect may be averted by acquiring death immunity before the spell expires.
Enchantment
Vicious Mockery
Caster Level(s): Bard 0 Innate Level: 0 School: Enchantment Descriptor(s): mind-affecting Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 2 rounds Additional Counter Spells: Save: Will Spell Resistance: Yes The caster does 1d4+1 points of sonic damage to a target. On a failed save they suffer a -1 penalty to armor class.
Heroism
Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3 Innate level: 3 School: enchantment Descriptor: mind-affecting Components: verbal, somatic Range: short (8 meters) Area of effect: single Duration: 1 round / level Save: no Spell Resistance: no A single target receives +2 to attack and saves for one round / level.
- Greater Spell Focus: Enchantment increases duration to 2 rounds / level.
- Does not stack with Greater Heroism.
Masochism
Enchantment Level: Clr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration.
Nybor's Gentle Reminder
Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Enchantment Descriptor(s): Mind Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude negates Spell Resistance: Yes The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.
Rouse
Caster Level(s): Sorcerer/Wizard 1 Innate Level: 1 School: Enchantment (Compulsion) [Mind-Affecting] Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 10-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.
Crushing Despair
Spell level: Wizard / Sorcerer 3, Bard 2 Innate level: 3 School: Enchantment Descriptor: Mind-affecting Components: Verbal, Somatic Range: Short Area of effect: 10 Meters Cone Duration: 1 Turn / 2 Levels Save: Will negates Spell resistance: Yes A cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls and saving throws.
- SF Enchantment: +1 DC. On a failed Will save the affected creature is also dazed for 1 round / 2 levels)
- GSF Enchantment: +1 DC. On a failed Will save the affected creature is also stunned for 1 round / 2 levels)
Slumber
Spell Level: wizard/sorcerer 3 Innate Level: 3 School: enchantment Components: verbal Range: long Area of Effect: Colossal Duration: One round per level Save: Will negates Spell Resistance: Yes Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
Greater Heroism
Spell level: bard 4; cleric 6; paladin 3; sorcerer/wizard 5 Innate level: 5 School: enchantment Descriptor: mind-affecting Components: Verbal, Somatic Range: short (8 meters) Area of effect: single Duration: 2 round / level Save: Harmless Spell Resistance: Harmless A single target receives +4 to attack and saves and temporary hit points equal to your caster level for two rounds / level.
- Does not stack with Heroism.
Chaav's Laugh
Enchantment Level: Cleric 5 Components: V Casting Time: 1 standard action Range: 40ft Area: 40-ft-radius spread centred on you Duration: 1 round/level + CHA Modifier Saving Throw: Will negates Spell Resistance: Yes You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell's area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh.
Evocation
Burning Bolt
Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.
Scorching Ray
School: Evocation [Fire] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.
Energy Blast
Spell level: sorcerer/wizard 3 Innate level: 3 School: evocation Components: verbal, somatic Range: long (40 meters) Area of effect: single Duration: instant Save: reflex 1/2 Spell Resistance: yes The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster's levels. The blast's energy is chosen by the caster and can be fire, electricity, cold or acid.
Ice Burst
Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.
Hypothermia
Spell level: Druid 3, Cleric 4 Innate level: 3 School: Evocation Descriptor: Cold Components: Verbal, Somatic Range: Short Area of effect: Single Duration: 1 Turn / 2 Levels Save: Fortitude 1/2 damage, negates effects Spell Resistance: Yes The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued (−2 penalty to Strength and Dexterity, 10% movement speed decrease). A successful Fortitude save halves the damage and negates the fatigue.
Acid Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: None Save: fortitude 1/2 Spell Resistance: Yes The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.
Cold Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: None Save: fortitude 1/2 Spell Resistance: Yes The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.
Electric Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: None Save: fortitude 1/2 Spell Resistance: Yes The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.
Fire Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single Duration: Instant Additional Counter Spells: None Save: fortitude 1/2 Spell Resistance: Yes The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.
Blast of Flame
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.
Frost Blast
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Large Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2, Fortitude negates freeze effect Spell Resistance: Yes The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.
Gas Explosion
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2, Fortitude negates the effect Spell Resistance: Yes The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.
Horizikaul's Shout
Spell level: sorcerer/wizard 4; bard 4 Innate level: 4 School: evocation Descriptor: sonic Components: verbal Range: short (8 meters) Area of effect: 11-meter cone Duration: instant Save: reflex negates knockdown; fortitude negates the deafness Spell Resistance: yes All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.
Ice Whip
Caster Level(s): Druid 3 Innate Level: 3 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: Reflex 1/2, Fortitude negates movement decrease Spell Resistance: Yes The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.
Lightning Avatar
Spell level: sorcerer/wizard 4 Innate level: 4 School: Evocation Descriptor: Lightning Components: Verbal, Somatic Range: Long Area of effect: Single Duration: Instant Save: Reflex 1/2 Spell Resistance: No The caster fires a bolt of lightning at their ally, or unto themselves, enhancing them with the power of lightning, granting them +1 Attack, +2 Electrical Damage, +2 Reflex save, 25% movement increase and 50% immunity to electrical damage for 2 rounds / level of the caster. Any creature that is caught in the lightning's path suffers a 1d4 electrical damage per caster level and increases the duration by a single round. Nearby hostile creatures take 1d4 electrical damage per round.
- GSF Evocation: creatures caught in the lightning suffer 1d6 damage per caster level
- GSF Transmutation: duration increased by 1d4 rounds for every enemy caught in the lightning’s path
- SF Necromancy: The target is healed by 1 point per creature caught in the lightning
- GSF Necromancy: The target is healed by 1d4 points per creature caught in the lightning
Wall of Ice
Caster Level(s): Druid 5, Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Wall 30 ft Long Duration: 1 Round / 2 Levels Additional Counter Spells: Save: Reflex 1/2, Fortitude negates Slow Spell Resistance: Yes This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.
- Spell Focus: Evocation increases the duration to 2 rounds / level.
- Greater Spell Focus: Evocation increases the duration to 4 rounds / level.
Cacophonic Burst
Spell level: Wizard / Sorcerer 4, Bard 4 Innate level: 4 School: Evocation Descriptor: Sonic Components: Verbal, Somatic Range: Long Area of effect: Huge (6.67 meter radius) Duration: Instant Save: Reflex ½ damage, Fortitude negates deafness, Will negates stun Spell resistance: Yes You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 10d6) to all creatures within the area. Creatures caught in the burst’s radius become deaf for 1 round / caster level if they fail a fortitude save, and stunned for 1d2 rounds if they fail a will save.
Castigate
Spell level: cleric 4 Innate level: 4 School: Evocation Descriptor: Divine Components: Verbal, Somatic Range: Personal Area of effect: Huge Duration: Instant Save: Fortitude 1/2 Spell Resistance: Yes All creatures whose alignment differs from yours on both the law-chaos and good-evil axises take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.
Lunar Bolt
Spell level: Druid 4 Innate level: 4 School: Evocation Descriptor: None Components: Verbal, Somatic Range: Long Area of effect: Single Duration: 1 Turn Save: Fortitude 1/2 (living target) or Will negates (undead target) Spell Resistance: No A lunar bolt strikes unerringly against any living or undead creature in range. A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels. If the subject makes a successful Fortitude saving throw, the Strength damage is halved. An undead creature struck by a lunar bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next turn. The lunar bolt inflicts additional magical damage according to the time of the month. The spell inflicts 0 damage at the beginning and end of a month, and up to 4d4 magical damage on the 15th of each month.
Herald of Winter
Spell level: sorcerer/wizard 5, druid 5 Innate level: 5 School: evocation Descriptor: weapon enchantment Components: verbal, somatic Range: Touch Area of effect: single or melee weapon Duration: 1 turn / level Save: none Spell resistance: Harmless Freezes a melee weapon, granting 1d10 points of cold damage and an on-hit freeze effect (DC 15, 50%). Any creature killed while under the freeze effect of the enchanted weapon is shattered and inflicts 2d4 cold damage to creatures in the area surrounding it (medium range).
Acid Storm
Caster Level(s): Sorc/Wiz 6 Innate Level: 6 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: None Save: Reflex 1/2 Spell Resistance: Yes The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)
Sand Pillar
Caster Level(s): Druid 3 Innate Level: 3 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.
Sand Storm
Caster Level(s): Druid 5 Innate Level: 5 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes All enemies within this spell's area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy. Sand Splash - Circle 1 - (Cone) Piercing Damage + Blindness Quicksand - Circle 2 - Reduce movement speed + decrease AB/AC (similar to Web minus enntalge but with decrease to AB/AC) Sand Pillar - Circle 3 - similar to flame strike but bludgeoning damage, when cast when there's an ash storm HALF the damage becomes positive Ice Whip - Circle 3 - Superior version of Flame Lash (4d6 at lvl 5, add 1d6 every 2 levels after, save against freezing) Cone of Stone - Circle 4 - Bludgeoning Damage + Knockdown Sand Storm - Circle 5 - similar to Firestorm but bludgeoning damage, when cast when there's an ash storm HALF the damage becomes positive
Shelgarn's Permanent Blade
Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Summoned Item Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Item Duration: 24 Hours Additional Counter Spells: Save: None Spell Resistance: No The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time. The weapon gains the following bonuses based on caster level: +1 AB / 2 caster levels. +2 increased maximum HP / 2 caster levels.
Shelgarn's Mass Blades
Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Summoned Item Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Item Duration: 1 Minute / 1 Level Additional Counter Spells: Save: None Spell Resistance: No The caster animates a non-plot weapon in their inventory into three identical loyal servants to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level. Normally you can have only 3 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time. The weapons gains the following bonuses based on caster level: +1 AB / 2 caster levels. +2 increased maximum HP / 2 caster levels.
Shelgarn's Superior Blade
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Summoned Item Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Item Duration: 1 Minute / 1 Level Additional Counter Spells: Save: None Spell Resistance: No The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Duration is 1 minute / level. Greater Spell Focus: Abjuration increases duration to 2 minutes / level. Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time. The weapon gains the following bonuses based on caster level: +1 AB / caster level. +2 increased maximum HP / caster level. As opposed to Shelgarn's Persistent Blade and its variations, the summoned creature will also be able to wield weapons they're normally unable to hold (due to restrictions of class, alignment, race) and set items.
Shelgarn's Invincible Blade
Caster Level(s): Wizard / Sorcerer 6 Innate Level: 6 School: Evocation Descriptor(s): Summoned Item Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Item Duration: 24 Hours Additional Counter Spells: Save: None Spell Resistance: No The caster animates a non-plot weapon in their inventory to work as a loyal servant. Unless otherwise specified on the weapon, the weapon is destroyed when the summon is destroyed. Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have Spell Focus: Evocation, you can have 3 animated weapons activate at the same time. At level 7 with Greater Spell Focus: Evocation you can have a maximum of 5 animated weapons active at the same time. The weapon gains the following bonuses based on caster level: +1 AB / caster level. +2 increased maximum HP / caster level. As opposed to Shelgarn's Persistent Blade and its variations, the summoned creature will also be able to wield weapons they're normally unable to hold (due to restrictions of class, alignment, race) and set items.
Starblight
Spell Level: Astrologian 0 Innate Level: 0 School: Evocation Components: Verbal, Somatic Range: Medium Area of Effect: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 magic damage for every 8 ranks of Astronomy.
Burst of Radiance
Spell Level: Astrologian 2 Innate Level: 2 School: Evocation Components: Verbal, Somatic Range: Long Area of Effect: Huge Duration: 1d4 Rounds Additional Counter Spells: Save: Reflex Partial Spell Resistance: Yes This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of magic damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
Baleful Starblight
Spell Level: Astrologian 3 Innate Level: 3 School: Evocation Components: Verbal, Somatic Range: Medium Area of Effect: Medium Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The astrologian draws on the malignant power of stars to shine a baleful light upon on all hostile creatures in a medium radius. It deals 1d2 magic damage for every 8 ranks of Astronomy.
Star Shard
Spell Level: Astrologian 2 Innate Level: 2 School: Evocation Components: Verbal, Somatic Range: Medium Area of Effect: Single Duration: Instant Additional Counter Spells: Save: Reflex 1 / 2 Spell Resistance: Yes A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of magical damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.
Illusion
Hypnotic Pattern
Spell Level: wizard/sorcerer 5 Innate Level: 5 School: Illusion Components: verbal, somatic Range: long Area of Effect: Huge Duration: One round per level Save: Will negates, Fort negates Spell Resistance: Yes Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they're confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.
Mislead
Caster Level(s): Bard 1, Wizard / Sorcerer 1 Innate Level: 1 School: Illusion Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 round / 2 levels Save: Harmless Spell Resistance: None The target creature becomes invisible and a Mirror Image of the target is created at the target's location. There is a 10% chance each round that an additional clone will be spawned from the target's current location for the duration of the spell.
- Spell Focus: Illusion increases the chance by 10% (20% total) for additional Mirror Images.
- Greater Spell Focus: Illusion increases the duration to 1 round / level and increases the chance for additional Mirror Images another 10% (30% total).
- Spell Focus: Transmutation increases your movement speed by 20% for a single round.
- Greater Spell Focus: Transmutation increases your movement speed by 30% for 3 rounds.
- Mirror Images created by Mislead are destroyed on the next casting of these spells.
Phantasmal Affliction
Spell level: sorcerer/wizard 2 Innate level: 2 School: illusion Descriptor: mind-affecting, poison Components: verbal, somatic Range: medium (20 meters) Area of effect: single Duration: instant Save: will and fortitude Spell resistance: yes The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.
- Greater Spell Focus: Illusion causes, in a failed Will save, regardless of Fortitude save, the target to also suffer 1 point of Wisdom damage
- Greater Spell Focus: Necromancy adds more dangerous poisons to the list of possible poisons.
Phantasmal Assault
Class: Sorcerer/Wizard 3 Innate level: 3 School: Illusion Components: verbal, somatic Range: Medium Area of Effect: Single target Duration: Instant Save: Will, save halves Spell resistance: Yes The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.
- Greater Spell Focus: Transmutation: causes the phantom explodes in a random elemental damage.
- Greater Spell Focus: Illusion forces the target rolls another save against fear, and if fails, they are feared for 1 round / level.
- Greater Spell Focus: Necromancyapplies a wounding effect on the target for 1 round / 2 levels.
Phantoms of Deception
Caster Level(s): Bard 3, Wizard / Sorcerer 3 Innate Level: 3 School: Illusion Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Round / Level Save: Harmless Spell Resistance: Yes (Darkness) The target creature becomes invisible and a Mirror Image of the target is created at the target's location. After 2 rounds, an additional Mirror Image of the target is created. There is a 20% chance each round that additional clones will be spawned from the target's current location for the duration of the spell.
- Spell Focus: Illusion increases the chance by 10% (30% total) for additional Mirror Images and two Mirror Images will spawn instead of one
- Greater Spell Focus: Illusion increases the chance by an additional 10% (40% total) for additional Mirror Images and three Mirror Images will spawn instead of one
- Spell Focus: Transmutation increases movement speed by 25% for 2 rounds.
- Greater Spell Focus: Transmutation increases movement speed by 50% for 4 rounds.
- Greater Spell Focus: Necromancy applies Death Armor to you and to the Mirror Image, wounding melee attackers for 1d4 negative damage + 1 additional damage per 2 levels
- Mirror Images created by Phantoms of Deception are destroyed on the next casting of these spells.
Prismatic Flames
Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Illusion Descriptor(s): Mind-Affecting Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: 1 Round/Level Additional Counter Spells: Save: Will Negates Spell Blocking Effect Spell Resistance: Yes Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements & Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.
- Spell Focus: Conjuration hides real flames inside the illusory flames, inflicting 2d4 fire damage to affected creatures.
- Greater Spell Focus: Conjuration increases the damage of those flames to 3d4.
Prismatic Sparks
Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Illusion Descriptor(s): Mind-Affecting Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: 1 Round/Level Additional Counter Spells: Save: Will Negates Spell Blocking Effect Spell Resistance: Yes Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements & Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.
- Spell Focus: Conjuration hides real electricity inside the illusory sparks, inflicting 2d6 fire damage to affected creatures.
- Greater Spell Focus: Conjuration increases the damage of that electricity to 3d6.
Glass Doppelganger
Spell level: Wizard / Sorcerer 5 Innate level: 5 School: Illusion Descriptor: None Components: Verbal, Somatic Range: Touch Area of effect: Single Duration: 1 Round / Level Save: Harmless Spell resistance: Harmless This spell forms a living glass creation that is an exact copy of the target with the following exceptions: The creature is made out of glass, and thus more brittle, being summoned in at 1/4 of the current hit points of the target. The summoned creature has 15 resistance to fire, cold, electricity, acid, bludgeoning, piercing, and slashing damage types. The summoned creature has vulnerability 50% to sonic damage. The summoned creature has the following immunities: disease, poison, charm, fear, sleep, daze, confusion and mind-affecting. The glass copy's INT, WIS, CHA are set to 8 so it won't be able to cast spells. PCs can't cast this spell on NPCs.
Dancing Lights
Spell Level: Astrologian 0 Innate Level: 0 School: Illusion Components: Verbal, Somatic Range: Short Area of Effect: Single Duration: 1 Minute Additional Counter Spells: Save: Harmless Spell Resistance: Harmless The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time.
Project Star Chart
Spell Level: Astrologian 1 Innate Level: 1 School: Illusion Components: Verbal, Somatic Range: Self Area of Effect: Self Duration: 5 Minutes / Level Additional Counter Spells: Save: Harmless Spell Resistance: Harmless The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.
Necromancy
Curse of Impending Blades
Spell level: Wizard / Sorcerer 2, Bard 2, Ranger 2 Innate level: 2 School: Necromancy Descriptor: None Components: Verbal, Somatic Range: Medium Area of effect: Single Duration: 1 Turn / Level Save: Will negates Spell resistance: Yes The target of this spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to Dodge AC.
- Greater Spell Focus: Necromancy increases the AC penalty to -3
Virulent Walking Bomb
Spell level: Wizard / Sorcerer 3 Innate level: 3 School: Necromancy Descriptor: Fire / Acid / Negative Energy Components: Verbal, Somatic Range: Long (40 meters) Area of effect: Single Duration: 1 Round / Level Save: Fortitude negates round damage, Reflex 1/2 explosion damage Spell resistance: Yes The caster magically injects a target with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the target dies while the effect is still active, it explodes, damaging all targets nearby. The explosion deals 1d4 damage per caster level. The caster chooses from three elements: Fire, Acid, or Negative Energy
- There is a one round arming time before a creature will explode on death.
- Spell Focus: Necromancy grants a 20% chance that creatures caught in the explosion will also be infected.
- Greater Spell Focus: Necromancy grants a 40% chance that creatures caught in the explosion will also be infected
- Spell Focus: Divination: increases the duration by 3 rounds
- Greater Spell Focus: Divination: increases the duration by 6 rounds
- Greater Spell Focus: Transmutation: increases the round damage to 1d6
- Greater Spell Focus: Evocation: increases the explosion damage to 1d6
Beltyn's Burning Blood
Caster Level(s): Sorc/Wiz 5 Innate Level: 5 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed.
Chill Touch
Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Necromancy Descriptor(s): Cold Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1d4 + 1 round / level Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
Disrupt Undead
Disrupt Undead Necromancy Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Halt Undead
Spell level: cleric 3 Innate level: 3 School: necromancy Components: verbal, somatic Range: medium (20 meters) Area of effect: huge (6.67-meter radius) Duration: 1 round / level Save: Will negates Spell Resistance: yes In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.
Heart Clutch
Necromancy [Evil] Level: Cleric/Wizard/Sorcerer 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid Duration: Concentration (see text) Saving Throw: Fortitude negates (see text) Spell Resistance: Yes The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round. Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand.
Mass Virulent Walking Bomb
Spell level: Wizard / Sorcerer 5 Innate level: 5 School: Necromancy Descriptor: Fire / Acid / Negative Energy Components: Verbal, Somatic Range: Long (40 meters) Area of effect: Huge (6.67 meter radius) Duration: 1 Round / Level Save: Fortitude negates round damage, Reflex 1/2 explosion damage Spell resistance: Yes The caster magically injects a group of creatures with corrosive energy that inflicts 1d4 continual damage each round (of the selected energy). If the targets dies while the effect is still active, they explode, damaging all targets nearby. The explosion deals 1d4 damage per caster level.
The caster chooses from three different elements: Fire, Acid, or Negative Energy
- There is a one round arming time before a creature will explode on death.
- Spell Focus: Necromancy grants a 20% chance that creatures caught in the explosion will also be infected.
- Greater Spell Focus: Necromancy grants a 40% chance that creatures caught in the explosion will also be infected
- Spell Focus: Divination: increases the duration by 3 rounds
- Greater Spell Focus: Divination: increases the duration by 6 rounds
- Greater Spell Focus: Transmutation: increases the round damage to 1d6
- Greater Spell Focus: Evocation: increases the explosion damage to 1d6
Mass Curse of Impending Blades
Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3 Innate level: 3 School: Necromancy Descriptor: None Components: Verbal, Somatic Range: Medium Area of effect: Medium Duration: 1 Turn / Level Save: Will negates Spell resistance: Yes Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to Dodge AC.
- Greater Spell Focus: Necromancy increases the AC penalty to -3
Death Knell
Spell level: Cleric 2 Innate level: 2 School: Necromancy Descriptor: Negative Energy Components: Verbal, Somatic Range: Touch Area of effect: Single Duration: Damage Instant, Buff 1 Hour / Level Save: Fortitude 1/2 Spell Resistance: Yes The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
Living Undeath
Spell level: Cleric 3 Innate level: 3 School: Necromancy Components: Verbal, Somatic Range: Touch Area of effect: Single Duration: 1 Turn / Level Save: None Spell Resistance: No The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.
The spell's target must not be an emeny of the caster, and must be a living organism (no undead or construct)
Dread Seizure
Spell level: Wizard / Sorcerer 3, Astrologian 3 Innate level: 3 School: Necromancy Descriptor: None Components: Verbal, Somatic Range: Short Area of effect: Single Duration: 1 Turn / Level Save: Fortitude negates Spell resistance: Yes You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.
Astral Regeneration
Spell Level: Astrologian 1 Innate Level: 1 School: Necromancy Components: Somatic Range: Touch Area of Effect: Single Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Harmless Spell Resistance: Harmless A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round.
Celestial Regeneration
Spell Level: Astrologian 3 Innate Level: 3 School: Necromancy Components: Somatic Range: Touch Area of Effect: Single Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Harmless Spell Resistance: Harmless A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round.
Transmutation
Body of the Sun
Spell level: Druid 2, Astrologian 2 Innate level: 2 School: Transmutation Descriptor: Fire Components: Verbal, Somatic Range: Personal Area of effect: Caster Duration: 1 Round / Level Save: Reflex 1/2 Spell Resistance: Yes By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to all adjacent creatures every round.
Creeping Cold
Spell level: Druid 2 Innate level: 2 School: Transmutation Descriptor: Cold Components: Verbal, Somatic Range: Short Area of effect: Single Duration: 3 Rounds Save: Fortitude 1/2 Spell Resistance: Yes The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.
Greater Creeping Cold
Spell level: Druid 4 Innate level: 4 School: Transmutation Descriptor: Cold Components: Verbal, Somatic Range: Short Area of effect: Single Duration: 4 Rounds Save: Fortitude 1/2 Spell Resistance: Yes The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth). Only one save is allowed against the spell; if successful, it halves the damage each round.
Extract Water Elemental
Spell level: Druid 5, Sorcerer/Wizard 6 Innate level: 6 School: Transmutation Descriptor(s): Cold Components: Verbal, Somatic Range: Short Area of effect: single Duration: Special Save: Fortitude half Spell resistance: Yes This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.
Blood to Water
Spell level: Cleric 6 Innate level: 7 School: Necromancy Components: Verbal, Somatic Range: Medium Area of effect: Large or up to 5 living creatures Duration: Instant Save: Fortitude Half Spell resistance: Yes You transmute the subjects' blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.
Spiderskin
Spell level: Druid 3, Sorcerer/Wizard 4 Innate level: 3 School: Transmutation Components: Verbal, Somatic Range: Touch Area of effect: Single Duration : 1 Hour / Level Save: None Spell resistance: No The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).
Alter Self
Caster Level(s): Bard 2, Wizard / Sorcerer 2 Innate Level: 2 School: Transmutation Descriptor(s): Component(s): Verbal Range: Personal Area of Effect / Target: Caster Duration: 1 Turn / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The caster is able to turn himself into a humanoid or small animal.
- Spell Focus: Transmutation increases the duration of Alter Self to 2 turns per level.
- Greater Spell Focus: Transmutation increases the duration of Alter Self to 4 turns per level.
- Greater Spell Focus: Transmutation makes Alter Self impossible to dispel
Augment Familiar
School: Transmutation Caster Level: Sorcerer/Wizard 2 Components: V, S Range: Close Target: Your familiar Duration: Concentration + 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.
- Concentration requires the spellcaster to remain completely still, attempting no actions, movement or item use.
- Spell Focus: Transmutation increases the duration of Augment Familiar to 2 rounds per level.
- Greater Spell Focus: Transmutation increases the duration of Alter Self to 4 rounds per level.
Baleful Polymorph
School: Transmutation Caster Level: Druid/Sorcerer/Wizard 5 Components: V, S Range: Close Target: One creature Duration: Permanent Saving Throw: Fortitude negates (-4 DC) Spell Resistance: Yes Transforms the target into a helpless chicken with minimal physical attributes and the inability to cast spells or use items other than potions.
Bless Water
School: Transmutation Level: Cleric/Paladin 1 Components: V, S, M Range: Touch Target: Flask of water touched Duration: Instantaneous Save: Will negates (object) Spell Resistance: Yes (object) This transmutation imbues a flask of water with positive energy, turning it into Holy Water. It does not require a water item in your PC's inventory to work.
Jump
Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.
Lower Spell Resistance
Caster Level(s): Cleric 4, Wizard / Sorcerer 4 Innate Level: 4 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: 1 Minute / Level Additional Counter Spells: Save: Fortitude Negates Spell Resistance: No This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level.
Mass Ultravision
Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4 Innate Level: 4 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Friendly creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
Whispering Wind
Transmutation [Air] Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Current region Duration: Instant Saving Throw: None Spell Resistance: No You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu). You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.
Disintegrate
Spell level: sorcerer/wizard 6 Innate level: 6 School: Transmutation Descriptor: none Components: Verbal, Somatic Range: Medium Area of effect: Single Duration: Instant Save: Fortitude partial Spell Resistance: Yes A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage. 'This spell has no effect on player characters unless they are already bleeding out or have already been subdued in PvP.
Hex of Eratosthenes
Spell Level: Astrologian 1 Innate Level: 1 School: Transmutation Components: Verbal, Somatic Range: Medium Target: single Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Will negates Spell Resistance: No The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.
Hex of al-Battani
Spell Level: Astrologian 1 Innate Level: 1 School: Transmutation Components: Verbal, Somatic Range: Medium Target: Single Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Will negates Spell Resistance: No The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.
Hex of Anaximander
Spell Level: Astrologian 1 Innate Level: 1 School: Transmutation Components: Verbal, Somatic Range: Medium Target: Single Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Will negates Spell Resistance: No The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.
Stellar Blade
Spell Level: Astrologian 3 Innate Level: 3 School: Transmutation Components: Verbal, Somatic Range: Touch Target: Single Duration: 1 Turn / level Additional Counter Spells: Save: Harmless Spell Resistance: Harmless A weapon is given the power of the heavens themselves. For the duration of the spell, the following effects are applied: • +1 attack bonus. • +1 magic damage, plus an extra 1 magic damage for every 10 Astronomy ranks of the wielder. • The weapon has a 25% chance of stripping the spell 'Blur' on hit.
Hideous Heaviness
Spell Level: Astrologian 5 Innate Level: 5 School: Transmutation Components: Verbal, Somatic Range: Touch Target: Single Duration: Instant Additional Counter Spells: Save: No Spell Resistance: Yes The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as magic damage.
Hex Dispersion
Spell Level: Astrologian 2 Innate Level: 2 School: Transmutation Components: Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: 3 Rounds + 1 Round / Level Additional Counter Spells: Save: Will negates Spell Resistance: No The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.