Custom Spells
Jump to navigation
Jump to search
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 2 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: 1 hour / 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.
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.
Conjuration
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.
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.)
Summon Storm
Spell level: Druid 4 Innate level: 4 School: Conjuration Descriptor: Lightning Components: Verbal, Somatic Range: Personal Area of effect: Area/Region Duration: 1 Hour / Level Save: Harmless, Storm's Lightnings: Reflex 1/2 Spell Resistance: No The caster summons a storm to the current area and region they're currently at for 1 hour/level. During the storm, lightnings hit random locations in the area. Note 1: Only areas that are exteriors and above ground will be affected by the storm. Note 2: If the area lacks a region, only the area you're currently at will be affected by the storm.
Unravel
Caster Level(s): Wizard / Sorcerer 4, Portal Domain 5 Innate Level: 4 School: Conjuration Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Point Duration: Instant Additional Counter Spells: Save: None Spell Resistance: No The caster opens a seam to another world. This may be attempted once per server reset, and causes planar sickness. Casting this spell is considered a hostile action and cannot be cast near neutral NPCs without a DM oversight.
- Greater Spell Focus: Conjuration allows for two seams open per server reset instead of one.
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.
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.
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.
Divination
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.
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)
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 minute/level 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.
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.
Herald of Winter
Spell level: sorcerer/wizard 5, druid 6 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)
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.
Illusion
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.
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. Darkness surrounds the target for 2 rounds, and an additional Mirror Image of the target is created in the shroud's radius. 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
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.
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
Transmutation
Body of the Sun
Spell level: Druid 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.
Wormsight
Caster Level(s): Druid 4, Sorcerer/Wizard 3 Innate level: 3 School: Transmutation Components: Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Turn / 2 Levels Save: Harmless Spell Resistance: No The target can sense tremors in the earth, allowing them to fight in darkness and detect invisible creatures.
Alter Self
Caster Level(s): Bard 2, Ranger 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.
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.