Talk:Spells (Apath)
Possible Spell Lists
Arcane | Divine | Psychic |
|
|
|
Possible Spell Lists (Alphabetical)
- Alchemist
- Bard
- Bloodrager
- Cleric/Oracle (Domain)
- Druid
- Inquisitor
- Magus
- Medium
- Mesmerist
- Occultist
- Paladin
- Psychic
- Ranger
- Shaman
- Sorcerer/Wizard (Elemental School)
- Spiritualist
- Summoner
- Witch
Summon Monster CR
- 1/2
- 1
- 2
- 3-4
- 5-6
- 7-8
- 9-10
- 11-12
- 13-14
Possible Stuff
Bleeding Wound
Comparisons:
- http://www.d20pfsrd.com/magic/all-spells/t/touch-of-bloodletting
- http://archivesofnethys.com/SpellDisplay.aspx?ItemName=Bleeding%20Strike
- http://www.d20pfsrd.com/magic/all-spells/b/bleed
Cleromancy
Divination
Level:
bard 2,
bloodrager 2,
cleric/oracle 2,
druid 2,
occultist 2,
psychic 2,
ranger 2,
shaman 2,
sorcerer/wizard 3,
spiritualist 2,
witch 2.
Components: V, S, F (divination tokens)
Cast Time: 1 standard action
Range: personal
Target: you
Duration: instantaneous
To cast this spell, you need a set of lots or tokens, each associated with a spiritual entity or ideal. You also need one blank lot. To select a specific mix of such tokens in preparation for using this spell is a full-round action. To make a new token to represent a new concept is also a full-round action. Tokens can be anything from pebbles and twigs to crafted items.
To use the power, you randomly select one of the tokens. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful cleromancy will yield the blank lot. To succeed, make a concentration check with a DC of 10, +2 per non-blank token in the draw. On a failure, a random token is drawn.
The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity's or spirit's influence the answer lies.
Anwulf casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdall as the god of watchmen. Had Loki been in the lot, this token would have been the most meaningful.
Crack
- http://www.d20pfsrd.com/magic/all-spells/s/shatter
- http://www.d20pfsrd.com/magic/all-spells/m/mending
Creeping Mist
Conjuration (creation)
Level:
druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
Range: long (400 ft. + 40/level)
Duration: 10 minutes/level (D)
Effect
cloud spreads in 20-ft. radius from you, 5 ft. high
As obscuring mist except as noted above and that you can spend a move action to make the mist move 20 ft. within the range of the spell. You can also thin the mist increase the area up to four times in each dimension. A creature in thin mist 5 feet away has no concealment. Creatures farther away have concealment (attacks have a 20% miss chance).
Ground Mist
Conjuration (creation)
Level:
cleric/oracle 0, druid 0, magus 0, mesmerist 0, shaman 0, sorcerer/wizard 0, witch 0
Duration: 1 round/level
Effect
cloud spreads in 20-ft. radius from you, 5 ft. high
As obscuring mist except as noted above and that a creature 5 feet away has no concealment. Creatures farther away have concealment (attacks have a 20% miss chance).
Nonlethal Strike
Transmutation
Level: cleric/oracle 0, druid 0, magus 0, occultist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0
Components: V, S, M (bit of cotton fluff)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 caster levels
Target: one creature
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes
Any non-magical weapon or natural attack damage dealt by the subject of this spell is transformed into nonlethal damage. The natural attacks of creatures with damage reduction defeated by magic or a material are immune to this spell.
Remain Alive
Necromancy
Level: cleric/oracle 0, inquisitor 0, psychic 0, spiritualist 0
Components: V, S, M (bit of cotton fluff)
Casting Time: 1 standard action
Range: touch
Target: one living creature
Duration: 1 round
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Any non-magical weapon or natural attack damage dealt to the subject of this spell is transformed into nonlethal damage. Creatures with damage reduction defeated by magic or a material are assumed to do magical damage with their natural attacks and ignore the effect.
Touch of Clemency
Enchantment (compulsion) [mind-affecting]
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: touched creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
The target deals only nonlethal damage with any non-magical attack. The natural attacks of creatures with damage reduction defeated by magic or a material ignore the effect. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.
Touch of Sickness
- http://www.d20pfsrd.com/magic/all-spells/p/pain-strike
- http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=1105
Invoke Anxiety
- http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=658
- http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=64
- http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=170
Nauseating Touch
- http://www.d20pfsrd.com/magic/all-spells/n/nauseating-dart
- http://www.d20pfsrd.com/magic/all-spells/c/cacophonous-call
Sensory Lapse
Illusion (figment) [mind-affecting]
Level: bard 0, inquisitor 0, magus 0, mesmerist 0, occultist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
The target creature is deafened but does not realize it. Others can use Stealth checks to hide from the target regardless of cover or concealment. Target gets a new save to disbelieve the spell each round in which they use their Perception.
http://www.d20pfsrd.com/magic/all-spells/l/lullaby
Other extra-action spells for comparison:
- http://www.d20pfsrd.com/magic/all-spells/l/liberating-command
- http://www.d20pfsrd.com/magic/all-spells/h/heroic-finale
- http://www.d20pfsrd.com/magic/all-spells/c/contingent-action
- http://www.d20pfsrd.com/magic/all-spells/t/telekinetic-charge
Summon Sycophant
Conjuration (creation)
Level:
cleric/oracle 0, druid 0, magus 0, mesmerist 0, shaman 0, sorcerer/wizard 0, witch 0
Instant Action
Evocation
Level: bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5, summoner 5
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target creature can immediately take a move or standard action of their choice.
Instant Attack
Evocation
Level: bard 1, cleric/oracle 2, mesmerist 1, psychic 2, sorcerer/wizard 2, summoner 2
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target creature can immediately make an additional attack.
Readiness
Evocation
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, summoner 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target creature can immediately take a move action of its choice, but its speed is reduced to 5 ft. for this action only.
Slide
Evocation
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, summoner 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target creature can immediately take a 5 ft. step. This does not affect its movement later in the round.
Old Stuff
Deflect Blow
Abjuration
Level: cleric 1, magus 1, sorcerer/wizard 1, witch 1
Components: S
Cast Time: 1 immediate action
Range: personal
Target: you
Duration: instantaneous
Seeing the opponent aiming an attack of you, you make a quick warding gesture and his weapon strays.
Cast this spell when an attack hits you. It confers a +4 Dodge bonus to AC against that one attack only, which can turn it into a miss.
Mage Armor
This spell has a personal range.
Fumble
Enchantment (Compulsion) (Mind-Affecting)
Level: bard 1, magus 1, sorcerer/wizard 1, witch 1
Components: V, S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature.
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes
This spell causes the target to fumble. One of the following happens to the target, as selected by the caster. If the event is not applicable, nothing happens.
- Fumbles and drops any items it holds in its hands (or other appendages).
- Trips up and falls prone. A flying or swimming creature first takes a full move downwards, then falls prone if it hits the ground or bottom.
- Blunders and triggers an attack of opportunity from all creatures threatening it
- Has its vision (or other primary sense) blocked and is blind until it takes a move action to clear it.
- Gets entangled by it’s own gear or a nearby terrain feature such as a bush. Takes a standard action to clear.
Ignite
Evocation (Fire)
Level: Druid 0, Ranger 1, Sor/Wiz 0, Witch 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels
Effect: 1 target or 5-ft.-radius spread, see text
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, matches, or other items made to be lit, as long as they are all within 5 ft. of each other.
When used against a creature, the targets clothes of fur begins to burn and the target catches on fire. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune.
On each of his turns, the burning character may make another Reflex saving throw against this spells save DC. Once he succeeds on a saving throw, he’s no longer on fire. In each of your turns when the creature remains on fire he takes 1d6 points of fire damage. In other words, the target receives two saving throws before taking damage the first time, more if he attempts to douse the flame (see below).
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like (a standard action) permits the character another save with a +4 bonus.
Mist of Deceit
Illusion (Pattern) (Mind-Affecting)
Level: Sorcerer/Wizard 4, Witch 3
Components: V, S
Cast Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Save: Will partial (see text)
SR: No
A bank of fog billows out from the point you designate and appears similar to a fog cloud to casual observation, although the effect is quite different. The fog prevents all vision into or out of the area. Creatures can see normally inside, but their vision is distorted making position and movement uncertain and friends appear as foes.
Whenever a creature inside the cloud attempts to make an attack or cast a targeted spell at an enemy, a Will save is required; on a failure all attacks in that round are actually directed at the closest friendly creature instead, assuming there are any within sight. If several friends are equidistant the attacker gets to pick whom to attack. If the new target is out of range, the attacker must move 5 ft. to get in position to attack; this is an extra free move, and actually represents the uncertainty of position the spell engenders; the attacker wasn't actually where he was supposed to be. If the attack is not possible after this movement, the attacker does nothing. A new saving throw is required for each attack sequence or targeted spell cast.
Whenever a creature inside the cloud bank tries to leave the cloud under his own power (by walking, teleporting, flying etc), a Will save is required; on a failure, the creature instead stands still or teleports back to the same location.
The caster is immune to the confusion effects of this spell, tough his vision is still impaired.