Spells (Apath)

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Unofficial rules compendium

Some patches and new spells

Armor

Transmutation
Level: alchemist 1, bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Short (25 ft. + 5 ft./2 levels
Target: Clothes of one creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Turn a creature's clothes into armor, with an armor bonus of +4 with no weight, armor check penalty, or spell failure chance. The wearer is considered proficient with this armor, and is not metal armor. Anything worn in pockets or as part of the clothing is still accessible. If the creature spends a standard action to take off the armor, the spell ends and the clothes return to normal.

Benign Dispel

Abjuration
Level: bard 0, cleric 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spell, creature, or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use benign dispel to dispel magic you have created or cast yourself. You can dispel the effects of a single spell on a single target, or a single lasting area spell.

A dispelled spell ends as if its duration had expired. Spells that cannot be affected by dispel magic are also immune to benign dispel. Benign dispel can dispel spell-like effects you have created just as it does spells, but not supernatural effects.

Benign dispel cannot affect magic items of any kind.

Color Cantrip

Illusion (Glamer)
Level: bard 0, magus 0, sorcerer/wizard 0
Components: V, S
Cast Time: 1 standard action or more; see text
Range: Touch
Target: Part of object or creature touched up to Small size
Duration: 1 hour/level
Save: Will disbelief
SR: No

This spell changes the coloration of a willing creature or object. It can affect a creature or object of up to Small size, or a similarly-sized part of a larger object or about 10 sq. ft. of surface area [1 sq. m.]. This is enough to cover the head of a Large creature. Color gives a +2 competence bonus on Disguise, Forgery, Profession (Groom) and appropriate Craft skills. When used with skills to create more than simple flat colors, the casting time is extended to the time such a craft project would normally take.

Creature Image

Illusion (Figment)
Level: sorcerer/wizard 2
Components: V, S, F
Cast Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Visual figment, not larger than Large size.
Duration: Concentration + 1 round/level (D)
Saving Throw: Will disbelief
Spell Resistance: No

Creates a visual illusion of a Large or smaller creature, as visualized by the caster. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.

Acts according to the caster's instructions, not unlike a summoned monster. The spell ends if the figment moves out of range.

Focus
A bit of fleece.

Deepockets

Transformation
Level: magus 2, sorcerer/wizard 2, witch 2
Components: V, S, M, F
Cast Time: 1 minute
Range: Touch
Target: Robe or pouch touched
Duration: 1 hour/level (D)
Save: Fortitude negates (harmless)
SR: Yes (harmless, object)

This spell must be cast on spell component pouch,including one incorporated into a robe. It creates 1001 small openings into extradimensional space linked to the pockets. 1000 of these are very small; each of these can hold one diminutive item like one arrow, bolt or other ammunition, a wand, scroll, potion bottle, or a typical material component. Retrieving or storing an item in any of these pockets is a free action. The 1001st pocket opens the lining and allows direct access to all the stored items. This allows large objects to be stored, but storing or retrieving something through the lining is a move action. All of these items are held in a single extra-dimensional space, whose total capacity is 10 cu. ft. or 100 lbs.

Material component: A needle and some thread.

Focus: A spell component pouch (5 gp)

This spell was adapted from second edition.

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.

Dimension Door, Lesser

School conjuration (teleportation)
Level: bard 2, magus 1, sorcerer/wizard 2, summoner 2, witch 2
Components: V,S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: You
Duration: Instantaneous

This is the same as 'dimension door', except as note above and in that you must see the point of arrival. You can bring a familiar in physical contact with you along when you cast this spell.

Feign Death

Necromancy [death]
Level: cleric 3, sorcerer/wizard 3, witch 3
Components: V
Cast Time: 1 immediate action
Range: Touch
Target: Willing living creature touched
Duration: 1 day/level or until triggered
Save: No
SR: No

This spell kills a willing target, binds the soul to the body, and creates a contingency that allows the target resurrect itself at any time inside the duration of the spell. If the target suffers bodily harm while dead, he returns maimed. If the head and torso are destroyed or separated, he cannot resurrect himself until they are repaired. If the spell ends while the target is dead, the soul passes on and can no longer resurrect the body.

The casting time is an immediate action; it can be cast as a reaction to an attack but before the attack is executed; seemingly the attack killed the target. If prepared with a contingency it can trigger on your death. While dead and bound to the body, the target can perceive what is within 10 ft. of his heart. At any time within the duration of the spell he can resurrect his body.

Coming back from the dead is an ordeal. The subject of the spell gains two negative levels when it is raised, just as if it had been hit by an energy-draining creature. The save DC to remove these negative levels is automatically successful. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. All poison and disease are cured in the process of raising the subject. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.

As a part of this spell, the body and its possessions are protected by magic aura. Note that a corpse is an object, including a corpse under this spell.

This spell was adapted from first edition.

Feign Death, Greater

Level: sorcerer/wizard 7, witch 7
Duration: 10 years/level or until triggered

This is the same as feign death except as noted above and as follows.

The target's body is repaired when resurrected, healing any attribute damage and restoring any missing body parts. Only the target's heart needs to be intact for the resurrection to be possible.

Fey Gold

Illusion (Shadow)
Level: bard 2, druid 3, sorcerer/wizard 2, witch 2
Components: V, S, F
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels.
Target: Objects up to 1 lb/level.
Duration: 1 hour/level (D) (see text)
Save: Will disbelief (if interacted with)
SR: No

Covering the objects in autumn leaves, you turn it to gold, while spare leaves turn into a pile of gold coins.

This spell turns any object into semi-real gold. Yellow leaves turn into gold coins; other objects become golden versions of themselves. This seems to be gold to all senses and mundane detections, having the correct weight, softness and so on. One pound of raw gold is worth 25 gp, one pound of gold coins are worth 50 gp, the value of other forgeries seem to be worth a hundred times the object's original value, up to a maximum of 100 gp per caster level. A magical object or one in a creature's possession gets a Will save when the spell is initially cast. When someone cuts the object, weighs it, or touches it with iron there is a chance to disbelieve the illusion; success ends the spell.

Focus: Yellowed leaves.

Fools Gold

Transformation
Level: alchemist 1, sorcerer/wizard 2
Components: V, S, M
Cast Time: 1 full round
Range: Touch
Target: Lead, copper, or bass objects, up to 1 lb/level
Duration: 1 hour/level (see text)
Save: Will negates (object) (see text)
SR: Yes (object)

This spell turns lead, copper, or brass into shining gold. One pound of raw gold is worth 25 gp, one pound of gold coins are worth 50 gp, the value of other forgeries seem to be worth a hundred times the object's original value, up to a maximum of 100 gp per caster level. A magical object or one in a creature's possession gets a Will save when the spell is initially cast. When an object under fools gold touches lead or iron the transformation is negated.

When used by an alchemist, this is an oil poured over the target item.

This spell was adapted from first edition. It can be used to swindle, but a more safe use is to impress with paste jewelry.

Forget

Illusion (Phantasm) (Mind-Affecting)
Level: bard 2, philosopher 2, sorcerer/wizard 2, witch 2
Components: V, S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level, no two of which are more than 30 ft. apart.
Duration: 1 round/level, then instantaneous (see text)
Save: Will negates
SR: Yes

This spell impairs the long-term memory of its targets. It has no immediate effect, instead it kicks in as the duration runs out and is then considered an immediate effect which can no longer be dispelled. It can be dispelled normally before the effect kicks in. When it activates all those affected forget what transpired during the duration and for an equal time beforehand. Lost memories can be recovered using hypnotism or with any effect that restores Intelligence damage (except normal rest).

On the last round of the duration targets are dazed. If there are no immediate concerns or dangers at the end of that round targets are likely to stand down, confused at what transpired and how they got to where they are.

Tim the tax-collector accosts Wolfram the mage. Unwilling to pay the tax, wolfram casts sleep on the tax men, followed by this spell to remove all memory of the incident. Unfortunately, Tim had been trailing Wolfram for a bit; even if he forgets the incident, he still remembers that Wolfram is behind on taxes because he learned about that outside the time span affected by the spell.

Fumble

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 1, magus 1, philosopher 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: Reflex negates
SR: 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 armor or a nearby terrain feature such as a bush. Takes a full-round action to clear.

Launch Bullet

Transmutation
Level: alchemist 2, magus 2, philosopher 3, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more small missiles
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You launch rocks, sling bullets or other small item to strike an opponent. You may fire one missile at levels up to 6, two missiles at level 7, and three missiles at level 11 and up. Each missile requires a ranged attack to hit and deals 4d6 points of smashing damage. The missiles counts as being launched from a sling with an enhancement bonus to hit and damage of +1 per 3 caster levels (+1 at third level, +2 at sixth level, +3 at 9th level, +4 at 12th level, +5 at 15th level and +6 at 18th level). Apply the normal rules for any special ammunition used.

The missiles may be fired at the same or different targets, but all of them must be aimed at targets within 30 feet of each other and fired simultaneously.

Mature Plant

Transmutation
Level: druid 1, Ranger 2, witch 2
Components: V, S, M, DF, XP
Casting Time: 1 standard action
Range: Touch
Target: Plant touched
Duration: Concentration, then instantaneous
Saving Throw: None
Spell Resistance: No

This spell matures a single plant, causing it to grow and mature in a matter of rounds. It can be cast on a newly planted seed or on an immature plant. As the spell is cast, the seed sprouts and the plant grows to tiny size. For each round the plant grows by one size category, up to a maximum size depending on caster level. If the plant reaches its full natural size and the caster would be capable of making a plant larger than this, it will then burst into flower and fruit simultaneously on the next round, regardless of the season. The grown plant is not magical and cannot be dispelled, but if the spell is dispelled while the plant is still growing, growth immediately stops.

The spell can never make the plant to grow larger than it could naturally do in the current location and it will not grow in a way that causes it to damage construction or completely fill an area.

This spell has no effect on plant creatures or plants with challenge rating, such as green slime.

If the plant yields something of value, such as darkwood or herbs with medical or magical effects, the caster needs to sprinkle an equal value in diamond dust over the plant. Normal hardwoods, fruit or herbs have no cost.

Caster Level Maximum Size
1-2 Small
3-4 Medium
5-6 Large
7-8 Huge
9-10 Gargantuan
11+ Colossal

Monstrous Physique (I-IV)

You can use these spells to assume the form of a humanoid, but if you do you do not get the natural armor bonus.

Mutual Attraction

Enchantment (Charm) (Mind-Affecting)
Level: bard 0, sorcerer/wizard 0, witch 0
Duration: 10 minutes/level (D)

This is the same as charm person, except as noted above and in that it affects both the caster and the target, charming each in relation to the other. The spell only works as long as it affects both parties; if it is saved against, dispelled, suppressed, or otherwise negated for one part, it ceases for the other as well. The caster can end the spell at any time and need not be in range of the target to do so (the caster is always in range of himself).

Neglect

Illusion (Glamer)
Level: bard 0, sorcerer/wizard 0, witch 0
Components: V, S, M
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Burst out to range
Duration: 10 minutes/level
Save: Will disbelief (if interacted with)
SR: No

This spell causes the affected area to appear vacant, neglected, and unused. This spell creates illusory dust, cobwebs, thin wisps of mist, eerie but faint lights, rattling and prattling noises, ghostly footsteps, and other mood elements suited to an abandoned or haunted look as desired by the caster. It does not impair visibility in any way, merely making things look like they have been undisturbed for a long time. It cannot change the appearance of living creatures.

Material component: A tattered ribbon of black silk or spider web.

Phantom Armor

Illusion (Shadow)
Level: sorcerer/wizard 2
Components: V, S
Cast Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until disbelieved; see text.
Saving Throw: Will disbelief (See text)

This spell creates the illusion of a suit of full-plate armor on your person. This suit gives an armor bonus of +9 with no weight, chance of arcane spell failure, movement restriction, or armor penalty. An opponent that misses an attack against you is allowed a Will saving throw to disbelieve, which ends the spell but the miss is still a miss. If you take off the phantom armor, the spell ends.

Material component: A small bar of steel.

This spell has been adapted from first edition.

Pushing Ray

Transmutation
Level: magus 0, sorcerer/wizard 0, witch 0
Components: V, S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Save: None
SR: Yes

This ray gives a telekinetic push similar to what an normal human hand can do. This is sufficient to switch a lever, move small objects, and possibly open a stuck door or push weak creatures around but does not allow fine manipulation. A ranged touch attack is required to hit, and the spell can attempt Strength feats involving pushing (such as opening a stuck door), bull rush, or trip as a Medium size creature with Strength 10 and +0 CMD.

Raise Dead/Reincarnate

All kinds of resurrection that take place more than 10 minutes after death are inherently unstable and dangerous and generally fail unless a great quest to the outer planes is taken first to make them succeed. The exception is for targets slain by death effects, where these spells work normally.

Repellant, Red's

Abjuration (Electricity)
Level: magus 1, sorcerer/wizard 1, witch 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level (D)
Saving Throw: Reflex half, see text
Spell Resistance: Yes

This spell surrounds the target in a field of static electricity. This gives off a small electric shock to all diminutive or smaller creatures in the caster's space at the end of the creature's move (but before it's attack, if any). To such creatures, the spell inflicts 1 point of electrical damage per caster level. To a swarm of such creatures, the spell inflicts 1d6 points of electric damage per caster level, to a maximum of 5d6 at 5th level. A Reflex saving throw halves the damage for the round (negating it in the case of a single creature), but a new save is required on the next round if the creature remains in the area.

Reproduction, Red's

Transmutation
Level: Philosopher 2, sorcerer/wizard 2, witch 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object or objects with images and or writing
Duration: 10 minutes/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You point at the object and then move your hand holding a stylus or quill. As you intone the spell, a copy appears on a sheet of paper close at hand.

You cause writing and images from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies one square foot (one page in a typical large codex, or approximately 250 words) per minute. It can also create a miniature version of a large image, copying up to a 10 ft. square image onto a 1 ft. square paper in one minute, but considerable detail is lost this way. The caster must remain within range while spell works, but need not pay attention.

The spell faithfully copies what is there to the limit of it's ability, but subtle clues or hidden details might be lost. What the spell produces is obviously a reproduction, but includes all salient details, similar to what a journeyman artist could produce (equivalent to a Craft roll of 15). The caster can use Craft (Calligraphy or Drawing) to improve the quality of what the spell produces if desired, but this requires concentration.

The spell copies only nonmagical text and images, not magical writings, symbols or images (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical imagery (such as a letter with explosive runes), only the normal parts are copied, leaving blank space in the copy where the magic would be expected. The spell triggers (but does not copy) writing and symbol-based magic traps in the material being copied. The material component quill (1hp, Harness 0) does the actual writing, and if it is destroyed the spell ends.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

Material component: A quill.

Riddle Resolver, Red's

Divination
Level: bard 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

This spell lets you envision symbols, working out possible combinations and solutions to riddles, texts and ciphers in your head at a furious rate.

This allows you to use the Linguistics skill to decipher script or solve riddles as a full-round action instead of in one minute. It also grants a +4 circumstance bonus on decipher script checks.

Material Component: Brown sugar.

Shadow Armaments

Illusion (Shadow)
Level: magus 2, sorcerer/wizard 2, witch 2
Components: V, S
Cast Time: 1 standard action
Range: Touch
Target: One illusory enchanted item
Duration: 10 minutes/level
Save: Will partial (see text)
SR: No

This spell creates one illusory magic item out of shadow; either a weapon or a suit of armor of any kind. This item has an enhancement bonus of +1 per four caster levels and is used exactly like a normal item of its kind, except that the caster of the spell is always considered proficient with shadow arms.

Targets are entitled to a Will saving throw when first struck by such a weapon or when they miss a creature wearing such armor; on a success, the item’s mundane armor bonus or damage value can be ignored, but damage or armor class derived from the enhancement bonus applies as normal. Non-intelligent creatures and objects automatically succeed at this saving throw.

Shadow Evocation/Conjuration, Shades

All variants of Shades, Shadow Evocation, and Shadow Conjuration can emulate any spell up to the level of the spell cast (not one level lower, as all these spells do now).

Shadow Creation

Illusion (Shadow)
Level: sorcerer/wizard 3, witch 3
Components: V, S
Cast Time: 1 minute
Range: 0 ft.
Target: Unattended, nonmagical object, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Save: Will disbelief; see text
SR: No

You create an unattended item with no magical properties. The volume of the item created cannot exceed 1 cubic foot per caster level.

Items so created are only partially real. When interacting solely with dead matter, they have only 20% of their normal strength or capacity. When interacting with a creature the item functions normally, but that creature can attempt a Will saving throw; success causes the item to disappear. A specific creature can only attempt to disbelieve the spell once.

Jingen creates magical rope. He uses this rope to haul himself out of a crevice. He chooses to void his Will saving throw, and the shadow creation rope functions normally. Later, Jingen uses part of the rope to repair a bridge and then moves on; in this case the rope has only 20% of its normal strength. Finally, he uses some of it to tie up an opponent; forgetting that the opponent can make a Will saving throw when he interacts with the rope - in this case makes a roll to to get out of.

Attempting to use any created object as a material component only works 20% of the time, or never if the material component has a gold piece value.

Shadow Fighting

Illusion (Shadow)
Level: bard 1, cleric 1, magus 1, sorcerer/wizard 2, witch 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until disbelieved
Saving Throw: Will negates and Will disbelief; see text
Spell Resistance: Yes; see text

This spell turns the target's attacks into unreal shadows inflicting illusory damage. The attacks look and feel real enough, but cannot actually kill. This spell can be used to fool an opponent into causing unreal damage, but it is more commonly used to stage nonlethal duels and arena events or to fake conflicts. As such, it is most effective when cast on a willing target.

Any damage the target does is transformed into nonlethal damage, including damage done by spells and powers. This transformation is done after any modification due to type, like that due to damage or elemental resistance or vulnerability. After the transformation, damage can be further reduced if the target is resistant to nonlethal damage. A creature immune to nonlethal damage takes normal damage from shadow fighting attacks.

The target can make a Will save to disbelieve whenever he inflicts damage. Anyone bandaging or closely studying the illusory wounds can make a Will save to disbelieve. Successful disbelief ends the spell. Any damage remains, but now appears as mere bruises.

The initial target can use spell resistance to resist the spell, but a target that takes nonlethal damage because of the spell may not.

This will not affect any damage caused indirectly, such as by a summoned creature or from a fall caused by a bull rush.

Arcane material component: A flimsy miniature weapon.

Shadow Fighting, Mass

Illusion (Shadow)
Level: bard 2, cleric 3, magus 3, sorcerer/wizard 3, witch 3
Range: Close
Target: One creature/level, no two of which may be more than 30 ft. apart.

Except as noted, this is the same as the shadow fighting spell.

Shadow Heal

Illusion (Shadow)
Level: bard 5, sorcerer/wizard 6, witch 5
Components: V, S
Cast Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Save: Will negates (harmless)
SR: Yes (harmless)

You give the target 10 temporary hit points per level (maximum of 200 hp at level 20), but these temporary hit points can never exceed the damage the creature has already suffered. These temporary hit points can awaken a creature unconscious due to damage. While the spell is in effect, any ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned effects on the target are suppressed, but the effect resumes once shadow heal ends unless they would normally have run out in the meantime.

Shadow Polymorph

Illusion (Shadow)
Level: sorcerer/wizard 4
Components: V, S
Cast Time: 1 standard action
Range: willing creature touched
Duration: 1 minute/level
Saving Throw: Will disbelief (if interacted with), see text
Spell Resistance: No

This is like polymorph, except you use material from the Plane of Shadow to transform a creature touched into a quasi-real shape. Any creature that interacts with the shadow polymorphed creature can make a Will save to recognize its true nature. A creature that succeeds on its save sees the shadow polymorph as transparent images superimposed on the true form. Objects automatically succeed on their Will saves against this spell.

Against a creature that recognizes the illusion, physical damage and the damage of any power gained from the shadow polymorph is one-fifth (50%) normal, and all special abilities that do not deal lethal damage are only 50% likely to work. (Roll for each use and each affected character separately.) Furthermore, any natural armor bonus is half as large. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the attack being simulated allows.

Shadow Polymorph, Greater

School illusion (shadow); Level sorcerer/wizard 6

This spell functions like shadow polymorph, except that it duplicates greater polymorph. Illusory attacks deal half (50%) damage to nonbelievers, natural armor is half as effective, and non-damaging effects are 50% likely to work against nonbelievers.

Shadow Transmutation

Illusion (Shadow)
Level: bard 4, sorcerer/wizard 4
Components: V, S
Cast Time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throw: Will disbelief (if interacted with), see text

You use material from the Plane of Shadow to transform yourself into a quasi-real shape. Shadow transmutation can mimic any sorcerer or wizard transmutation (polymorph) spell with a personal range and of 4th level or lower. Any creature that interacts with you while you are under the spell can make a Will save to recognize your true nature. A creature that succeeds on its save sees the shadow transmutation as transparent images superimposed on your true form. Objects automatically succeed on their Will saves against this spell.

Against a creature that recognizes you as a shadow creature, your physical damage and the damage of any power gained from the shadow transmutation is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, your natural armor bonus is one-fifth as large. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the attack being simulated allows.

Shadow Transmutation, Greater

School illusion (shadow); Level bard 6, sorcerer/wizard 6

This spell functions like shadow transmutation, except that it duplicates any sorcerer or wizard transmutation (polymorph) spell of 6th level or lower. Illusory attacks deal half (50%) damage to nonbelievers, natural armor is half as effective, and non-damaging effects are 50% likely to work against nonbelievers.

Shadow Transmutation, True

School illusion (shadow); Level sorcerer/wizard 8

This spell functions like shadow transmutation, except that it duplicates any sorcerer or wizard transmutation (polymorph) spell of 8th level or lower. Illusory attacks deal half (80%) damage to nonbelievers, natural armor is 80% as effective, and non-damaging effects are 80% likely to work against nonbelievers.

Shadow Wounds

Illusion (Shadow)
Level: sorcerer/wizard 2, witch 2
Components: V, S
Cast Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Save: Will negates (harmless)
SR: Yes (harmless)

You inflict 2d8 + level (maximum +10) hit points to a living creature or grant that many temporal hit points that fade when the spell ends. These temporary hit points can awaken a creature unconscious due to damage. Temporary hit points are illusory healing, and cannot exceed the damage the creature has currently taken. Temporal hit points form several sources do not stack.

Spectral Wounds

Illusion (Shadow)
Level: sorcerer/wizard 4, witch 4

As shadow wounds, except the spell heals or inflicts 4d8 + level (maximum +20) damage.

Stun

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft. + 5 ft./2 caster levels)
Target: One creature.
Duration: 1 round/level or until broken (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The target is stunned. At the end of each of their turns, targets can attempt a new Will Save to break free.

Stun, Mass

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 5, sorcerer/wizard 5
Target: One creature per level, no two of which can be more than 30 ft. apart.

Except as noted, this is the same as stagger.

Stupefy

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 2, philosopher 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./caster level)
Target: One creature.
Duration: 1 round/level or until broken (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes

You toss colored sand in the air, drawing the gaze of your target. The sand freezes to hang motionless in the air, and the targets attention remains riveted to it.

Targets are dazed and can take no actions, tough it defends itself normally, and gets a new saving throw each round to break the spell (which counts as a full-round action). A target that takes any damage is immediately free of the spell.

Material component: A pinch of brightly colored sand.

Taunt

Enchantment (Charm) (Mind-Affecting, Language-Dependent)
Level: bard 1, magus 1, philosopher 1, sorcerer/wizard 1, witch 1
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Target: One or more creatures of the same type in range.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You spit a slug at a group of creatures, followed by insults, coaxing them to ignore everything else in order to attack you.

Targets can perform no other standard or full-round action than to attack you in melee. If they do not, they can take no other standard or full-round action. They can spend move, free, and swift actions however they like. Targets get a new saving throw each round to break the spell (which counts as a full-round action).

Material component: A slug or toad - live, dead, or imitation.

This spell is from 2nd edition.

Transfer Enhancement

Transmutation
Level: alchemist 2, bard 4, cleric 4, druid 5, magus 3, sorcerer/wizard 3, witch 2
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Effect: Two items touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Putting two similar items into the cold-iron cauldron, you laboriously invoke the spell. When you are done, only one item remains.

This spell transfers all magical properties from one item to another, destroying the first item while making the second item magical. The two items must be identical in mundane function; such as two masterwork longswords, but can differ in size and immaterial details such as decoration. The item to receive the enchantment must be non-magical, but capable of holding the enchantment to be transferred. In the case of arms and armor, it must be a masterwork item.

The magic item gets a saving throw to resist the effect, and if this succeeds, it is immune to further castings of this spell from this caster until the caster advances in caster level.

An alchemist using this infusion pours it into the cauldron.

Focus: A cauldron of cold iron costing no less than 100 gp.

Transfer Enhancement, Greater

Transmutation
Level: alchemist 3, cleric 6, druid 6, magus 5, sorcerer/wizard 5, witch 4

This is the same as transfer enhancement, above, except that items can be different, as long as they are of the same basic kind. A weapon enchantment can be transferred onto another weapon, armor enchantment onto other armor. Wondrous item enhancements can be transferred onto another item capable of holding this enhancement. In no case can an item be given an enchantment not suited to its form.

True Seeing (revised)

True seeing does not see freestanding illusions for what they are, but does see trough illusions used to alter the appearance of items or creatures, including invisibility.

Unseen Musician

Illusion (Figment)
Level: bard 0, cleric 2, sor/wiz 2, witch 2
Components: V, S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Audio figment similar to a single performer.
Duration: 10 minute/level (D)
Saving Throw: Will disbelief
Spell Resistance: No

This creates an audible illusion of a musician; the only action it can perform is to play music as the caster directs. It can generate sound as if it carried a portable musical instrument of your choice. The caster must know the tune to be played, and the unseen musician gives only a passable performance, equivalent to a Perform check of 10. It can do the "aid other" action by providing musical accompaniment. It is mostly used as background music or as accompaniment for a singer or dancer. The unseen musician can only drone, hum and play instruments; it cannot speak or sing intelligibly.

Wall of Thorns (revised)

Conjuration (Creation)
Level: druid 5; Domain: blood 5, plant 5
Components: V, S
Range medium: (100 ft. + 10 ft./level)
Effect: wall of thorny brush, up to one 10-ft. cube/level (S)
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: no

A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. The wall provides cover and concealment to creatures inside it, while any intervening square of thorns provide full cover and total concealment.

You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.

Any creature failing to break entanglement, or move through a wall of thorns takes piercing damage per round of movement equal to 25 minus the creature's AC. This includes creatures pushed into the wall. Creatures with an AC of 25 or higher take no damage from contact with the wall. The wall can only cause damage to a particular creature once per round.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the wall but is otherwise unaffected. If the save fails, the creature gains the grappled condition.

The thorns are difficult ground and cost 4 movement points per square to enter. Anyone moving into one or more squares of thorns must make a combat maneuver bonus check or Escape Artist check as part of their move action, with a DC equal to caster level of the spell +10. Creatures that fail take damage, lose their movement, and become grappled in the first square of thorns that they enter.

A grappled creature can break free by making a combat maneuver check or Escape Artist check as a standard action against the caster level of the spell +10, taking damage if they fail.

A wall of thorns can be breached by slow work with edged weapons. Clearing a single square of thorns is a full-round action and requires an attack roll or Disable Device check against the caster level of the spell +10. Normal fire and energy effects other than fire cannot harm the barrier, but magical fire can destroy it - the caster of the fire spell makes a Will save against the spells DC separately for each square covered by magical fire to destroy that square.

The effects created by this spell move with a ship. (Skull & Shackles Player's Guide)

See Also

External Links

Spellcasting Guides