Spells (Apath)
Unofficial rules compendium | |
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Sweeping Spell Changes
Energy Damage Cantrips
Level 0 ranged touch attacks spells that do 1d3 energy damage have their damage increased to 1d6. This applies specifically to acid splash, jolt, and ray of frost.
Raise Dead/Reincarnate
All kinds of resurrection that take place more than 10 minutes after death are inherently unstable and dangerous and generally fails with horrifying consequences unless a quest to the outer planes is taken first to win the soul the right to return. The exception is for targets slain by death effects, where these spells work normally.
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 normally do).
Summon Monster / Nature's Ally
A creaure of Intelligence 3 or less summoned by these spells can be controlled using Handle Animal. They know the attack trick taken twice, the guard trick, and the down trick. The caster can handle a summoned creature as a free action, or push it as a move action, and can use concentration check bonus in place of Handle Animal skill bonus. Also, spontaneous casters can undercast summon spells.
New and Modified Spells
Alter Race
Publisher: Purple Duck Games
Transmutation (polymorph)
Level alchemist 1, bard 0, medium 0, mesmerist 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S, F (lock of hair)
Range personal
Target you
Duration 1 minute/level (D)
This spell only affects you if you are a humanoid. You can assume the shape of a member of the humanoid race whose hair is used as a focus component of the spell. The form assumed must be of your own size category. This shape shares your general appearance and you are easily recognized by anyone who knows you. You ignore the Disguise modifier for disguising yourself as a different race, but otherwise gain no bonus to Disguise. You do not gain the racial abilities of the assumed race.
This spell fails and ends if you take any damage or fail a saving throw. Saving throws you voluntarily fail do not cause the spell to end.
Ancestral Advice
Divination
Level
bard 3,
cleric/oracle 3,
medium 2,
occultist 3,
ranger 3,
spiritualist 3
Casting Time
1 standard action
Components
V, S
Range
personal
Target
you
Duration 1 minute/level (D), see text
You call upon the skill and inspiration of an ancestor. For the duration of the spell, you are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell. If you fail a Will saving throw while the spell lasts, you can dismiss this spell as an immediate action to reroll that saving throw.
Armor
Publisher:
Trailseeker
Transmutation
Level: alchemist 1, bard 1, occultist 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels
Target: one creature wearing clothes
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Visibly changes and reinforces the target's clothes, giving them the protective value of armor. This gives the wearer an armor bonus of +4 with no added weight, armor check penalty, or spell failure chance. If the creature spends a standard action to take off the armor, the spell ends and the clothes return to normal.
Attract Attention
Enchantment (compulsion) [mind-affecting]
Level: bard 0, cleric/oracle 0, inquisitor 0, magus 0, mesmerist 0, occultist 0, psychic 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
The target's attention is riveted on the caster. Any attack or skill check the target makes against creatures other than the caster suffers a -2 penalty or has its save DC reduced by 1.
Benign Dispel
Publisher: Trailseeker.
Abjuration
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, ranger 1, paladin 1, sorcerer/wizard 0, summoner 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one spell
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You can use benign dispel to dispel a spell you have cast. 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.
Benign dispel cannot affect magic items of any kind.
Bestow Curse
The following are variant effects for bestow curse.
Spell Effect The target suffers the effect of one of these spells, chosen when the curse is inflicted. This is a permanent necromancy (curse) effect, with a range of touch and allowing a Will save to negate. The save DC is based on the level of the spell that delivers the curse (normally bestow curse, but other spells can mimic bestow curse effects). A spell effect curse never has a partial effect; either the target is cursed and suffers the full effect, or it is not. An effect that would counter one of these spells instead suppresses the curse as long as the countering effect remains. An instantaneous effect that would negate the effect suppresses the curse for 1 minute.
- anticipate thoughts
- aversion
- bite the hand affecting any creature the target summons. Summoned creatures are allowed a Will save (DC of bestow curse) to negate the effect.
- bungle on the target's first action each round.
- calm emotions
- cognitive block
- compassionate ally
- compulsive liar
- confess against all questions asked of the target; a save is allowed each time to ignore the effect, but this does not negate the curse.
- confusion whenever the target is in combat.
- crime wave
- decrepit disguise on all objects the target wears or carries, lasting 1 hour after target drops the item.
- dimensional anchor No emerald field.
- faerie fire
- fairness No symbol appears.
- false belief
- fear the sun
- feast of ashes
- fumbletongue
- garrulous grin
- haze of dreams
- hidden presence The caster can choose another person to become undetectable. If broken, the effect resumes after 1 minute.
- hostile levitation
- ill omen
- imbue with aura
- inflict pain
- isolate
- jealous rage
- jitterbugs
- kinetic reverberation affecting all the target's attacks.
- lock gaze
- lullaby
- mad hallucination
- negative reaction
- open book
- rage
- reckless infatuation
- shadow anchor
- shamefully overdressed
- stage fright
- status
- steal voice
- touch of mercy
- twisted space
- unprepared combatant
- unwitting ally against all opponents.
- vocal alteration
- witness
- Alienation The target does not consider any creature its ally, does not grant or benefit from flanking bonuses, is never a willing target of any effect, and cannot voluntarily fail a saving throw or lower spell resistance.
- Anonymity All of the target’s facial features, vocal cues, and identifying physical traits change, transforming the target into an unremarkable member of its race and a gender selected by the caster. Any skill check to affirm the target's identity has a DC of 30.
- Carrier The effect of the most severe disease (highest save DC) on the target is suppressed, but the target cannot be cured of this disease by any means and remains contagious. If the creature contracts another disease, only the disease with the highest save DC is suppressed; the target suffers the effect of any other diseases normally. If the target does not suffer a disease when this curse is inflicted, it automatically contacts filth fever.
- Death's Door When the target is reduced to -1 or fewer hit points it immediately dies, but the soul is locked in the body for 24 hours, making it susceptible to effects like soul bind that capture a soul.
- Dread Target suffers the shaken condition. Whenever the target suffers any fear condition from some other source, the target is terrorized for the period it would normally suffer that fear effect. A target that is immune to fear or mind-affecting effects is immune to this curse.
- Enforced Alignment If the target fails its initial save, it is cursed. Each time the target performs an action of an alignment opposite to that of the caster's deity (or to the caster, if he has no deity), it must save against the curse or take 1d4 damage to Strength, Dexterity, and Constitution. A successful save does not not negate the curse, only the consequences of that action. The cleric of a lawful Good cleric uses this. The target risks taking damage whenever it performs a chaotic or evil act.
- Farsighted Anything less than 20 ft. away has concealment from the target. The target cannot read text that is concealed this way.
- Fatigue Target suffers the fatigued condition. Whenever the target becomes fatigued from some other source, the target is exhausted for the period it would normally be fatigued. Targets immune to the fatigued conditioned are immune to this curse.
- Fearless The target is immune to fear. Its survival instincts are impaired, causing a -4 penalty to AC and all saves.
- Gigantism The target grows in size but becomes clumsy. The target's size category is increased by two steps (Medium becomes Huge (25 ft. space), Small becomes Large (20 ft. space) but reach does not change. The base damage of melee weapons is doubled. The target gains a -8 size penalty to Dexterity and gains a +4 Size bonus to Strength. The target suffers a -4 penalty on AC and attack rolls, a -4 modifier of Fly checks, and a -8 penalty on Stealth checks. This replaces normal size modifiers.
- Hallucinations The target suffers 50% concealment miss chance on all attacks, and anyone can use Stealth against the target.
- Hemophilia This spell causes any existing wounds that the target possesses to bleed profusely. If the creature’s current total hit points are less than its maximum, the target takes 1d6 points of bleed damage each round. A successful DC 15 Heal check or any spell that cures hit point damage negates the bleeding until the next time the target takes hit point damage.
- Honesty The target cannot lie, dissemble, or use trickery. It suffers a -20 penalty on Bluff and Sleight of Hand checks. Bluff, Diplomacy, and Intimidate checks to make the target reveal secrets gain a +10 circumstance bonus.
- Infirmity The target is sickened. In any round when the target attempts to take a standard or full-round action, there is a 50% chance the target is nauseated and must change their action accordingly.
- Land-bound The target cannot fly or walk on air or water. This negates all magical and mundane air travel and cannot be moved off the ground by telekinesis or similar effects. The target can still swim and ride a creature or vehicle.
- Locked Gaze The target is compelled to look at the caster of the curse and only at them. When the caster is not in sight, the target's vision is constantly distracted. The caster gains a +4 bonus on Charisma-based skill checks and on the save DC of gaze attacks and enchantment spells against the target. The target is distracted on all Perception checks and all creatures except the caster gain concealment against the target. Blind creatures and creatures with all-around vision are immune to this curse.
- Motion Sickness Whenever the target is riding a vehicle, it is stunned and falls prone.
- Mute The target cannot speak or sing. Target cannot use spells with verbal components or items with command word activation, and suffers a -4 penalty on Bluff, Diplomacy, Intimidate, and Use Magic Device checks.
- Nearsighted Anything more than 5 ft away has concealment from the target.
- Night-Blind The target cannot see at all in dim light or darker conditions, regardless of visual abilities.
- Oblivious The target suffers a -40 penalty to Perception.
- Obvious The target suffers a -40 penalty on Stealth checks, and must make a Stealth check each round to remain hidden, even if conditions would not normally require a check. Survival checks to track the creature gain a +10 bonus.
- Odor Target suffers a distinctive and unpleasant body odor. The DC of Survival checks to track the target are reduced by 5. The target suffers a -5 penalty on Diplomacy, Disguise, and Stealth checks. Double the effect against creatures with scent.
- Painless The target cannot feel pain. It does not realize how hurt it is, the GM should secretly track hit point damage for the target. The creature's survival instincts are impaired, causing a -2 penalty to AC and all saves. The target cannot be tortured and is immune to pain effects.
- Rudeness The target suffers a -20 penalty on Diplomacy checks without realizing it.
- Selective Invisibility Randomly select a nearby creature. If the target of the curse does not encounter this creature for 1 hour, select a new nearby creature. This creature becomes imperceptible to all the target's senses except touch. This is a mental block that perception-enhancing abilities cannot remedy.
- Silence The target is affected by a silence effect that has no area and only affects the target. The target cannot make or hear any sound whatsoever. All sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from or can be heard by the target. The target is immune to sonic or language-dependent effects and gains a +4 bonus on Stealth checks, but suffers a -4 penalty on Perception, and any sound-based Perception checks automatically fail.
- Sleeplessness Target cannot sleep. Any effect that causes sleep is negated after one minute, which is insufficient to rest. Characters who do not get a full night’s sleep cannot prepare arcane or psychic spells and suffers the effects of fatigue. The target must make a Fortitude save (DC as the spell) each night or be exhausted. A successful nightly save makes the character fatigued, but does not allow preparation of arcane spells.
- Shrinking The target shrinks in size and power. The target's size category is reduced two steps (Medium becomes Tiny, Small becomes Diminutive). All damage the target inflicts is halved (including damage from items, spells, and supernatural abilities) and the save DC of all abilities is reduced by 4. Speed and the range increment of all weapons is reduced to half. The target gains a +4 size bonus to Dexterity and suffers a -8 Size bonus to Strength. The target gains a +2 bonus on AC and attack rolls, a +4 modifier of Fly checks, and a +8 bonus on Stealth checks.
- Spellblight The target suffers a minor spellblight This is still a curse, and removed as a curse, not a spellblight.
- Staggered Target suffers the staggered condition.
- Starvation Target needs to eat and drink each hour what they would normally need each day.
- Venerable The target suffers the effects of venerable age; -6 to Strength, Dexterity and Constitution, +3 to Intelligence, Wisdom and Charisma. In addition, it suffers -10 on Perception checks and its speed is reduced by half. Any effect that negates age penalties suppresses all the ability modifiers of this curse. Undead are immune to this curse.
- Vertigo The target cannot fly and is nauseated whenever it stands up. Treat the target as prone when sitting.
- Youth Target gains a +2 bonus to Dexterity and a –2 penalty to all other ability scores. The target is not taken seriously and suffers a -20 penalty on Diplomacy checks to make requests. Any effect that negates age penalties also suppresses the Dexterity bonus of this curse.
Bleeding Wound
Necromancy
Level: cleric/oracle 0, druid 0, inquisitor 0, magus 0, occultist 0, psychic, shaman 0, sorcerer/wizard 0, spiritualist, witch 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: wounded living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
A creature that has taken hit point damage but not in excess of its hit points suffers the bleed (1d2 hp) condition. Anything that stabilizes a dying creature ends the bleeding, and the creature is allowed a Fortitude save at the end of each of its turns to end the bleeding.
Blind Spot
Publisher: Purple Duck Games, Trailseeker
Necromancy
Level bard 0, cleric/oracle 0, mesmerist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Fortitude negates
Spell resistance yes
The target suffers blind spots and takes a -4 penalty on Perception checks and ranged attack rolls. Anyone can use Stealth to hide from the target.
Bone Armor
Necromancy
Level: cleric/oracle 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, spiritualist 1, sorcerer/wizard 1, summoner 1, witch 1
Components: V, S, M (bug carapace)
Casting Time: 1 standard action
Range: touch
Target: one creature or 1 undead creature/level (see text)
Duration: 1 hour/level or 1 hour (D) (see text)
Saving Throw: Fort negates (harmless)
Spell Resistance: no
A living or undead target is covered in a carapace of bone, providing a +4 armor bonus to AC. Unlike mundane armor, bone armor entails no armor check penalty, arcane spell failure chance, or speed reduction. You can either affect one living or undead creature with a duration of 1 hour/level, or one undead/level with a duration of 1 hour.
Burst of Flame
Evocation [fire]
Level
druid 0, inquisitor 0, magus 0, sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./ 2 caster levels)
Target: burst of flame
Duration: instantaneous
Saving Throw: no
Spell Resistance: yes
You cause a burst of flame to strike the target with a successful ranged touch attack. The spell deals 1d3 points of fire damage but will not start a fire.
Color Cantrip
Illusion (glamer)
Level: bard 0, magus 0, mesmerist 0, occultist 0, psychic 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 square yard]. 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, but the effect of such skill use ends when the spell does. 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.
Crack
Publisher: Trailseeker.
Transmutation
Level: cleric/oracle 0, druid 0, magus 0, occultist 0, psychic 0, sorcerer/wizard 0, spiritualist 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: one object of up to 10 cu. ft. or one undead or construct creature
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
This spell deals 1d6 points of damage to an object, construct, or corporeal undead.
Create Tool
Publisher: Purple Duck Games, Trailseeker
Conjuration (creation)
Level cleric/oracle 0, occultist 0, psychic 0, ranger 1, sorcerer/wizard 0
Components V, S
Casting Time 1 standard action
Range touch
Target one toolkit up to 10 lb. weight
Duration 10 minutes/level (D), see text
Saving Throw none
Spell resistance no
You create a toolkit appropriate to use one skill, removing penalties for lack of tools. The tool is not masterwork, does not give a skill bonus, and cannot serve as raw material. For example, this spell can create quills and a flat writing surface, but not paper or ink. The tool can be used as an improvised weapon. The spell ends if you cast this spell again or if the tools are more than 5 ft. away from you at the end of any of your turns.
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 of fog in 20-ft. radius or mist in 10 ft. radius/level 20 ft. high (see text) (S)
As fog cloud except as noted above and that you can spend a move action to re-shape the cloud, make it move 20 ft. within the range of the spell, shape the cloud as you wish in the area (even to make several separate clouds), or thin the mist to increase the radius up to 10 ft./caster level. In thin mist creature 5 feet away has no concealment and creatures farther away have concealment (attacks have a 20% miss chance).
Cure Light Wounds
Revision
Conjuration (healing)
Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, occultist 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none
Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance.
Dancing Shadows
Revision, work in progress
Evocation [darkness]
Level: bard 0, magus 0, shaman 0, sorcerer/wizard 0, witch 0
Components: V, S
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Target: Up to four dark motes, all within a 10-ft.-radius area
Duration: 1 minute (D)
Saving Throw: none
Spell Resistance: no
Depending on the version selected, you create up to four dark motes that resemble dancing shadows (and lower the light level by one level in a single 5 ft. square each, to a minimum of dim light) or one vaguely humanoid shape resembling the shadow of a creature or an incorporeal undead. The dancing shadows must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The motes can move up to 100 feet per round. A mote winks out if the distance between you and it exceeds the spell’s range.
You can only have one dancing lights or dancing shadows spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell at the same cost as dancing lights.
- Section 15: Copyright Notice – The Genius Guide to: 110 Spell Variants - The Genius Guide to: 110 Spell Variants. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens
Deepockets
Publisher:
Trailseeker
Transmutation
Level: magus 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
Components: V, S, M (needle and thread)
Cast Time: 1 minute
Range: touch
Target: robe or pouch touched
Duration: 1 hour/level (D)
Save: Fortitude negates (harmless)
Spell Resistance: yes (harmless, object)
This spell must be cast on spell component pouch or on a garment with voluminous pockets, such as a robe or sash. It alters the item to create 1000 small pockets; each of these can hold one Diminutive item or creature, such as a mouse, one piece of ammunition (arrow, bolt, shuriken), a wand, scroll, potion bottle, or a typical material component. Retrieving or storing an item from any of these pockets is a free action for the wearer. Deepockets cannot exceed a total capacity of 4 cubic feet or 100 lbs., and stored items still count towards carried weight. When the spell ends, all stored items return to the pockets of the original target item.
Deja Vu
Work in progress
Divination
Level:
bard 3,
cleric/oracle 3,
medium 2,
psychic 3,
shaman 3,
witch 3
Components: V, S
Casting Time: immediate action
Range: close (25 ft. + 5 ft./ 2 caster levels)
Target: one intelligent creature
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes
Creatures near the target are gripped by a feeling of deja vu, seeing the immediate result of their actions and become able to choose to act differently.
Cast this spell at the end of the turn of a creature within range. What happened on that creature's turn only happened in one possible future. By casting this spell, you send a message back in time to the beginning of the target's turn, giving the target awareness of the result of their actions, and the option to act differently.
All events that happened during the target's turn are rewound; spells are not cast, resources are not spent, damage is not taken, effects didn't happen. The target creature gets to take its turn again, but can choose to take entirely different actions. Regardless of if actions are the same or different, all dice are rolled again, as the target cannot help but make minor changes in its actions.
A creature of zero Intelligence will always take the same actions again and thus cannot be affected by this spell.
Devil Contract
Conjuration (summoning) [curse, evil, lawful]
Level:
bard 5,
cleric/oracle 5,
psychic 5,
sorcerer/wizard 5,
summoner 4
Components: V, S, M (silver shackle worth 20 gp)
Cast Time: 1 minute
Range: close (25 ft. + 5 ft./ 2 caster levels)
Target: Once creature and one devil
Duration: permanent until triggered
Save: Will negates
SR: yes
You curse the target with a conditional devil contract. Stipulate a condition when the devil is summoned to attack the cursed creature. The condition can be a complex one with several clauses. The cursed creature need not know this condition, but it is often in your best interests to inform the victim. When the condition occurs, the devil immediately appears and does its best to kill the cursed creature, as well as anyone nearby who interferes. It then disappears. If the devil is defeated or kills the victim, the curse ends.
The devil need not be present when the spell is cast, but must owe you service, usually compelled by a planar ally' or planar binding spell, and that service is expended casting this spell. If the devil is present when the spell is cast, a verbal agreement suffices.
Devil contract cannot be negated by dispel magic, but remove curse and stronger spells can negate it. If an attempt to negate the curse fails, the devil appears and tries to kill the cursed creature as above.
Dimension Door, Lesser
Publisher: Purple Duck Games
Conjuration (teleportation)
Level bard 2, magus 1, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./level)
Target you
Duration instantaneous
This is the same as dimension door, except as noted above and in that you must see the destination when casting the spell. If your familiar is in physical contact with you when you cast this spell, you can bring it along, but not any other creature.
Energy Orb
Publisher: Trailseeker.
Conjuration [acid, cold, electricity, or fire]
Level
magus 0, sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./ 2 caster levels)
Target: creature or object
Duration: instantaneous
Saving Throw: Reflex negates
Spell Resistance: yes
Creates an orb of energy that deals 1d4 damage to the target. This spell exists in 4 variations that must be learned separately; acid, cold, electricity, and fire. The spell takes on the descriptor of its energy type.
Feign Death
Necromancy [death]
Level: cleric/oracle 3, medium 1, mesmerist 3,
occultist 3, psychic 3, shaman 2, sorcerer/wizard 3, spiritualist 2, 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 (harmless)
SR: yes (harmless)
This spell kills a willing target, binds the soul to the body, and creates a contingency that allows the target to resurrect itself at any time inside the duration of the spell. If the spell ends while the target is dead, the soul passes on and can no longer resurrect the body. As a part of this spell, the corpse and its possessions are protected by magic aura. Note that a corpse is an object, including a corpse under this spell.
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. Resurrection by feign death does not cause the loss of spells.
A creature raised by feign death has half its full hit points. 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.
This spell was adapted from first edition.
Feign Death, Greater
Level: cleric/oracle 6, medium 4, psychic 7, shaman 5, sorcerer/wizard 7, spiritualist 6, 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 drain and restoring any missing body parts. Only the target's heart needs to be intact for the resurrection to be possible.
Fey Gold
Publisher: Trailseeker magazine.
Illusion (shadow)
Level: bard 2, druid 3, mesmerist 1, sorcerer/wizard 2
Components: V, S, M (yellowed leaves)
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. It can be used to swindle, but a safer use is to impress with paste jewelry. 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. Gold objects weigh twice as much as objects ordinary metal and eight times as much as an organic object of the same shape and have a Hardness of 5. 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. The maximum value possible is 50 gp per caster level. A magical object or one in a creature's possession gets a Will save when the spell is initially cast. A fey gold item touched by cold iron is restored to normal.
Fireflies
N Fine vermin (swarm) STATISTICS |
Conjuration (summoning)
Level:
bard 1,
cleric/oracle 1,
druid 0,
mesmerist 1,
psychic 1,
ranger 1,
shaman 1,
sorcerer/wizard 2,
summoner 0,
witch 1.
Components: V, S, M/DF (hesperis flower)
Cast Time: 1 round
Range: close (25 ft. + 5 ft/ 2 levels
Effect: one summoned swarm of fireflies
Duration: concentration + 1 round/level
Save: no
SR: no
You summon a swarm of harmless fireflies. You can give the swarm of fireflies simple orders such as "move along this passage" or "swarm around that creature". You can change the orders as a free action while the swarm is within range. The firefly swarm cannot attack or take any actions besides movement. It takes an Knowledge (nature) check DC 15 to realize the infestation is not natural.
Fool's Gold
Publisher:
Trailseeker
Transmutation
Level: occultist 2, psychic 3, sorcerer/wizard 2
Components: V, S, M
Cast Time: 1 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)
Spell Resistance: yes (object)
This spell turns lead, copper, or brass into shining gold. It can be used to swindle, but a safer use is to impress with paste jewelry. One pound of raw gold is worth 25 gp, one pound of gold coins are worth 50 gp, the value of other forgeries is 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 cast. If an object under fools gold touches iron the transformation ends.
Forget
Illusion (phantasm) (mind-affecting)
Level: bard 2, mesmerist 1, psychic 2, sorcerer/wizard 3, witch 3
Components: V, S
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round and instantaneous (see text)
Save: Will negates
SR: yes
The target is dazed for one round and forgets what happened during the daze and in the last minute before. The memory loss is an instantaneous effect and cannot be dispelled, but lost memories can be recovered using modify memory or with any effect that restores Intelligence drain. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
Tim the tax-collector confronts Wolfram the mage. Unwilling to pay the tax, Wolfram casts forget on the tax man. Unfortunately, even if Tim forgets the encounter, he still remembers that Wolfram is behind on taxes because he learned about that outside the time span affected by the spell.
Forget, Mass
Illusion (phantasm) (mind-affecting)
Level: bard 3, mesmerist 3, sorcerer/wizard 5, psychic 4, witch 5
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 and instantaneous (see text)
Save: Will negates
SR: Yes
Except as noted above, this is the same as forget.
Glitterdust
Conjuration (creation)
Level: bard 2, bloodrager 2, magus 2, mesmerist 2, occultist 2, sorcerer/wizard 2, summoner 2, witch 2
Components: V, S, M (ground mica)
Cast Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Area: creatures and objects within 10-ft.-radius spread.
Duration: 1 round/level
Save: Reflex partial (see text)
Spell Resistance: No
This is a revision.
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which continues to sparkle until it fades or is removed. Any creature covered by the dust takes a -40 penalty on Stealth checks.
A successful saving throw negates the blinding, but creatures are still covered with dust. Each round on your turn turn blinded creatures may attempt new saving throws to end the blindness. As a standard action affected creatures can attempt a new saving throw to dust off the glitterdust and end the entire effect.
Ground Mist
Publisher: Purple Duck Games, Trailseeker.
Conjuration (creation)
Level cleric/oracle 0, druid 0, magus 0, mesmerist 0, shaman 0, sorcerer/wizard 0, witch 0
Duration 1 round/level
As obscuring mist except as noted above, that the mist always hugs the ground and never rises more than 5 ft. into the air, and that it offers less concealment. A creature 5 feet away has no concealment. Creatures farther away have concealment (attacks have a 20% miss chance).
Hideous Laughter
Enchantment (compulsion) [emotion, mind-affecting];
Level bard 1, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
Components V, S, M (tiny fruit tarts and a feather)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature; see text
Duration 2 rounds or until resisted (see text)
Saving Throw Will negates
Spell Resistance yes
This is a revision.
This spell afflicts the subject with uncontrollable laughter. The subject can take no actions while laughing, but is not considered helpless. On the your 's next turn, the target may attempt a new saving throw. If this save is successful, the effect ends. If it fails, the creature falls prone and continues laughing for a second round.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.
Honeyed Words
Publisher: Purple Duck Games, Trailseeker
Enchantment (compulsion) [language-dependent, mind-affecting]
Level bard 0, cleric/oracle 0, magus 0, mesmerist 0, occultist 0, psychic 0, sorcerer/wizard 0, witch 0
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates
Spell resistance yes
The target creature is fascinated and stands still to listen to the caster. If the caster moves out of range or breaks line of effect, the spell ends. Any obvious threat, such as someone aiming an attack at the fascinated creature, automatically breaks the effect.
Inflict Light Wounds
Necromancy
Level antipaladin 1, cleric/oracle 1, inquisitor 1, occultist 1, shaman 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none
Spell Resistance yes
When laying your hand upon a living creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Invoke Anxiety
Publisher: Trailseeker.
Necromancy [fear, language-dependent, mind-affecting]
Level: cleric/oracle 0, inquisitor 0
Components: V, S
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
The target is shaken.
Launch Bullet
Transmutation
Level: magus 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 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, coins, sling bullets or other Fine items 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 (not a touch attack) and deals 4d6 points of bludgeoning damage. The missiles counts as being launched from a missile weapon with an enhancement bonus 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). Launch bullet can be used with sling bullets, use 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 fired simultaneously at targets within 30 feet of each other.
Living Monolith Curse
Publisher
Purple Duck games
Necromancy (curse) [earth]
Level: cleric/oracle 7
Components: V, S, M (stone scarab worth at least 100 gp per hit dice of the target)
Casting Time: 1 standard action
Range: touch
Target: touched creature with class levels
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes
The cursed creature is stunned for 10 minutes and gains a living monolith archetype. Immediately retrain all the creature's feats and all class levels to levels in a living monolith prestige archetype. The target is also subject to a quest of the caster's choosing, and this can be an open-ended quest without the usual time limit. This quest can only be removed by breaking the living monolith curse. When the curse is lifted, the creature returns to its previous class(es), and may immediately advance any levels it gained as a living monolith. If the quest is fulfilled or becomes impossible to fulfill (such as if a guarded tomb is desecrated), the target has the option to return to his old class, or to continue forever as a living monolith; in either case the curse ends.
Living monolith prestige archetypes include the ib monoloth, living monolith, ren monolith, and sheut monoloith.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Magic Phalanx
Transmutation;
Level
cleric 7, shaman 8, sorcerer/wizard 8
Casting Time
1 standard action
Components
V, S, DF
Range
long (400 ft. + 40 ft./level)
Targets
armor worn by allies
Duration
1 hour/level
Saving Throw
Will negates (harmless, object);
Spell Resistance
yes (harmless, object)
You imbue all manufactured armor and shields carried by allies within range with magic, granting each shield or suit of armor a +1 enhancement bonus to Armor Class per 5 caster levels (maximum +5). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Mature Plant
Caster Level | Maximum Size |
1-2 | Small |
3-4 | Medium |
5-6 | Large |
7-8 | Huge |
9-10 | Gargantuan |
11+ | Colossal |
Transmutation
Level: druid 1, ranger 2, witch 2
Components: V, S, M (rare earth, see text), DF
Casting Time: 1 standard action
Range: touch
Target: plant touched
Duration: concentration (maximum 1 round/level) (see text)
Saving Throw: none
Spell Resistance: no
This spell matures a single plant, causing it to grow and ripen in a matter of rounds. It can be cast on a newly planted seed or on an immature plant. 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. If the spell is cast on a seed, the seed sprouts and the plant grows to Diminutive size on the first round, and then continues to grow as above. 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 grow larger than it could naturally do in the location and it will not grow in a way that causes it to damage construction. Growth can create difficult ground and the trunk of the plant is a solid volume, but never fills more than a single 5 ft. square.
If the plant yields something of value, such as darkwood, or medical or magical effects with a gold value, the caster needs to sprinkle an equal value in rare earths over the plant as it grows. Normal hardwoods, fruit or herbs have no cost. This spell has no effect on plant creatures or on plants with a challenge rating, such as green slime.
Merciful Insight
Publisher: Trailseeker.
Divination
Level: bard 0, cleric/oracle 0, occultist 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 (harmless)
Spell Resistance: yes (harmless)
The target ignores the -4 penalty when making nonlethal attacks.
Mirror Image
Revision
School illusion (figment);
Level
bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2; Subdomain deception 2
Casting Time 1
standard action
Components
V, S
Range
personal
Target
you
Duration
1 minute/level
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you. Attacks against you suffer a concealment 50% miss chance. Test miss chance before comparing the attack roll to your Armor Class, when an attack misses because of the miss chance, one image disappears. The spell is discharged when no images remain. Only effects that make an attack roll destroy images.
The target of mirror image suffers a -1 penalty on Stealth checks per image.
An attacker must be able to see the figments to be fooled. If you are invisible, the attacker is blind, or the attack is from an area effect or trap the spell has no effect and no image is destroyed.
Mutual Attraction
Publisher: Trailseeker.
Enchantment (charm) (mind-affecting)
Level: bard 0, mesmerist 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
Duration: 10 minutes/level (D)
Target
caster and one humanoid creature
As charm person except it affects both you 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 target, it ceases for the other as well. You can end the spell at any time and need not be in range of the target to do so.
Neglect
Publisher: Purple Duck Games, Trailseeker.
Illusion (glamer)
Level bard 0, medium 0, mesmerist 0, occultist 0, psychic 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components V, S, M (tattered ribbon or some cobwebs)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target burst out to range
Duration 10 minutes/level
Saving Throw Will disbelief (if interacted with)
Spell resistance 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 noises, ghostly footsteps, and similar 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 neither helps or hinders tracking. It cannot change the appearance of creatures.
Object Shape I
Publisher
Trailseeker
Transmutation (polymorph)
Level
alchemist 3, sorcerer/wizard 3
Components V, S, M (an image or piece of shape assumed)
Casting Time 1 standard action
Range personal
Target you
Duration 1 min./level (D)
You assume the shape of a Small or Medium animated object. You gain the following abilities:
- Darkvision 60 ft.
- Low-light vision
- Hardness 5
- Immunity to poison, disease, nonlethal damage, and ability damage.
- You do not breathe.
- You are not at risk of death from massive damage.
- You can select up to two construction points worth of special abilities.
- You can take two construction flaws to gain one additional construction point.
You can speak and satisfy verbal components in object form, but can only perform fine manipulation and somatic components if your assumed form has hands, like those of a statue, doll, glove, or masterwork gauntlet.
You gain a +10 Disguise modifier to act the part of your assumed shape. Objects have no race and gender and those Disguise modifiers do not apply.
You are able to remain absolutely still to function as a regular (non-animated) object of your assumed form, this gives you a +10 bonus on Disguise checks (in addition to the +10 bonus noted above). You can still be moved by others when you do this, and can function as a mundane object of the assumed type. If you assume the form of a cart, you can carry weight, your wheels can rotate, and so on. If you assume the form of a weapon, others can use you to attack with. You cannot assume the form of advanced mechanisms like traps or clockwork.
Small animated object: If the form you take is that of a Small animated object, you gain a +2 size bonus to your Dexterity and a +4 natural armor bonus. You have a land speed of 20 ft. and a natural slam attack that does 1d3 points of bludgeoning damage. Small objects include one-handed weapons for Medium creatures.
Medium animated object: If the form you take is that of a Medium animated object, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 1d4 points of bludgeoning damage. Medium objects include two-handed weapons for Medium creatures.
Object Shape II
Level alchemist 4, sorcerer/wizard 4
This spell functions as object shape I, except that it also allows you to assume the form of a Tiny or Large animated object. You can select up to three construction points worth of special abilities.
Tiny animated object: If the form you take is that of a Tiny animated object, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +4 natural armor bonus. You have a land speed of 15 ft. and a natural slam attack that does 1d2 points of bludgeoning damage. Tiny objects include light weapons for Medium creatures.
Large animated object: If the form you take is that of a Large animated object, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +6 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 1d6 points of bludgeoning damage.
Object Shape III
Level alchemist 5, sorcerer/wizard 5
This spell functions as object shape II, except that it also allows you to assume the form of a Huge animated object. You can select up to four construction points worth of special abilities.
Add object shape III to the spells that can be emulated using the shapechange spell.
Huge animated object: If the form you take is that of a Huge animated object, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +9 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 1d8 points of bludgeoning damage.
Object Shape IV
Level alchemist 6, sorcerer/wizard 6
This spell functions as object shape III, except that it also allows you to assume the form of a Gargantuan animated object. You can select up to five construction points worth of special abilities.
Gargantuan animated object: If the form you take is that of a Gargantuan animated object, you gain a +10 size bonus to your Strength, a -6 penalty to your Dexterity, and a +13 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 2d6 points of bludgeoning damage.
Object Shape V
Level sorcerer/wizard 7
This spell functions as object shape IV, except that it also allows you to assume the form of a Colossal animated object. You can select up to six construction points worth of special abilities.
Colossal animated object: If the form you take is that of a Colossal animated object, you gain a +14 size bonus to your Strength, a -8 penalty to your Dexterity, and a +18 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 2d8 points of bludgeoning damage.
Paroxysm
Publisher: Trailseeker.
Necromancy
Level: cleric/oracle 0, druid 0, inquisitor 0, psychic 0
Components: V, S, DF
Casting Time: 1 standard action
Range: touch
Target: one touched creature of 4HD or less
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes
The target creature is nauseated.
Protection From Evil
Abjuration [Good]
Level
cleric/oracle 1, inquisitor 1, medium 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner 1;
Domain
good 1;
Subdomain
purity 1
Casting Time
1 standard action
Components
V, S, M/DF (powdered chalk or mica)
Range
touch
Target
creature touched
Duration
1 min./level (D)
Saving Throw
none;
Spell Resistance
no; see text
This spell wards a creature from attacks by evil creatures, evil spells, mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply only against attacks made or effects created by evil creatures.
Second, the warded creature receives a second saving throw against the following spells when used by an evil creature; magic jar, possession, all spells with the evil descriptor, and all spells of the enchantment school. It also protects against all effects based on these spells. A creature under an ongoing effect of this kind that has protection from evil cast on it immediately receives another saving throw (if one was allowed to begin with).
Third, the spell prevents bodily contact by summoned creatures of evil alignment. This causes the natural and unarmed attacks of such creatures to fail. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Phantom Armor
Illusion (shadow)
Level: alchemist 2, medium 2, occultist 1, spiritualist 2, sorcerer/wizard 2
Components: V, S, M (small bar of steel)
Cast Time: 1 standard action
Range: personal
Target: you
Duration: 10 minutes/level (D) or until disbelieved; see text.
Saving Throw: Will disbelief (See text)
Publisher: Trailseeker magazine. This spell has been adapted from first edition.
This spell creates the illusion of a suit of full-plate armor on your person. This 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.
Purge Evidence
Publisher: Purple Duck Games
Abjuration
Level antipaladin 2, bard 3, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 3, spiritualist 3.
Components S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./ 2 caster levels)
Target one creature or a 50 ft. spread
Duration instantaneous
Saving Throw Will negates (object)
Spell resistance yes (object)
You clean an area and all objects therein, collecting dust and debris, removing tracks and any lingering auras in the area, making it impossible to use any object or the place itself as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific creature instead of an area, affecting everything worn or carried—such objects will gain an new aura pretty soon.
Purge Evidence, Lesser
Abjuration
Level bard 0, inquisitor 0, magus 0, medium 0, occultist 0, psychic 0, sorcerer/wizard 0, spiritualist 0.
Components V, S
Range touch
Target one object up to 1 lb./level
Except as noted, this is the same as purge evidence.
Pushing Ray
Publisher: Purple Duck Games, Trailseeker.
Transmutation
Level medium 0, magus 0, psychic 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw Fortitude negates (object)
Spell resistance 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 or push an object) as a Medium size creature with Strength 10. Magic items receive a saving throw against being pushed. A Medium or smaller creature hit by the spell must save or be pushed 5 ft. This movement does not trigger attacks of opportunity.
Red Repellent
Abjuration (electricity)
Level: magus 1, sorcerer/wizard 1, witch 0
Components: V, S
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 red electric discharges. This gives a small electric shock to all diminutive or smaller creatures end their movement in the caster's space. To such creatures, the spell inflicts 1 point of electrical damage per caster level and pushes it out of the caster's space. To a swarm of such creatures, the spell pushes it out of the caster's space and inflicts 1d6 points of electric damage per caster level, to a maximum of 5d6 at 5th level. This counts as an area attack against swarms. A Reflex saving throw halves the damage and prevents push (negating damage in the case of a single creature), but a new save is required on the next round if the creature remains in the area.
Resistance (Greater)
Abjuration
Level: cleric/oracle 1, druid 2, inquisitor 2, paladin 1
Components: V, S, M/DF (a miniature shield)
Casting Time: 1 standard action
Range: touch
Target: willing creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +2 resistance bonus on saving throws, with an additional +1 to the bonus for every six levels you have (maximum +5 resistance bonus at 18th level).
Reproduction
Transmutation
Level: inquisitor 2, medium 3, occultist 2, psychic 3, sorcerer/wizard 2, spiritualist 3
Components: V, S, M (quill)
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 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 (calligraphy and drawing) roll of 15). You can concentrate on the spell to use your own skills to set the quality of what the spell produces.
The spell copies only non-magical text and images, not magical writings. The spell triggers (but does not copy) writing and symbol-based magic traps in the material being copied. The material component quill (1 hp, Hardness 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 there are multiple pages, the spell can turn to the next page up to once per round. 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.
Repulsiveness
Necromancy [curse]
Level
animist 2, bard 2, mesmerist 1, psychic 1, sorcerer/wizard 2
Components
V, S, M (rotten apple)
Casting Time
1 standard action
Range
close (25 ft. + 5 ft. /2 levels)
Target
one creature
Duration
1 hour/level (D)
Saving Throw
Fortitude negates;
Spell Resistance
Yes
The target becomes hideous to gaze upon. This gives a -2 penalty per caster level (to a maximum of -10) to all Charisma rolls and charisma-related skill checks except Intimidation and Use Magic Device.
Dispel magic cannot end repulsiveness, but remove curse and stronger abjurations can.
Riddle Resolver
Divination
Level: bard 1, inquisitor 2, medium 1, occultist 1, shaman 2, sorcerer/wizard 1, spiritualist 2
Components: V, S, M (brown sugar)
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/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.
Rouse Undead I
Table: Rouse Undead I
Table: Rouse Undead II
Table: Rouse Undead III
Table: Rouse Undead IV
Table: Rouse Undead V
Table: Rouse Undead VI
Table: Rouse Undead VII
Table: Rouse Undead VIII
Table: Rouse Undead IX
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Publisher: Trailseeker
Necromancy [evil]
Level antipaladin 1, cleric/oracle 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1
Casting Time 1 round
Components V, S, M/DF (drop of unholy water)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more undead creatures
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
Publisher Trailseeker
This spell temporarily rouses a spirit as an undead creature. The creature appears where you designate and acts immediately, on your turn, and disappears at the end of the duration. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell creates one of the creatures from the 1st Level list on Table: Rouse Undead. You choose which kind of creature to rouse, and you can choose a different one each time you cast the spell.
Undead cannot be roused within the area of a consecrate or hallow spell. A roused undead cannot rejuvenate, summon, spawn, multiply by infection, or otherwise recreate itself or create another creature. Creatures roused using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). An incorporeal roused creature can be damaged by all physical attacks as if those attacks were magical.
Rouse Undead II
School necromancy [evil]; Level antipaladin 2, cleric/oracle 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2
This spell functions like rouse undead I, except that you can rouse one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Rouse Undead III
School necromancy [evil]; Level antipaladin 3, cleric/oracle 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3
This spell functions like rouse undead I, except that you can rouse one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Rouse Undead IV
School necromancy [evil]; Level antipaladin 4, cleric/oracle 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 3, summoner 3
This spell functions like rouse undead I, except that you can rouse one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead V
School necromancy [evil]; Level cleric/oracle 5, occultist 5, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 4, summoner 4
This spell functions like rouse undead I, except that you can rouse one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead VI
School necromancy [evil]; Level cleric/oracle 6, occultist 6, psychic 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5
This spell functions like rouse undead I, except that you can rouse one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead VII
School necromancy [evil]; Level cleric/oracle 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, summoner 6
This spell functions like rouse undead I, except that you can rouse one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead VIII
School necromancy [evil]; Level cleric/oracle 8, psychic 8, shaman 8, sorcerer/wizard 8
This spell functions like rouse undead I, except that you can rouse one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Rouse Undead IX
School necromancy [evil]; Level cleric/oracle 9, psychic 9, shaman 9, sorcerer/wizard 9
This spell functions like rouse undead I, except that you can rouse one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Scapegoat
Enchantment (charm) (mind-affecting, language-dependent)
Level: bard 3, inquisitor 3, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
Range: Close (25 ft + 5 ft./2 caster levels)
This is the same as taunt, except that the caster designates a creature in range as the target of the attacks. If this creature saves, the spell is completely negated and affects no-one.
Scent of Sight
Publisher:
Trailseeker
Transmutation
Level:
alchemist 4,
bloodrager 4,
druid 4,
ranger 3.
Casting Time:
1 standard action
Components:
V
Range:
personal
Target:
you
Duration:
10 minutes/level
Your sense of smell develops to fantastic levels. You gain scent and can track, identify creatures and substances, and tell a creature's mood by scent, gaining a +8 bonus on Craft (alchemy), Perception, Sense Motive, and Survival checks for these purposes. You gain a scent-based blindsight with a range of 15 ft. This blindsight cannot sense ethereal or incorporeal creatures. The sickened and nauseated conditions suppress scent of sight.
Send Image I
Illusion (phantasm)
Level:
cleric/oracle 7, inquisitor 6, medium 4, mesmerist 5, occultist 5, psychic 5, shaman 6, sorcerer/wizard 6, spiritualist 5.
Casting Time
1 minute
Components V, S, M
(a small replica of you worth 5 gp)
Range
unlimited on same plane
Effect
one creature (see text)
Duration
Concentration, up to 1 minute/level
Saving Throw
Will disbelief no
Spell Resistance
yes (harmless)
You contact a particular creature with which you are familiar and a phantasmal image of you appears to that creature. You can converse with the target, but you cannot see the target unless the target spends a standard action each round on communicating with you. You and the target can invite others within 20 ft. of each of you into the conversation, and if they accept they can see all parties in the conversation. All communication is telepathic. It is possible to use Bluff, Diplomacy, Intimidate, and Sense Motive this way once a target starts to reply. Send Image cannot transfer any effect except these four skills. It is possible to cast this spell again while concentrating to maintain it, sending your phantasmal image to another creature and inviting them into the conversation.
Send Image II
Illusion (phantasm)
Level:
cleric/oracle 9, medium 4, mesmerist 6, occultist 6, psychic 7, shaman 8, sorcerer/wizard 8, spiritualist 6.
Range
unlimited on any plane
This is the same as send image, except that you (and only you) can cast one spell targeting one or more creatures that are communicating with you as if you were touching them, or give a single item to one of these creatures, who must willingly accept the spell or item. This discharges the spell. This spell can be undercast by a spontaneous spellcaster.
Sense Sin
Divination
Level:
antipaladin 1,
bard 1,
cleric/oracle 1,
inquisitor 0,
paladin 1,
psychic 1,
witch 1.
As detect evil except that you pick one vice or sin that is considered morally distasteful in your culture when you cast the spell. You sense creatures and objects that strongly represent that sin, or that have recently acted upon that sin.
Singing Sword Curse
Necromancy (curse)
Level: cleric/oracle 5, bard 4, magus 5, shaman 5, sorcerer/wizard 5, witch 4
Components: V, S, F (iron ring)
Casting Time: 1 standard action
Range: touch
Target: creature or intelligent weapon touched
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes
The cursed creature becomes a singing sword. If the target is a creature it immediately gains the singing sword archetype. Any weapons the target are wielding go into the singing sword's extra-dimensional storage. If the target is an intelligent weapon, it needs to be generated as a character of a race and class suitable to its personality and a character level equal to its caster level. It also gains a non-intelligent copy of its original self for its absorb weapon ability, and this cannot be removed from the absorb weapon cache by any means.
Anyone wearing the iron ring that was used as the focus item gains a +5 bonus on Will saving throws against the cursed singing sword's Ego.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. When the curse is lifted, the singing sword loses the archetype and an intelligent weapon resumes its original form and abilities.
Shadow Armaments
Illusion (shadow)
Level: bard 2, inquisitor 1, magus 2, medium 1, mesmerist 1, psychic 1, shaman 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
Saving Throw: Will partial (see text)
SR: no
Publisher: Trailseeker magazine. This spell has been adapted from first edition.
This spell creates one illusory magic item out of shadow; either a weapon or suit of armor. This item has an enhancement bonus of +1 per four caster levels (minimum +1) and is used exactly like a normal item of its kind, except that the caster of the spell is always considered proficient with shadow armaments. 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 Creation
Illusion (shadow)
Level: occultist 3, shaman 3, sorcerer/wizard 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 creature can only attempt to disbelieve the spell once.
Jingen uses the spell to create 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; the opponent can make a Will saving throw when he interacts with the rope to try and break free.
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 Creation, Greater
Illusion (shadow)
Level: occultist 5, sorcerer/wizard 5
As shadow creation except the object is 60% as effective and 60% likely to work as a material component with no gold value.
Shadow Fighting
Illusion (shadow)
Level: bard 1, cleric/oracle 1, inquisitor 1, magus 1, mesmerist 0, psychic 1, shaman 1, sorcerer/wizard 2
Components: V, S, M/DF (flimsy toy weapon)
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
Publisher: Trailseeker magazine.
This spell can be used to fool an opponent into causing unreal damage, but it is more commonly used to fake a conflict or make a performance.
This spell turns the target's attacks into unreal shadows inflicting nonlethal damage. The attacks look and feel real enough, but cannot actually kill. Any damage the target does is transformed into nonlethal damage, including damage done by spells and abilities. The target can apply any resistance or damage reduction it has to the apparent damage type. A creature immune to nonlethal damage takes normal damage from shadow fighting attacks. The spell will not affect any damage caused indirectly, such as by a summoned creature or from a fall caused by a bull rush.
Upon being targeted by the spell and each time the spell inflicts nonlethal damage, the target and the creature damaged can each try a Will save to disbelieve. Anyone bandaging or closely studying the illusory wounds can also disbelieve. Successful disbelief ends the spell. Any damage remains, but is now obviously nonlethal.
If the caster fails to overcome the spell resistance of either the wielder or a creature damaged, the spell is negated. If the spell has overcome a creature's spell resistance, it works normally against that creature for the duration.
Shadow Fighting, Mass
Illusion (shadow)
Level: bard 2, cleric/oracle 3, inquisitor 3, magus 3, mesmerist 1, psychic 2, shaman 2, sorcerer/wizard 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 Necromancy, Lesser
Publisher: Trailseeker.
Illusion (shadow) [evil]
Level: mesmerist 2, psychic 3, shaman 3, sorcerer/wizard 3
Components: V, S, M (corpse dust, see text)
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with), see text
SR: no
Publisher: Trailseeker magazine.
You use dust from a desiccated corpse to animate shadow undead. This works like animate dead, except as noted above and that you do not need an actual corpse to animate, only a pinch of desiccated dust from a corpse of the proper type. A single corpse yields thousands of pitches for this spell. All undead created with this spell obey the caster, but intelligent creatures may go beyond the caster's orders.
Any creature that interacts with a shadowy creature can make a Will save to recognize its true nature. A creature that succeeds on its save sees that the creature is but a pale shadow. Objects automatically succeed on their Will saves against this spell. Against those that recognize the illusion, the creature inflicts only 20% normal damage and any special ability that do does not deal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are just one-fifth as large.
Finally, regardless of whether it's recognized as shadowy, the creature only has 20% of its normal hit points.
Shadow Necromancy
Illusion (shadow) [evil]; Level: mesmerist 5, psychic 6, shaman 6, sorcerer/wizard 6
This spell functions like lesser shadow necromancy, except that it can also duplicate create undead and that the illusion has 50% substance.
Shadow Necromancy, Greater
Illusion (shadow) [evil]; Level: psychic 8, shaman 8, sorcerer/wizard 8
This spell functions like lesser shadow necromancy, except that it can also duplicate create undead and create greater undead and that the illusion has 80% substance.
Shadow Polymorph
Illusion (shadow)
Level: medium 4, mesmerist 4, psychic 4, shaman 4, 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
Publisher: Trailseeker magazine.
This is like polymorph or object shape I, 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 only 20% of 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.)
Regardless of the result of the save to disbelieve, a creature affected by an ability gained from this spell is also allowed any save that the attack being simulated allows. The target never gains armor or natural armor from the spell.
The target of the spell must be willing and make himself believe in it for the spell to work, and gains all the benefits and limitations of the new form except as outlined above.
Shadow Polymorph, Greater
Illusion (shadow); mesmerist 6, psychic 6, shaman 6, sorcerer/wizard 6
This spell functions like shadow polymorph, except that it duplicates greater polymorph or object shape III. Illusory attacks deal 50% damage to nonbelievers and non-damaging effects are 50% likely to work against nonbelievers.
Shadow Shape
Illusion (shadow)
Level: bard 4, magus 4, medium 4, mesmerist 4, psychic 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
Publisher: Trailseeker magazine.
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 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 shape is one-fifth (20%) normal, and all special abilities that do not deal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the attack being simulated allows. The target never gains any armor or natural armor bonus from the spell.
The caster of the spell must make himself believe in it for the spell to work, and gains all the benefits and limitations of the new form except as outlined above.
Shadow Shape, Greater
Illusion (shadow)
Level
bard 6, magus 6, mesmerist 6, psychic 6, sorcerer/wizard 6
This spell functions like shadow shape, except that it duplicates any sorcerer or wizard transmutation (polymorph) spell of 6th level or lower. Illusory attacks deal 50% damage to nonbelievers and non-damaging effects are 50% likely to work against nonbelievers.
Shadow Shape, True
Illusion (shadow)
Level
psychic 8, sorcerer/wizard 8
This spell functions like shadow shape, except that it duplicates any sorcerer or wizard transmutation (polymorph) spell of 8th level or lower. Illusory attacks deal 80% damage to nonbelievers and non-damaging effects are 80% likely to work against nonbelievers.
Shadow Wounds
Illusion (shadow)
Level: bard 1, magus 2, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
Components: V, S
Cast Time: 1 standard action
Range: touch
Target: one living creature
Duration: 1 minute/level
Saving Throw: Will negates
SR: yes
Publisher: Trailseeker magazine.
You inflict 2d8 + level (maximum +10) hit points of nonlethal damage or grant that much illusory healing that fades when the spell ends. Creatures that are neither alive or dead are not affected by shadow wounds. Illusory healing is temporary hit points that stack with other illusory healing but cannot exceed the damage the creature has currently taken. They do not stack with normal temporary hit points.
Spectral Wounds
Illusion (shadow)
Level:
bard 3, magus 4, medium 4, mesmerist 3, psychic 4, sorcerer/wizard 4
As shadow wounds, except the spell heals or inflicts 4d8 + level (maximum +20) illusory damage.
Shadow Heal/Harm
Illusion (shadow)
Level:
bard 6, magus 6, mesmerist 5, psychic 6, sorcerer/wizard 6
As shadow wounds, except that you heal or inflict 10 hit points of illusory healing per level (maximum of 150 hp at level 15). Shadow heal/harm cannot render a creature unconscious; it cannot inflict more nonlethal damage than one point short of the target's current hit points. While a shadow heal/harm used for illusory healing 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/harm ends unless they would normally have run out in the meantime.
Spiritual Strike
Evocation [force]
Level: cleric/oracle 0, inquisitor 0, shaman 0
Components: V, S, DF
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: wave of force
Duration: instantaneous
Saving Throw: no
Spell Resistance: yes
A of force in the shape of your divine focus or personal symbol makes a melee attack against a foe in range as you direct, dealing 1d3 force damage. It uses your base attack bonus plus the higher of your Wisdom or Charisma modifier as its attack bonus. Spiritual strike cannot flank.
Stall Flight
Abjuration
Level:
bloodrager 3,
cleric/oracle 3,
druid 3,
inquisitor 3,
magus 3,
occultist 3,
psychic 3,
ranger 2,
shaman 3,
sorcerer/wizard 3.
Components: V, S
Casting Time: 1 standard action
Range: long (400 ft. + 40 ft./caster level)
Target: one flying creature.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes
You remove a creature's ability to fly. It will fall instantly but harmlessly to the ground, and cannot achieve flight again for the duration. If the space directly below the creature is occupied, it lands in the nearest available space of its choice. This movement does not trigger attacks of opportunity. This spell counters and is countered by fly, and fly (mass).
Stall Flight, Lesser
Publisher: Trailseeker.
Abjuration
Level:
cleric/oracle 0,
druid 0,
inquisitor 0,
magus 0,
occultist 0,
psychic 0,
shaman 0,
sorcerer/wizard 0.
Components: V, S
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./caster level)
Target: one flying creature.
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes
You suppress a creature's ability to fly for only a few seconds, making it lose altitude equal to half its fly speed. If this brings the creature to the ground, it lands safely. If the space directly below the creature is occupied, it lands in the nearest available space of its choice. This movement does not trigger attacks of opportunity.
Steal the Stars
Work in progress
Illusion (phantasm) (curse, mind-affecting)
Level: bard 2, mesmerist 1, psychic 2, shaman 3, witch 3
Components: V, S
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: permanent
Save: Will negates
SR: yes
You steal some ubiquitous thing from the target's perception, manifesting it as a palm-sized phantasmal object. Until the spell is negated or the target gets this object from you, the spell prevents the target from perceiving the thing you stole. Here is a list of commonly stolen phenomena. The thing you steal must be visible to both you and the target when you cast the spell.
- The Sun: The target cannot see the sun nor sunlight. An area in sunlight but not otherwise lit appears like dim light to the target.
- The Stars: The target cannot see the stars. An area only lit by starlight appears like darkness.
- The Moon: The target cannot see the moon. An area in moonlight but not otherwise lit appears like darkness to the target.
- A letter: You steal a letter from the alphabet. The target cannot perceive this letter. The target suffers a -10 penalty on Linguistics checks relating to text.
- A place: The target cannot perceive a place (which must fit inside a cube 60 ft. on the side). The target cannot find this location, and if led inside counts as blind except that it can still see creatures it could normally see. The target cannot be in the location when you cast this spell.
- An Item: The target cannot use or perceive the item. If it is held in hand, it is immediately dropped. If the target is within your reach, you can take the item from the target as a part of casting the spell. If the item is used to cause damage to the target, the target is denied its Dexterity bonus to AC, but suffers only half damage.
The illusory object created by the spell is an illusion ( figment) effect; it can be dispelled (ending the spell). It is visible to all and can be handled like an ordinary object. It can be destroyed or returned to its ordinary place as a standard action, ending the spell. It otherwise requires break enchantment, remove curse, or a more powerful effect to dispel steal the stars.
Stun Spell
Enchantment (compulsion) (mind-affecting)
Level: bard 4, magus 4, mesmerist 4, psychic 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: close (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 Spell, Mass
Enchantment (compulsion) (mind-affecting)
Level: mesmerist 6, psychic 6, sorcerer/wizard 6
Target: One creature per level, no two of which can be more than 30 ft. apart.
Except as noted, this is the same as stun spell.
Stupefy Spell
Enchantment (compulsion) [mind-affecting]
Level: bard 2, inquisitor 3, mesmerist 1, psychic 2, sorcerer/wizard 2
Components: V, S, M/DF (pinch of brightly colored sand)
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
Targets are dazed and can take no actions, tough it defends itself normally, and gets a new saving throw each round on your turn to break the spell. A target that takes any damage is immediately free of the spell.
Summon Zero
Conjuration (summoning)
Level
bard 0,
cleric/oracle 0,
druid 0,
medium 0,
psychic 0,
shaman 0,
sorcerer/wizard 0,
spiritualist 0,
summoner 0,
witch 0
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one animal
Duration Concentration
Saving Throw none
Spell Resistance no
This spell summons a weak animal to your side. You can summon any animal available to be a familiar, as the wizard's arcane bond class feature. The summoned creature is not a familiar, you just use the same list of creatures. Summoned creatures gain none of the benefits of being a familiar, you do not gain the advantages of having a familiar, and you cannot summon improved familiars or familiars with an archetype. Also, animals summoned cannot use any abilities limited to a certain number of uses per day. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Summoned animals are of neural alignment.
The summoned animal appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability.
Taunt
Enchantment (compulsion) [language-dependent, mind-affecting]
Level: bard 1, bloodrager 1, inquisitor 1, magus 1, medium 1, mesmerist 0, paladin 1, psychic 1, ranger 1, sorcerer/wizard 1, witch 1
Components: V, S, M (slug—live, dead, or imitation)
Casting Time: 1 standard action
Range: 15 ft.
Target: One or more creatures in range.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You spit the component at a group of creatures, followed by insults, coaxing them to ignore everything else in order to attack you.
Targets are riled. Targets get a new saving throw on each of your turns to break the spell.
Teleport Beacon
Conjuration (Teleport)
Level: cleric 8, druid 8, magus 6, occultist 6, psychic 7, ranger 4, sorcerer/wizard 6, summoner 5, witch 6;
Components: V, S, M (see text)
Casting Time: 10 minutes
Range: touch
Effect: one teleport beacon in a 20 ft. radius.
Duration: 1 day/level or permanent (see text)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless)
You create a dimensional pattern that can guide effects with the teleport descriptor. To benefit from a teleport beacon, the caster of a teleport spell must have studied the beacon first hand for ten minutes.
Any spell with the teleport descriptor that can teleport far enough to reach the teleport beacon can choose to arrive in the teleport beacon's area. Such a teleport always arrives safely and ignores any arrival location limits of the spell, such as the mishap chance of teleport or the distance from the target of plane shift.
Teleport beacon is vulnerable to effects that disrupt teleportation effects; it automatically fails if cast in a situation where teleport spells risk failure or are otherwise hampered.
The material component of the spell is one pound of ground silver (worth 5 gp). By expending 1,000 pounds of silver (worth 5,000 gp) the spell gains a permanent duration. This requires an arrangement of physical objects in specific angles, this can be simple planks or stones, but obelisks or engraving is more permanent. If the arrangement is damaged or changed, the teleport beacon won't work until the pattern is restored.
An alternate use of teleport beacon is to teleport all creatures inside one teleport beacon to another teleport beacon anywhere on the same plane the caster has studied. This use has an instantaneous effect and cannot be made permanent.
Touch of Vertigo
Necromancy
Level
cleric/oracle 0, druid 0, inquisitor 0, psychic 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: living creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: yes
With a touch, the target is sickened as from a solid blow to the head. Anything that stabilizes a dying creature ends the spell. The creature can take a standard action to clear its head, allowing a Fortitude save (DC 10) to end the effect.
Transfer Enhancement
Transmutation
Level: bard 4, cleric/oracle 4, druid 5, occultist 3, psychic 5, shaman 4, sorcerer/wizard 3, witch 2
Components: V, S, F (cauldron of cold iron worth 100 gp)
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 destination item 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.
Trial by Fire
Divination [fire]
Publisher
Trailseeker.
Level
alchemist 2, druid 3, inquisitor 3, occultist 3, psychic 4, ranger 2, sorcerer/wizard 4, witch 4
Casting Time
10 minutes
Components
V, S, DF/F (alchemy kit)
Range
touch
Target
former body part touched
Duration
instantaneous
Saving Throw:
none
Spell Resistance:
no
Publisher:
Trailseeker Magazine
By burning a former body part or excrement from a creature, you can make a Knowledge skill check to identify that creature with a +10 circumstance bonus, and can do so unskilled. If this check succeeds, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including spell resistance, damage resistance, energy resistance, fast healing, regeneration, and other special features listed under defenses. If there is a way to bypass these defenses, you learn how to do so. This is in addition to the normal result of the Knowledge check.
True Seeing
Revision
Divination
Level alchemist 6, cleric/oracle 5, druid 7, inquisitor 5, magus 6, shaman 5, sorcerer/wizard 6, summoner 6, witch 6
Casting Time 1 standard action
Components V, S, M (an eye ointment that costs 250 gp)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees the true form of polymorphed, changed, or transmuted things, and negates the Disguise bonus conferred by illusions used to alter the appearance of items or creatures. Further, the subject can see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. True seeing does not see freestanding illusions for what they are. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Unseen Musician
Illusion (figment)
Level: bard 0, cleric/oracle 2, mesmerist 1, psychic 2, shaman 0, sorcerer/wizard 2, spiritualist 1
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 using a 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
Revision
Conjuration (creation)
Level: druid 5, shaman 5; Domain: blood 5, plant 5
Components: V, S
Range medium: (100 ft. + 10 ft./level)
Effect: wall of thorny brush, up to two 10-by-10-by-5-foot blocks/level (S)
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: no
This is a revision.
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human finger. The wall provides cover and concealment to creatures inside it, while any intervening square of thorns provide full cover and total concealment.
Any ability to pass through overgrown areas unhindered, such as woodland stride, lets a creature pass through a wall of thorns at normal speed without taking damage, even if such abilities would not normally work on magically controlled plants.
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 2 movement points per square to enter. Anyone moving into one or more squares of thorns must make a Reflex save as part of their move action. 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 Reflex save as a standard action, taking damage if they fail.
Any creature damaged by the wall of thorns takes piercing damage equal to 25 minus the creature's AC. 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.
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 (DC 10 + the caster level of the spell). Most energy effects cannot harm the barrier, but magical acid or fire can destroy it—the caster of the acid or fire spell makes a Will save against the wall of thorn's DC separately for each square covered by magical acid or fire to destroy that square.
The effects created by this spell move with a ship. (Skull & Shackles Player's Guide)
Web Tether
Publisher: Trailseeker.
Conjuration (creation)
Level
druid 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time
1 standard action
Components
V, S
Range
close (25 ft. + 5 ft./2 levels)
Effect
strand 25 ft.+ 5 ft./2 levels long
Duration
1 round/level (D)
Saving Throw
none
Spell Resistance
yes
You create a single ropelike strand of spider web. One end of the strand is adhesive, the rest is not. You can shoot the strand out to the range of the spell to attach the sticky end as a ranged touch attack. If you ever let go of the strand, the spell ends. The strand has a hardness of 2 and 5 hit points. Web tether can be used as a rope with an adhesive grappling hook, or be shot at an enemy as a ranged touch attack to hinder their escape or pull them closer.
You can use the strand to do a drag combat maneuver against the target. An enemy attached to the web tether must make an opposed CMB check against you as a part of their move if they try to increase the distance between you. An ally adjacent to you can grab hold of the strand as an immediate action, which allows the ally to make drag maneuver and you can use your own or the ally's CMB to resist when the target tries to move away.
If any CMB check on a maneuver using the strand has a result of 20 or more, the strand breaks and the spell ends. If the target moves out of range, the spell ends.
X-Ray Eyes
Publisher
Trailseeker
Divination [earth]
Level alchemist 5, druid 6, inquisitor 6, magus 6, psychic 7, ranger 4, shaman 7, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, F (lens of colored glass or amber)
Range personal
Target you
Duration concentration (up to 1 min./level)
You can see into and through solid matter. Vision range is 20 feet, and you can see as if in normal light even if there is no illumination. X-ray vision can penetrate 1 inch of common metal, 1 foot of stone, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
See Also
External Links
Spellcasting Guides
- Animate Dead
- Overcoming Arcane Spell Failure
- Polymorph Guide - Wild Shape Guide useful to all polymorphers.
- Polyharmony Guide - Futher polymoph guidance.
- Shadow Conjuration - Shadow Evocation
- Summoning guide
- Summon Monster
- Touch Spells, Spellstrike, and Spell Combat
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