Character Building II

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(PC-Accessible Gods)
(Spells)
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==Spells==
==Spells==
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[B][I]Adimas’ Absolute Awareness[/I][/B]
+
'''''Adimas’ Absolute Awareness'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Cunning 9
+
* '''Level:''' Cunning 9
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
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[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You focus your perception absolutely upon one creature, analyzing its every action with impossible speed & comprehension. You gain a +10 insight bonus to AC, saving throws, caster level, ability checks, attack rolls & skill checks against the chosen creature, but take a -4 penalty to same regarding any other creature or object for the duration of this effect.
You focus your perception absolutely upon one creature, analyzing its every action with impossible speed & comprehension. You gain a +10 insight bonus to AC, saving throws, caster level, ability checks, attack rolls & skill checks against the chosen creature, but take a -4 penalty to same regarding any other creature or object for the duration of this effect.
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Lastly, you see through all disguises, illusions, & transformations that affect the target creature, as if you had true seeing in regards to the target creature.
Lastly, you see through all disguises, illusions, & transformations that affect the target creature, as if you had true seeing in regards to the target creature.
-
[B][I]Adimas’ Annoying Arrow[/I][/B]
+
'''''Adimas’ Annoying Arrow'''''
 +
 
Evocation [Force]
Evocation [Force]
-
[B]Level: [/B]Brd 1, Sor/Wiz 1
+
* '''Level:''' Brd 1, Sor/Wiz 1
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Effect: [/B]Dart of energy
+
* '''Effect:''' Dart of energy
-
[B]Duration: [/B]1 round/level or until discharged
+
* '''Duration:''' 1 round/level or until discharged
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
Taking a glass shard, you charge it with energy & a proto-sentience, sending it to wait by a foe until the time is right. The dart flies to the target instantaneously & takes up an inconspicuous position, though it only tries to hide from the target, & cannot hide from sensory organs you are not aware of.
Taking a glass shard, you charge it with energy & a proto-sentience, sending it to wait by a foe until the time is right. The dart flies to the target instantaneously & takes up an inconspicuous position, though it only tries to hide from the target, & cannot hide from sensory organs you are not aware of.
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Material Component: A glass shard.
Material Component: A glass shard.
-
[B][I]Agony[/I][/B]
+
'''''Agony'''''
 +
 
Evocation [Evil]
Evocation [Evil]
-
[B]Level: [/B]Blk 4, Punishment 8
+
* '''Level:''' Blk 4, Punishment 8
-
[B]Components: [/B]V, S, M, A
+
* '''Components:''' V, S, M, A
-
[B]Casting Time: [/B]1 full-round action
+
* '''Casting Time:''' 1 full-round action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]1 living creature
+
* '''Target:''' 1 living creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Fortitude partial; see text
+
* '''Saving Throw:''' Fortitude partial; see text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You can make a creature writhe in anguish, breaking their mind with your burning, torturous malice. Once you have cast this spell, the creature that you target suffers 12d6 points of damage +4 points per caster level (maximum +40) & falls prone, as if tripped. This effect also deals 1d6 points of Wisdom drain & 1d6 points of Charisma drain. This effect cannot reduce the target’s hit points or ability scores to less than 1.
You can make a creature writhe in anguish, breaking their mind with your burning, torturous malice. Once you have cast this spell, the creature that you target suffers 12d6 points of damage +4 points per caster level (maximum +40) & falls prone, as if tripped. This effect also deals 1d6 points of Wisdom drain & 1d6 points of Charisma drain. This effect cannot reduce the target’s hit points or ability scores to less than 1.
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Alignment Component: Any evil.
Alignment Component: Any evil.
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[B][I]Akasha’s Awesome Aura[/I][/B]
+
'''''Akasha’s Awesome Aura'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Presence 9
+
* '''Level:''' Presence 9
-
[B]Components: [/B]V, S, DF, X
+
* '''Components:''' V, S, DF, X
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Will partial; see text
+
* '''Saving Throw:''' Will partial; see text
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[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You create an aura of radiant energy that surrounds your body, enveloping you in a field of shimmering light. This has a number of effects.
You create an aura of radiant energy that surrounds your body, enveloping you in a field of shimmering light. This has a number of effects.
-
First, the aura acts as a protective barrier that prevents offensive spells from affecting you. Only spells that would aid you in some way (such as healing you, protecting you, or enhancing your abilities) can affect you. All other spell effects are negated for you, as if you were within an [I]antimagic field[/I]. This includes such powerful spells as [I]Mordenkainen’s disjunction[/I] & [I]Sunya’s supreme smite[/I].
+
First, the aura acts as a protective barrier that prevents offensive spells from affecting you. Only spells that would aid you in some way (such as healing you, protecting you, or enhancing your abilities) can affect you. All other spell effects are negated for you, as if you were within an ''antimagic field''. This includes such powerful spells as ''Mordenkainen’s disjunction'' & ''Sunya’s supreme smite''.
Second, the aura forces all creatures within 60’ of you to make a Will save. Those beings that fail the saving throw suffer the following ill effects, depending on their HD relative to your caster level.
Second, the aura forces all creatures within 60’ of you to make a Will save. Those beings that fail the saving throw suffer the following ill effects, depending on their HD relative to your caster level.
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XP Cost: 500XP.
XP Cost: 500XP.
-
[B][I]Animate Carpet[/I][/B]
+
'''''Animate Carpet'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Brd 3, Sor/Wiz 4
+
* '''Level:''' Brd 3, Sor/Wiz 4
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One carpet; see text
+
* '''Target:''' One carpet; see text
-
[B]Duration: [/B]10 minutes/level
+
* '''Duration:''' 10 minutes/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
 +
 
 +
You can animate a carpet, turning it into a ''carpet of flying''. The carpet can be of any size, up to 10’ × 10’, although the carrying capacity will always be 200 pounds, regardless. The carpet can travel up to 40’ per round, & can only be commanded by you.
-
You can animate a carpet, turning it into a [I]carpet of flying[/I]. The carpet can be of any size, up to 10’ × 10’, although the carrying capacity will always be 200 pounds, regardless. The carpet can travel up to 40’ per round, & can only be commanded by you.
+
This spell can be used to craft a permanent ''carpet of flying'', replacing the ''overland flight'' spell requirement.
-
This spell can be used to craft a permanent [I]carpet of flying[/I], replacing the [I]overland flight[/I] spell requirement.
+
'''''Aquaform'''''
-
[B][I]Aquaform[/I][/B]
 
Transmutation [Water]
Transmutation [Water]
-
[B]Level: [/B]Drd 5, Sor 5
+
* '''Level:''' Drd 5, Sor 5
-
[B]Components: [/B]V, S, M, R
+
* '''Components:''' V, S, M, R
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
Target: You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
Invoking the mystic spirits of water, you convert your physical form into a semblance of that liquid, along with everything on your person.
Invoking the mystic spirits of water, you convert your physical form into a semblance of that liquid, along with everything on your person.
-
While in this form, you gain a +10 inherent bonus to Escape Artist & Swim checks, as well as a swim speed equal to your base land speed & the ability to breathe normally in water as though under a [I]water breathing[/I] spell. You do not suffer from armor check penalties while in this form. Neither electricity nor sonic damage will affect you while in this form, although fire & cold damage will affect you regardless of any resistance or immunity you may have. Additionally, if you are struck by any cold effect, you must make a successful Fortitude save at a -2 penalty or be affected as though by [I]flesh to stone[/I] until this form ends.
+
While in this form, you gain a +10 inherent bonus to Escape Artist & Swim checks, as well as a swim speed equal to your base land speed & the ability to breathe normally in water as though under a ''water breathing'' spell. You do not suffer from armor check penalties while in this form. Neither electricity nor sonic damage will affect you while in this form, although fire & cold damage will affect you regardless of any resistance or immunity you may have. Additionally, if you are struck by any cold effect, you must make a successful Fortitude save at a -2 penalty or be affected as though by ''flesh to stone'' until this form ends.
-
While in this form, you gain Damage Reduction 10/- & are treated as being two sizes smaller. You take only half damage from piercing weapons. If you are hit with [I]dust of dryness[/I], then you must make a successful Fortitude save (DC18) or be destroyed. The dust still deals 5d6 points of damage to you, even if your saving throw succeeds.
+
While in this form, you gain Damage Reduction 10/- & are treated as being two sizes smaller. You take only half damage from piercing weapons. If you are hit with ''dust of dryness'', then you must make a successful Fortitude save (DC18) or be destroyed. The dust still deals 5d6 points of damage to you, even if your saving throw succeeds.
Material Component: A gallon of water.
Material Component: A gallon of water.
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Racial Component: Marid or masabi. A druid (& only a druid) can ignore the racial component.
Racial Component: Marid or masabi. A druid (& only a druid) can ignore the racial component.
-
[B][I]Archer’s Prowess[/I][/B]
+
'''''Archer’s Prowess'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Rgr 1
+
* '''Level:''' Rgr 1
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/level (D)
+
* '''Duration:''' 1 minute/level (D)
You acquire an instinctual prescience as you hoist your bow, understanding where to aim your shot. The critical range for any bow you wield is increased to 18-20 (regardless of its previous range). Additionally, all attack & damage rolls you make with ranged weapons are made with a +1 competence bonus.
You acquire an instinctual prescience as you hoist your bow, understanding where to aim your shot. The critical range for any bow you wield is increased to 18-20 (regardless of its previous range). Additionally, all attack & damage rolls you make with ranged weapons are made with a +1 competence bonus.
Material Component: A bird’s feather & a lump of beeswax.
Material Component: A bird’s feather & a lump of beeswax.
-
[B][I]Armaments of the Crusader[/I][/B]
+
'''''Armaments of the Crusader'''''
 +
 
Transmutation
Transmutation
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[B]Level: [/B]Blk 3, Pal 3
+
* '''Level:''' Blk 3, Pal 3
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]One held melee weapon & one held shield
+
* '''Target:''' One held melee weapon & one held shield
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Will negates (harmless, object)
+
* '''Saving Throw:''' Will negates (harmless, object)
-
[B]Spell Resistance: [/B]Yes (harmless, object)
+
* '''Spell Resistance:''' Yes (harmless, object)
Speaking a prayer to your deity while clanking your weapon against your shield, you call forth divine power into the armaments you bear. This spell gives a weapon a +1 enhancement bonus on attack & damage rolls per four caster levels, & a shield a +1 enhancement bonus to AC per four caster levels. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
Speaking a prayer to your deity while clanking your weapon against your shield, you call forth divine power into the armaments you bear. This spell gives a weapon a +1 enhancement bonus on attack & damage rolls per four caster levels, & a shield a +1 enhancement bonus to AC per four caster levels. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
These armaments are immune to corroding & rusting effects for the duration of the spell, & you are granted a +4 bonus to all opposed disarm checks to keep them in your grasp.
These armaments are immune to corroding & rusting effects for the duration of the spell, & you are granted a +4 bonus to all opposed disarm checks to keep them in your grasp.
-
[B][I]Baleful Suggestion[/I][/B]
+
'''''Baleful Suggestion'''''
 +
 
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
-
[B]Level: [/B]Brd 4, Sor/Wiz 5
+
* '''Level:''' Brd 4, Sor/Wiz 5
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
Target: One living creature
+
* '''Target:''' One living creature
-
[B]Duration: [/B]1 day/level or until completed
+
* '''Duration:''' 1 day/level or until completed
-
[B]Saving Throw: [/B]Special; see text
+
* '''Saving Throw:''' Special; see text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
As [I]suggestion[/I], except as follows:
+
As ''suggestion'', except as follows:
The suggestion may be phrased as a demand. You may make a Diplomacy check as part of the effect; for each step you would improve the subject’s attitude, the save DC increases by 1.
The suggestion may be phrased as a demand. You may make a Diplomacy check as part of the effect; for each step you would improve the subject’s attitude, the save DC increases by 1.
-
The subject is entitled to a Will save to contest your [I]suggestion[/I]; if you agree to accept the subject’s concerns, then the [I]suggestion [/I]is changed & proceeds. If you demand the terms of your original [I]suggestion[/I], the subject is entitled to a second Will save to negate the effect.
+
The subject is entitled to a Will save to contest your ''suggestion''; if you agree to accept the subject’s concerns, then the ''suggestion ''is changed & proceeds. If you demand the terms of your original ''suggestion'', the subject is entitled to a second Will save to negate the effect.
-
Lastly, when this effect is planted, the subject’s memories cloud as to its origin. The subject is unlikely to recall that you made the [I]suggestion[/I], nor the casting of the spell.
+
Lastly, when this effect is planted, the subject’s memories cloud as to its origin. The subject is unlikely to recall that you made the ''suggestion'', nor the casting of the spell.
 +
 
 +
'''''Bend Fate'''''
-
[B][I]Bend Fate[/I][/B]
 
Evocation
Evocation
-
[B]Level: [/B]Brd 0, Sor 0
+
* '''Level:''' Brd 0, Sor 0
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 immediate action
+
* '''Casting Time:''' 1 immediate action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
Target: One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 round/level or until discharged
+
* '''Duration:''' 1 round/level or until discharged
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You grant the target a +3 luck bonus to its next saving throw.
You grant the target a +3 luck bonus to its next saving throw.
-
[B][I]Bestow Curse, Greater[/I][/B]
+
'''''Bestow Curse, Greater'''''
 +
 
Necromancy
Necromancy
-
[B]Level: [/B]Clr 6, Curse 6, Sor/Wiz 7
+
* '''Level:''' Clr 6, Curse 6, Sor/Wiz 7
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’ per 2 levels)
+
* '''Range:''' Close (25’ + 5’ per 2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]Permanent
+
* '''Duration:''' Permanent
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
You place a curse on the subject. Choose one of the following effects:
You place a curse on the subject. Choose one of the following effects:
-
[LIST]
+
 
-
[*]-10 decrease to an ability score (minimum 1).
+
* -10 decrease to an ability score (minimum 1).
-
[*]-4 penalty to two separate ability scores (minimum 1).
+
* -4 penalty to two separate ability scores (minimum 1).
-
[*]-6 penalty on attack rolls, saves, ability checks, & skill checks.
+
* -6 penalty on attack rolls, saves, ability checks, & skill checks.
-
[*]Each turn, the target has a 25% chance to act normally; otherwise, it takes no action.
+
* Each turn, the target has a 25% chance to act normally; otherwise, it takes no action.
-
[*]Target’s actions take more time (immediate action is a swift action, swift action is a move action, move action is a standard action, standard action is a full-round action).
+
* Target’s actions take more time (immediate action is a swift action, swift action is a move action, move action is a standard action, standard action is a full-round action).
-
[*]Target cannot be healed except via [I]regenerate [/I]spell.
+
* Target cannot be healed except via ''regenerate ''spell.
-
[*]Target has a 25% chance of failing any saving throw.
+
* Target has a 25% chance of failing any saving throw.
-
[*]Target has a 25% chance of spoiling any spell attempted.
+
* Target has a 25% chance of spoiling any spell attempted.
-
[*]Target has a 25% chance of missing with melee & ranged attack.
+
* Target has a 25% chance of missing with melee & ranged attack.
-
[*]Target’s alignment is forcibly changed to an alignment of your choosing, no more than three steps removed from their original alignment.
+
* Target’s alignment is forcibly changed to an alignment of your choosing, no more than three steps removed from their original alignment.
-
[/LIST]
+
 
You may also invent your own curse, but it should be no more powerful than those described above.
You may also invent your own curse, but it should be no more powerful than those described above.
-
The curse bestowed by this spell cannot be dispelled, nor can it be removed with a [I]break enchantment [/I]or [I]remove curse[/I]. A [I]limited wish [/I]or [I]greater remove curse [/I]spell cast at an equal or higher caster level will remove the curse, as will a [I]miracle [/I]or [I]wish [/I]spell regardless of caster level.
+
The curse bestowed by this spell cannot be dispelled, nor can it be removed with a ''break enchantment ''or ''remove curse''. A ''limited wish ''or ''greater remove curse ''spell cast at an equal or higher caster level will remove the curse, as will a ''miracle ''or ''wish ''spell regardless of caster level.
 +
 
 +
''Greater bestow curse ''counters ''remove curse ''& ''greater remove curse''.
-
[I]Greater bestow curse [/I]counters [I]remove curse [/I]& [I]greater remove curse[/I].
+
'''''Body to Loam'''''
-
[B][I]Body to Loam[/I][/B]
 
Transmutation (Polymorph) [Earth]
Transmutation (Polymorph) [Earth]
-
[B]Level: [/B]Drd 8
+
* '''Level:''' Drd 8
-
[B]Components: [/B]V, S, U
+
* '''Components:''' V, S, U
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Fortitude partial (see text)
+
* '''Saving Throw:''' Fortitude partial (see text)
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
This powerful spell is used by druids as a final punishment to those who have taken from the land. Striking a creature with your hand, you strip from them that which separates them from base earth, & render their body into fertile soil.
This powerful spell is used by druids as a final punishment to those who have taken from the land. Striking a creature with your hand, you strip from them that which separates them from base earth, & render their body into fertile soil.
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Even creatures normally immune to Fortitude saving throws, such as constructs, plants & undead, may be affected. Elementals, oozes & outsiders are immune, as are incorporeal creatures. Creatures with immunity to polymorph effects are also immune to this effect, but only if such immunity does not derive from their type.
Even creatures normally immune to Fortitude saving throws, such as constructs, plants & undead, may be affected. Elementals, oozes & outsiders are immune, as are incorporeal creatures. Creatures with immunity to polymorph effects are also immune to this effect, but only if such immunity does not derive from their type.
-
A creature so transmuted is effectively destroyed. Their body does not exist to be reconstituted in any fashion. Only [I]true resurrection[/I] or equivalent magic can restore such a victim to life.
+
A creature so transmuted is effectively destroyed. Their body does not exist to be reconstituted in any fashion. Only ''true resurrection'' or equivalent magic can restore such a victim to life.
Unique Component: If you speak Terran, the creature’s spell resistance against this effect is lowered by 4.
Unique Component: If you speak Terran, the creature’s spell resistance against this effect is lowered by 4.
-
[B][I]Bolstering Chant[/I][/B]
+
'''''Bolstering Chant'''''
 +
 
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
-
[B]Level: [/B]Brd 3
+
* '''Level:''' Brd 3
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]40’
+
* '''Range:''' 40’
Area: The caster & all allies within a 40’ burst, centered on the caster
Area: The caster & all allies within a 40’ burst, centered on the caster
-
[B]Duration: [/B]Concentration, up to 1 round/level
+
* '''Duration:''' Concentration, up to 1 round/level
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
Your chant breaks through enchantments & deception & rallies your allies. For as long as your chant can be heard, you & your allies act as though not exhausted, fatigued, frightened, shaken, sickened or nauseated. Allies who are [I]charmed[/I], [I]confused[/I], fascinated, stunned or under the effect of a phantasm or compulsion get to make a Will save each round at a +2 bonus to break free.
+
Your chant breaks through enchantments & deception & rallies your allies. For as long as your chant can be heard, you & your allies act as though not exhausted, fatigued, frightened, shaken, sickened or nauseated. Allies who are ''charmed'', ''confused'', fascinated, stunned or under the effect of a phantasm or compulsion get to make a Will save each round at a +2 bonus to break free.
 +
 
 +
A deafened creature, or one within a ''silence ''effect, gains no benefits from this effect. If at any time you can no longer speak or cannot hear your own speech, the spell ends immediately.
-
A deafened creature, or one within a [I]silence [/I]effect, gains no benefits from this effect. If at any time you can no longer speak or cannot hear your own speech, the spell ends immediately.
+
'''''Breach Sorcery'''''
-
[B][I]Breach Sorcery[/I][/B]
 
Evocation
Evocation
-
[B]Level: [/B]Brd 5, Blk 4, Pal 4, Rgr 4
+
* '''Level:''' Brd 5, Blk 4, Pal 4, Rgr 4
-
[B]Components: [/B]V, S, M, F/DF
+
* '''Components:''' V, S, M, F/DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
An ethereal starlight pallor swirls around the subject, causing sparks to fly as the fabric of magic around them is torn.
An ethereal starlight pallor swirls around the subject, causing sparks to fly as the fabric of magic around them is torn.
Line 674: Line 688:
Arcane Focus: An opal worth at least 250gp.
Arcane Focus: An opal worth at least 250gp.
-
[B][I]Camouflage[/I][/B]
+
'''''Camouflage'''''
 +
 
Illusion (Glamer)
Illusion (Glamer)
-
[B]Level: [/B]Rgr 2
+
* '''Level:''' Rgr 2
-
[B]Components: [/B]S, M
+
* '''Components:''' S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
Drawing forth the natural obscuration from the nearby environment, you add an illusory mask as it settles around you, providing you with 25% concealment & a +4 bonus to Hide checks. A suspicious creature can make a Will save to notice the glamer, reducing your concealment against that creature to 10% but not negating the Hide bonus offered. [I]True seeing [/I]offers no further information.
+
Drawing forth the natural obscuration from the nearby environment, you add an illusory mask as it settles around you, providing you with 25% concealment & a +4 bonus to Hide checks. A suspicious creature can make a Will save to notice the glamer, reducing your concealment against that creature to 10% but not negating the Hide bonus offered. ''True seeing ''offers no further information.
This spell also lets you hide even while being observed. It is not dispelled if you attack or take another hostile action, although doing so is likely to provoke suspicion.
This spell also lets you hide even while being observed. It is not dispelled if you attack or take another hostile action, although doing so is likely to provoke suspicion.
Line 689: Line 704:
Material Component: Dust & a thick piece of tree bark.
Material Component: Dust & a thick piece of tree bark.
-
[B][I]Choking Fumes[/I][/B]
+
'''''Choking Fumes'''''
 +
 
Conjuration (Creation)
Conjuration (Creation)
-
[B]Level: [/B]Poison 8
+
* '''Level:''' Poison 8
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Effect: [/B]Cloud spreads in 5’ radius/level
+
* '''Effect:''' Cloud spreads in 5’ radius/level
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Fortitude partial; see text
+
* '''Saving Throw:''' Fortitude partial; see text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
This spell generates a bank of fog, similar to a [I]fog cloud[/I] or a [I]cloudkill[/I], except that its fumes are black & toxic. These fumes strangle & choke all living creatures within their area of effect. A creature must make a successful Fortitude save each round, or begin to suffocate. In the first round, a creature falls unconscious (0HP, or lower if applicable). In the following round, it is dying (-1HP, or lower if applicable) &. In the third round, it suffocates, & is dead (-10HP, or lower if applicable). Creatures that make their saving throw instead take 2d4 points of Constitution damage each round that they are exposed to the fumes.
+
This spell generates a bank of fog, similar to a ''fog cloud'' or a ''cloudkill'', except that its fumes are black & toxic. These fumes strangle & choke all living creatures within their area of effect. A creature must make a successful Fortitude save each round, or begin to suffocate. In the first round, a creature falls unconscious (0HP, or lower if applicable). In the following round, it is dying (-1HP, or lower if applicable) &. In the third round, it suffocates, & is dead (-10HP, or lower if applicable). Creatures that make their saving throw instead take 2d4 points of Constitution damage each round that they are exposed to the fumes.
Even living creatures that do not normally need to breathe are affected by these fumes. Holding one’s breath doesn’t help, but non-living creatures (such as constructs or the undead) are immune to the spell’s effects.
Even living creatures that do not normally need to breathe are affected by these fumes. Holding one’s breath doesn’t help, but non-living creatures (such as constructs or the undead) are immune to the spell’s effects.
Line 708: Line 724:
Material Component: A garrote or noose.
Material Component: A garrote or noose.
-
[B][I]Clarity[/I][/B]
+
'''''Clarity'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Asn 1, Blk 1, Pal 1, Rgr 1
+
* '''Level:''' Asn 1, Blk 1, Pal 1, Rgr 1
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Area: [/B]40’ radius burst centered on you
+
* '''Area:''' 40’ radius burst centered on you
-
[B]Duration: [/B]1 round
+
* '''Duration:''' 1 round
-
You can see with perfect clarity through illusions, obscuration & other magical deceptions. The sight conferred by this effect functions the same as that conferred by [I]true seeing[/I], with the exception that it does not enable you to see through [I]polymorph [/I]& other transmutation effects.
+
You can see with perfect clarity through illusions, obscuration & other magical deceptions. The sight conferred by this effect functions the same as that conferred by ''true seeing'', with the exception that it does not enable you to see through ''polymorph ''& other transmutation effects.
 +
 
 +
'''''Cleanse'''''
-
[B][I]Cleanse[/I][/B]
 
Abjuration
Abjuration
-
[B]Level: [/B]Cleansing 1, Drd 2
+
* '''Level:''' Cleansing 1, Drd 2
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Area: [/B]10’ radius
+
* '''Area:''' 10’ radius
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
You can create a zone that prevents disease & poison. If any creature would normally contract a disease or be poisoned within the zone’s area, then their Fortitude save to resist automatically succeeds. Also, all creatures within the zone gain a +2 sacred bonus on their next Fortitude save to resist either a poison or a disease, +1 point per 2 caster levels (maximum +10 at 20th level).
You can create a zone that prevents disease & poison. If any creature would normally contract a disease or be poisoned within the zone’s area, then their Fortitude save to resist automatically succeeds. Also, all creatures within the zone gain a +2 sacred bonus on their next Fortitude save to resist either a poison or a disease, +1 point per 2 caster levels (maximum +10 at 20th level).
-
[B][I]Cloak of Shadows[/I][/B]
+
'''''Cloak of Shadows'''''
 +
 
Illusion (Glamer) [Darkness]
Illusion (Glamer) [Darkness]
-
[B]Level: [/B]Asn 2, Night 5
+
* '''Level:''' Asn 2, Night 5
-
[B]Components: [/B]V, S, F
+
* '''Components:''' V, S, F
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
You wrap yourself in shadow & darkness, seeming to extend & retract from your actual position. This cloak grants you a +8 bonus to Hide checks in areas of darkness or shadowy illumination, but imposes a -4 penalty in bright illumination. Additionally, you gain a +2 circumstance bonus to normal & touch AC, & a +4 dodge bonus to AC against attacks of opportunity. [I]True seeing [/I]& [I]see invisibility [/I]will both reveal you & negate your Hide & AC bonuses from this spell.
+
You wrap yourself in shadow & darkness, seeming to extend & retract from your actual position. This cloak grants you a +8 bonus to Hide checks in areas of darkness or shadowy illumination, but imposes a -4 penalty in bright illumination. Additionally, you gain a +2 circumstance bonus to normal & touch AC, & a +4 dodge bonus to AC against attacks of opportunity. ''True seeing ''& ''see invisibility ''will both reveal you & negate your Hide & AC bonuses from this spell.
Focus: A drop of blood from an evil outsider.
Focus: A drop of blood from an evil outsider.
-
[B][I]Coat of Colors[/I][/B]
+
'''''Coat of Colors'''''
 +
 
Illusion (Pattern) [Light, Mind-Affecting]
Illusion (Pattern) [Light, Mind-Affecting]
-
[B]Level: [/B]Brd 3
+
* '''Level:''' Brd 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Effect: [/B]Colorful lights wrapped around you like a cloak
+
* '''Effect:''' Colorful lights wrapped around you like a cloak
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
When you cast this spell, you bring forth an illusory cloak of shifting prismatic hues, which radiate brightly. The cloak acts as though you were wearing it, following you & billowing in the air.
When you cast this spell, you bring forth an illusory cloak of shifting prismatic hues, which radiate brightly. The cloak acts as though you were wearing it, following you & billowing in the air.
Creatures within 30’ that observe this effect for the first time must make a Will save or be stunned for 1 round. Afterwards, they must make a Will save each time they look at you or become fascinated for as long as you remain within sight. Creatures within 30’ are also dazzled as long as they can see you (no save).
Creatures within 30’ that observe this effect for the first time must make a Will save or be stunned for 1 round. Afterwards, they must make a Will save each time they look at you or become fascinated for as long as you remain within sight. Creatures within 30’ are also dazzled as long as they can see you (no save).
-
For as long as this effect is active, you suffer a -20 penalty to Hide checks. A spell with the [Darkness] descriptor will render this effect useless & conceal you. [I]Obscuring mist[/I] & the like offer you no concealment, but negate the effects of this spell.
+
For as long as this effect is active, you suffer a -20 penalty to Hide checks. A spell with the [Darkness] descriptor will render this effect useless & conceal you. ''Obscuring mist'' & the like offer you no concealment, but negate the effects of this spell.
The spell does not affect sightless creatures.
The spell does not affect sightless creatures.
Material Component: A pinch each of powder or sand that is colored red, yellow, & blue, & a crystal prism.
Material Component: A pinch each of powder or sand that is colored red, yellow, & blue, & a crystal prism.
-
[B][I]Competence[/I][/B]
+
'''''Competence'''''
 +
 
Enchantment (Compulsion) [Mind-Affecting]
Enchantment (Compulsion) [Mind-Affecting]
-
[B]Level: [/B]Rgr 2
+
* '''Level:''' Rgr 2
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]10 minutes/level (D)
+
* '''Duration:''' 10 minutes/level (D)
Setting aside your personal feelings, you channel your focus against a particular enemy to a new foe. When you cast this spell, transfer all bonuses that you would normally gain for fighting one of your favored enemies to a different type of creature.
Setting aside your personal feelings, you channel your focus against a particular enemy to a new foe. When you cast this spell, transfer all bonuses that you would normally gain for fighting one of your favored enemies to a different type of creature.
Line 776: Line 797:
Material Component: A strap of leather & a rayseed.
Material Component: A strap of leather & a rayseed.
-
[B][I]Constriction[/I][/B]
+
'''''Constriction'''''
 +
 
Evocation [Force]
Evocation [Force]
-
[B]Level: [/B]Drd 9, Serpent 8
+
* '''Level:''' Drd 9, Serpent 8
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]1 creature
+
* '''Target:''' 1 creature
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]Fortitude half; see text
+
* '''Saving Throw:''' Fortitude half; see text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
The target of this spell is magically constrained by ghostly serpentine coils, which crush the life out of them. The target is considered pinned where they are by the magical binding, & feels squeezed as if by a great snake. The binding deals 3d6 points of damage each round; in addition, during this effect, the target cannot breathe, & may begin to suffocate. A target of this spell can only hold their breath for 1 round per point of Constitution, instead of the normal 2 rounds. A creature that makes their Fortitude saving throw versus this spell takes only half damage, & can breathe normally.
The target of this spell is magically constrained by ghostly serpentine coils, which crush the life out of them. The target is considered pinned where they are by the magical binding, & feels squeezed as if by a great snake. The binding deals 3d6 points of damage each round; in addition, during this effect, the target cannot breathe, & may begin to suffocate. A target of this spell can only hold their breath for 1 round per point of Constitution, instead of the normal 2 rounds. A creature that makes their Fortitude saving throw versus this spell takes only half damage, & can breathe normally.
-
[B][I]Conviction[/I][/B]
+
'''''Conviction'''''
 +
 
Conjuration
Conjuration
-
[B]Level: [/B]Blk 1, Clr 1, Pal 1
+
* '''Level:''' Blk 1, Clr 1, Pal 1
-
[B]Components: [/B]V, DF
+
* '''Components:''' V, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute or until discharged
+
* '''Duration:''' 1 minute or until discharged
Reaffirming your belief in your deity’s power, you bolster your resolve & strength of faith. You gain a +2 insight bonus to Concentration checks for 1 minute, & the next divine spell you cast is treated as though your caster level were one higher. Casting any divine spell discharges the effects of conviction, although the bonus to Concentration continues until 1 minute has elapsed.
Reaffirming your belief in your deity’s power, you bolster your resolve & strength of faith. You gain a +2 insight bonus to Concentration checks for 1 minute, & the next divine spell you cast is treated as though your caster level were one higher. Casting any divine spell discharges the effects of conviction, although the bonus to Concentration continues until 1 minute has elapsed.
-
[B][I]Countermand[/I][/B]
+
'''''Countermand'''''
 +
 
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
-
[B]Level: [/B]Brd 3, Sor 4
+
* '''Level:''' Brd 3, Sor 4
-
[B]Components: [/B]V, M
+
* '''Components:''' V, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’ per 2 levels)
+
* '''Range:''' Close (25’ + 5’ per 2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]See text
+
* '''Duration:''' See text
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
This spell allows you to override a magical charm or compulsion with a command of your own. A charmed creature can be realigned to view any other creature as a friend, instead of the original charmer. The instructions implanted in a creature under a compulsion effect can be supplanted by your orders. Creatures that are not currently under the influence of an enchantment spell are not affected by this spell. The alteration lasts until the original enchantment spell wears off.
This spell allows you to override a magical charm or compulsion with a command of your own. A charmed creature can be realigned to view any other creature as a friend, instead of the original charmer. The instructions implanted in a creature under a compulsion effect can be supplanted by your orders. Creatures that are not currently under the influence of an enchantment spell are not affected by this spell. The alteration lasts until the original enchantment spell wears off.
Line 815: Line 839:
Material Component: The shard of a broken mirror or other reflective glass.
Material Component: The shard of a broken mirror or other reflective glass.
-
[B][I]Crawling Object[/I][/B]
+
'''''Crawling Object'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Sor/Wiz 2
+
* '''Level:''' Sor/Wiz 2
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One unattended object
+
* '''Target:''' One unattended object
-
[B]Duration: [/B]1 day/level (D)
+
* '''Duration:''' 1 day/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You can transform an object so that it will stay where you put it. If the object is moved from where it was when you cast it, then it will “crawl” or “slide” back toward its original spot. The object gains a land speed of 10’/round, & a climb speed of 5’/round. In all other respects, the object remains ordinary (although it will have a faint magical aura), & is still subject to all rules regarding objects. The object can be up to Small in size.
You can transform an object so that it will stay where you put it. If the object is moved from where it was when you cast it, then it will “crawl” or “slide” back toward its original spot. The object gains a land speed of 10’/round, & a climb speed of 5’/round. In all other respects, the object remains ordinary (although it will have a faint magical aura), & is still subject to all rules regarding objects. The object can be up to Small in size.
Material Component: The leg of a spider.
Material Component: The leg of a spider.
-
[B][I]Daq’s Decisive Destiny[/I][/B]
+
'''''Daq’s Decisive Destiny'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Destiny 9
+
* '''Level:''' Destiny 9
-
[B]Components: [/B]V, S, F, DF, XP
+
* '''Components:''' V, S, F, DF, XP
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
This potent spell warps fate & possibility to your advantage, but in doing so also lays bare the confining weave of Fate & fortune.
This potent spell warps fate & possibility to your advantage, but in doing so also lays bare the confining weave of Fate & fortune.
Line 845: Line 871:
Furthermore, Fate dislikes being exposed to mortal sight. If ever any two dice that pertain to the same action show the same result, then the spell ends immediately.
Furthermore, Fate dislikes being exposed to mortal sight. If ever any two dice that pertain to the same action show the same result, then the spell ends immediately.
-
If you cast a [I]miracle [/I]prior to [I]Daq’s decisive destiny[/I] requesting the intercession of fortune, you may roll four dice instead of three. Matching dice will not end the spell in this case.
+
If you cast a ''miracle ''prior to ''Daq’s decisive destiny'' requesting the intercession of fortune, you may roll four dice instead of three. Matching dice will not end the spell in this case.
Focus: A triangular diamond worth at least 1,000gp.
Focus: A triangular diamond worth at least 1,000gp.
Line 851: Line 877:
XP Cost: 250XP.
XP Cost: 250XP.
-
[B][I]Delegation of the Darshan[/I][/B]
+
'''''Delegation of the Darshan'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Prophecy 9
+
* '''Level:''' Prophecy 9
-
[B]Components: [/B]V, XP
+
* '''Components:''' V, XP
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute
+
* '''Duration:''' 1 minute
With this very powerful spell, you are entrusted with a Darshan’s vision of past, present, & future currents in the stream of probability. For one minute, you speak with absolute certainty of what will transpire for a certain person or persons, at a general time (“soon”, “within a month”, “this year”, etc.)
With this very powerful spell, you are entrusted with a Darshan’s vision of past, present, & future currents in the stream of probability. For one minute, you speak with absolute certainty of what will transpire for a certain person or persons, at a general time (“soon”, “within a month”, “this year”, etc.)
Line 869: Line 896:
XP Cost: 5,000XP.
XP Cost: 5,000XP.
-
[B][I]Disgust[/I][/B]
+
'''''Disgust'''''
 +
 
Necromancy
Necromancy
-
[B]Level: [/B]Asn 1, Brd 1, Blk 1, Sor/Wiz 1
+
* '''Level:''' Asn 1, Brd 1, Blk 1, Sor/Wiz 1
-
[B]Components: [/B]V, M
+
* '''Components:''' V, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]10’
+
* '''Range:''' 10’
-
Target: One living creature
+
* '''Target:''' One living creature
-
[B]Duration: [/B]1 round/2 levels
+
* '''Duration:''' 1 round/2 levels
-
[B]Saving Throw: [/B]Fortitude negates
+
* '''Saving Throw:''' Fortitude negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
You curdle your victim’s stomach, causing intense nausea. The subject is sickened for the duration unless it succeeds on its save. Creatures immune to poison are not affected.
You curdle your victim’s stomach, causing intense nausea. The subject is sickened for the duration unless it succeeds on its save. Creatures immune to poison are not affected.
Material Component: Dung or some rancid or rotten food.
Material Component: Dung or some rancid or rotten food.
-
[B][I]Dismiss Critical Wounds[/I][/B]
+
'''''Dismiss Critical Wounds'''''
 +
 
Conjuration (Healing)
Conjuration (Healing)
-
[B]Level: [/B]Blk 4, Pal 4
+
* '''Level:''' Blk 4, Pal 4
-
[B]Components: [/B]S
+
* '''Components:''' S
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 4d10 points of damage +1 point per caster level (maximum +20).
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 4d10 points of damage +1 point per caster level (maximum +20).
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
-
[B][I]Dismiss Light Wounds[/I][/B]
+
'''''Dismiss Light Wounds'''''
 +
 
Conjuration (Healing)
Conjuration (Healing)
-
[B]Level: [/B]Blk 1, Pal 1
+
* '''Level:''' Blk 1, Pal 1
-
[B]Components: [/B]S
+
* '''Components:''' S
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 1d10 points of damage +1 point per caster level (maximum +5).
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 1d10 points of damage +1 point per caster level (maximum +5).
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
-
[B][I]Dismiss Moderate Wounds[/I][/B]
+
'''''Dismiss Moderate Wounds'''''
 +
 
Conjuration (Healing)
Conjuration (Healing)
-
[B]Level: [/B]Blk 2, Pal 2
+
* '''Level:''' Blk 2, Pal 2
-
[B]Components: [/B]S
+
* '''Components:''' S
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 2d10 points of damage +1 point per caster level (maximum +10).
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 2d10 points of damage +1 point per caster level (maximum +10).
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
-
[B][I]Dismiss Serious Wounds[/I][/B]
+
'''''Dismiss Serious Wounds'''''
 +
 
Conjuration (Healing)
Conjuration (Healing)
-
[B]Level: [/B]Blk 3, Pal 3
+
* '''Level:''' Blk 3, Pal 3
-
[B]Components: [/B]S
+
* '''Components:''' S
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 3d10 points of damage +1 point per caster level (maximum +15).
With a minuscule shrug & a flexing of muscles, you let positive energy flow through you, curing 3d10 points of damage +1 point per caster level (maximum +15).
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
You cannot recover damage using this spell if you are undead, but neither do you take any damage.
-
[B][I]Dismiss Suffering[/I][/B]
+
'''''Dismiss Suffering'''''
 +
 
Conjuration (Healing)
Conjuration (Healing)
-
[B]Level: [/B]Blk 3, Pal 3
+
* '''Level:''' Blk 3, Pal 3
-
[B]Components: [/B]M, DF
+
* '''Components:''' M, DF
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
Silently calling upon the power of your deity, you channel positive energy through your body, washing away many serious afflictions. You may negate any & all of the following adverse conditions: ability damage, blindness, deafness, exhaustion, fatigue, paralysis, poison & being sickened.
Silently calling upon the power of your deity, you channel positive energy through your body, washing away many serious afflictions. You may negate any & all of the following adverse conditions: ability damage, blindness, deafness, exhaustion, fatigue, paralysis, poison & being sickened.
-
Material Component: Incense or herbs & two rods of gold, each worth 25gp. These must be made into a burnt offering (or equivalent sacrifice) within 24 hours, or the caster loses the ability to cast dismiss suffering until he or she receives [I]atonement[/I].
+
Material Component: Incense or herbs & two rods of gold, each worth 25gp. These must be made into a burnt offering (or equivalent sacrifice) within 24 hours, or the caster loses the ability to cast dismiss suffering until he or she receives ''atonement''.
 +
 
 +
'''''Distraction'''''
-
[B][I]Distraction[/I][/B]
 
Evocation [Light, Sonic]
Evocation [Light, Sonic]
-
[B]Level: [/B]Brd 1
+
* '''Level:''' Brd 1
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
Area: 20’ burst
Area: 20’ burst
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You conjure flickering lights & irritating noises in a burst that spiral & whirl, making it difficult to focus on complex tasks.
You conjure flickering lights & irritating noises in a burst that spiral & whirl, making it difficult to focus on complex tasks.
Line 959: Line 993:
Material Component: Small scraps of metal.
Material Component: Small scraps of metal.
-
[B][I]Divine Strike[/I][/B]
+
'''''Divine Strike'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Pal 2
+
* '''Level:''' Pal 2
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]60’
+
* '''Range:''' 60’
-
[B]Area: [/B]60’ line
+
* '''Area:''' 60’ line
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
Making a dramatic gesture with your melee weapon of choice, you release a shining streak of light that cuts through the air in a straight path, striking foes in a line as though you had attacked them yourself. Make attack rolls, confirm critical hits & roll damage against each target individually. Creatures caught in the line take damage as though struck by your weapon, including damage from magical properties such as [I]flaming[/I], [I]holy[/I], [I]shocking burst [/I]etc. & damage from any other relevant bonuses. Damage Reduction can deflect some or all of this damage.
+
Making a dramatic gesture with your melee weapon of choice, you release a shining streak of light that cuts through the air in a straight path, striking foes in a line as though you had attacked them yourself. Make attack rolls, confirm critical hits & roll damage against each target individually. Creatures caught in the line take damage as though struck by your weapon, including damage from magical properties such as ''flaming'', ''holy'', ''shocking burst ''etc. & damage from any other relevant bonuses. Damage Reduction can deflect some or all of this damage.
-
If you can perform a finisher or greater finisher maneuver, you may add the effects of one such attack to a [I]divine strike[/I]; doing so counts as a normal use of your finisher or greater finisher maneuver.
+
If you can perform a finisher or greater finisher maneuver, you may add the effects of one such attack to a ''divine strike''; doing so counts as a normal use of your finisher or greater finisher maneuver.
 +
 
 +
'''''Echo Mask'''''
-
[B][I]Echo Mask[/I][/B]
 
Illusion (Glamer)
Illusion (Glamer)
-
[B]Level: [/B]Brd 1
+
* '''Level:''' Brd 1
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
Target: You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
You subtly alter how light & sound move from your position. You appear slightly blurred & hazy to the eye, giving you an effective 10% concealment. However, against creatures relying on auditory feedback to find you, such as with blindsense or tremorsense, you are effectively [I]displaced [/I](as the spell). Such foes attacking you have a 50% miss chance unless they employ some other means of feedback (tactile, scent, etc.) to confirm your position.
+
You subtly alter how light & sound move from your position. You appear slightly blurred & hazy to the eye, giving you an effective 10% concealment. However, against creatures relying on auditory feedback to find you, such as with blindsense or tremorsense, you are effectively ''displaced ''(as the spell). Such foes attacking you have a 50% miss chance unless they employ some other means of feedback (tactile, scent, etc.) to confirm your position.
Material Component: A snail, whelk or conch shell.
Material Component: A snail, whelk or conch shell.
-
[B][I]Endure For Other[/I][/B]
+
'''''Endure For Other'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Pal 3
+
* '''Level:''' Pal 3
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Creature touched
+
* '''Target:''' Creature touched
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Will negates (harmless; see text)
+
* '''Saving Throw:''' Will negates (harmless; see text)
-
[B]Spell Resistance: [/B]Yes (harmless; see text)
+
* '''Spell Resistance:''' Yes (harmless; see text)
-
In a display of selflessness, you take on the hurts of an ally to spare them suffering. You may choose to remove one of the following from the touched creature: a single disease, a single poison, [I]confusion [/I](such as an [I]insanity [/I]spell), blindness, deafness, damage to a single ability score or up to 36 points of damage. The condition you remove immediately takes effect on you as though you had been the subject of the relevant effect & had failed your initial saving throw.
+
In a display of selflessness, you take on the hurts of an ally to spare them suffering. You may choose to remove one of the following from the touched creature: a single disease, a single poison, ''confusion ''(such as an ''insanity ''spell), blindness, deafness, damage to a single ability score or up to 36 points of damage. The condition you remove immediately takes effect on you as though you had been the subject of the relevant effect & had failed your initial saving throw.
You may not take on more damage than would kill you. You may not take on more ability damage than would reduce an ability score to 0. You may not take on blindness or deafness if already under the same condition. If the touched creature does not accept your sacrifice, a successful Will save will cause this spell to fail.
You may not take on more damage than would kill you. You may not take on more ability damage than would reduce an ability score to 0. You may not take on blindness or deafness if already under the same condition. If the touched creature does not accept your sacrifice, a successful Will save will cause this spell to fail.
-
[B][I]Estej’mah Amut[/I][/B]
+
'''''Estej’mah Amut'''''
 +
 
Conjuration (Calling) [Evil]
Conjuration (Calling) [Evil]
-
[B]Level: [/B]Sor/Wiz 8
+
* '''Level:''' Sor/Wiz 8
-
[B]Components: [/B]V, S, M, R, A, U
+
* '''Components:''' V, S, M, R, A, U
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Effect: [/B]One called ammut
+
* '''Effect:''' One called ammut
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
One of the darkest arts of the forbidden practice known as mortal sorcery, [I]estej’mah amut (“I Summon Ammut”)[/I] is the incantation that brings an ammut from the Pit of Fate into the world of the living.
+
One of the darkest arts of the forbidden practice known as mortal sorcery, ''estej’mah amut (“I Summon Ammut”)'' is the incantation that brings an ammut from the Pit of Fate into the world of the living.
Using your own mortal soul as bait & a guideline to draw the beast, you create a rift between the Pit & the world, lacing it with malevolent, potent energies that tempt the creature to follow. When the ammut answers the call, these energies feed into it, releasing it from the shackles of its duties & giving it profane power to wreak havoc.
Using your own mortal soul as bait & a guideline to draw the beast, you create a rift between the Pit & the world, lacing it with malevolent, potent energies that tempt the creature to follow. When the ammut answers the call, these energies feed into it, releasing it from the shackles of its duties & giving it profane power to wreak havoc.
Line 1,023: Line 1,061:
Alignment Component: Caster must be Neutral Evil or Chaotic Evil.
Alignment Component: Caster must be Neutral Evil or Chaotic Evil.
-
Unique Component: You must still have your soul. If you are under the effects of [I]soul blank[/I], you cannot summon an ammut.
+
Unique Component: You must still have your soul. If you are under the effects of ''soul blank'', you cannot summon an ammut.
 +
 
 +
'''''Execution'''''
-
[B][I]Execution[/I][/B]
 
Necromancy [Death, Evil]
Necromancy [Death, Evil]
-
[B]Level: [/B]Murder 3
+
* '''Level:''' Murder 3
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]One living creature
+
* '''Target:''' One living creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Fortitude negates (see text)
+
* '''Saving Throw:''' Fortitude negates (see text)
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
You crush the life from a weakened creature, snuffing it out with a phantasmal killing spear.
You crush the life from a weakened creature, snuffing it out with a phantasmal killing spear.
If the subject’s current hit points are less than its Hit Dice plus your Strength modifier, the subject dies instantly in a rather messy fashion, such as via a break in the spine or a violent gash across the throat, unless it succeeds on its saving throw. On a successful save, the target instead takes 2d6 points of damage & is either shaken or sickened (50% chance of either). A subject whose hit points exceed this requirement takes 2d6 points of damage; no saving throw is allowed.
If the subject’s current hit points are less than its Hit Dice plus your Strength modifier, the subject dies instantly in a rather messy fashion, such as via a break in the spine or a violent gash across the throat, unless it succeeds on its saving throw. On a successful save, the target instead takes 2d6 points of damage & is either shaken or sickened (50% chance of either). A subject whose hit points exceed this requirement takes 2d6 points of damage; no saving throw is allowed.
-
[B][I]Exertion[/I][/B]
+
'''''Exertion'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Hardship 3
+
* '''Level:''' Hardship 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Fortitude negates (see text)
+
* '''Saving Throw:''' Fortitude negates (see text)
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
The subject finds physical tasks extremely tiresome & demanding, having to struggle against their own body to accomplish simple actions.
The subject finds physical tasks extremely tiresome & demanding, having to struggle against their own body to accomplish simple actions.
Line 1,057: Line 1,097:
Material Component: A bit of dried meat or worn leather.
Material Component: A bit of dried meat or worn leather.
-
[B][I]Extinguish[/I][/B]
+
'''''Extinguish'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Clr 2, Drd 1, Sor/Wis 2
+
* '''Level:''' Clr 2, Drd 1, Sor/Wis 2
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 immediate action
+
* '''Casting Time:''' 1 immediate action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Area: [/B]10’ radius
+
* '''Area:''' 10’ radius
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
All non-magical flames in the area are instantly put out. If this spell is cast before something or someone in the area has had its damage resolved, then they take no damage. Magical flames are only doused for you & objects on your person, so other creatures & objects in the area can still be damaged by magical fire. Fire-based creatures (such as fire elementals) are unaffected by this spell.
All non-magical flames in the area are instantly put out. If this spell is cast before something or someone in the area has had its damage resolved, then they take no damage. Magical flames are only doused for you & objects on your person, so other creatures & objects in the area can still be damaged by magical fire. Fire-based creatures (such as fire elementals) are unaffected by this spell.
-
[B][I]False Moon[/I][/B]
+
'''''False Moon'''''
 +
 
Evocation [Darkness]
Evocation [Darkness]
-
[B]Level: [/B]Brd 2, Clr 3, Night 4
+
* '''Level:''' Brd 2, Clr 3, Night 4
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]60’
+
* '''Range:''' 60’
-
[B]Effect: [/B]Ball of dim light that sheds twilight in a 30’ radius.
+
* '''Effect:''' Ball of dim light that sheds twilight in a 30’ radius.
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
When you conjure this effect, the world seems to dim as night takes the place of light. The tiny sphere of light you conjure, which imitates the moon, sheds shadowy illumination with intermittent pinpoints of light in a 30’ radius. You can begin moving the sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30’ in a round. If you cease concentrating, the sphere does not move in that round. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere must remain within 60’ of you; if it goes beyond, the spell ends.
When you conjure this effect, the world seems to dim as night takes the place of light. The tiny sphere of light you conjure, which imitates the moon, sheds shadowy illumination with intermittent pinpoints of light in a 30’ radius. You can begin moving the sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30’ in a round. If you cease concentrating, the sphere does not move in that round. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere must remain within 60’ of you; if it goes beyond, the spell ends.
Line 1,086: Line 1,128:
Material Component: A pebble from Najmah.
Material Component: A pebble from Najmah.
-
[B][I]False Sun[/I][/B]
+
'''''False Sun'''''
 +
 
Evocation [Light]
Evocation [Light]
-
[B]Level: [/B]Brd 2, Clr 3
+
* '''Level:''' Brd 2, Clr 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]60’
+
* '''Range:''' 60’
-
[B]Effect: [/B]Ball of bright light that sheds sunlight in a 30’ radius.
+
* '''Effect:''' Ball of bright light that sheds sunlight in a 30’ radius.
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
When you conjure this effect, the world seems to warm & brighten as day takes the place of darkness. The tiny sphere of light you conjure, which imitates the sun, sheds bright illumination in a 30’ radius & dim illumination 30’ beyond that. You can begin moving the sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30’ in a round. If you cease concentrating, the sphere does not move in that round. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere must remain within 60’ of you; if it goes beyond, the spell ends.
When you conjure this effect, the world seems to warm & brighten as day takes the place of darkness. The tiny sphere of light you conjure, which imitates the sun, sheds bright illumination in a 30’ radius & dim illumination 30’ beyond that. You can begin moving the sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30’ in a round. If you cease concentrating, the sphere does not move in that round. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere must remain within 60’ of you; if it goes beyond, the spell ends.
Line 1,102: Line 1,145:
Material Component: A pebble from Siraaj.
Material Component: A pebble from Siraaj.
-
[B][I]Fangs of the False Caress[/I][/B]
+
'''''Fangs of the False Caress'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Betrayal 6
+
* '''Level:''' Betrayal 6
-
[B]Components: [/B]S, U
+
* '''Components:''' S, U
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Special
+
* '''Range:''' Special
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]None (& see text)
+
* '''Saving Throw:''' None (& see text)
-
[B]Spell Resistance: [/B]No (& see text)
+
* '''Spell Resistance:''' No (& see text)
With a sinisterly sensual gesture, you trigger a dark connection with a creature you have touched before, laying a phantom imprint of your caress upon them.
With a sinisterly sensual gesture, you trigger a dark connection with a creature you have touched before, laying a phantom imprint of your caress upon them.
Line 1,117: Line 1,161:
The subject can be any creature you have touched within the past week. You may deliver spells & effects with a range of touch to that subject at any distance for the duration of this spell. Further, each time you do, the subject takes 1d6 damage. The subject acquires a mark of fangs somewhere visible on its body, & can feel your phantom touch.
The subject can be any creature you have touched within the past week. You may deliver spells & effects with a range of touch to that subject at any distance for the duration of this spell. Further, each time you do, the subject takes 1d6 damage. The subject acquires a mark of fangs somewhere visible on its body, & can feel your phantom touch.
-
If the subject had allowed your touch willingly during the past week, then they are entitled to no saving throw against any touch effect you deliver via [I]fangs of the false caress[/I], & their spell resistance is ignored by same. If you touched the subject without consent, then they are entitled to saves & SR as normal, with the exception of Reflex saves.
+
If the subject had allowed your touch willingly during the past week, then they are entitled to no saving throw against any touch effect you deliver via ''fangs of the false caress'', & their spell resistance is ignored by same. If you touched the subject without consent, then they are entitled to saves & SR as normal, with the exception of Reflex saves.
-
When the duration expires, so too do all traces of your original touch, requiring you to touch the target anew to repeat this subtle attack. [I]Greater remove curse[/I], [I]limited wish[/I], [I]miracle [/I]& [I]wish [/I]can all end [I]fangs of the false caress[/I].
+
When the duration expires, so too do all traces of your original touch, requiring you to touch the target anew to repeat this subtle attack. ''Greater remove curse'', ''limited wish'', ''miracle ''& ''wish ''can all end ''fangs of the false caress''.
Unique Component: Must have touched the intended subject within the past week.
Unique Component: Must have touched the intended subject within the past week.
-
[B][I]Feral Hunter[/I][/B]
+
'''''Feral Hunter'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Rgr 2, Wild 3
+
* '''Level:''' Rgr 2, Wild 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]10 minutes/level (D)
+
* '''Duration:''' 10 minutes/level (D)
You gain the Scent ability, becoming able to determine enemies’ positions by odor. If you have the Track feat, you can also track foes by their smell.
You gain the Scent ability, becoming able to determine enemies’ positions by odor. If you have the Track feat, you can also track foes by their smell.
Line 1,137: Line 1,182:
Material Component: A tuft of hyena fur.
Material Component: A tuft of hyena fur.
-
[B][I]Fiat: Death[/I][/B]
+
'''''Fiat: Death'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Sor/Wiz 9
+
* '''Level:''' Sor/Wiz 9
-
[B]Components: [/B]V, S, F
+
* '''Components:''' V, S, F
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Effect: [/B]Ray of pure magical potency
+
* '''Effect:''' Ray of pure magical potency
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Fortitude partial
+
* '''Saving Throw:''' Fortitude partial
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
Focusing the most potent, raw arcane energies through an enchanted vessel, you invoke the Fiat to unleash a coiling rush of pure sorcery. This power crashes over your foe like a torrent, the pressure expelling soul from body.
Focusing the most potent, raw arcane energies through an enchanted vessel, you invoke the Fiat to unleash a coiling rush of pure sorcery. This power crashes over your foe like a torrent, the pressure expelling soul from body.
Line 1,155: Line 1,201:
Focus: A magical rod or staff. You may use a magical wand with at least 10 charges remaining, but doing so will cause it to shatter.
Focus: A magical rod or staff. You may use a magical wand with at least 10 charges remaining, but doing so will cause it to shatter.
-
[B][I]Finery & Fraudulence[/I][/B]
+
'''''Finery & Fraudulence'''''
 +
 
Illusion (Glamer) [Mind-Affecting]
Illusion (Glamer) [Mind-Affecting]
-
[B]Level: [/B]Brd 5, Cunning 6
+
* '''Level:''' Brd 5, Cunning 6
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Will disbelief (see text)
+
* '''Saving Throw:''' Will disbelief (see text)
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Using your quick wits & guile, you “reveal” yourself to be more than what you seem, divesting yourself of your “peasant rags” to reveal the raiments of a gilded ruler.
Using your quick wits & guile, you “reveal” yourself to be more than what you seem, divesting yourself of your “peasant rags” to reveal the raiments of a gilded ruler.
Line 1,176: Line 1,223:
Material Component: Gold dust worth 100gp, to be sprinkled upon yourself surreptitiously.
Material Component: Gold dust worth 100gp, to be sprinkled upon yourself surreptitiously.
-
[B][I]Firesinger[/I][/B]
+
'''''Firesinger'''''
 +
 
Transmutation [Fire]
Transmutation [Fire]
-
[B]Level: [/B]Brd 5, Sor/Wiz 7
+
* '''Level:''' Brd 5, Sor/Wiz 7
-
[B]Components: [/B]V, S, M, U
+
* '''Components:''' V, S, M, U
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Long (400’ + 40’/level)
+
* '''Range:''' Long (400’ + 40’/level)
-
Target: One fire source, up to a 30’ cube
+
* '''Target:''' One fire source, up to a 30’ cube
-
[B]Duration: [/B]Concentration, up to 1 round/level
+
* '''Duration:''' Concentration, up to 1 round/level
-
[B]Saving Throw: [/B]Special; see text
+
* '''Saving Throw:''' Special; see text
-
[B]Spell Resistance: [/B]Yes or No; see text
+
* '''Spell Resistance:''' Yes or No; see text
This is a powerful spell that grants command over elemental flame. When you cast it, the fire becomes self-sustaining, regardless of oxygen or fuel, for as long as you maintain the effect.
This is a powerful spell that grants command over elemental flame. When you cast it, the fire becomes self-sustaining, regardless of oxygen or fuel, for as long as you maintain the effect.
For each round that you concentrate, you can command the fire you sing to produce one of the following effects:
For each round that you concentrate, you can command the fire you sing to produce one of the following effects:
-
[I]Ignite: [/I]The fire spreads to an additional 5’ cube per 4 caster levels. The new cubes must be on a surface & must be adjacent to a fire. Spell resistance does not apply.
+
''Ignite: ''The fire spreads to an additional 5’ cube per 4 caster levels. The new cubes must be on a surface & must be adjacent to a fire. Spell resistance does not apply.
-
[I]Blaze: [/I]The fire shoots forth a burning line, 5’ long per caster level, that deals 6d6 points of fire damage. A successful Reflex save lets creatures in the line take half damage. Spell resistance can prevent this damage.
+
''Blaze: ''The fire shoots forth a burning line, 5’ long per caster level, that deals 6d6 points of fire damage. A successful Reflex save lets creatures in the line take half damage. Spell resistance can prevent this damage.
-
[I]Fireworks: [/I]The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120’ of the fire source to become blinded for 2d4+1 rounds. A successful Will save reduces this to 1d4 rounds. These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Invoking fireworks ends the spell.
+
''Fireworks: ''The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120’ of the fire source to become blinded for 2d4+1 rounds. A successful Will save reduces this to 1d4 rounds. These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Invoking fireworks ends the spell.
-
[I]Smoke Cloud: [/I]A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 30’ in all directions & lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All creatures within the cloud take a -6 penalty to Strength & Dexterity; a Fortitude save halves these penalties. These effects last for 2d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. Invoking a smoke cloud ends the spell.
+
''Smoke Cloud: ''A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 30’ in all directions & lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All creatures within the cloud take a -6 penalty to Strength & Dexterity; a Fortitude save halves these penalties. These effects last for 2d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. Invoking a smoke cloud ends the spell.
-
[I]Flare: [/I]All creatures within 10’ of a source of fire (including any fire-based creature used as a source), take 8d6 points of fire damage. A Reflex save will halve this damage; creatures standing in fire are denied a save. Spell resistance can prevent this damage. Invoking a flare ends the spell.
+
''Flare: ''All creatures within 10’ of a source of fire (including any fire-based creature used as a source), take 8d6 points of fire damage. A Reflex save will halve this damage; creatures standing in fire are denied a save. Spell resistance can prevent this damage. Invoking a flare ends the spell.
Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 30’ cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 3 points of damage per caster level.
Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 30’ cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 3 points of damage per caster level.
Line 1,204: Line 1,252:
Unique Component: The caster must speak Ignan.
Unique Component: The caster must speak Ignan.
-
[B][I]Flickerflame[/I][/B]
+
'''''Flickerflame'''''
 +
 
Evocation [Fire]
Evocation [Fire]
-
[B]Level: [/B]Brd 0, Sor 0
+
* '''Level:''' Brd 0, Sor 0
-
[B]Components: [/B]S, R
+
* '''Components:''' S, R
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
Target: Object or creature touched
+
* '''Target:''' Object or creature touched
-
[B]Duration: [/B]1 round or until discharged
+
* '''Duration:''' 1 round or until discharged
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
Flicking your fingers, you emit tiny little flames from the tips that you can use to set an object alight or burn an enemy. If you deliver this effect as a touch attack, it deals 1d4+1 fire damage. When the flame has touched an object or creature, the spell ends.
Flicking your fingers, you emit tiny little flames from the tips that you can use to set an object alight or burn an enemy. If you deliver this effect as a touch attack, it deals 1d4+1 fire damage. When the flame has touched an object or creature, the spell ends.
Racial Component: Must be an efreeti or narsabi. A bard (& only a bard) can ignore this component.
Racial Component: Must be an efreeti or narsabi. A bard (& only a bard) can ignore this component.
-
[B][I]Forewarn[/I][/B]
+
'''''Forewarn'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Prophecy 3
+
* '''Level:''' Prophecy 3
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 hour/level or until discharged
+
* '''Duration:''' 1 hour/level or until discharged
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
With this spell you deliver a single, cryptic but crucial piece of information regarding an event soon to transpire. Once during the spell’s duration, the target may choose to use its effect. This spell grants the subject a +6 insight bonus on a single attack roll, opposed ability or skill check, or saving throw. Alternatively, the subject can apply the insight bonus to its AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; the subject can even activate it on another character’s turn if needed. The subject must choose to use the warning before it makes the roll it is to modify. Once used, the spell ends.
With this spell you deliver a single, cryptic but crucial piece of information regarding an event soon to transpire. Once during the spell’s duration, the target may choose to use its effect. This spell grants the subject a +6 insight bonus on a single attack roll, opposed ability or skill check, or saving throw. Alternatively, the subject can apply the insight bonus to its AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; the subject can even activate it on another character’s turn if needed. The subject must choose to use the warning before it makes the roll it is to modify. Once used, the spell ends.
You can’t have more than one forewarning active on you at the same time.
You can’t have more than one forewarning active on you at the same time.
-
[B][I]Gate**[/I][/B]
+
'''''Gate**'''''
 +
 
Conjuration (Calling or Creation) [Good]
Conjuration (Calling or Creation) [Good]
-
[B]Level: [/B]Clr 9, Sor/Wiz 9
+
* '''Level:''' Clr 9, Sor/Wiz 9
-
[B]Components: [/B]V, S, XP; see text
+
* '''Components:''' V, S, XP; see text
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Effect: [/B]See text
+
* '''Effect:''' See text
-
[B]Duration: [/B]Instantaneous or concentration (up to 1 round/level); see text
+
* '''Duration:''' Instantaneous or concentration (up to 1 round/level); see text
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Casting this spell has two effects. First, it creates an interdimensional connection between your plane of existence & a plane you specify, allowing travel between those two planes in either direction.
Casting this spell has two effects. First, it creates an interdimensional connection between your plane of existence & a plane you specify, allowing travel between those two planes in either direction.
Line 1,251: Line 1,302:
This effect has a front & a back. Creatures moving through the titular gate from the front are transported to the other plane; creatures moving through it from the back are not.
This effect has a front & a back. Creatures moving through the titular gate from the front are transported to the other plane; creatures moving through it from the back are not.
-
[B]Planar Travel[/B]
+
'''Planar Travel'''
-
As a mode of planar travel, this spell functions much like a [I]plane shift[/I] spell, except that this effect opens precisely at the point you desire (a creation effect). Deities & other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. This effect cannot be opened to another point on the same plane; the spell works only for interplanar travel.
+
As a mode of planar travel, this spell functions much like a ''plane shift'' spell, except that this effect opens precisely at the point you desire (a creation effect). Deities & other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. This effect cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), & you must concentrate on doing so, or else the interplanar connection is severed.
You may hold the gate open only for a brief time (no more than 1 round per caster level), & you must concentrate on doing so, or else the interplanar connection is severed.
-
Should you wish to open a [I]gate [/I]to any plane other than Siraaj or Najmah, you must succeed in boring through the shell that separates Kamala from the multiverse. To do so, consult the following table:
+
Should you wish to open a ''gate ''to any plane other than Siraaj or Najmah, you must succeed in boring through the shell that separates Kamala from the multiverse. To do so, consult the following table:
-
[table=head]Destination|Spellcraft check|Knowledge (Arcana) check|Caster Level check|Will save
+
{| class="zebra bordered header"
-
Astral Plane|40|35|35|30
+
! Destination !! Spellcraft check !! Knowledge (Arcana) check !! Caster Level check !! Will save
-
Ethereal Plane|42|30|37|32
+
|-
-
Plane of Shadow|42|30|37|32
+
| Astral Plane || 40 || 35 || 35 || 30
-
Material Plane|45|50|40|35
+
|-
-
Inner Plane|50|30|42|37
+
| Ethereal Plane || 42 || 30 || 37 || 32
-
Outer Plane|55|55|45|40[/table]
+
|-
 +
| Plane of Shadow || 42 || 30 || 37 || 32
 +
|-
 +
| Material Plane || 45 || 50 || 40 || 35
 +
|-
 +
| Inner Plane || 50 || 30 || 42 || 37
 +
|-
 +
| Outer Plane || 55 || 55 || 45 || 40
 +
|}
For each round that you wish to hold the connection to such a plane open beyond the first, you must make each relevant check again at a -4 cumulative penalty. Failing any check requires you to make the appropriate Will save or lose access to spellcasting for 5d10 days & will immediately close the gate.
For each round that you wish to hold the connection to such a plane open beyond the first, you must make each relevant check again at a -4 cumulative penalty. Failing any check requires you to make the appropriate Will save or lose access to spellcasting for 5d10 days & will immediately close the gate.
-
[B]Calling Creatures[/B]
+
'''Calling Creatures'''
-
The second effect of the [I]gate [/I]spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature & pull the subject through, willing or unwilling. Deities, unique beings & beings with more HD than you are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).
+
The second effect of the ''gate ''spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature & pull the subject through, willing or unwilling. Deities, unique beings & beings with more HD than you are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).
If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call & control one or more creatures as long as their HD total does not exceed your caster level. A single creature with more HD than your caster level can’t be controlled. Deities & unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call & control one or more creatures as long as their HD total does not exceed your caster level. A single creature with more HD than your caster level can’t be controlled. Deities & unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
-
A controlled creature can be commanded to perform an immediate task for you. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell. A creature so controlled placed under any effect that would detain it beyond the duration of the gate spell is automatically released from such an effect when [I]gate [/I]ends.
+
A controlled creature can be commanded to perform an immediate task for you. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell. A creature so controlled placed under any effect that would detain it beyond the duration of the gate spell is automatically released from such an effect when ''gate ''ends.
-
If you choose to request a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the [I]lesser planar ally[/I] spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, & you must then & there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
+
If you choose to request a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the ''lesser planar ally'' spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, & you must then & there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege & master, at the very least. At worst, the creature or its kin may attack you.
Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege & master, at the very least. At worst, the creature or its kin may attack you.
-
Note: When you use a calling spell such as [I]gate [/I]to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
+
Note: When you use a calling spell such as ''gate ''to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
XP Cost: 1,000XP (only for the calling creatures function).
XP Cost: 1,000XP (only for the calling creatures function).
-
** = This is a revised version of the [I][URL="http://www.d20srd.org/srd/spells/gate.htm"]Gate[/URL][/I] spell from the [I]Player’s Handbook[/I] (page 234). It is intended to replace the published version of that spell.
+
** = This is a revised version of the [http://www.d20srd.org/srd/spells/gate.htm ''Gate''] spell from the ''Player’s Handbook'' (page 234). It is intended to replace the published version of that spell.
 +
 
 +
'''''Genie’s Mystique'''''
-
[B][I]Genie’s Mystique[/I][/B]
 
Evocation
Evocation
-
[B]Level: [/B]Brd 3, Sor 3
+
* '''Level:''' Brd 3, Sor 3
-
[B]Components: [/B]V, S, R
+
* '''Components:''' V, S, R
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
You call forth the exotic power of your heritage to enrich your very being with mystique. This power gives you a +2 insight bonus to each ability score for the duration of the spell.
You call forth the exotic power of your heritage to enrich your very being with mystique. This power gives you a +2 insight bonus to each ability score for the duration of the spell.
-
If you are targeted by [I]dispel magic[/I] (but not [I]greater dispel magic[/I]) then [I]genie’s mystique[/I] will protect you from the effect automatically at the cost of its remaining duration.
+
If you are targeted by ''dispel magic'' (but not ''greater dispel magic'') then ''genie’s mystique'' will protect you from the effect automatically at the cost of its remaining duration.
-
All full-blooded genies can use [I]genie’s mystique[/I] as a spell-like ability three times per day.
+
All full-blooded genies can use ''genie’s mystique'' as a spell-like ability three times per day.
Racial Component: Must be a genie or sabi.
Racial Component: Must be a genie or sabi.
-
[B][I]Genie’s Mystique, Greater[/I][/B]
+
'''''Genie’s Mystique, Greater'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Brd 5, Sor 6
+
* '''Level:''' Brd 5, Sor 6
-
[B]Components: [/B]V, S, M, R
+
* '''Components:''' V, S, M, R
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
You call forth the exotic power of your heritage to enrich your very being with mystique. This power gives you a +4 insight bonus to each ability score for the duration of the spell.
You call forth the exotic power of your heritage to enrich your very being with mystique. This power gives you a +4 insight bonus to each ability score for the duration of the spell.
-
If you are targeted by [I]dispel magic[/I] or [I]greater dispel magic[/I], [I]greater genie’s mystique[/I] will protect you from the effect automatically at the cost of its remaining duration.
+
If you are targeted by ''dispel magic'' or ''greater dispel magic'', ''greater genie’s mystique'' will protect you from the effect automatically at the cost of its remaining duration.
-
All full-blooded genies can use [I]greater genie’s mystique[/I] as a spell-like ability once per day. Janni do not have this ability.
+
All full-blooded genies can use ''greater genie’s mystique'' as a spell-like ability once per day. Janni do not have this ability.
Material Component: A small diamond, sapphire, ruby or pearl worth at least 50gp. A full-blooded genie may ignore this component.
Material Component: A small diamond, sapphire, ruby or pearl worth at least 50gp. A full-blooded genie may ignore this component.
Line 1,321: Line 1,382:
Racial Component: Must be a genie or sabi.
Racial Component: Must be a genie or sabi.
-
[B][I]Gloom[/I][/B]
+
'''''Gloom'''''
 +
 
Evocation [Darkness, Fear, Mind-Affecting]
Evocation [Darkness, Fear, Mind-Affecting]
-
[B]Level: [/B]Night 9, Wiz 9
+
* '''Level:''' Night 9, Wiz 9
-
[B]Components: [/B]V, S, M, F, DF
+
* '''Components:''' V, S, M, F, DF
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Long (400’ + 40’/level)
+
* '''Range:''' Long (400’ + 40’/level)
-
[B]Area: [/B]Cylinder (20’ radius/level, 100’ high)
+
* '''Area:''' Cylinder (20’ radius/level, 100’ high)
-
[B]Duration: [/B]10 minutes/level
+
* '''Duration:''' 10 minutes/level
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
The sky grows dark for a mile around, with not a hint of sunlight, moonlight or starlight penetrating, as you conjure a region of absolute night.
The sky grows dark for a mile around, with not a hint of sunlight, moonlight or starlight penetrating, as you conjure a region of absolute night.
-
[I]Gloom [/I]creates a mile-radius circle of magical darkness that acts as [I]deeper darkness[/I], as well as a cylindrical epicenter of pure inky night. Non-magical sources of illumination within the mile of darkness, such as torches, lamps & candles, are extinguished. Magical sources see their effective radius halved. Within the epicenter, however, all magical light is instantly dispelled (or suppressed, in the case of supernatural glows).
+
''Gloom ''creates a mile-radius circle of magical darkness that acts as ''deeper darkness'', as well as a cylindrical epicenter of pure inky night. Non-magical sources of illumination within the mile of darkness, such as torches, lamps & candles, are extinguished. Magical sources see their effective radius halved. Within the epicenter, however, all magical light is instantly dispelled (or suppressed, in the case of supernatural glows).
-
The epicenter of [I]gloom [/I]is pitch-black. Low-light vision & darkvision are of no use. All within are effectively blinded & given total concealment. This makes Search & Spot checks impossible & imposes a -4 circumstance penalty to Reflex saves.
+
The epicenter of ''gloom ''is pitch-black. Low-light vision & darkvision are of no use. All within are effectively blinded & given total concealment. This makes Search & Spot checks impossible & imposes a -4 circumstance penalty to Reflex saves.
-
The profound, unnatural darkness begins to unhinge those who are caught within. Living creatures within a mile of the epicenter suffer a -2 morale penalty to attack rolls, damage rolls, skill checks & saving throws (no save). For those within the epicenter, however, the darkness of the [I]gloom [/I]is much more severe. Creatures caught in the epicenter must make a Will save or suffer a -9 morale penalty instead.
+
The profound, unnatural darkness begins to unhinge those who are caught within. Living creatures within a mile of the epicenter suffer a -2 morale penalty to attack rolls, damage rolls, skill checks & saving throws (no save). For those within the epicenter, however, the darkness of the ''gloom ''is much more severe. Creatures caught in the epicenter must make a Will save or suffer a -9 morale penalty instead.
Creatures dependent on sunlight or other light (such as most creatures of the Plant type) suffer twice the normal penalties. Such creatures, if within the epicenter, are also panicked (no save) regardless of immunity to fear effects.
Creatures dependent on sunlight or other light (such as most creatures of the Plant type) suffer twice the normal penalties. Such creatures, if within the epicenter, are also panicked (no save) regardless of immunity to fear effects.
-
Those within the [I]gloom[/I]’s mile-radius circle of darkness also slowly begin to go mad. Each minute, have affected victims roll on the following table:
+
Those within the ''gloom''’s mile-radius circle of darkness also slowly begin to go mad. Each minute, have affected victims roll on the following table:
-
[table=head]Roll|Gloom Effect|Save
+
{| class="zebra bordered header"
-
1|No effect|--
+
! Roll !! Gloom Effect !! Save
-
2|Confused for 1 minute|Will negates
+
|-
-
3|Shaken for 1 minute|Will negates
+
| 1 || No effect || --
-
4|Frightened for 1 minute|Will negates
+
|-
-
5|Panicked for 1 minute|Will negates
+
| 2 || Confused for 1 minute || Will negates
-
6|Sickened for 1 minute|Fortitude negates
+
|-
-
7|Nauseated for 1 minute|Fortitude negates
+
| 3 || Shaken for 1 minute || Will negates
-
8|Roll twice, ignoring 8|--[/table]
+
|-
 +
| 4 || Frightened for 1 minute || Will negates
 +
|-
 +
| 5 || Panicked for 1 minute || Will negates
 +
|-
 +
| 6 || Sickened for 1 minute || Fortitude negates
 +
|-
 +
| 7 || Nauseated for 1 minute || Fortitude negates
 +
|-
 +
| 8 || Roll twice, ignoring 8 || --
 +
|}
-
Lastly, [I]gloom [/I]dispels & suppresses the following effects for its duration: [I]aid[/I], [I]animal trance[/I], [I]bless[/I], [I]calm animals[/I], [I]calm emotions[/I], [I]good hope[/I], [I]heroism[/I], [I]hypnotic pattern[/I], [I]prayer[/I], [I]rage[/I], [I]rainbow pattern[/I], [I]scintillating pattern[/I], [I]sympathy[/I], bardic music & a barbarian’s rage ability.
+
Lastly, ''gloom ''dispels & suppresses the following effects for its duration: ''aid'', ''animal trance'', ''bless'', ''calm animals'', ''calm emotions'', ''good hope'', ''heroism'', ''hypnotic pattern'', ''prayer'', ''rage'', ''rainbow pattern'', ''scintillating pattern'', ''sympathy'', bardic music & a barbarian’s rage ability.
Material Component: A black opal worth at least 500GP. A full-blooded ghul (& only a ghul) may ignore this component.
Material Component: A black opal worth at least 500GP. A full-blooded ghul (& only a ghul) may ignore this component.
Line 1,359: Line 1,431:
Arcane Focus: The black silk robes of a transcended houri. A full-blooded ghul (& only a ghul) may ignore this component.
Arcane Focus: The black silk robes of a transcended houri. A full-blooded ghul (& only a ghul) may ignore this component.
-
[B][I]Hagalvethr’s Hurricane[/I][/B]
+
'''''Hagalvethr’s Hurricane'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Storm 9
+
* '''Level:''' Storm 9
-
[B]Components: [/B]V, S, M, DF
+
* '''Components:''' V, S, M, DF
-
[B]Casting Time: [/B]1 full-round action
+
* '''Casting Time:''' 1 full-round action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Area: [/B]1 mile radius sphere, centered on you
+
* '''Area:''' 1 mile radius sphere, centered on you
-
[B]Duration: [/B]Concentration plus 1 minute/level
+
* '''Duration:''' Concentration plus 1 minute/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You can create a potent & terrible storm in the area, battering everything in range with wind, rain, & lightning. The sky darkens as the entire area is covered by a black storm cloud, bathing the area in shadowy illumination. The storm manifests within 1d4+1 rounds of casting this spell.
You can create a potent & terrible storm in the area, battering everything in range with wind, rain, & lightning. The sky darkens as the entire area is covered by a black storm cloud, bathing the area in shadowy illumination. The storm manifests within 1d4+1 rounds of casting this spell.
Line 1,374: Line 1,447:
You control the general tendencies of the weather, such as the direction & intensity of the wind. The wind cannot be less than Strong (21-30MPH), but it can be of Tornado strength (175-300MPH). Changing the wind speed &/or direction is a swift action, & wind can only be increased or decreased by one strength category per round.
You control the general tendencies of the weather, such as the direction & intensity of the wind. The wind cannot be less than Strong (21-30MPH), but it can be of Tornado strength (175-300MPH). Changing the wind speed &/or direction is a swift action, & wind can only be increased or decreased by one strength category per round.
-
Also, as a swift action, you can call down a lightning bolt to strike a specific spot, just like a [I]call lightning [/I]spell. Each bolt is a 5’ wide, 50’ long vertical line, which deals 5d10 points of electricity damage. Any creature in the target square or in the path of the bolt is affected. You can only call down one lightning bolt per round, but you can strike any point within range of the storm.
+
Also, as a swift action, you can call down a lightning bolt to strike a specific spot, just like a ''call lightning ''spell. Each bolt is a 5’ wide, 50’ long vertical line, which deals 5d10 points of electricity damage. Any creature in the target square or in the path of the bolt is affected. You can only call down one lightning bolt per round, but you can strike any point within range of the storm.
Lastly, you can create a 1-round emulation of any spell in the Storm domain (up to 5th level only) as a full-round action.
Lastly, you can create a 1-round emulation of any spell in the Storm domain (up to 5th level only) as a full-round action.
Line 1,382: Line 1,455:
Material Component: A handful of shattered gems, worth at least 6,000gp.
Material Component: A handful of shattered gems, worth at least 6,000gp.
-
[B][I]Hail Storm[/I][/B]
+
'''''Hail Storm'''''
 +
 
Evocation [Cold]
Evocation [Cold]
-
[B]Level: [/B]Drd 5, Sor/Wiz 6, Storm 6
+
* '''Level:''' Drd 5, Sor/Wiz 6, Storm 6
-
[B]Components: [/B]V, S, M, DF
+
* '''Components:''' V, S, M, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Long (400’ + 40’/level)
+
* '''Range:''' Long (400’ + 40’/level)
Area: Cylinder (40’ radius, 30’ high)
Area: Cylinder (40’ radius, 30’ high)
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Fortitude negates (harmless)
+
* '''Saving Throw:''' Fortitude negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
Driving sleet & hail blocks all sight (even darkvision) within it & causes the ground in the area to be slick, pebbled & icy. A creature can walk within or through the area of sleet at half normal speed with a Balance check (DC20). Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
Driving sleet & hail blocks all sight (even darkvision) within it & causes the ground in the area to be slick, pebbled & icy. A creature can walk within or through the area of sleet at half normal speed with a Balance check (DC20). Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
Line 1,398: Line 1,472:
Arcane Material Component: Pebbles from a polar region.
Arcane Material Component: Pebbles from a polar region.
-
[B][I]Harmony[/I][/B]
+
'''''Harmony'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Clr 4, Peace 3
+
* '''Level:''' Clr 4, Peace 3
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Area: [/B]1 ally within 30’
+
* '''Area:''' 1 ally within 30’
-
[B]Duration: [/B]1 round/level; see text
+
* '''Duration:''' 1 round/level; see text
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
With this spell, you create a bond between yourself & an ally, allowing you both to share attributes. While [I]harmony [/I]is in effect, both you & your chosen ally gain the higher of your two scores for any statistics, including ability scores, skill modifiers, saving throw bonuses, attack bonuses, hit points, & armor class. Neither of you gain any class feature or feat that you did not already have access to. If either of your scores are diminished (such as taking damage or becoming poisoned), then you would both still use the highest score between the two of you. At the end of the effect, both of your statistics return to normal.
+
With this spell, you create a bond between yourself & an ally, allowing you both to share attributes. While ''harmony ''is in effect, both you & your chosen ally gain the higher of your two scores for any statistics, including ability scores, skill modifiers, saving throw bonuses, attack bonuses, hit points, & armor class. Neither of you gain any class feature or feat that you did not already have access to. If either of your scores are diminished (such as taking damage or becoming poisoned), then you would both still use the highest score between the two of you. At the end of the effect, both of your statistics return to normal.
If either you or your ally makes an aggressive action toward the other person, then the spell immediately ends. Aggressive actions include attacking the other person, grappling with the other, targeting the other with a damaging spell, or forcing the other to make a saving throw.
If either you or your ally makes an aggressive action toward the other person, then the spell immediately ends. Aggressive actions include attacking the other person, grappling with the other, targeting the other with a damaging spell, or forcing the other to make a saving throw.
-
[B][I]Herald/Courier[/I][/B]
+
'''''Herald/Courier'''''
 +
 
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
-
[B]Level: [/B]Sor/Wiz 3, Brd 2, Clr 3, Drd 3
+
* '''Level:''' Sor/Wiz 3, Brd 2, Clr 3, Drd 3
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Duration: [/B]12 hours/level or delivered (see below)
+
* '''Duration:''' 12 hours/level or delivered (see below)
-
This spell functions like [I]lesser herald/courier[/I], except that the message can contain up to 100 words, the herald can wait up to 10 minutes to deliver the message if the recipient chooses.
+
This spell functions like ''lesser herald/courier'', except that the message can contain up to 100 words, the herald can wait up to 10 minutes to deliver the message if the recipient chooses.
 +
 
 +
'''''Herald/Courier, Greater'''''
-
[B][I]Herald/Courier, Greater[/I][/B]
 
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
-
[B]Level: [/B]Sor/Wiz 4, Brd 3, Clr 4, Drd 4
+
* '''Level:''' Sor/Wiz 4, Brd 3, Clr 4, Drd 4
-
[B]Casting Time: [/B]10 minutes
+
* '''Casting Time:''' 10 minutes
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Duration: [/B]1 day/level or delivered (see below)
+
* '''Duration:''' 1 day/level or delivered (see below)
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
This spell functions like [I]lesser herald/courier[/I], except that the message can contain up to 200 words, the herald can wait up to 1 hour to deliver the message if the recipient chooses.
+
This spell functions like ''lesser herald/courier'', except that the message can contain up to 200 words, the herald can wait up to 1 hour to deliver the message if the recipient chooses.
 +
 
 +
'''''Herald/Courier, Lesser'''''
-
[B][I]Herald/Courier, Lesser[/I][/B]
 
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
-
[B]Level: [/B]Sor/Wiz 2, Brd 1, Clr 2, Drd 2
+
* '''Level:''' Sor/Wiz 2, Brd 1, Clr 2, Drd 2
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 round
+
* '''Casting Time:''' 1 round
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One living creature with less than caster’s HD - 3
+
* '''Target:''' One living creature with less than caster’s HD - 3
-
[B]Duration: [/B]6 hours/level or delivered (see below)
+
* '''Duration:''' 6 hours/level or delivered (see below)
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
The caster compels the creature to convey a message (25 words or less) to a specific recipient. The creature then must attempt to deliver the message to the best of its ability, as quickly as possible. Once the creature finds the recipient, it will state that it has a private message; the recipient may tell the creature to state the message, or to wait to deliver it (up to 1 minute (10 rounds)). The message is delivered in your voice, not the creature’s voice.
The caster compels the creature to convey a message (25 words or less) to a specific recipient. The creature then must attempt to deliver the message to the best of its ability, as quickly as possible. Once the creature finds the recipient, it will state that it has a private message; the recipient may tell the creature to state the message, or to wait to deliver it (up to 1 minute (10 rounds)). The message is delivered in your voice, not the creature’s voice.
The creature must understand the language you are speaking to convey the message, but they need not understand the meaning of the message itself. The message is stated only once & cannot be repeated. The creature do not know the contents of the message before, during, or after the delivery; it is magically-sealed within the mind of the creature, & cannot by discovered by any magical or non-magical means. The spell ends when the duration expires, the creature is killed, or it successfully recites the message, whichever comes first.
The creature must understand the language you are speaking to convey the message, but they need not understand the meaning of the message itself. The message is stated only once & cannot be repeated. The creature do not know the contents of the message before, during, or after the delivery; it is magically-sealed within the mind of the creature, & cannot by discovered by any magical or non-magical means. The spell ends when the duration expires, the creature is killed, or it successfully recites the message, whichever comes first.
-
[I]Dispel magic[/I] & [I]scry [/I]do not affect this spell. This spell can be ended by [I]break enchantment [/I]or [I]remove curse[/I], but these will not reveal the contents of the message. Only a [I]miracle[/I], [I]limited wish[/I], or a [I]wish [/I]can unlock the message prior to delivery. Even these cannot wrest it from the mind of a former target after it has been conveyed, as the contents of the message are wiped immediately after delivery.
+
''Dispel magic'' & ''scry ''do not affect this spell. This spell can be ended by ''break enchantment ''or ''remove curse'', but these will not reveal the contents of the message. Only a ''miracle'', ''limited wish'', or a ''wish ''can unlock the message prior to delivery. Even these cannot wrest it from the mind of a former target after it has been conveyed, as the contents of the message are wiped immediately after delivery.
 +
 
 +
'''''Holy Radiance'''''
-
[B][I]Holy Radiance[/I][/B]
 
Evocation [Light]
Evocation [Light]
-
[B]Level: [/B]Pal 1
+
* '''Level:''' Pal 1
-
[B]Components: [/B]V, M, DF
+
* '''Components:''' V, M, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]10’
+
* '''Range:''' 10’
-
[B]Area: [/B]10’ radius centered on you
+
* '''Area:''' 10’ radius centered on you
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Your holy symbol glows as a quartz crystal you carry dissolves into dust, which swirls around your person, giving you a scintillating aura that seems intent on sparkling in your foes’ eyes.
Your holy symbol glows as a quartz crystal you carry dissolves into dust, which swirls around your person, giving you a scintillating aura that seems intent on sparkling in your foes’ eyes.
Line 1,463: Line 1,542:
Material Component: A white quartz crystal.
Material Component: A white quartz crystal.
-
[B][I]Humidity[/I][/B]
+
'''''Humidity'''''
 +
 
Conjuration (Creation) [Water]
Conjuration (Creation) [Water]
-
[B]Level: [/B]Drd 4, Sor/Wiz 4
+
* '''Level:''' Drd 4, Sor/Wiz 4
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Area: [/B]5’/level radial spread
+
* '''Area:''' 5’/level radial spread
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Fortitude partial
+
* '''Saving Throw:''' Fortitude partial
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
This spell increases the level of humidity in an area to brutal levels, making anything & everything more difficult & pushing creatures to the limits of exertion.
This spell increases the level of humidity in an area to brutal levels, making anything & everything more difficult & pushing creatures to the limits of exertion.
Line 1,482: Line 1,562:
Material Component: A gallon of water. A marid or masabi can ignore this component.
Material Component: A gallon of water. A marid or masabi can ignore this component.
-
[B][I]Hunter’s Mark[/I][/B]
+
'''''Hunter’s Mark'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Rgr 1
+
* '''Level:''' Rgr 1
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 minute/level (D)
+
* '''Duration:''' 1 minute/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
You place a mark on the subject, visible only to yourself, which lets you pinpoint them easily. You can see the marked enemy clearly to the maximum range of the spell, & can attack said enemy at up to one additional range increment without penalty. The subject suffers a -2 penalty to AC against your attacks. If under concealment or invisible, the mark remains visible, & you may attack it at a -8 penalty. The subject is not aware of the mark, although [I]detect magic [/I]will reveal it. You may not have more than one foe marked with either [I]hunter’s mark [/I]or [I]greater hunter’s mark [/I]simultaneously.
+
You place a mark on the subject, visible only to yourself, which lets you pinpoint them easily. You can see the marked enemy clearly to the maximum range of the spell, & can attack said enemy at up to one additional range increment without penalty. The subject suffers a -2 penalty to AC against your attacks. If under concealment or invisible, the mark remains visible, & you may attack it at a -8 penalty. The subject is not aware of the mark, although ''detect magic ''will reveal it. You may not have more than one foe marked with either ''hunter’s mark ''or ''greater hunter’s mark ''simultaneously.
Material Component: Any staining juice or ink.
Material Component: Any staining juice or ink.
-
[B][I]Hunter’s Mark, Greater[/I][/B]
+
'''''Hunter’s Mark, Greater'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Rgr 3
+
* '''Level:''' Rgr 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Long (400’ + 40’/level)
+
* '''Range:''' Long (400’ + 40’/level)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]10 minutes/level (D)
+
* '''Duration:''' 10 minutes/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
As [I]hunter’s mark[/I], except that you may attack the subject at up to two additional range increments without penalty, & the subject suffers a -4 penalty to AC against your attacks.
+
As ''hunter’s mark'', except that you may attack the subject at up to two additional range increments without penalty, & the subject suffers a -4 penalty to AC against your attacks.
 +
 
 +
'''''Hush'''''
-
[B][I]Hush[/I][/B]
 
Illusion (Glamer)
Illusion (Glamer)
-
[B]Level: [/B]Asn 2/Brd 3
+
* '''Level:''' Asn 2/Brd 3
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
Target: You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/2 levels (D)
+
* '''Duration:''' 1 minute/2 levels (D)
-
This stealthy spell brings about utter silence around yourself. This effect functions as [I]silence[/I], but exclusively on sound issuing from or entering your personal space, creating a 1” bubble of quiet around you. Thus, any Move Silently checks you need to make succeed, but you cannot cast spells with a verbal component, nor employ bardic music, nor engage in conversation amongst one another. You are also effectively deafened. As [I]silence[/I], this effect protects you from sonic & language-based effects.
+
This stealthy spell brings about utter silence around yourself. This effect functions as ''silence'', but exclusively on sound issuing from or entering your personal space, creating a 1” bubble of quiet around you. Thus, any Move Silently checks you need to make succeed, but you cannot cast spells with a verbal component, nor employ bardic music, nor engage in conversation amongst one another. You are also effectively deafened. As ''silence'', this effect protects you from sonic & language-based effects.
 +
 
 +
'''''Impossible Feat'''''
-
[B][I]Impossible Feat[/I][/B]
 
Transmutation
Transmutation
-
[B]Level: [/B]Asn 2, Brd 2, Rgr 2
+
* '''Level:''' Asn 2, Brd 2, Rgr 2
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
You become capable of amazing feats of acrobatics, agility & athletics. You gain a competence bonus to Balance, Climb, Jump & Tumble checks equal to your caster level plus 20.
You become capable of amazing feats of acrobatics, agility & athletics. You gain a competence bonus to Balance, Climb, Jump & Tumble checks equal to your caster level plus 20.
-
[B][I]Incarnation of Nature[/I][/B]
+
'''''Incarnation of Nature'''''
 +
 
Conjuration (Calling)
Conjuration (Calling)
-
[B]Level: [/B]Drd 6, Wild 6
+
* '''Level:''' Drd 6, Wild 6
-
[B]Components: [/B]V, S, F, U
+
* '''Components:''' V, S, F, U
-
[B]Casting Time: [/B]1 round
+
* '''Casting Time:''' 1 round
-
[B]Range: [/B]60’
+
* '''Range:''' 60’
-
[B]Effect: [/B]One called incarnation
+
* '''Effect:''' One called incarnation
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Calling to the ambient natural environment, you ask it to incarnate in an appropriate form to aid you. The called incarnation will serve you to the best of its ability, provided you do not ask it to take an obviously unproductive suicidal action, take action against nature or be exploited for any other form of magic.
Calling to the ambient natural environment, you ask it to incarnate in an appropriate form to aid you. The called incarnation will serve you to the best of its ability, provided you do not ask it to take an obviously unproductive suicidal action, take action against nature or be exploited for any other form of magic.
Line 1,543: Line 1,628:
The kind of incarnation you can call depends on the natural environment available to you:
The kind of incarnation you can call depends on the natural environment available to you:
-
[table=head]Environment|Incarnation
+
{| class="zebra bordered header"
-
Arable Land|Greater earth elemental
+
! Environment !! Incarnation
-
Desert|Greater air elemental
+
|-
-
Forest/Jungle|Treant
+
| Arable Land || Greater earth elemental
-
Open Air/Plains|Greater air elemental
+
|-
-
Coast/River/Lake|Greater water elemental
+
| Desert || Greater air elemental
-
Stone/Cavern|Greater earth elemental[/table]
+
|-
 +
| Forest/Jungle || Treant
 +
|-
 +
| Open Air/Plains || Greater air elemental
 +
|-
 +
| Coast/River/Lake || Greater water elemental
 +
|-
 +
| Stone/Cavern || Greater earth elemental
 +
|}
The DM can decide randomly between available incarnations.
The DM can decide randomly between available incarnations.
Line 1,557: Line 1,650:
Unique Component: If you speak the appropriate elemental language (or Sylvan for a treant) the incarnation you call arrives with an additional 2 HD, & if it is available you can select it deliberately instead of randomly.
Unique Component: If you speak the appropriate elemental language (or Sylvan for a treant) the incarnation you call arrives with an additional 2 HD, & if it is available you can select it deliberately instead of randomly.
-
[B][I]Johoum’s Judgment[/I][/B]
+
'''''Johoum’s Judgment'''''
 +
 
Necromancy
Necromancy
-
[B]Level: [/B]Punishment 9
+
* '''Level:''' Punishment 9
-
[B]Components: [/B]V, S, M, A
+
* '''Components:''' V, S, M, A
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’ per 2 levels)
+
* '''Range:''' Close (25’ + 5’ per 2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Fortitude partial; see text
+
* '''Saving Throw:''' Fortitude partial; see text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
Like [I]destruction[/I], this spell instantly slays the subject & consumes its remains (but not its equipment & possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 12d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use [I]true resurrection[/I], a carefully worded [I]wish [/I]spell followed by [I]resurrection[/I], or [I]miracle[/I].
+
Like ''destruction'', this spell instantly slays the subject & consumes its remains (but not its equipment & possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 12d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use ''true resurrection'', a carefully worded ''wish ''spell followed by ''resurrection'', or ''miracle''.
-
Unlike a mere [I]destruction [/I]spell, though, this spell also reduces all of the target’s ability scores by 4 points for the next 24 hours. It also inflicts 1d4 points of ability drain to the target’s highest ability score. Neither of these effects offers a saving throw to resist them, & both of them ignore resistance &/or immunity to ability damage/drain. A [I]miracle [/I]could restore ability scores that have been reduced by this spell, but few gods would cross the dictates of Johoum to do so. Use of a [I]wish [/I]is ineffective, & will likely anger Johoum to be so defied.
+
Unlike a mere ''destruction ''spell, though, this spell also reduces all of the target’s ability scores by 4 points for the next 24 hours. It also inflicts 1d4 points of ability drain to the target’s highest ability score. Neither of these effects offers a saving throw to resist them, & both of them ignore resistance &/or immunity to ability damage/drain. A ''miracle ''could restore ability scores that have been reduced by this spell, but few gods would cross the dictates of Johoum to do so. Use of a ''wish ''is ineffective, & will likely anger Johoum to be so defied.
Material Component: A drop of blood from a close relative of the target (or the target themselves).
Material Component: A drop of blood from a close relative of the target (or the target themselves).
Line 1,576: Line 1,670:
Alignment Component: Any evil.
Alignment Component: Any evil.
-
[B][I]Joyless Fugue[/I][/B]
+
'''''Joyless Fugue'''''
 +
 
Enchantment (Compulsion) [Mind-Affecting]
Enchantment (Compulsion) [Mind-Affecting]
-
[B]Level: [/B]Curse 7, Sor/Wis 8
+
* '''Level:''' Curse 7, Sor/Wis 8
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]30’
+
* '''Range:''' 30’
-
[B]Area: [/B]Cone-shaped burst
+
* '''Area:''' Cone-shaped burst
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Will partial
+
* '''Saving Throw:''' Will partial
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
An invisible cone of despair causes a loss of all encouraging & positive emotion in the subjects, making them perceive the world as bleak & without hope. Affected creatures cannot benefit from morale bonuses, & are not affected by spells such as [I]calm emotions[/I], [I]good hope[/I], [I]heroism [/I]or [I]rage [/I]that alter emotional state, nor do they profit from abilities such as bardic music or a barbarian’s Rage ability.
+
An invisible cone of despair causes a loss of all encouraging & positive emotion in the subjects, making them perceive the world as bleak & without hope. Affected creatures cannot benefit from morale bonuses, & are not affected by spells such as ''calm emotions'', ''good hope'', ''heroism ''or ''rage ''that alter emotional state, nor do they profit from abilities such as bardic music or a barbarian’s Rage ability.
Affected creatures take a -4 penalty on attack rolls, saving throws, ability checks, skill checks, & weapon damage rolls. A successful Will save negates this penalty.
Affected creatures take a -4 penalty on attack rolls, saving throws, ability checks, skill checks, & weapon damage rolls. A successful Will save negates this penalty.
-
[I]Joyless fugue[/I] counters & dispels [I]good hope[/I]. [I]Greater remove curse[/I] will end the effect on one creature, while [I]miracle [/I]& [I]wish [/I]can remove it from all subjects.
+
''Joyless fugue'' counters & dispels ''good hope''. ''Greater remove curse'' will end the effect on one creature, while ''miracle ''& ''wish ''can remove it from all subjects.
Material Component: A vial of tears & a vial of smoke.
Material Component: A vial of tears & a vial of smoke.
-
[B][I]Limalia’s Laborious Lash[/I][/B]
+
'''''Limalia’s Laborious Lash'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Hardship 9
+
* '''Level:''' Hardship 9
-
[B]Components: [/B]V, S, M, F
+
* '''Components:''' V, S, M, F
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’ per 2 levels)
+
* '''Range:''' Close (25’ + 5’ per 2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 round/4 levels
+
* '''Duration:''' 1 round/4 levels
-
[B]Saving Throw: [/B]Will partial
+
* '''Saving Throw:''' Will partial
-
[B]Spell Resistance: [/B]Yes; see text
+
* '''Spell Resistance:''' Yes; see text
For a very brief time, you summon the dispassion & harshness of Limalia to strike all support from the victim. The crippling lash also wraps itself around the victim for a brief time, forcing additional effort for every action.
For a very brief time, you summon the dispassion & harshness of Limalia to strike all support from the victim. The crippling lash also wraps itself around the victim for a brief time, forcing additional effort for every action.
Line 1,612: Line 1,708:
The subject no longer threatens any squares & is deprived of its Dexterity bonus to AC, if any. Swift actions instead require a standard action; standard actions require a full-round action. Full-round actions remain unaffected.
The subject no longer threatens any squares & is deprived of its Dexterity bonus to AC, if any. Swift actions instead require a standard action; standard actions require a full-round action. Full-round actions remain unaffected.
-
Unless the subject succeeds on a Will save, its ranks in all skills are set to 0 for the duration of [I]Limalia’s laborious lash [/I]& it loses access to whatever feats it may have.
+
Unless the subject succeeds on a Will save, its ranks in all skills are set to 0 for the duration of ''Limalia’s laborious lash ''& it loses access to whatever feats it may have.
When the spell ends, the subject becomes fatigued unless immune.
When the spell ends, the subject becomes fatigued unless immune.
Line 1,620: Line 1,716:
Focus: A strong hemp rope, which is wrapped around the caster’s wrists & knotted as part of the somatic component. This rope prevents the casting of further spells with somatic components, but can be removed by another as a standard action or by oneself as a full-round action.
Focus: A strong hemp rope, which is wrapped around the caster’s wrists & knotted as part of the somatic component. This rope prevents the casting of further spells with somatic components, but can be removed by another as a standard action or by oneself as a full-round action.
-
[B][I]Location Bind[/I][/B]
+
'''''Location Bind'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Clr 8, Drd 7, Wiz 7
+
* '''Level:''' Clr 8, Drd 7, Wiz 7
-
[B]Components: [/B]V, S, F
+
* '''Components:''' V, S, F
-
[B]Casting Time: [/B]1 round
+
* '''Casting Time:''' 1 round
-
[B]Range: [/B]Close (25’ + 5’ per 2 levels)
+
* '''Range:''' Close (25’ + 5’ per 2 levels)
-
[B]Target: [/B]One spirit creature
+
* '''Target:''' One spirit creature
-
[B]Duration: [/B]Special
+
* '''Duration:''' Special
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Invoking powerful inherent magic, you trap the essence of a spirit creature within a magical boundary. Creatures vulnerable to this effect include all sentient constructs, elementals, extraplanar magical beasts, fey, outsiders, & sentient undead. You delineate the rough size of the boundary & can impose certain obligations on the bound spirit, but with greater demands come greater risks.
Invoking powerful inherent magic, you trap the essence of a spirit creature within a magical boundary. Creatures vulnerable to this effect include all sentient constructs, elementals, extraplanar magical beasts, fey, outsiders, & sentient undead. You delineate the rough size of the boundary & can impose certain obligations on the bound spirit, but with greater demands come greater risks.
Line 1,635: Line 1,732:
You may set the duration of the effect as described in the table below:
You may set the duration of the effect as described in the table below:
-
[table=head]Duration|Will Save|Limit|Obligations|Permanent
+
{| class="zebra bordered header"
-
1 round/level|No|5’|1 (discharge)|No
+
! Duration !! Will Save !! Limit !! Obligations !! Permanent
-
1 minute/level|Once|10’|1|No
+
|-
-
1 hour/level|1/hour|100’|2|Yes (Will save/day)
+
| 1 round/level || No || 5’ || 1 (discharge) || No
-
1 day/level|1/day|500’|3|Yes (Will save)
+
|-
-
1 week/level|No|1,000’|5|Yes[/table]
+
| 1 minute/level || Once || 10’ || 1 || No
 +
|-
 +
| 1 hour/level || 1/hour || 100’ || 2 || Yes (Will save/day)
 +
|-
 +
| 1 day/level || 1/day || 500’ || 3 || Yes (Will save)
 +
|-
 +
| 1 week/level || No || 1,000’ || 5 || Yes
 +
|}
-
The limit is the absolute minimum you are able to confine the bound spirit to. You may use [I]permanency [/I]to make binding of 1 hour/level or longer permanent (3,500XP).
+
The limit is the absolute minimum you are able to confine the bound spirit to. You may use ''permanency ''to make binding of 1 hour/level or longer permanent (3,500XP).
You may set simple obligations for the bound spirit for the duration; if the obligation is fulfilled before the duration ends, then the binding is discharged. Obligations may include attacking creatures within range, coming when called, giving truthful advice on matters & other similar tasks.
You may set simple obligations for the bound spirit for the duration; if the obligation is fulfilled before the duration ends, then the binding is discharged. Obligations may include attacking creatures within range, coming when called, giving truthful advice on matters & other similar tasks.
Line 1,648: Line 1,752:
Focus: A Sathan ruby, worth at least 500gp.
Focus: A Sathan ruby, worth at least 500gp.
-
[B][I]Maqur’s Malevolence[/I][/B]
+
'''''Maqur’s Malevolence'''''
 +
 
Necromancy
Necromancy
-
[B]Level: [/B]Betrayal 9
+
* '''Level:''' Betrayal 9
-
[B]Components: [/B]V, S, A, U
+
* '''Components:''' V, S, A, U
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]120 ft.
+
* '''Range:''' 120 ft.
-
[B]Effect: [/B]Bolts of crimson energy
+
* '''Effect:''' Bolts of crimson energy
-
[B]Duration: [/B]1 round/level or until discharged
+
* '''Duration:''' 1 round/level or until discharged
-
[B]Saving Throw: [/B]Fortitude negates & Reflex half; see text
+
* '''Saving Throw:''' Fortitude negates & Reflex half; see text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Reaching out to a trusting ally, you tear away its life force & use it to fuel coiling tendrils of violent red energy.
Reaching out to a trusting ally, you tear away its life force & use it to fuel coiling tendrils of violent red energy.
Line 1,671: Line 1,776:
Alignment Component: Any evil.
Alignment Component: Any evil.
-
[B][I]Martuakh’s Metamorphosis[/I][/B]
+
'''''Martuakh’s Metamorphosis'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Serpent 9
+
* '''Level:''' Serpent 9
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 hour/level (D)
+
* '''Duration:''' 1 hour/level (D)
-
You can transform yourself into a swarm of snakes, gaining several advantages by doing so. The swarm is in the form of 300 Tiny Vipers; statistics for a snake swarm are provided below. You gain all the benefits & drawbacks of a swarm (see [B]Swarm Traits[/B], below). You can move about & do the things that a swarm of snakes can conceivably do, such as slither through a crack in a wall. As a swarm made up of Tiny creatures, you take half damage from slashing & piercing weapons.
+
You can transform yourself into a swarm of snakes, gaining several advantages by doing so. The swarm is in the form of 300 Tiny Vipers; statistics for a snake swarm are provided below. You gain all the benefits & drawbacks of a swarm (see '''Swarm Traits''', below). You can move about & do the things that a swarm of snakes can conceivably do, such as slither through a crack in a wall. As a swarm made up of Tiny creatures, you take half damage from slashing & piercing weapons.
While in swarm form, any clothing or equipment melds into the swarm & becomes nonfunctional. When you revert to your true form, any objects previously melded into the swarm reappear in the same location on your body they previously occupied & are once again functional.
While in swarm form, any clothing or equipment melds into the swarm & becomes nonfunctional. When you revert to your true form, any objects previously melded into the swarm reappear in the same location on your body they previously occupied & are once again functional.
Line 1,685: Line 1,791:
You can reform parts of your natural body from the swarm, like your head or an arm, or revert fully into the swarm, as a free action. In this way, you can cast spells with verbal &/or somatic components while in swarm form, & you can speak if you wish. However, since your clothing & equipment meld into the swarm, you cannot cast spells with material or focus components.
You can reform parts of your natural body from the swarm, like your head or an arm, or revert fully into the swarm, as a free action. In this way, you can cast spells with verbal &/or somatic components while in swarm form, & you can speak if you wish. However, since your clothing & equipment meld into the swarm, you cannot cast spells with material or focus components.
-
You can direct every snake in the swarm, moving them as an entire swarm or sending some individual snakes away to perform other tasks elsewhere. You may separate a number of individual snakes from the swarm equal to ¼th your caster level. You can order one of your snakes as you had dominated them (as with a [I]dominate monster[/I] spell), although these snakes can do only what a snake is normally capable of doing. Snakes that are separated from your swarm when you revert to your normal form vanish.
+
You can direct every snake in the swarm, moving them as an entire swarm or sending some individual snakes away to perform other tasks elsewhere. You may separate a number of individual snakes from the swarm equal to ¼th your caster level. You can order one of your snakes as you had dominated them (as with a ''dominate monster'' spell), although these snakes can do only what a snake is normally capable of doing. Snakes that are separated from your swarm when you revert to your normal form vanish.
-
Reverting to normal is a standard action that does not provoke attacks of opportunity. You cannot change from swarm form to human form in an area where its body would not normally fit. Although changing shape is a spell-like effect, remaining in swarm form is not supernatural, & you do not change shape when entering an [I]antimagic field[/I].
+
Reverting to normal is a standard action that does not provoke attacks of opportunity. You cannot change from swarm form to human form in an area where its body would not normally fit. Although changing shape is a spell-like effect, remaining in swarm form is not supernatural, & you do not change shape when entering an ''antimagic field''.
If your swarm form is reduced to 0 hit points or lower, then ½ the snakes (150) are killed & the remaining members of swarm break up into a disorganized host of snakes. The horde scatters in all directions, fleeing the area at top speed (30’ per round). If even a single snake survives, you can reform yourself completely from it, even retaining all of your statistics & equipment prior to transformation. If multiple snakes survive, then you can choose which snake you wish to revert from. All other snakes vanish when the spell’s effects end.
If your swarm form is reduced to 0 hit points or lower, then ½ the snakes (150) are killed & the remaining members of swarm break up into a disorganized host of snakes. The horde scatters in all directions, fleeing the area at top speed (30’ per round). If even a single snake survives, you can reform yourself completely from it, even retaining all of your statistics & equipment prior to transformation. If multiple snakes survive, then you can choose which snake you wish to revert from. All other snakes vanish when the spell’s effects end.
-
[B]Snake Swarm[/B]
+
'''Snake Swarm'''
-
[spoiler]Tiny Animal (Swarm)
+
* Tiny Animal (Swarm)
-
Hit Dice: 6d8 (27HP)
+
* Hit Dice: 6d8 (27HP)
-
Initiative: +7
+
* Initiative: +7
-
Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
+
* Speed: 15’ (3 squares), Climb 15’ (3 squares), Swim 15’ (3 squares)
-
Armor Class: 17 (+2 size, +3 Dex, +2 natural armor); touch 15; flat-footed 14
+
* Armor Class: 17 (+2 size, +3 Dex, +2 natural armor); touch 15; flat-footed 14
-
Base Attack/Grapple: +0/--
+
* Base Attack/Grapple: +0/--
-
Attack: Swarm (2d6 + poison)
+
* Attack: Swarm (2d6 + poison)
-
Full Attack: Swarm (2d6 + poison)
+
* Full Attack: Swarm (2d6 + poison)
-
Space/Reach: 10’/0’
+
* Space/Reach: 10’/0’
-
Special Attacks: Distraction, Poison
+
* Special Attacks: Distraction, Poison
-
Special Qualities: Animal traits, Scent, Swarm traits
+
* Special Qualities: Animal traits, Scent, Swarm traits
-
Saves: Fort +2, Ref +5, Will +1
+
* Saves: Fort +2, Ref +5, Will +1
-
Abilities: Str 4 (-3), Dex 17 (+3), Con 11 (+0), Int * (*), Wis * (*), Cha * (*)
+
* Abilities: Str 4 (-3), Dex 17 (+3), Con 11 (+0), Int * (*), Wis * (*), Cha * (*)
-
Skills: Balance +11, Climb +11, Hide +15, Listen *, Spot *, Swim +5
+
* Skills: Balance +11, Climb +11, Hide +15, Listen *, Spot *, Swim +5
-
Feats: Improved Initiative, Weapon Finesse (B)
+
* Feats: Improved Initiative, Weapon Finesse (B)
-
Environment: Any land or underground
+
* Environment: Any land or underground
-
Organization: solitary, pair, or cluster (3-6 swarms)
+
* Organization: solitary, pair, or cluster (3-6 swarms)
-
Challenge Rating: 3
+
* Challenge Rating: 3
-
Treasure: N/A
+
* Treasure: N/A
-
Alignment: always Neutral
+
* Alignment: always Neutral
-
Advancement: N/A
+
* Advancement: N/A
-
Level Adjustment: N/A
+
* Level Adjustment: N/A
-
* = Your score or modifier
+
<nowiki>*</nowiki> = Your score or modifier
-
[B]Distraction (Ex): [/B]Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience & focus requires a Concentration check (DC20).
+
* '''Distraction (Ex):''' Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience & focus requires a Concentration check (DC20).
-
[B]Poison (Ex): [/B]A viper snake has a poisonous bite that deals initial & secondary damage of 1d6 Constitution. The save DC is 13. The save DCs are Constitution-based.
+
* '''Poison (Ex):''' A viper snake has a poisonous bite that deals initial & secondary damage of 1d6 Constitution. The save DC is 13. The save DCs are Constitution-based.
-
[B]Animal traits: [/B]All creatures with the Animal type possess the following traits:
+
* '''Animal traits:''' All creatures with the Animal type possess the following traits:
-
[LIST]
+
-
[*]Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
+
-
[*]Low-light vision.
+
-
[*]Alignment: Always neutral.
+
-
[*]Treasure: None.
+
-
[*]Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, & the animal receives only ½ its Strength modifier as a damage adjustment.
+
-
[*]Proficient with no armor unless trained for war.
+
-
[*]Animals eat, sleep, & breathe.
+
-
[/LIST]
+
-
[B]Scent (Ex): [/B]A snake swarm can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
+
-
[B]Swarm Traits: [/B]A swarm has no clear front or back & no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing & piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, & they cannot grapple an opponent.
+
* Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
 +
* Low-light vision.
 +
* Alignment: Always neutral.
 +
* Treasure: None.
 +
* Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, & the animal receives only ½ its Strength modifier as a damage adjustment.
 +
* Proficient with no armor unless trained for war.
 +
* Animals eat, sleep, & breathe.
-
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as [I]disintegrate[/I]), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects) if the swarm has an Intelligence score & a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons & many evocation spells.
+
* '''Scent (Ex):''' A snake swarm can detect opponents by sense of smell within 30’ (×2 for upwind opponents, ×½ for downwind opponents)
-
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a [I]gust of wind[/I] spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized & dispersed, & does not reform until its hit points exceed its nonlethal damage.
+
* '''Swarm Traits:''' A swarm has no clear front or back & no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing & piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, & they cannot grapple an opponent.
-
[B]Swarm Attack: [/B]Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack & Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.
+
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as ''disintegrate''), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects) if the swarm has an Intelligence score & a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons & many evocation spells.
 +
 
 +
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a ''gust of wind'' spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized & dispersed, & does not reform until its hit points exceed its nonlethal damage.
 +
 
 +
* '''Swarm Attack:''' Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack & Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.
A swarm’s attacks are non-magical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, & other special abilities usually gives a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
A swarm’s attacks are non-magical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, & other special abilities usually gives a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
-
Swarms do not threaten creatures in their square, & do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.[/spoiler]
+
Swarms do not threaten creatures in their square, & do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
 +
 
 +
'''''Mirage'''''
-
[B][I]Mirage[/I][/B]
 
Illusion (Glamer)
Illusion (Glamer)
-
[B]Level: [/B]Brd 6, Sor/Wiz 8
+
* '''Level:''' Brd 6, Sor/Wiz 8
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Area: [/B]One 40’ cube/level (S)
+
* '''Area:''' One 40’ cube/level (S)
-
[B]Duration: [/B]1 day/level (D)
+
* '''Duration:''' 1 day/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
This spell functions like [I]hallucinatory terrain[/I], except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, & olfactory elements. Unlike [I]hallucinatory terrain[/I], the spell can alter the appearance of structures (or add them where none are present). & unlike [I]mirage arcana[/I], it can disguise &/or conceal real creatures, or even add illusory beings (although these beings have only the illusion of life & cannot interact meaningfully with real creatures).
+
This spell functions like ''hallucinatory terrain'', except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, & olfactory elements. Unlike ''hallucinatory terrain'', the spell can alter the appearance of structures (or add them where none are present). & unlike ''mirage arcana'', it can disguise &/or conceal real creatures, or even add illusory beings (although these beings have only the illusion of life & cannot interact meaningfully with real creatures).
-
[B][I]Mordenkainen’s Disjunction[/I][/B]**
+
'''''Mordenkainen’s Disjunction'''''**
Abjuration
Abjuration
-
[B]Level: [/B]Magic 9, Sor/Wiz 9
+
* '''Level:''' Magic 9, Sor/Wiz 9
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]See text
+
* '''Casting Time:''' See text
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Area: [/B]All magical effects within a 40’-radius burst, or one magic item
+
* '''Area:''' All magical effects within a 40’-radius burst, or one magic item
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You can choose to use it in one of two ways, an area disjoining or a targeted disjoining.
You can choose to use it in one of two ways, an area disjoining or a targeted disjoining.
-
[I]Area Disjoining[/I]
+
''Area Disjoining''
-
This version of the spell has a casting time of 1 standard action. All magical effects within the radius of the spell, except for those that you carry or touch, are disjoined--that is, spells & spell-like effects are separated into their individual components (ending the effect as a [I]dispel magic [/I]spell does). You also have a 2% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
+
This version of the spell has a casting time of 1 standard action. All magical effects within the radius of the spell, except for those that you carry or touch, are disjoined--that is, spells & spell-like effects are separated into their individual components (ending the effect as a ''dispel magic ''spell does). You also have a 2% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
-
[I]Targeted Disjoining[/I]
+
''Targeted Disjoining''
This version of the spell has a casting time of 1 minute. While casting this version of the spell, you must be touching a single magic item that will be the target of the spell; when the spell is completed, that item is turned into a normal item, permanently losing any & all magical properties. An item in a creature’s possession may make a Will save to avoid disjunction (using its own Will save bonus or its possessor’s Will save bonus, whichever is higher), but an unattended magic item receives no save.
This version of the spell has a casting time of 1 minute. While casting this version of the spell, you must be touching a single magic item that will be the target of the spell; when the spell is completed, that item is turned into a normal item, permanently losing any & all magical properties. An item in a creature’s possession may make a Will save to avoid disjunction (using its own Will save bonus or its possessor’s Will save bonus, whichever is higher), but an unattended magic item receives no save.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Destroying artifacts is a dangerous business, & it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Destroying artifacts is a dangerous business, & it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
-
** = This is a revised version of the [I][URL="http://www.d20srd.org/srd/spells/magesDisjunction.htm"]Mordenkainen’s disjunction[/URL][/I] spell from the [I]Player’s Handbook [/I](page 255). It is intended to replace the published version of that spell. A special thanks to [URL="http://www.giantitp.com/forums/member.php?u=41008"]PairO’Dice Lost[/URL] for granting the use of [URL="http://www.giantitp.com/forums/showthread.php?p=7056120#post7056120"]his (greatly improved) version[/URL] of the spell.
+
<nowiki>**</nowiki> = This is a revised version of the [http://www.d20srd.org/srd/spells/magesDisjunction.htm ''Mordenkainen’s disjunction''] spell from the ''Player’s Handbook ''(page 255). It is intended to replace the published version of that spell. A special thanks to [http://www.giantitp.com/forums/member.php?u=41008 PairO’Dice Lost] for granting the use of [http://www.giantitp.com/forums/showthread.php?p=7056120#post7056120 his (greatly improved) version] of the spell.
 +
 
 +
'''''Muffle'''''
-
[B][I]Muffle[/I][/B]
 
Illusion (Glamer)
Illusion (Glamer)
-
[B]Level: [/B]Brd 4
+
* '''Level:''' Brd 4
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
Target: You & up to three creatures touched
+
* '''Target:''' You & up to three creatures touched
-
[B]Duration: [/B]1 minute/level (D)
+
* '''Duration:''' 1 minute/level (D)
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
This powerful spell brings about utter silence around yourself & up to three other creatures. This effect functions as [I]silence[/I], but exclusively on sound issuing from or entering your personal space, creating a 1” bubble of quiet around you. Thus, any Move Silently checks you need to make succeed, but you cannot cast spells with a verbal component, nor employ bardic music, nor engage in conversation amongst one another. You are also effectively deafened. As [I]silence[/I], this effect protects you from sonic & language-based effects.
+
This powerful spell brings about utter silence around yourself & up to three other creatures. This effect functions as ''silence'', but exclusively on sound issuing from or entering your personal space, creating a 1” bubble of quiet around you. Thus, any Move Silently checks you need to make succeed, but you cannot cast spells with a verbal component, nor employ bardic music, nor engage in conversation amongst one another. You are also effectively deafened. As ''silence'', this effect protects you from sonic & language-based effects.
 +
 
 +
'''''Nathar’s Nightmarish Nemesis'''''
-
[B][I]Nathar’s Nightmarish Nemesis[/I][/B]
 
Enchantment (Compulsion) [Evil]
Enchantment (Compulsion) [Evil]
-
[B]Level: [/B]Murder 9
+
* '''Level:''' Murder 9
-
[B]Components: [/B]V, S, M, DF, A, XP
+
* '''Components:''' V, S, M, DF, A, XP
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One unwilling creature
+
* '''Target:''' One unwilling creature
-
[B]Duration: [/B]Special (see text)
+
* '''Duration:''' Special (see text)
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
The mightiest magic of the Demon God of Murder, this spell bestows upon its unwilling victim the greatest blessing he can confer. The target of the spell is granted 4 ranks in Disguise & 8 ranks each in Hide & Move Silently, & acquires a level of the assassin prestige class. For each additional 250XP spent on the spell, the target gains an additional level of assassin, though this spell may not raise the subject's character level higher than your caster level. The subject likewise gains access to feats, spells & bonus ability points as if he had gained these levels of assassin normally, which you may select at the time of casting. However, he remains entirely unaware of the skills & powers that this spell has conferred to him.
The mightiest magic of the Demon God of Murder, this spell bestows upon its unwilling victim the greatest blessing he can confer. The target of the spell is granted 4 ranks in Disguise & 8 ranks each in Hide & Move Silently, & acquires a level of the assassin prestige class. For each additional 250XP spent on the spell, the target gains an additional level of assassin, though this spell may not raise the subject's character level higher than your caster level. The subject likewise gains access to feats, spells & bonus ability points as if he had gained these levels of assassin normally, which you may select at the time of casting. However, he remains entirely unaware of the skills & powers that this spell has conferred to him.
Line 1,814: Line 1,923:
XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.
XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.
-
[B][I]Natural Force[/I][/B]
+
'''''Natural Force'''''
 +
 
Conjuration (Creation)
Conjuration (Creation)
-
[B]Level: [/B]Rgr 3
+
* '''Level:''' Rgr 3
-
[B]Components: [/B]V, S, M, F
+
* '''Components:''' V, S, M, F
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Elemental material touched
+
* '''Target:''' Elemental material touched
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You tap into the mystical energies of Kamala to awaken the material you touch as an elemental spirit. You create a new Small air, earth, fire or water elemental from the corresponding material, which acts independently of you but has a friendly disposition towards you. This elemental may cooperate with your interests, but will not endanger or sacrifice itself on your behalf. It will eventually go its own way when it feels like doing so (1d4+1 minutes), as it is immune to Diplomatic manipulation. The creature can only speak its own elemental tongue.
You tap into the mystical energies of Kamala to awaken the material you touch as an elemental spirit. You create a new Small air, earth, fire or water elemental from the corresponding material, which acts independently of you but has a friendly disposition towards you. This elemental may cooperate with your interests, but will not endanger or sacrifice itself on your behalf. It will eventually go its own way when it feels like doing so (1d4+1 minutes), as it is immune to Diplomatic manipulation. The creature can only speak its own elemental tongue.
Line 1,834: Line 1,944:
Focus: A stick of yew, a stick of blue elder, two other sticks & a glass bead.
Focus: A stick of yew, a stick of blue elder, two other sticks & a glass bead.
-
[B][I]Nature’s Child[/I][/B]
+
'''''Nature’s Child'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Rgr 4
+
* '''Level:''' Rgr 4
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Your animal companion
+
* '''Target:''' Your animal companion
-
[B]Duration: [/B]10 minutes/level
+
* '''Duration:''' 10 minutes/level
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
You draw forth the powers of nature on behalf of your trusted companion, imbuing your faithful beast with the strength of the wild. Your animal companion’s power is determined as though your ranger levels were druid levels. You may designate any necessary feats & skill points.
You draw forth the powers of nature on behalf of your trusted companion, imbuing your faithful beast with the strength of the wild. Your animal companion’s power is determined as though your ranger levels were druid levels. You may designate any necessary feats & skill points.
Material Component: A slice of raw meat (for a carnivore) or a fist-sized fruit, for instance an apple (for an herbivore).
Material Component: A slice of raw meat (for a carnivore) or a fist-sized fruit, for instance an apple (for an herbivore).
-
[B][I]Nature’s Image[/I][/B]
+
'''''Nature’s Image'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Rgr 4
+
* '''Level:''' Rgr 4
-
[B]Components: [/B]V, S, F
+
* '''Components:''' V, S, F
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]10 minutes/level (D)
+
* '''Duration:''' 10 minutes/level (D)
You take on the form of an animal, as the Wild Shape ability of a druid. You may employ this effect as though your ranger levels were druid levels, except that you may not take the form of an elemental. When you change back to your true form, the spell ends. Changing back is a standard action that does not provoke an attack of opportunity. Note that the possession of this spell qualifies you to take the Natural Spell feat, as if you normally had the Wild Shape ability.
You take on the form of an animal, as the Wild Shape ability of a druid. You may employ this effect as though your ranger levels were druid levels, except that you may not take the form of an elemental. When you change back to your true form, the spell ends. Changing back is a standard action that does not provoke an attack of opportunity. Note that the possession of this spell qualifies you to take the Natural Spell feat, as if you normally had the Wild Shape ability.
Focus: A wood carving of yourself.
Focus: A wood carving of yourself.
-
[B][I]Ophidian Form[/I][/B]
+
'''''Ophidian Form'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Serpent 6, Sor/Wiz 8
+
* '''Level:''' Serpent 6, Sor/Wiz 8
-
[B]Components: [/B]V, M, DF
+
* '''Components:''' V, M, DF
-
[B]Casting Time: [/B]1 full-round action
+
* '''Casting Time:''' 1 full-round action
-
[B]Range: [/B]Personal or touch
+
* '''Range:''' Personal or touch
-
[B]Target: [/B]You or creature touched
+
* '''Target:''' You or creature touched
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
The target creature is transformed into the shape of an enormous snake, gaining several advantages in doing so. The creature’s size increases to Colossal, with a 10’ diameter, a length of 120’, & a weight of 160 tons. Its new space & reach are 30’ & 20’, respectively. Its new Size modifier is -8, its new Grapple modifier is +16, & its new Hide modifier is -16. Its Strength score increases to 40 (if already higher than 40, it gains +4 Strength), it gains +10 natural armor (if already higher than 10, then it gains +2 natural armor), as well as Damage Reduction 10/-- (if already higher than 10, then it gains +2DR). It also gains a bite attack (4d6 piercing damage), the Constrict special ability, the Improved Grab special ability, & the Swallow Whole special ability. The creature’s other statistics are unchanged, unless they are derived from the altered statistics.
The target creature is transformed into the shape of an enormous snake, gaining several advantages in doing so. The creature’s size increases to Colossal, with a 10’ diameter, a length of 120’, & a weight of 160 tons. Its new space & reach are 30’ & 20’, respectively. Its new Size modifier is -8, its new Grapple modifier is +16, & its new Hide modifier is -16. Its Strength score increases to 40 (if already higher than 40, it gains +4 Strength), it gains +10 natural armor (if already higher than 10, then it gains +2 natural armor), as well as Damage Reduction 10/-- (if already higher than 10, then it gains +2DR). It also gains a bite attack (4d6 piercing damage), the Constrict special ability, the Improved Grab special ability, & the Swallow Whole special ability. The creature’s other statistics are unchanged, unless they are derived from the altered statistics.
Line 1,877: Line 1,990:
Material Component: The molted skin of a snake.
Material Component: The molted skin of a snake.
-
[B][I]Oracle[/I][/B]
+
'''''Oracle'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Prophecy 6
+
* '''Level:''' Prophecy 6
-
[B]Components: [/B]V, S, M, DF
+
* '''Components:''' V, S, M, DF
-
[B]Casting Time: [/B]1 hour
+
* '''Casting Time:''' 1 hour
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
You enter into a deep trance during which you are conveyed the power of prophecy. Though you yourself are in a fugue & unresponsive, those around you may ask questions which your voice (or writing, or sign language if unable to speak) will reply to. The questions must each be personally relevant in some fashion; simple yes/no questions, as well as queries for lists, facts or figures, will be disregarded. Questions of a more open-ended nature are required, & will be answered with a single phrase, or a short verse. These replies are almost always of a cryptic nature, but at times have been known to be exceedingly clear. Each questioner is permitted a single question.
You enter into a deep trance during which you are conveyed the power of prophecy. Though you yourself are in a fugue & unresponsive, those around you may ask questions which your voice (or writing, or sign language if unable to speak) will reply to. The questions must each be personally relevant in some fashion; simple yes/no questions, as well as queries for lists, facts or figures, will be disregarded. Questions of a more open-ended nature are required, & will be answered with a single phrase, or a short verse. These replies are almost always of a cryptic nature, but at times have been known to be exceedingly clear. Each questioner is permitted a single question.
Line 1,893: Line 2,007:
Material Component: Incense, herbs, spices or leaves, burned to release their odors into the air.
Material Component: Incense, herbs, spices or leaves, burned to release their odors into the air.
-
[B][I]Pashati’s Perpetual Purity[/I][/B]
+
'''''Pashati’s Perpetual Purity'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Cleansing 9
+
* '''Level:''' Cleansing 9
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Creature touched
+
* '''Target:''' Creature touched
-
[B]Duration: [/B]1 hour per level
+
* '''Duration:''' 1 hour per level
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
-
The target creature gains Fast Healing 5, & becomes immune to the following adverse conditions: ability damaged, blinded, [I]confused[/I], dazed, dazzled, deafened, disabled, dying, exhausted, fascinated, fatigued, nauseated, panicked, paralyzed, sickened, stable, staggered, stunned, turned, & unconscious. It also removes negative levels, permanently drained levels, & permanently drained ability score points at a rate of 1 per hour each.
+
The target creature gains Fast Healing 5, & becomes immune to the following adverse conditions: ability damaged, blinded, ''confused'', dazed, dazzled, deafened, disabled, dying, exhausted, fascinated, fatigued, nauseated, panicked, paralyzed, sickened, stable, staggered, stunned, turned, & unconscious. It also removes negative levels, permanently drained levels, & permanently drained ability score points at a rate of 1 per hour each.
 +
 
 +
'''''Poison, Greater'''''
-
[B][I]Poison, Greater[/I][/B]
 
Necromancy
Necromancy
-
[B]Level: [/B]Drd 8, Poison 7
+
* '''Level:''' Drd 8, Poison 7
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Living creature touched
+
* '''Target:''' Living creature touched
-
[B]Duration: [/B]Instantaneous; see text
+
* '''Duration:''' Instantaneous; see text
-
[B]Saving Throw: [/B]Fortitude negates; see text
+
* '''Saving Throw:''' Fortitude negates; see text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
Calling upon the venomous powers of supernatural predators, you infect the subject with a dreadful poison by making a successful melee touch attack. The poison deals 2d10 points of temporary physical (Strength, Dexterity, & Constitution) damage immediately & another 2d10 points of temporary physical (Strength, Dexterity, & Constitution) damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wisdom modifier).
Calling upon the venomous powers of supernatural predators, you infect the subject with a dreadful poison by making a successful melee touch attack. The poison deals 2d10 points of temporary physical (Strength, Dexterity, & Constitution) damage immediately & another 2d10 points of temporary physical (Strength, Dexterity, & Constitution) damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wisdom modifier).
-
[B][I]Poison, Mass[/I][/B]
+
'''''Poison, Mass'''''
 +
 
Necromancy
Necromancy
-
[B]Level: [/B]Poison 9
+
* '''Level:''' Poison 9
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 full-round action
+
* '''Casting Time:''' 1 full-round action
-
[B]Range: [/B]60’
+
* '''Range:''' 60’
-
[B]Target: [/B]All living creatures within range
+
* '''Target:''' All living creatures within range
-
[B]Duration: [/B]Instantaneous; see text
+
* '''Duration:''' Instantaneous; see text
-
[B]Saving Throw: [/B]Fortitude negates; see text
+
* '''Saving Throw:''' Fortitude negates; see text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
With this most dire of venomous hexes, you infect every living creature around you with a terrible poison. The poison deals 2d10 points of temporary Constitution damage immediately & another 2d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wisdom modifier).
With this most dire of venomous hexes, you infect every living creature around you with a terrible poison. The poison deals 2d10 points of temporary Constitution damage immediately & another 2d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wisdom modifier).
-
[B][I]Pravah’s Tomb[/I][/B]
+
'''''Pravah’s Tomb'''''
 +
 
Abjuration [Sonic]
Abjuration [Sonic]
-
[B]Level: [/B]Brd 2
+
* '''Level:''' Brd 2
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
Target: One newly-dead creature
+
* '''Target:''' One newly-dead creature
-
[B]Duration: [/B]Concentration + 1 hour/level
+
* '''Duration:''' Concentration + 1 hour/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
Singing the enshrining song of Pravah, you ward off creatures & effects that would move, displace, capture or exploit the soul of the newly-dead creature. While you sing, & for 1 hour/level thereafter, the hafaza will not come for the soul of the slain creature, nor will spells such as [I]soul bind[/I], [I]trap the soul[/I], or the like function on it. This protection is of no use to one who dies under the influence of [I]soul blank[/I].
+
Singing the enshrining song of Pravah, you ward off creatures & effects that would move, displace, capture or exploit the soul of the newly-dead creature. While you sing, & for 1 hour/level thereafter, the hafaza will not come for the soul of the slain creature, nor will spells such as ''soul bind'', ''trap the soul'', or the like function on it. This protection is of no use to one who dies under the influence of ''soul blank''.
 +
 
 +
'''''Prevaricate'''''
-
[B][I]Prevaricate[/I][/B]
 
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
-
[B]Level: [/B]Brd 6
+
* '''Level:''' Brd 6
-
[B]Components: [/B]V, A
+
* '''Components:''' V, A
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
Target: One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
This spell is among the most powerful magical compulsions known. You tell a creature a single lie, in one simple sentence. The creature believes this lie truly & utterly, & no evidence of any kind can or will convince it otherwise while the spell is in force. For example, you could tell a creature that you will never hurt it, & then proceed to slash it with a sword. The creature will act as though unharmed & deny that you ever struck it.
This spell is among the most powerful magical compulsions known. You tell a creature a single lie, in one simple sentence. The creature believes this lie truly & utterly, & no evidence of any kind can or will convince it otherwise while the spell is in force. For example, you could tell a creature that you will never hurt it, & then proceed to slash it with a sword. The creature will act as though unharmed & deny that you ever struck it.
-
[I]Modify memory[/I] can remove this effect, as can [I]greater remove curse[/I]. [I]Dispel magic[/I] & [I]break enchantment[/I] are ineffective, & any attempt to read the subject’s thoughts on the matter discerns the lie as being true.
+
''Modify memory'' can remove this effect, as can ''greater remove curse''. ''Dispel magic'' & ''break enchantment'' are ineffective, & any attempt to read the subject’s thoughts on the matter discerns the lie as being true.
Alignment Component: Caster must be chaotic.
Alignment Component: Caster must be chaotic.
-
[B][I]Primal Instinct[/I][/B]
+
'''''Primal Instinct'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Rgr 3
+
* '''Level:''' Rgr 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Living creature touched
+
* '''Target:''' Living creature touched
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
You instill in the subject a base, primal understanding of their living foes, guiding the subject instinctually to strike at vulnerabilities.
You instill in the subject a base, primal understanding of their living foes, guiding the subject instinctually to strike at vulnerabilities.
Line 1,976: Line 2,096:
Material Component: A pinch of fur & a vial of blood.
Material Component: A pinch of fur & a vial of blood.
-
[B][I]Profound Slumber[/I][/B]
+
'''''Profound Slumber'''''
 +
 
Enchantment (Compulsion) [Mind-Affecting]
Enchantment (Compulsion) [Mind-Affecting]
-
[B]Level: [/B]Brd 5, Night 7, Sor/Wiz 7
+
* '''Level:''' Brd 5, Night 7, Sor/Wiz 7
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 round
+
* '''Casting Time:''' 1 round
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
Target: One or more living creatures within a 30’ radius burst
+
* '''Target:''' One or more living creatures within a 30’ radius burst
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
This spell functions like [I]sleep[/I], except that it affects 2 HD of creatures per caster level. Attempting to awaken a sleeping creature via the aid another action grants the subject a new Will save to wake up. A wound grants a new Will save with a +4 bonus.
+
This spell functions like ''sleep'', except that it affects 2 HD of creatures per caster level. Attempting to awaken a sleeping creature via the aid another action grants the subject a new Will save to wake up. A wound grants a new Will save with a +4 bonus.
Material Component: Rose petals, orange peel & a pinch of coastal sand.
Material Component: Rose petals, orange peel & a pinch of coastal sand.
-
[B][I]Purification[/I][/B]
+
'''''Purification'''''
 +
 
Conjuration (Healing)
Conjuration (Healing)
-
[B]Level: [/B]Cleansing 6
+
* '''Level:''' Cleansing 6
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Creature touched
+
* '''Target:''' Creature touched
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
This spell envelops the touched creature in a radiant aura, healing them of various ailments. It can be used for a number of different effects. Each different effect requires a separate casting.
This spell envelops the touched creature in a radiant aura, healing them of various ailments. It can be used for a number of different effects. Each different effect requires a separate casting.
Line 2,006: Line 2,128:
Secondly, it can purge a creature of all diseases, parasites, poisons, & other infestations. This also repairs all ability damage, ability drain, or negative levels that a creature has sustained.
Secondly, it can purge a creature of all diseases, parasites, poisons, & other infestations. This also repairs all ability damage, ability drain, or negative levels that a creature has sustained.
-
Thirdly, it can remove the burden of evil acts or misdeeds from the subject, like an [I]atonement [/I]spell. This use of the spell requires an expenditure of 500XP from the target creature.
+
Thirdly, it can remove the burden of evil acts or misdeeds from the subject, like an ''atonement ''spell. This use of the spell requires an expenditure of 500XP from the target creature.
Fourthly, it can destroy a cursed item, provided its caster level is equal to or lower than yours.
Fourthly, it can destroy a cursed item, provided its caster level is equal to or lower than yours.
-
Fifthly, it can restore to life a creature slain by a [I]cloak of poisonousness[/I] or a [I]scarab of death[/I], provided the spell is applied no more than 1 minute after death from either cursed item.
+
Fifthly, it can restore to life a creature slain by a ''cloak of poisonousness'' or a ''scarab of death'', provided the spell is applied no more than 1 minute after death from either cursed item.
Lastly, it can remove the [Evil] subtype from a naturally-evil creature (such as an almasti, a demon, a ghul, or other evil outsider) whose alignment has changed.
Lastly, it can remove the [Evil] subtype from a naturally-evil creature (such as an almasti, a demon, a ghul, or other evil outsider) whose alignment has changed.
-
[B][I]Pursuit[/I][/B]
+
'''''Pursuit'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Rgr 2
+
* '''Level:''' Rgr 2
-
[B]Components: [/B]S
+
* '''Components:''' S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
Tapping into your ferocity, you infuse yourself with swiftness & savage power to catch & slay your foe.
Tapping into your ferocity, you infuse yourself with swiftness & savage power to catch & slay your foe.
You gain a +1 bonus to attack & damage rolls per 2 caster levels, & a +1 dodge bonus to AC & Reflex saves per 2 caster levels. All of your modes of movement (including land movement, burrow, climb, fly, & swim) increase by 30’. This increase counts as a morale bonus. You ignore penalties from moving through difficult terrain.
You gain a +1 bonus to attack & damage rolls per 2 caster levels, & a +1 dodge bonus to AC & Reflex saves per 2 caster levels. All of your modes of movement (including land movement, burrow, climb, fly, & swim) increase by 30’. This increase counts as a morale bonus. You ignore penalties from moving through difficult terrain.
-
[I]Pursuit [/I]counters & dispels [I]calm emotions[/I], [I]confusion[/I], [I]lesser confusion [/I]& [I]slow[/I], & renders you immune to [I]black tentacles[/I], [I]entangle [/I]& [I]web [/I]for the duration.
+
''Pursuit'' counters & dispels ''calm emotions'', ''confusion'', ''lesser confusion'' & ''slow'', & renders you immune to ''black tentacles'', ''entangle ''& ''web ''for the duration.
 +
 
 +
'''''Qirus’ Questmantle'''''
-
[B][I]Qirus’ Questmantle[/I][/B]
 
Enchantment (Compulsion) [Good]
Enchantment (Compulsion) [Good]
-
[B]Level: [/B]Resolve 9
+
* '''Level:''' Resolve 9
-
[B]Components: [/B]V, S, M, DF, A, XP
+
* '''Components:''' V, S, M, DF, A, XP
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
The most powerful blessing of the King of Pride & Power, the Stoic Watcher’s [I]questmantle [/I]is a sacred duty borne up by the most resolute. You are granted the Dodge, Endurance & Toughness feats, & acquire a level of the defender prestige class. For each additional 250XP spent on the spell, you gain an additional level of defender. You likewise gain access to feats & bonus ability points as if you had gained these levels of defender normally, which you may select at the time of casting. In addition, you are conferred a +6 divine bonus to Strength & Constitution. You become instantly aware of the skills & powers that this spell has conferred to you. For ease of use, the statistics for this spell can (& perhaps should) be compiled in advance by the player.
+
The most powerful blessing of the King of Pride & Power, the Stoic Watcher’s ''questmantle ''is a sacred duty borne up by the most resolute. You are granted the Dodge, Endurance & Toughness feats, & acquire a level of the defender prestige class. For each additional 250XP spent on the spell, you gain an additional level of defender. You likewise gain access to feats & bonus ability points as if you had gained these levels of defender normally, which you may select at the time of casting. In addition, you are conferred a +6 divine bonus to Strength & Constitution. You become instantly aware of the skills & powers that this spell has conferred to you. For ease of use, the statistics for this spell can (& perhaps should) be compiled in advance by the player.
-
Negative levels & energy drain affect these virtual levels of defender first. Additionally, should you be reduced to 0 or fewer hit points, you may continue to act until your hit points are reduced to -10 multiplied by the lower of your caster level or your current Constitution. However, once the spell elapses, you immediately die & cannot be [I]raised[/I], as the hafaza has already arrived & is waiting for you.
+
Negative levels & energy drain affect these virtual levels of defender first. Additionally, should you be reduced to 0 or fewer hit points, you may continue to act until your hit points are reduced to -10 multiplied by the lower of your caster level or your current Constitution. However, once the spell elapses, you immediately die & cannot be ''raised'', as the hafaza has already arrived & is waiting for you.
Material Component: A lion's mane worn as a mantle, a bared flame & a piece of smooth, polished platinum.
Material Component: A lion's mane worn as a mantle, a bared flame & a piece of smooth, polished platinum.
Line 2,045: Line 2,169:
XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.
XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.
-
[B][I]Recollection[/I][/B]
+
'''''Recollection'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Brd 2
+
* '''Level:''' Brd 2
-
[B]Components: [/B]V
+
* '''Components:''' V
-
[B]Casting Time: [/B]1 round
+
* '''Casting Time:''' 1 round
-
[B]Range: [/B]Long (400’ + 40’/level)
+
* '''Range:''' Long (400’ + 40’/level)
-
Target: You
+
* '''Target:''' You
-
[B]Duration: [/B]30 minutes
+
* '''Duration:''' 30 minutes
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
You begin a chant that draws your mind back through the areas you have just passed, up to the maximum range of the spell. Your allies can speak to you as you sink into a deep trance, suggesting details to look for.
You begin a chant that draws your mind back through the areas you have just passed, up to the maximum range of the spell. Your allies can speak to you as you sink into a deep trance, suggesting details to look for.
While under this effect, you may make Appraise, Spot, Listen, Sense Motive & Search checks, as long as these would not involve dislodging or moving objects. You may make these in any area that you were in within the past 24 hours that is in range, & you make these checks as though the area was still as it was while you were there. If you had faced a dragon in a room 300’ away, for example, you perceive the room with the dragon still inside. Any area that you were never in previously cannot be seen in this trance; those areas appear shrouded in an impenetrable gray mist.
While under this effect, you may make Appraise, Spot, Listen, Sense Motive & Search checks, as long as these would not involve dislodging or moving objects. You may make these in any area that you were in within the past 24 hours that is in range, & you make these checks as though the area was still as it was while you were there. If you had faced a dragon in a room 300’ away, for example, you perceive the room with the dragon still inside. Any area that you were never in previously cannot be seen in this trance; those areas appear shrouded in an impenetrable gray mist.
-
The full trance takes 30 minutes, & you can only be roused from it with [I]break enchantment[/I] or [I]greater dispel magic[/I]. You can communicate your findings to your allies while within the trance, but apart from hearing their speech, you cannot otherwise perceive the world around you.
+
The full trance takes 30 minutes, & you can only be roused from it with ''break enchantment'' or ''greater dispel magic''. You can communicate your findings to your allies while within the trance, but apart from hearing their speech, you cannot otherwise perceive the world around you.
 +
 
 +
'''''Reflection'''''
-
[B][I]Reflection[/I][/B]
 
Divination
Divination
-
[B]Level: [/B]Contemplation 6
+
* '''Level:''' Contemplation 6
-
[B]Components: [/B]DF
+
* '''Components:''' DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal\
+
* '''Range:''' Personal\
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
You bring yourself a moment of meditative calm, wherein you can analyze your situation & alter your preparations accordingly.
You bring yourself a moment of meditative calm, wherein you can analyze your situation & alter your preparations accordingly.
Line 2,075: Line 2,201:
Once you have finished gathering information, you may elect to exchange one spell you have prepared for another, provided the spell in question is of 6th level or lower. If the spell is a domain spell, you must replace it with a spell from a different domain that you have access to. The new spell cannot have any metamagic feat applied to it.
Once you have finished gathering information, you may elect to exchange one spell you have prepared for another, provided the spell in question is of 6th level or lower. If the spell is a domain spell, you must replace it with a spell from a different domain that you have access to. The new spell cannot have any metamagic feat applied to it.
-
[B][I]Relentless Endurance[/I][/B]
+
'''''Relentless Endurance'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Drd 4, Hardship 3
+
* '''Level:''' Drd 4, Hardship 3
-
[B]Components: [/B]S, F, DF
+
* '''Components:''' S, F, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One living creature
+
* '''Target:''' One living creature
-
[B]Duration: [/B]10 minutes/level
+
* '''Duration:''' 10 minutes/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
Calling on the powers of the harshest wind & sun, you toughen the subject against hardship & struggle. The subject is treated as having a Constitution score 12 points higher for the purposes of endurance checks (such as Swim, environmental effects etc.) & can ignore the effects of difficult terrain. The subject is also treated as having the Endurance feat, & gains a +1 bonus to its Fortitude saves for every four caster levels.
Calling on the powers of the harshest wind & sun, you toughen the subject against hardship & struggle. The subject is treated as having a Constitution score 12 points higher for the purposes of endurance checks (such as Swim, environmental effects etc.) & can ignore the effects of difficult terrain. The subject is also treated as having the Endurance feat, & gains a +1 bonus to its Fortitude saves for every four caster levels.
Line 2,090: Line 2,217:
Focus: A weathered, jagged rock or brittle dried branch, with which you must strike the target. This strike must deal at least 1 point of damage for the spell to function.
Focus: A weathered, jagged rock or brittle dried branch, with which you must strike the target. This strike must deal at least 1 point of damage for the spell to function.
-
[B][I]Relic Bind[/I][/B]
+
'''''Relic Bind'''''
 +
 
Conjuration (Summoning)
Conjuration (Summoning)
-
[B]Level: [/B]Clr 9, Wiz 9
+
* '''Level:''' Clr 9, Wiz 9
-
[B]Components: [/B]V, S, F, DF, XP
+
* '''Components:''' V, S, F, DF, XP
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]Permanent
+
* '''Duration:''' Permanent
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
This powerful effect physically binds the existence of a powerful being inside an enchanted relic.
This powerful effect physically binds the existence of a powerful being inside an enchanted relic.
-
The target must currently be bound or unable to move, such as via grapple, being rendered helpless, by a [I]binding [/I]spell or by a [I]location bind [/I]set to its shortest duration. This spell actually links the subject’s corporeal form to the relic as well, causing the target to vanish utterly, body & soul, when the spell succeeds.
+
The target must currently be bound or unable to move, such as via grapple, being rendered helpless, by a ''binding ''spell or by a ''location bind ''set to its shortest duration. This spell actually links the subject’s corporeal form to the relic as well, causing the target to vanish utterly, body & soul, when the spell succeeds.
-
The being, once trapped within the relic, cannot be returned via any spells or similar magical means (such as [I]clone[/I], [I]raise dead[/I], [I]reincarnation[/I], [I]resurrection[/I], [I]true resurrection[/I], or even a [I]miracle [/I]or a [I]wish[/I]). Only by destroying the relic or dispelling the spell on it can one release the subject.
+
The being, once trapped within the relic, cannot be returned via any spells or similar magical means (such as ''clone'', ''raise dead'', ''reincarnation'', ''resurrection'', ''true resurrection'', or even a ''miracle ''or a ''wish''). Only by destroying the relic or dispelling the spell on it can one release the subject.
As a final effect, you may place a command word or gesture as a condition to release the subject. The act of bringing forth the trapped being is called convocation. The being appears in the nearest available space, & cannot be forced to emerge in a space that cannot accommodate it.
As a final effect, you may place a command word or gesture as a condition to release the subject. The act of bringing forth the trapped being is called convocation. The being appears in the nearest available space, & cannot be forced to emerge in a space that cannot accommodate it.
Line 2,115: Line 2,243:
XP Cost: 1,000XP.
XP Cost: 1,000XP.
-
[B][I]Remove Curse, Greater[/I][/B]
+
'''''Remove Curse, Greater'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Clr 6, Curse 5
+
* '''Level:''' Clr 6, Curse 5
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’ per 2 levels)
+
* '''Range:''' Close (25’ + 5’ per 2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
-
[I]Greater remove curse[/I] instantaneously removes curses from an object or a creature, even those curses that are too powerful to be removed by lesser means. [I]Greater remove curse[/I] can remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically dispels the magic within the item, converting it into a masterwork item. Certain extraordinary curses (usually those stemming from more powerful magic, like [I]limited wish[/I] or certain rituals) may not be countered by this spell or may be countered only by a caster of a certain level or higher.
+
''Greater remove curse'' instantaneously removes curses from an object or a creature, even those curses that are too powerful to be removed by lesser means. ''Greater remove curse'' can remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically dispels the magic within the item, converting it into a masterwork item. Certain extraordinary curses (usually those stemming from more powerful magic, like ''limited wish'' or certain rituals) may not be countered by this spell or may be countered only by a caster of a certain level or higher.
-
[I]Greater remove curse[/I] counters & dispels [I]bestow curse[/I] & [I]greater bestow curse[/I].
+
''Greater remove curse'' counters & dispels ''bestow curse'' & ''greater bestow curse''.
 +
 
 +
'''''Rescission'''''
-
[B][I]Rescission[/I][/B]
 
Abjuration [Chaotic, Evil]
Abjuration [Chaotic, Evil]
-
[B]Level: [/B]Sor/Wiz 9
+
* '''Level:''' Sor/Wiz 9
-
[B]Components: [/B]V, S, R, A, U
+
* '''Components:''' V, S, R, A, U
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Wielding your imperfect soul against your foe, you rescind all restorative powers that have ever aided it.
Wielding your imperfect soul against your foe, you rescind all restorative powers that have ever aided it.
-
The darkness of [I]rescission [/I]retroactively cancels out any form of magical or extraordinary healing or restoration received by the target in the past week, effectively reversing the effects; for example, the recipient of a [I]heal [/I]spell would lose all the hit points regained via that spell, while the recipient of a [I]greater restoration [/I]would be drained of the levels previously restored, & an [I]atonement [/I]would retroactively fail.
+
The darkness of ''rescission ''retroactively cancels out any form of magical or extraordinary healing or restoration received by the target in the past week, effectively reversing the effects; for example, the recipient of a ''heal ''spell would lose all the hit points regained via that spell, while the recipient of a ''greater restoration ''would be drained of the levels previously restored, & an ''atonement ''would retroactively fail.
Should information on such restorations not be available, instead use the following approximations:
Should information on such restorations not be available, instead use the following approximations:
-
[LIST]
+
 
-
[*]50% chance of either hit point loss (3/4 of total hit points) or death (all of total hit points lost plus ten). Creatures with more than 250 total hp instead lose either ¼ total or ½ total.
+
* 50% chance of either hit point loss (3/4 of total hit points) or death (all of total hit points lost plus ten). Creatures with more than 250 total hp instead lose either ¼ total or ½ total.
-
[*]Immediate draining of 2d4 levels. For every four levels drained in this way, one is permanently lost. For every four points of damage, one point is permanently lost.
+
* Immediate draining of 2d4 levels. For every four levels drained in this way, one is permanently lost. For every four points of damage, one point is permanently lost.
-
[*]1d8 ability damage to two ability scores at random, & 1d6 ability damage to one other.
+
* 1d8 ability damage to two ability scores at random, & 1d6 ability damage to one other.
-
[*]Subject becomes exhausted.
+
* Subject becomes exhausted.
-
[*]Any poison the subject has encountered recently requires a new saving throw, as though experiencing it for the first time.
+
* Any poison the subject has encountered recently requires a new saving throw, as though experiencing it for the first time.
-
[*]Any disease the subject has encountered recently requires an immediate saving throw, as if the disease has already passed its incubation period.
+
* Any disease the subject has encountered recently requires an immediate saving throw, as if the disease has already passed its incubation period.
-
[*]Any personal curses (not cursed items) removed recently return.
+
* Any personal curses (not cursed items) removed recently return.
-
[*]Any limbs lost that were restored via [I]regenerate [/I]or similar magic immediately vanish.
+
* Any limbs lost that were restored via ''regenerate ''or similar magic immediately vanish.
-
[*]50% chance of being blinded.
+
* 50% chance of being blinded.
-
[*]50% chance of being deafened.
+
* 50% chance of being deafened.
-
[*]50% chance of being [I]confused [/I](as the spell cast at your caster level).
+
* 50% chance of being ''confused ''(as the spell cast at your caster level).
-
[*]10% chance of being stunned for 1d4 rounds.
+
* 10% chance of being stunned for 1d4 rounds.
-
[*]Living creatures have a 10% chance of dying instantly.
+
* Living creatures have a 10% chance of dying instantly.
-
[/LIST]
+
 
-
Additionally, [I]rescission [/I]halves the subject's fast healing & regeneration, if any, & reduces their DR by 10 to a minimum of 0. [I]Greater restoration [/I]is required to reverse this effect. Finally, [I]rescission [/I]acts as a targeted [I]greater dispel magic [/I]on the subject.
+
Additionally, ''rescission ''halves the subject's fast healing & regeneration, if any, & reduces their DR by 10 to a minimum of 0. ''Greater restoration ''is required to reverse this effect. Finally, ''rescission ''acts as a targeted ''greater dispel magic ''on the subject.
Constructs & oozes are immune to all effects of the spell excepting the final two.
Constructs & oozes are immune to all effects of the spell excepting the final two.
-
Racial Component: The imperfect soul of a human is needed to lash out with [I]rescission[/I].
+
Racial Component: The imperfect soul of a human is needed to lash out with ''rescission''.
Alignment Component: Caster must be Chaotic Evil.
Alignment Component: Caster must be Chaotic Evil.
-
Unique Component: Caster must still have his or her soul. Those under the effect of [I]soul blank [/I]cannot cast [I]rescission[/I].
+
Unique Component: Caster must still have his or her soul. Those under the effect of ''soul blank ''cannot cast ''rescission''.
 +
 
 +
'''''Sable Dance'''''
-
[B][I]Sable Dance[/I][/B]
 
Transmutation [Earth]
Transmutation [Earth]
-
[B]Level: [/B]Asn 3, Rgr 3
+
* '''Level:''' Asn 3, Rgr 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level or until discharged
+
* '''Duration:''' 1 round/level or until discharged
You become as the dust, able to transform into the swirling sands of a desert wind & reform instantly a short distance away.
You become as the dust, able to transform into the swirling sands of a desert wind & reform instantly a short distance away.
When you cast this spell, you gain one shift per caster level. You may expend one shift to transport yourself 10’ in any direction as a swift action, although there must be a discernible means for air to pass from where you stand to your intended destination.
When you cast this spell, you gain one shift per caster level. You may expend one shift to transport yourself 10’ in any direction as a swift action, although there must be a discernible means for air to pass from where you stand to your intended destination.
-
You may use this ability as an immediate action, but doing so costs you two shifts. Shifting does not provoke an attack of opportunity. You may shift into or out of an [I]antimagic field[/I].
+
You may use this ability as an immediate action, but doing so costs you two shifts. Shifting does not provoke an attack of opportunity. You may shift into or out of an ''antimagic field''.
If you are struck by or pass through a water effect while this spell is active, the spell ends immediately & you take 4d10 points of damage.
If you are struck by or pass through a water effect while this spell is active, the spell ends immediately & you take 4d10 points of damage.
Line 2,188: Line 2,319:
Material Component: Powdered onyx, sand & 25gp worth of ruby dust.
Material Component: Powdered onyx, sand & 25gp worth of ruby dust.
-
[B][I]Sacred Aura[/I][/B]
+
'''''Sacred Aura'''''
 +
 
Abjuration [Good, Lawful]
Abjuration [Good, Lawful]
-
[B]Level: [/B]Pal 4
+
* '''Level:''' Pal 4
-
[B]Components: [/B]V, S, F
+
* '''Components:''' V, S, F
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level (D)
+
* '''Duration:''' 1 round/level (D)
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
A brilliant divine radiance surrounds you, protecting you from attacks, granting you resistance to spells cast by hostile creatures, & causing hostile creatures to falter when they strike you. This aura has four effects.
A brilliant divine radiance surrounds you, protecting you from attacks, granting you resistance to spells cast by hostile creatures, & causing hostile creatures to falter when they strike you. This aura has four effects.
Line 2,204: Line 2,336:
Second, you gain spell resistance of 20 plus your Charisma modifier against chaotic spells, evil spells & spells cast by chaotic &/or evil creatures.
Second, you gain spell resistance of 20 plus your Charisma modifier against chaotic spells, evil spells & spells cast by chaotic &/or evil creatures.
-
Third, the aura blocks possession & mental influence, just as [I]protection from evil [/I]does.
+
Third, the aura blocks possession & mental influence, just as ''protection from evil ''does.
-
Finally, if a creature succeeds on a melee attack against you, the offending attacker falters (dazed for one round, Will save allows either a standard action or a move action) & is either blinded (Fortitude save negates, as [I]blindness/deafness[/I], but against sacred aura's save DC) or slowed (Will save negates, as [I]slow[/I], but against sacred aura's save DC) at your discretion.
+
Finally, if a creature succeeds on a melee attack against you, the offending attacker falters (dazed for one round, Will save allows either a standard action or a move action) & is either blinded (Fortitude save negates, as ''blindness/deafness'', but against sacred aura's save DC) or slowed (Will save negates, as ''slow'', but against sacred aura's save DC) at your discretion.
Focus: A diamond from the plane you are not native to, worth at least 2,500gp.
Focus: A diamond from the plane you are not native to, worth at least 2,500gp.
-
[B][I]Sanctify[/I][/B]
+
'''''Sanctify'''''
 +
 
Evocation [Good]
Evocation [Good]
-
[B]Level: [/B]Clr 8
+
* '''Level:''' Clr 8
-
[B]Components: [/B]V, S, M, F, DF
+
* '''Components:''' V, S, M, F, DF
-
[B]Casting Time: [/B]24 hours
+
* '''Casting Time:''' 24 hours
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Area: [/B]120’ radius emanating from the touched point
+
* '''Area:''' 120’ radius emanating from the touched point
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]See text
+
* '''Spell Resistance:''' See text
This spell makes a particular site, building, or structure a holy site. This has five major effects.
This spell makes a particular site, building, or structure a holy site. This has five major effects.
-
First, the entire area of the spell is affected as though by [I]hallow [/I]& [I]consecrate[/I].
+
First, the entire area of the spell is affected as though by ''hallow ''& ''consecrate''.
-
Second, the area is permeated by a [I]prayer [/I]effect that treats all good creatures as allies & all evil creatures as enemies.
+
Second, the area is permeated by a ''prayer ''effect that treats all good creatures as allies & all evil creatures as enemies.
-
Third, living creatures within the area of effect are permitted Fortitude saving throws against any necromancy effect & any ability that imitates a necromancy effect, as well as ability drain, death effects & energy drain, even if the effect in question would not ordinarily permit a saving throw. Good creatures within the area are allowed a Will save to resist the effects of [I]blasphemy[/I]. An [I]unholy aura [/I]within a [I]sanctified [/I]area protects only a 10’ radius, & its duration is halved.
+
Third, living creatures within the area of effect are permitted Fortitude saving throws against any necromancy effect & any ability that imitates a necromancy effect, as well as ability drain, death effects & energy drain, even if the effect in question would not ordinarily permit a saving throw. Good creatures within the area are allowed a Will save to resist the effects of ''blasphemy''. An ''unholy aura ''within a ''sanctified ''area protects only a 10’ radius, & its duration is halved.
Fourth, evil outsiders may not enter the area warded by this effect, unless they make a successful Will save.
Fourth, evil outsiders may not enter the area warded by this effect, unless they make a successful Will save.
-
Finally, you may choose to fix up to one spell effect per six caster levels to the [I]sanctified [/I]site. Such spell effects last for one year & function throughout the entire site, regardless of the normal duration & area or effect. You may designate whether the effects apply to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment, & can make separate designations for each effect. At the end of the year, the chosen effects lapse, but can be renewed or replaced simply by casting this spell again.
+
Finally, you may choose to fix up to one spell effect per six caster levels to the ''sanctified ''site. Such spell effects last for one year & function throughout the entire site, regardless of the normal duration & area or effect. You may designate whether the effects apply to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment, & can make separate designations for each effect. At the end of the year, the chosen effects lapse, but can be renewed or replaced simply by casting this spell again.
-
Spell effects that may be tied to a [I]sanctified [/I]site include [I]aid, bane, bless, break enchantment, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, forbiddance, freedom of movement, imbue with spell ability, invisibility purge, lesser restoration, mass owl’s wisdom, neutralize poison, protection from energy, remove curse, remove disease, remove fear, resist energy, silence, spell resistance, symbol of persuasion, symbol of sleep, tongues, & zone of truth[/I]. Saving throws & spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
+
Spell effects that may be tied to a ''sanctified ''site include ''aid, bane, bless, break enchantment, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, forbiddance, freedom of movement, imbue with spell ability, invisibility purge, lesser restoration, mass owl’s wisdom, neutralize poison, protection from energy, remove curse, remove disease, remove fear, resist energy, silence, spell resistance, symbol of persuasion, symbol of sleep, tongues, & zone of truth''. Saving throws & spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
-
An area can receive only one [I]sanctify [/I]spell (& its associated spell effects) at a time. This spell counters but does not dispel [I]vitiate[/I]; it does, however, dispel [I]desecrate [/I]& [I]unhallow[/I].
+
An area can receive only one ''sanctify ''spell (& its associated spell effects) at a time. This spell counters but does not dispel ''vitiate''; it does, however, dispel ''desecrate ''& ''unhallow''.
Material Component: Herbs, oils, & incense worth at least 2,500gp, plus 1,000gp per level of the spells to be included in the hallowed area. Additionally, you require a font or basin of holy water that you yourself have blessed.
Material Component: Herbs, oils, & incense worth at least 2,500gp, plus 1,000gp per level of the spells to be included in the hallowed area. Additionally, you require a font or basin of holy water that you yourself have blessed.
Line 2,241: Line 2,374:
Focus: A holy relic of your faith or a diamond of at least 10,000gp value.
Focus: A holy relic of your faith or a diamond of at least 10,000gp value.
-
[B][I]Savage Strength[/I][/B]
+
'''''Savage Strength'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Blk 1, Rgr 1
+
* '''Level:''' Blk 1, Rgr 1
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
You add power to your attacks through sheer ferocity, giving an unpredictable strength to your every strike. Your melee attacks deal an additional 1d6 points of damage damage while savage strength is active.
You add power to your attacks through sheer ferocity, giving an unpredictable strength to your every strike. Your melee attacks deal an additional 1d6 points of damage damage while savage strength is active.
-
[B][I]Saving Grace[/I][/B]
+
'''''Saving Grace'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Pal 2
+
* '''Level:''' Pal 2
-
[B]Components: [/B]S, DF
+
* '''Components:''' S, DF
-
[B]Casting Time: [/B]1 immediate action
+
* '''Casting Time:''' 1 immediate action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 round
+
* '''Duration:''' 1 round
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Throwing out a hand, you extend your strength & divine grace to protect an ally against an imminent attack. You confer your Fortitude, Reflex & Will bonuses to the subject, as well as a deflection bonus to AC equal to your Charisma bonus, if any. The subject may use the better of his or her current save bonuses & deflection bonus or those you confer.
Throwing out a hand, you extend your strength & divine grace to protect an ally against an imminent attack. You confer your Fortitude, Reflex & Will bonuses to the subject, as well as a deflection bonus to AC equal to your Charisma bonus, if any. The subject may use the better of his or her current save bonuses & deflection bonus or those you confer.
The duration of this effect cannot be extended in any fashion.
The duration of this effect cannot be extended in any fashion.
-
[B][I]Scarlet Scandal[/I][/B]
+
'''''Scarlet Scandal'''''
 +
 
Enchantment (Charm) [Mind-Affecting]
Enchantment (Charm) [Mind-Affecting]
-
[B]Level: [/B]Betrayal 3, Brd 3
+
* '''Level:''' Betrayal 3, Brd 3
-
[B]Components: [/B]V, S, M, DF
+
* '''Components:''' V, S, M, DF
-
[B]Casting Time: [/B]1 round
+
* '''Casting Time:''' 1 round
-
[B]Range: [/B]Special
+
* '''Range:''' Special
-
Target: One creature (special)
+
* '''Target:''' One creature (special)
-
[B]Duration: [/B]Special
+
* '''Duration:''' Special
-
[B]Saving Throw: [/B]Will negates (special)
+
* '''Saving Throw:''' Will negates (special)
-
[B]Spell Resistance: [/B]Yes (special)
+
* '''Spell Resistance:''' Yes (special)
You cause rumors & scandal to brew, suspicion & distrust to foment, & the whole to settle in a malicious web anchored to one unfortunate.
You cause rumors & scandal to brew, suspicion & distrust to foment, & the whole to settle in a malicious web anchored to one unfortunate.
When you cast this spell, you decide at what speed you wish the suspicion to spread. The resultant range & power of the spell is based on this:
When you cast this spell, you decide at what speed you wish the suspicion to spread. The resultant range & power of the spell is based on this:
-
[CENTER][table=head]Duration|Progress|Range|Save DC Bonus
+
 
-
1 round/level|Immediate|60’|-1
+
{| class="zebra bordered header"
-
1 minute/level|1 round|10’/level|+0
+
! Duration !! Progress !! Range !! Save DC Bonus
-
10 minutes/level|1 minute|30’/level|+1
+
|-
-
1 hour/level|10 minutes|100’/level|+2
+
| 1 round/level || Immediate || 60’ || -1
-
1 day/level|1 hour|300’/level|+3
+
|-
-
1 week/level|1 day|1,000’/level|+4[/table][/CENTER]
+
| 1 minute/level || 1 round || 10’/level || +0
 +
|-
 +
| 10 minutes/level || 1 minute || 30’/level || +1
 +
|-
 +
| 1 hour/level || 10 minutes || 100’/level || +2
 +
|-
 +
| 1 day/level || 1 hour || 300’/level || +3
 +
|-
 +
| 1 week/level || 1 day || 1,000’/level || +4
 +
|}
Each time the period of progress elapses, sentient creatures in range must make a Will save or have their attitudes toward the subject shift one step towards hostile. If 1 round/level is the selected duration, then creatures failing the Will save shift down two steps. Longer durations increase the DC of the Will save.
Each time the period of progress elapses, sentient creatures in range must make a Will save or have their attitudes toward the subject shift one step towards hostile. If 1 round/level is the selected duration, then creatures failing the Will save shift down two steps. Longer durations increase the DC of the Will save.
Though those that succeed on their saving throws (or whose spell resistance has blocked the spell) do not have their attitudes magically changed, the hostility of others is likely to breed rumors & an atmosphere of distrust that may make things more difficult for the subject regardless of magic. These side effects are entirely natural, & may very well persist when the spell ends.
Though those that succeed on their saving throws (or whose spell resistance has blocked the spell) do not have their attitudes magically changed, the hostility of others is likely to breed rumors & an atmosphere of distrust that may make things more difficult for the subject regardless of magic. These side effects are entirely natural, & may very well persist when the spell ends.
-
[I]See enchantment[/I] reveals the spell as a bright red web trailing off in all directions from the subject. [I]Greater remove curse[/I] will end this effect, but [I]greater dispel magic[/I] & the like cannot, as the effects of the spell are spread far from their point of origin.
+
''See enchantment'' reveals the spell as a bright red web trailing off in all directions from the subject. ''Greater remove curse'' will end this effect, but ''greater dispel magic'' & the like cannot, as the effects of the spell are spread far from their point of origin.
Material Component: A doll of the subject in a red silk net valued at 25gp.
Material Component: A doll of the subject in a red silk net valued at 25gp.
-
[B][I]Scour[/I][/B]
+
'''''Scour'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Cleansing 3
+
* '''Level:''' Cleansing 3
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Area: [/B]10’ radius
+
* '''Area:''' 10’ radius
-
[B]Duration: [/B]Concentration plus 1 round/level
+
* '''Duration:''' Concentration plus 1 round/level
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
You bring into being an immobile, hemispherical energy field that damages unclean creatures. The field affects oozes, vermin, & any creature that can transmit poison or disease as an extraordinary ability. Any creature that the field affects takes 1d8 points of damage per round +1 point per caster level (maximum +10). Creatures that can cast poisoning spells, but have no inherent poisoned attack, are not affected by this field.
You bring into being an immobile, hemispherical energy field that damages unclean creatures. The field affects oozes, vermin, & any creature that can transmit poison or disease as an extraordinary ability. Any creature that the field affects takes 1d8 points of damage per round +1 point per caster level (maximum +10). Creatures that can cast poisoning spells, but have no inherent poisoned attack, are not affected by this field.
-
[B][I]Scourge[/I][/B]
+
'''''Scourge'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Blk 2, Punishment 3
+
* '''Level:''' Blk 2, Punishment 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]1 living creature
+
* '''Target:''' 1 living creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Will partial; see text
+
* '''Saving Throw:''' Will partial; see text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
With little more than an outstretched hand & a disapproving glare, you can pummel a creature with stinging blows, seemingly from nowhere. These invisible strikes deal 2d8 points of non-lethal damage +2 points per caster level (maximum +40).
With little more than an outstretched hand & a disapproving glare, you can pummel a creature with stinging blows, seemingly from nowhere. These invisible strikes deal 2d8 points of non-lethal damage +2 points per caster level (maximum +40).
Line 2,323: Line 2,470:
Material Component: A small strip of leather.
Material Component: A small strip of leather.
-
[B][I]Scrabbling Disgorge[/I][/B]
+
'''''Scrabbling Disgorge'''''
 +
 
Conjuration (Summoning)
Conjuration (Summoning)
-
[B]Level: [/B]Blk 4, Drd 5
+
* '''Level:''' Blk 4, Drd 5
-
[B]Components: [/B]V, S, M, A
+
* '''Components:''' V, S, M, A
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Effect: [/B]Summoned insect swarms filling the area
+
* '''Effect:''' Summoned insect swarms filling the area
-
[B]Duration: [/B]Concentration + 1 round/level
+
* '''Duration:''' Concentration + 1 round/level
A truly horrifying spell, this effect has you force from your gullet a river of crawling, writhing insects. The swarms rush forth & fill the area, striking as you will, provided you can control them.
A truly horrifying spell, this effect has you force from your gullet a river of crawling, writhing insects. The swarms rush forth & fill the area, striking as you will, provided you can control them.
When the spell is cast, you immediately bend over & retch; from your open mouth issues forth a torrent of insects in a swarm. The type of swarm summoned is random & determined by the table below:
When the spell is cast, you immediately bend over & retch; from your open mouth issues forth a torrent of insects in a swarm. The type of swarm summoned is random & determined by the table below:
-
[table=head]d4|Level 7-10|Level 11-14|Level 15-17|Level 18+
+
{| class="zebra bordered header"
-
1|1 spider swarm|1d2 spider swarms|1d3 spider swarms|1d6 spider swarms
+
! d4 !! Level 7-10 !! Level 11-14 !! Level 15-17 !! Level 18+
-
2|1d3 spider swarms|1d6 spider swarms|1 locust swarm|1d2 locust swarms
+
|-
-
3|1 locust swarm|1d2 locust swarms|1d4 locust swarms|1 centipede swarm
+
| 1 || 1 spider swarm || 1d2 spider swarms || 1d3 spider swarms || 1d6 spider swarms
-
4|1d4 locust swarms|1 centipede swarm|1d2 centipede swarms|Roll twice (15-17)[/table]
+
|-
 +
| 2 || 1d3 spider swarms || 1d6 spider swarms || 1 locust swarm || 1d2 locust swarms
 +
|-
 +
| 3 || 1 locust swarm || 1d2 locust swarms || 1d4 locust swarms || 1 centipede swarm
 +
|-
 +
| 4 || 1d4 locust swarms || 1 centipede swarm || 1d2 centipede swarms || Roll twice (15-17)
 +
|}
Concentrating on the spell is a standard action that provokes attacks of opportunity. Each round that you maintain concentration, you belch forth additional swarms. Swarms form 5’ in front of you & do not distract you in any fashion.
Concentrating on the spell is a standard action that provokes attacks of opportunity. Each round that you maintain concentration, you belch forth additional swarms. Swarms form 5’ in front of you & do not distract you in any fashion.
Line 2,351: Line 2,505:
Alignment Component: Any non-good.
Alignment Component: Any non-good.
-
[B][I]See Enchantment[/I][/B]
+
'''''See Enchantment'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Brd 2, Sor/Wis 5
+
* '''Level:''' Brd 2, Sor/Wis 5
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
Target: You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
This spell makes your eyes glow a soft blue & allows you to see certain magical auras within 120’ of you. The effect is similar to that of a [I]detect magic[/I] spell, but this effect does not require concentration & discerns aura location, nature & power more quickly.
+
This spell makes your eyes glow a soft blue & allows you to see certain magical auras within 120’ of you. The effect is similar to that of a ''detect magic'' spell, but this effect does not require concentration & discerns aura location, nature & power more quickly.
You can perceive certain magical auras & spells while this effect is active. Specifically, if a creature is under a mind-affecting effect, you can see a blue glow (charms), a yellow glow (compulsions) or a violet glow (phantasms) in their eyes. Fascinated creatures have a prismatic glow in their eyes, while shaken, frightened & panicked creatures' eyes have a green glow.
You can perceive certain magical auras & spells while this effect is active. Specifically, if a creature is under a mind-affecting effect, you can see a blue glow (charms), a yellow glow (compulsions) or a violet glow (phantasms) in their eyes. Fascinated creatures have a prismatic glow in their eyes, while shaken, frightened & panicked creatures' eyes have a green glow.
-
Certain other spells provide alternate visual stimuli, which may be easily recognizable. [I]Sleep[/I], for example, shows an illusory image of rose petals circling the subject’s head.
+
Certain other spells provide alternate visual stimuli, which may be easily recognizable. ''Sleep'', for example, shows an illusory image of rose petals circling the subject’s head.
If you can peer into a creature’s eyes for 1 round, you may make a Spellcraft check (DC 15 + spell level) to determine the exact spell effect active, as long as it is one you are familiar with. In either event, the same Spellcraft check will reveal, fairly accurately, the caster level of the effect. The DM should roll 1d6-3 & add the result to the actual caster level.
If you can peer into a creature’s eyes for 1 round, you may make a Spellcraft check (DC 15 + spell level) to determine the exact spell effect active, as long as it is one you are familiar with. In either event, the same Spellcraft check will reveal, fairly accurately, the caster level of the effect. The DM should roll 1d6-3 & add the result to the actual caster level.
-
This spell can be made permanent with a [I]permanency [/I]spell.
+
This spell can be made permanent with a ''permanency ''spell.
 +
 
 +
'''''Set Fate'''''
-
[B][I]Set Fate[/I][/B]
 
Evocation
Evocation
-
[B]Level: [/B]Destiny 3, Sor 5
+
* '''Level:''' Destiny 3, Sor 5
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 immediate action
+
* '''Casting Time:''' 1 immediate action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Target: [/B]One willing creature
+
* '''Target:''' One willing creature
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
Invoking the mysterious powers of fate, you forge a wordless contract between fortune & a creature willing to accept its price. With the words “Your fate is sealed!” this contract comes into effect.
Invoking the mysterious powers of fate, you forge a wordless contract between fortune & a creature willing to accept its price. With the words “Your fate is sealed!” this contract comes into effect.
Line 2,387: Line 2,543:
Attempts by either caster or subject to manipulate Fate's bargain, such as forcing a negligible saving throw upon the subject after the success or wasting the boon & preserving the curse, may result in unexpected consequences. The power of Fate is not to be trifled with, nor taken lightly.
Attempts by either caster or subject to manipulate Fate's bargain, such as forcing a negligible saving throw upon the subject after the success or wasting the boon & preserving the curse, may result in unexpected consequences. The power of Fate is not to be trifled with, nor taken lightly.
-
[I]Set fate[/I] can only be revoked via [I]miracle [/I]or [I]wish[/I]. No worshiper of Daq, Zaia or the Darshan can revoke [I]set fate[/I] in any fashion.
+
''Set fate'' can only be revoked via ''miracle ''or ''wish''. No worshiper of Daq, Zaia or the Darshan can revoke ''set fate'' in any fashion.
 +
 
 +
'''''Shield of Resolve'''''
-
[B][I]Shield of Resolve[/I][/B]
 
Abjuration
Abjuration
-
[B]Level: [/B]Pal 1
+
* '''Level:''' Pal 1
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Shield touched
+
* '''Target:''' Shield touched
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Will negates (harmless, object)
+
* '''Saving Throw:''' Will negates (harmless, object)
-
[B]Spell Resistance: [/B]Yes (harmless, object)
+
* '''Spell Resistance:''' Yes (harmless, object)
You fill a shield with your strong resolve, imbuing it with a +2 sacred bonus to AC & a +1 sacred bonus to saving throws made by the bearer.
You fill a shield with your strong resolve, imbuing it with a +2 sacred bonus to AC & a +1 sacred bonus to saving throws made by the bearer.
-
[B][I]Sidaru’s Solemn Silence[/I][/B]
+
'''''Sidaru’s Solemn Silence'''''
 +
 
Enchantment (Compulsion) [Mind-Affecting]
Enchantment (Compulsion) [Mind-Affecting]
-
[B]Level: [/B]Peace 9
+
* '''Level:''' Peace 9
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]All creatures within 10’/level
+
* '''Target:''' All creatures within 10’/level
-
[B]Duration: [/B]Concentration + 1 round/level; see text
+
* '''Duration:''' Concentration + 1 round/level; see text
-
[B]Saving Throw: [/B]Fortitude; see text
+
* '''Saving Throw:''' Fortitude; see text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
All living creatures become paralyzed & frozen in place. They are aware & can breathe normally, but cannot take any actions except speech. They are not permitted a saving throw to negate this effect.
All living creatures become paralyzed & frozen in place. They are aware & can breathe normally, but cannot take any actions except speech. They are not permitted a saving throw to negate this effect.
-
All non-living creatures (such as constructs or the undead) must make a successful Fortitude save or be instantly destroyed. Those that make their save are pushed to the edge of the spell’s area of effect, taking 1d6 points of damage for every 10’ so pushed. All creatures that remain within the area are automatically subject to the effects of a [I]calm emotions[/I] spell for the duration of this spell.
+
All non-living creatures (such as constructs or the undead) must make a successful Fortitude save or be instantly destroyed. Those that make their save are pushed to the edge of the spell’s area of effect, taking 1d6 points of damage for every 10’ so pushed. All creatures that remain within the area are automatically subject to the effects of a ''calm emotions'' spell for the duration of this spell.
A flying creature that is so frozen will not fall from where they have been frozen. A swimming creature so frozen will not drown if their head is above the surface.
A flying creature that is so frozen will not fall from where they have been frozen. A swimming creature so frozen will not drown if their head is above the surface.
Line 2,422: Line 2,580:
Material Component: An olive branch.
Material Component: An olive branch.
-
[B][I]Skew Fate[/I][/B]
+
'''''Skew Fate'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Brd 0, Sor 0
+
* '''Level:''' Brd 0, Sor 0
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 immediate action
+
* '''Casting Time:''' 1 immediate action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
Target: One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]1 round/level or until discharged
+
* '''Duration:''' 1 round/level or until discharged
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You impose on the target a -3 penalty to its next saving throw.
You impose on the target a -3 penalty to its next saving throw.
-
[B][I]Solidify Cloud[/I][/B]
+
'''''Solidify Cloud'''''
 +
 
Transmutation [Air]
Transmutation [Air]
-
[B]Level: [/B]Clr 5, Drd 4, Sor/Wiz 5
+
* '''Level:''' Clr 5, Drd 4, Sor/Wiz 5
-
[B]Components: [/B]V, S, M/DF
+
* '''Components:''' V, S, M/DF
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Close [25’ + 5’ per 2 caster levels]
+
* '''Range:''' Close [25’ + 5’ per 2 caster levels]
-
[B]Area: [/B]up to four 5’ squares/level (shapeable)
+
* '''Area:''' up to four 5’ squares/level (shapeable)
-
[B]Duration: [/B]1 hour/level (dismissible)
+
* '''Duration:''' 1 hour/level (dismissible)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You cause a cloud to coagulate on top into a firm floating surface that can be walked upon. The top of the cloud becomes a perfectly flat level plane, with the rigidity of soft earth (hardness 0). Walking on a solidified cloud does not normally require a Balance check. Each square of a solidified cloud can support up to 500 pounds at any one time; any more than that, then the overtaxed squares fail for 1 round, dumping their contents into the sky below. Solidified clouds are opaque, so they provide cover & concealment for the creatures standing on them relative to anything below. From below, a solidified cloud only appears slightly thicker than normal (DC25 to Spot).
You cause a cloud to coagulate on top into a firm floating surface that can be walked upon. The top of the cloud becomes a perfectly flat level plane, with the rigidity of soft earth (hardness 0). Walking on a solidified cloud does not normally require a Balance check. Each square of a solidified cloud can support up to 500 pounds at any one time; any more than that, then the overtaxed squares fail for 1 round, dumping their contents into the sky below. Solidified clouds are opaque, so they provide cover & concealment for the creatures standing on them relative to anything below. From below, a solidified cloud only appears slightly thicker than normal (DC25 to Spot).
-
The surface moves with the cloud, which can be controlled with [I]control winds [/I]spell; a strong wind (21+ MPH) is needed to push the cloud 10’ per round; a severe wind (31+ MPH) is needed to push the cloud 20’ per round; a windstorm-force wind (51+ MPH) is needed to push the cloud 40’ per round. Hurricane-force winds (75+ MPH) will destroy a solidified cloud. A solidified cloud can be made permanent with a [I]permanency [/I]spell (minimum caster level 14th, 3,000XP cost).
+
The surface moves with the cloud, which can be controlled with ''control winds ''spell; a strong wind (21+ MPH) is needed to push the cloud 10’ per round; a severe wind (31+ MPH) is needed to push the cloud 20’ per round; a windstorm-force wind (51+ MPH) is needed to push the cloud 40’ per round. Hurricane-force winds (75+ MPH) will destroy a solidified cloud. A solidified cloud can be made permanent with a ''permanency ''spell (minimum caster level 14th, 3,000XP cost).
 +
 
 +
Material '''Components: '''A pinch of dust & a pumice stone.
-
Material [B]Components: [/B]A pinch of dust & a pumice stone.
+
'''''Song of Serenity'''''
-
[B][I]Song of Serenity[/I][/B]
 
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Enchantment (Compulsion) [Mind-Affecting, Sonic]
-
[B]Level: [/B]Brd 6, Peace 6
+
* '''Level:''' Brd 6, Peace 6
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Area: [/B]30’-radius emanation
+
* '''Area:''' 30’-radius emanation
-
[B]Duration: [/B]Concentration, plus 1 round/level
+
* '''Duration:''' Concentration, plus 1 round/level
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
This spell causes creatures within the emanation area (or those who enter it, including yourself) to become incapable of attacking. Affected creatures cannot take any action (including the casting of spells) that would require an attack roll, would directly deal damage to another creature, or would force another creature to make a saving throw. All other actions are allowed, even those that might cause injury indirectly. Creatures outside of the area are able to act normally with regard to the creatures within the area of effect. Creatures that leave the area are free to attack as they choose.
This spell causes creatures within the emanation area (or those who enter it, including yourself) to become incapable of attacking. Affected creatures cannot take any action (including the casting of spells) that would require an attack roll, would directly deal damage to another creature, or would force another creature to make a saving throw. All other actions are allowed, even those that might cause injury indirectly. Creatures outside of the area are able to act normally with regard to the creatures within the area of effect. Creatures that leave the area are free to attack as they choose.
-
[B][I]Spectral Slayer[/I][/B]
+
'''''Spectral Slayer'''''
 +
 
Necromancy [Death, Evil]
Necromancy [Death, Evil]
-
[B]Level: [/B]Murder 6
+
* '''Level:''' Murder 6
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’ level)
+
* '''Range:''' Medium (100’ + 10’ level)
-
[B]Target: [/B]One living creature
+
* '''Target:''' One living creature
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Will negates (see text), then Fortitude partial (see text)
+
* '''Saving Throw:''' Will negates (see text), then Fortitude partial (see text)
-
[B]Spell Resistance: [/B]See text
+
* '''Spell Resistance:''' See text
You craft a spectral image of the most fearsome creature imaginable to the subject simply by forming the subject’s nebulous fears into something that its conscious mind will unwillingly put a face to. The slayer is formed from death magic & the power of necromantic fear, & appears to the subject while remaining invisible to all others. The target first gets a Will save to overcome the killing fear of the slayer’s “attack”. If that save fails, the spectral slayer strikes down the target, which dies from fear.
You craft a spectral image of the most fearsome creature imaginable to the subject simply by forming the subject’s nebulous fears into something that its conscious mind will unwillingly put a face to. The slayer is formed from death magic & the power of necromantic fear, & appears to the subject while remaining invisible to all others. The target first gets a Will save to overcome the killing fear of the slayer’s “attack”. If that save fails, the spectral slayer strikes down the target, which dies from fear.
-
Unlike a [I]phantasmal killer[/I], however, a spectral slayer is no illusion, but rather an impulse shaped from killing magics & given face by the victim’s fears. If the save succeeds, the slayer’s victim imprints this visage upon it, giving it corporeal form & visibility. The slayer becomes a wraith, with an additional 20 hit points & a +4 bonus to attack rolls, skill checks & saving throws. The Fortitude save to resist the wraith’s Constitution drain is made at this spell’s DC. It acts to strike down the nearest living creature, with a preference for the spell’s subject, & can perceive the living with pinpoint accuracy regardless of obstacles or misdirecting effects.
+
Unlike a ''phantasmal killer'', however, a spectral slayer is no illusion, but rather an impulse shaped from killing magics & given face by the victim’s fears. If the save succeeds, the slayer’s victim imprints this visage upon it, giving it corporeal form & visibility. The slayer becomes a wraith, with an additional 20 hit points & a +4 bonus to attack rolls, skill checks & saving throws. The Fortitude save to resist the wraith’s Constitution drain is made at this spell’s DC. It acts to strike down the nearest living creature, with a preference for the spell’s subject, & can perceive the living with pinpoint accuracy regardless of obstacles or misdirecting effects.
The slayer is considered a construct for all intents & purposes; thus, it cannot be turned or rebuked, nor is it affected by spells or effects that selectively harm the undead. At the end of the spell’s duration, or if it is killed, the slayer melts into a tarry stain on the ground.
The slayer is considered a construct for all intents & purposes; thus, it cannot be turned or rebuked, nor is it affected by spells or effects that selectively harm the undead. At the end of the spell’s duration, or if it is killed, the slayer melts into a tarry stain on the ground.
-
If the subject of a slayer’s attack succeeds in mentally resisting & is wearing a [I]helm of telepathy[/I], the entity can be turned upon you. You must then resist it or become subject to its lethal fear attack.
+
If the subject of a slayer’s attack succeeds in mentally resisting & is wearing a ''helm of telepathy'', the entity can be turned upon you. You must then resist it or become subject to its lethal fear attack.
 +
 
 +
'''''Squall'''''
-
[B][I]Squall[/I][/B]
 
Evocation [Air]
Evocation [Air]
-
[B]Level: [/B]Storm 4, Druid 5
+
* '''Level:''' Storm 4, Druid 5
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Area: [/B]Cylinder (5’ radius/level, 50’ high)
+
* '''Area:''' Cylinder (5’ radius/level, 50’ high)
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Fortitude negates
+
* '''Saving Throw:''' Fortitude negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
This spell creates a windstorm (approximately 70 mph) that originates from you, affecting all creatures in its path.
This spell creates a windstorm (approximately 70 mph) that originates from you, affecting all creatures in its path.
-
A Small or smaller creature on the ground is knocked down & rolled 1d4×10’, taking 1d4 points of nonlethal damage per 10’. If flying, a Small or smaller creature is blown back 2d6×10’ & takes 2d6 points of nonlethal damage due to battering & buffeting. Medium creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10’. Large or Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5’. Gargantuan or Colossal creatures may move normally within a [I]squall[/I].
+
A Small or smaller creature on the ground is knocked down & rolled 1d4×10’, taking 1d4 points of nonlethal damage per 10’. If flying, a Small or smaller creature is blown back 2d6×10’ & takes 2d6 points of nonlethal damage due to battering & buffeting. Medium creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10’. Large or Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5’. Gargantuan or Colossal creatures may move normally within a ''squall''.
-
A [I]squall [/I]can’t move a creature beyond the limit of its range.
+
A ''squall ''can’t move a creature beyond the limit of its range.
-
Any creature, regardless of size, takes a -8 penalty on Listen checks within a [I]squall[/I]. Ranged weapon attacks are impossible, & even siege weapons have a -4 penalty on attack rolls.
+
Any creature, regardless of size, takes a -8 penalty on Listen checks within a ''squall''. Ranged weapon attacks are impossible, & even siege weapons have a -4 penalty on attack rolls.
-
The force of the [I]squall [/I]is powerful enough to bring down branches, if not whole trees. Candles, torches, & similar unprotected flames are automatically extinguished. Even protected flames, such as those of lanterns, have a 75% chance of being extinguished.
+
The force of the ''squall ''is powerful enough to bring down branches, if not whole trees. Candles, torches, & similar unprotected flames are automatically extinguished. Even protected flames, such as those of lanterns, have a 75% chance of being extinguished.
-
In addition to the effects noted, a [I]squall [/I]can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn awnings or hangings, heel over a small boat, & blow gases or vapors to the edge of its range.
+
In addition to the effects noted, a ''squall ''can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn awnings or hangings, heel over a small boat, & blow gases or vapors to the edge of its range.
 +
 
 +
'''''Stairs of Madrasah'''''
-
[B][I]Stairs of Madrasah[/I][/B]
 
Transmutation
Transmutation
-
[B]Level: [/B]Brd 4, Clr 5, Wiz 5
+
* '''Level:''' Brd 4, Clr 5, Wiz 5
-
[B]Components: [/B]V, S, M, F
+
* '''Components:''' V, S, M, F
-
[B]Casting Time: [/B]1 full-round action
+
* '''Casting Time:''' 1 full-round action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Effect: [/B]Phantom staircase in an extradimensional space
+
* '''Effect:''' Phantom staircase in an extradimensional space
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
Creating the Madrasah’s stairs is one of the most mysterious feats of magic possible in all of the Kamala. You cause one stair per caster level to appear, with the first being underneath yourself. Each stair is as wide as your space, five times as long, & made of a shimmering translucent magical force. The world seems to dissolve in the direction of the staircase, revealing a starry, midnight blue emptiness save the stairs ahead. Each stair is a magical construct capable of supporting any amount of weight.
Creating the Madrasah’s stairs is one of the most mysterious feats of magic possible in all of the Kamala. You cause one stair per caster level to appear, with the first being underneath yourself. Each stair is as wide as your space, five times as long, & made of a shimmering translucent magical force. The world seems to dissolve in the direction of the staircase, revealing a starry, midnight blue emptiness save the stairs ahead. Each stair is a magical construct capable of supporting any amount of weight.
-
At the end of the topmost stair is a gold & sapphire door that leads to an impenetrable room of impossible size, capable of holding up to 100 creatures of the caster’s size. This door may only be opened from the outside by the caster, & only when standing on the topmost stair. The room within is impenetrable to anything short of [I]wish [/I]or [I]Hatma’s keys[/I], & can be used to recuperate or regroup. Neither spells nor attacks nor senses can pass the threshold, & it may only be stepped across by any given creature once per round. Only those that the caster permits can enter the threshold.
+
At the end of the topmost stair is a gold & sapphire door that leads to an impenetrable room of impossible size, capable of holding up to 100 creatures of the caster’s size. This door may only be opened from the outside by the caster, & only when standing on the topmost stair. The room within is impenetrable to anything short of ''wish ''or ''Hatma’s keys'', & can be used to recuperate or regroup. Neither spells nor attacks nor senses can pass the threshold, & it may only be stepped across by any given creature once per round. Only those that the caster permits can enter the threshold.
In addition to benefits gained from fighting from an advantageous position, allies of the caster gain a +2 bonus to attack rolls, damage rolls, skill checks & saving throws while on the stairs. Opponents of the caster take a -2 penalty to such rolls while on the stairs.
In addition to benefits gained from fighting from an advantageous position, allies of the caster gain a +2 bonus to attack rolls, damage rolls, skill checks & saving throws while on the stairs. Opponents of the caster take a -2 penalty to such rolls while on the stairs.
Line 2,523: Line 2,687:
Focus: A small golden pyramid or ziggurat valued at 500gp.
Focus: A small golden pyramid or ziggurat valued at 500gp.
-
[B][I]Stoic Valor[/I][/B]
+
'''''Stoic Valor'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Pal 4, Resolve 6
+
* '''Level:''' Pal 4, Resolve 6
-
[B]Components: [/B]V, S, M, DF
+
* '''Components:''' V, S, M, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]Up to one creature/level, no two of which can be more than 30’ apart
+
* '''Target:''' Up to one creature/level, no two of which can be more than 30’ apart
-
[B]Duration: [/B]1 minute
+
* '''Duration:''' 1 minute
You take up the mantle of a defender, enduring blows against your allies in their place. For each creature you choose to include when you cast stoic valor, you gain a buffer of 30 temporary hit points; these hit points last until the spell’s duration ends. Hit point damage dealt to any of the creatures you have chosen to protect is dealt to you instead until the spell’s duration has elapsed or you have been slain. You may not include hostile or mindless creatures in this protection, nor may you include creatures under a compulsion effect.
You take up the mantle of a defender, enduring blows against your allies in their place. For each creature you choose to include when you cast stoic valor, you gain a buffer of 30 temporary hit points; these hit points last until the spell’s duration ends. Hit point damage dealt to any of the creatures you have chosen to protect is dealt to you instead until the spell’s duration has elapsed or you have been slain. You may not include hostile or mindless creatures in this protection, nor may you include creatures under a compulsion effect.
Material Component: A cotton sash.
Material Component: A cotton sash.
-
[B][I]Storyteller[/I][/B]
+
'''''Storyteller'''''
 +
 
Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
-
[B]Level: [/B]Brd 2
+
* '''Level:''' Brd 2
-
[B]Components: [/B]V, M
+
* '''Components:''' V, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
Target: One creature
+
* '''Target:''' One creature
-
[B]Duration: [/B]Concentration
+
* '''Duration:''' Concentration
-
[B]Saving Throw: [/B]Will disbelief (only if interacted with)
+
* '''Saving Throw:''' Will disbelief (only if interacted with)
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You begin telling a tale of the encounter your foe is participating in, embellishing wildly to change the nature of the battle the subject perceives. Though the subject has a chance to disbelieve the story being told, if it listens to you it will be led into the phantasmal fight, where its opponents are greater & its own skills are weaker. The victim of this effect suffers a -5 circumstance penalty to attack rolls, damage rolls, AC, skill checks & Reflex saving throws for as long as it can hear your story. Each time it attacks an enemy, makes a Reflex save or is struck, however, the subject gets a new chance to disbelieve the story, as what it should be experiencing is at odds with what has happened.
You begin telling a tale of the encounter your foe is participating in, embellishing wildly to change the nature of the battle the subject perceives. Though the subject has a chance to disbelieve the story being told, if it listens to you it will be led into the phantasmal fight, where its opponents are greater & its own skills are weaker. The victim of this effect suffers a -5 circumstance penalty to attack rolls, damage rolls, AC, skill checks & Reflex saving throws for as long as it can hear your story. Each time it attacks an enemy, makes a Reflex save or is struck, however, the subject gets a new chance to disbelieve the story, as what it should be experiencing is at odds with what has happened.
Material Component: 3 colored silks, one of which is embroidered.
Material Component: 3 colored silks, one of which is embroidered.
-
[B][I]Storyteller, Mass[/I][/B]
+
'''''Storyteller, Mass'''''
 +
 
Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
-
[B]Level: [/B]Brd 6
+
* '''Level:''' Brd 6
-
[B]Components: [/B]V, M
+
* '''Components:''' V, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
Target: Up to one creature/level, none of whom can be more then 30’ from any other
+
* '''Target:''' Up to one creature/level, none of whom can be more then 30’ from any other
-
[B]Duration: [/B]Concentration + 1 round/level
+
* '''Duration:''' Concentration + 1 round/level
-
[B]Saving Throw: [/B]Will disbelief (only if interacted with)
+
* '''Saving Throw:''' Will disbelief (only if interacted with)
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
-
As [I]storyteller[/I], but affects multiple foes. The Will save to disbelieve the illusion from interaction is made at a -4 penalty, as the phantasm is compelling.
+
As ''storyteller'', but affects multiple foes. The Will save to disbelieve the illusion from interaction is made at a -4 penalty, as the phantasm is compelling.
Material Component: 6 colored silks, all of which are embroidered.
Material Component: 6 colored silks, all of which are embroidered.
-
[B][I]Stroke of Judgment[/I][/B]
+
'''''Stroke of Judgment'''''
 +
 
Evocation [Good, Lawful]
Evocation [Good, Lawful]
-
[B]Level: [/B]Pal 2
+
* '''Level:''' Pal 2
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level or until discharged
+
* '''Duration:''' 1 round/level or until discharged
-
You imbue your next attack with power & authority bestowed from your deity. The next successful attack you make has twice the critical threat range (this stacks with [I]keen edge[/I], Improved Critical, etc.). It is also treated as having the [I]holy [/I]& [I]axiomatic [/I]weapon properties. If you strike an evil or chaotic creature with a weapon that has this effect upon it, then it gains 1 negative level. After you succeed on an attack, the spell is discharged.
+
You imbue your next attack with power & authority bestowed from your deity. The next successful attack you make has twice the critical threat range (this stacks with ''keen edge'', Improved Critical, etc.). It is also treated as having the ''holy ''& ''axiomatic ''weapon properties. If you strike an evil or chaotic creature with a weapon that has this effect upon it, then it gains 1 negative level. After you succeed on an attack, the spell is discharged.
 +
 
 +
'''''Sunya’s Supreme Smite'''''
-
[B][I]Sunya’s Supreme Smite[/I][/B]
 
Evocation
Evocation
-
[B]Level: [/B]Power 9
+
* '''Level:''' Power 9
-
[B]Components: [/B]V, S, DF, X
+
* '''Components:''' V, S, DF, X
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Area: [/B]Cylinder (20’ radius, 100’ high)
+
* '''Area:''' Cylinder (20’ radius, 100’ high)
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Fortitude partial; see text
+
* '''Saving Throw:''' Fortitude partial; see text
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You create a vertical column of destructive force roaring downward from above, blasting everything within range. All creatures within range must make a Fortitude save or immediately die. A creature that makes their saving throw is still pushed to the edge of the effect, taking 1d6 points of damage for every 5’ so pushed. All objects within range take 1d6 points of force damage per caster level (maximum 30d6); this damage ignores hardness.
You create a vertical column of destructive force roaring downward from above, blasting everything within range. All creatures within range must make a Fortitude save or immediately die. A creature that makes their saving throw is still pushed to the edge of the effect, taking 1d6 points of damage for every 5’ so pushed. All objects within range take 1d6 points of force damage per caster level (maximum 30d6); this damage ignores hardness.
-
This effect negates any magical protection or barrier, such as an [I]antimagic field[/I], [I]prismatic sphere[/I], [I]prismatic wall[/I], or [I]wall of force[/I]. The only known means of protecting oneself from this spell is the use of [I]Akasha’s awesome aura[/I].
+
This effect negates any magical protection or barrier, such as an ''antimagic field'', ''prismatic sphere'', ''prismatic wall'', or ''wall of force''. The only known means of protecting oneself from this spell is the use of ''Akasha’s awesome aura''.
XP Cost: 500XP.
XP Cost: 500XP.
-
[B][I]Tally[/I][/B]
+
'''''Tally'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Brd 0, Sor/Wiz 0
+
* '''Level:''' Brd 0, Sor/Wiz 0
-
[B]Components: [/B]S
+
* '''Components:''' S
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
Area: Up to 10’/level
Area: Up to 10’/level
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
By specifying a chosen object within sight & twiddling your fingers as if shuffling beads on an abacus, you can instantly determine the number of roughly similar objects within the area of effect. The only creatures that can be counted in this fashion are constructs.
By specifying a chosen object within sight & twiddling your fingers as if shuffling beads on an abacus, you can instantly determine the number of roughly similar objects within the area of effect. The only creatures that can be counted in this fashion are constructs.
-
[B][I]Third Way[/I][/B]
+
'''''Third Way'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Destiny 6
+
* '''Level:''' Destiny 6
-
[B]Components: [/B]V, S, F, DF
+
* '''Components:''' V, S, F, DF
-
[B]Casting Time: [/B]1 free action
+
* '''Casting Time:''' 1 free action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
You invoke the power of Daq to split Fate along three roads, two clear paths lit by your own intentions & a third, shadowed way of possibility.
You invoke the power of Daq to split Fate along three roads, two clear paths lit by your own intentions & a third, shadowed way of possibility.
-
When you cast [I]third way[/I], you may attempt a course of action provided there is an action you can take. You can observe the immediate results of that course of action (attack rolls, damage rolls, saving throws, attacks of opportunity etc.) & decide if it suits you.
+
When you cast ''third way'', you may attempt a course of action provided there is an action you can take. You can observe the immediate results of that course of action (attack rolls, damage rolls, saving throws, attacks of opportunity etc.) & decide if it suits you.
If it does not, you may repeat this process, selecting a different course of action. Again, you may observe the immediate results of this course of action. Now, you may select between the two courses you have forged, or choose the third way.
If it does not, you may repeat this process, selecting a different course of action. Again, you may observe the immediate results of this course of action. Now, you may select between the two courses you have forged, or choose the third way.
Line 2,617: Line 2,788:
Focus: A bag of agates worn on your person & a small diamond in a triangular shape, worth at least 250gp.
Focus: A bag of agates worn on your person & a small diamond in a triangular shape, worth at least 250gp.
-
[B][I]Time of the Hunter[/I][/B]
+
'''''Time of the Hunter'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Rgr 4
+
* '''Level:''' Rgr 4
-
[B]Components: [/B]V, XP
+
* '''Components:''' V, XP
-
[B]Casting Time: [/B]1 immediate action
+
* '''Casting Time:''' 1 immediate action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1d4+1 rounds
+
* '''Duration:''' 1d4+1 rounds
-
You enter into a state of heightened speed, awareness & presence. No longer within the normal flow of time, you are now within the [I]time of the hunter[/I]. This unusual meta-reality, on the edge of perception, confers several unusual benefits.
+
You enter into a state of heightened speed, awareness & presence. No longer within the normal flow of time, you are now within the ''time of the hunter''. This unusual meta-reality, on the edge of perception, confers several unusual benefits.
You gain a +10 circumstance bonus on initiative rolls made during this spell’s duration, as well as a +4 dodge bonus to AC & Reflex saves. You gain a +2 bonus to attack & damage rolls, & a +10 bonus to Listen, Search & Spot checks.
You gain a +10 circumstance bonus on initiative rolls made during this spell’s duration, as well as a +4 dodge bonus to AC & Reflex saves. You gain a +2 bonus to attack & damage rolls, & a +10 bonus to Listen, Search & Spot checks.
You cannot be flanked or rendered flat-footed during this spell’s duration. You do not lose your Dexterity bonus to AC unless you are rendered helpless.
You cannot be flanked or rendered flat-footed during this spell’s duration. You do not lose your Dexterity bonus to AC unless you are rendered helpless.
-
You are exempt from [I]time stop [/I]effects, although this exemption does not count against the duration of this spell.
+
You are exempt from ''time stop ''effects, although this exemption does not count against the duration of this spell.
Most importantly, you move & act in a faster time. You may take one additional standard action or move action each round, & one additional swift action each round.
Most importantly, you move & act in a faster time. You may take one additional standard action or move action each round, & one additional swift action each round.
Line 2,636: Line 2,808:
XP Cost: 100XP
XP Cost: 100XP
-
[B][I]Torment[/I][/B]
+
'''''Torment'''''
 +
 
Evocation [Evil]
Evocation [Evil]
-
[B]Level: [/B]Blk 3, Punishment 6
+
* '''Level:''' Blk 3, Punishment 6
-
[B]Components: [/B]V, S, M, A
+
* '''Components:''' V, S, M, A
-
[B]Casting Time: [/B]1 full-round action
+
* '''Casting Time:''' 1 full-round action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]1 living creature
+
* '''Target:''' 1 living creature
-
[B]Duration: [/B]Concentration, up to 1 round/level
+
* '''Duration:''' Concentration, up to 1 round/level
-
[B]Saving Throw: [/B]Will partial; see text
+
* '''Saving Throw:''' Will partial; see text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
With contempt in your heart for your victim, you can make them suffer great pain, leaving them greatly afraid of you. While you concentrate, the creature that you target suffers 2d6 points of damage each round & stands still, as if paralyzed. This effect also deals 1 point of temporary Strength damage & 1 point of temporary Dexterity damage each round. This effect cannot reduce the target’s hit points or ability scores to less than 1.
With contempt in your heart for your victim, you can make them suffer great pain, leaving them greatly afraid of you. While you concentrate, the creature that you target suffers 2d6 points of damage each round & stands still, as if paralyzed. This effect also deals 1 point of temporary Strength damage & 1 point of temporary Dexterity damage each round. This effect cannot reduce the target’s hit points or ability scores to less than 1.
Line 2,657: Line 2,830:
Alignment Component: Any evil.
Alignment Component: Any evil.
-
[B][I]Torpor[/I][/B]
+
'''''Torpor'''''
 +
 
Necromancy
Necromancy
-
[B]Level: [/B]Brd 6, Night 8
+
* '''Level:''' Brd 6, Night 8
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
Area: One or more creatures within a 30’ radius burst
Area: One or more creatures within a 30’ radius burst
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Fortitude negates
+
* '''Saving Throw:''' Fortitude negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
As [I]profound slumber[/I], except it can also affect constructs, dragons, oozes, plants & undead, even if they are immune to compulsion effects (but not if they are immune to the enchantment school).
+
As ''profound slumber'', except it can also affect constructs, dragons, oozes, plants & undead, even if they are immune to compulsion effects (but not if they are immune to the enchantment school).
 +
 
 +
'''''Trial'''''
-
[B][I]Trial[/I][/B]
 
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
-
[B]Level: [/B]Hardship 6
+
* '''Level:''' Hardship 6
-
[B]Components: [/B]V, DF
+
* '''Components:''' V, DF
-
[B]Casting Time: [/B]10 minutes
+
* '''Casting Time:''' 10 minutes
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]One living creature
+
* '''Target:''' One living creature
-
[B]Duration: [/B]2 days/level
+
* '''Duration:''' 2 days/level
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
As [I]geas/quest[/I], with the following exceptions:
+
As ''geas/quest'', with the following exceptions:
When applied to a subject, this spell reduces each of that subject’s ability scores by 2 & then reduces the subject’s highest ability score by an additional 4 for the duration of the spell.
When applied to a subject, this spell reduces each of that subject’s ability scores by 2 & then reduces the subject’s highest ability score by an additional 4 for the duration of the spell.
-
The subject takes 3d6 points of damage each day it does not attempt to complete the [I]trial[/I]. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the [I]trial[/I].
+
The subject takes 3d6 points of damage each day it does not attempt to complete the ''trial''. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the ''trial''.
 +
 
 +
''Remove curse'' has no effect on this spell. ''Greater remove curse'' can release the subject from this effect only if the caster’s level is at least 2 higher than yours. ''Miracle ''& ''wish ''end this effect instantly.
-
[I]Remove curse[/I] has no effect on this spell. [I]Greater remove curse[/I] can release the subject from this effect only if the caster’s level is at least 2 higher than yours. [I]Miracle [/I]& [I]wish [/I]end this effect instantly.
+
Ending the ''trial ''via the spells listed above results in the subject losing 2,500 XP, while successfully completing the trial within the duration results in a gain of 2,500 XP. Assigning a simple, easy or trivial ''trial ''will result in the spell’s failure & force the cleric to atone for making light of Limalia’s demands.
-
Ending the [I]trial [/I]via the spells listed above results in the subject losing 2,500 XP, while successfully completing the trial within the duration results in a gain of 2,500 XP. Assigning a simple, easy or trivial [I]trial [/I]will result in the spell’s failure & force the cleric to atone for making light of Limalia’s demands.
+
'''''Uncertainty'''''
-
[B][I]Uncertainty[/I][/B]
 
Illusion (Phantasm) [Mind-Affecting]
Illusion (Phantasm) [Mind-Affecting]
-
[B]Level: [/B]Asn 3, Blk 3, Brd 3, MaW2, Rgr 3
+
* '''Level:''' Asn 3, Blk 3, Brd 3, MaW2, Rgr 3
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Target: [/B]One living creature/level, no two of which can be more than 30’ apart
+
* '''Target:''' One living creature/level, no two of which can be more than 30’ apart
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Will partial; see text
+
* '''Saving Throw:''' Will partial; see text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
This powerful effect has three distinct parts:
This powerful effect has three distinct parts:
Line 2,707: Line 2,883:
Thirdly, this spell imposes a -2 morale penalty to subjects’ attack rolls, damage rolls, skill checks & saving throws. A successful Will save reduces this penalty to -1.
Thirdly, this spell imposes a -2 morale penalty to subjects’ attack rolls, damage rolls, skill checks & saving throws. A successful Will save reduces this penalty to -1.
-
[B][I]Undispel[/I][/B]
+
'''''Undispel'''''
 +
 
Abjuration
Abjuration
-
[B]Level: [/B]Sor 7
+
* '''Level:''' Sor 7
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 swift action
+
* '''Casting Time:''' 1 swift action
-
[B]Range: [/B]Long (400’ + 40’/level)
+
* '''Range:''' Long (400’ + 40’/level)
-
[B]Target: [/B]One dispelled spell, spell-like ability, or magic item
+
* '''Target:''' One dispelled spell, spell-like ability, or magic item
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You can reinstate a spell, a spell-like ability, or a magic item that was dispelled. The spell need not be one that you had originally cast.
You can reinstate a spell, a spell-like ability, or a magic item that was dispelled. The spell need not be one that you had originally cast.
Line 2,724: Line 2,901:
You can only undispel spells & spell-like abilities that were dispelled within the last round. You can undispel magic items that have been suppressed at any time.
You can only undispel spells & spell-like abilities that were dispelled within the last round. You can undispel magic items that have been suppressed at any time.
-
A spell that was successfully countered by a use of [I]dispel magic[/I] (IE, a spell that never took effect because it was counterspelled) cannot be undispelled.
+
A spell that was successfully countered by a use of ''dispel magic'' (IE, a spell that never took effect because it was counterspelled) cannot be undispelled.
 +
 
 +
'''''Vampiric Ray'''''
-
[B][I]Vampiric Ray[/I][/B]
 
Necromancy
Necromancy
-
[B]Level: [/B]Sor/Wiz 5
+
* '''Level:''' Sor/Wiz 5
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Effect: [/B]Ray
+
* '''Effect:''' Ray
-
[B]Duration: [/B]Instantaneous/1 hour; see text
+
* '''Duration:''' Instantaneous/1 hour; see text
-
[B]Saving Throw: [/B]Fortitude half
+
* '''Saving Throw:''' Fortitude half
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
A dark crimson ray emanates from your hand. You must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d6 points of damage per caster level (maximum 15d6). You gain temporary hit points equal to the damage you deal. However, you cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
A dark crimson ray emanates from your hand. You must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d6 points of damage per caster level (maximum 15d6). You gain temporary hit points equal to the damage you deal. However, you cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
-
[B][I]Vampiric Touch, Greater[/I][/B]
+
'''''Vampiric Touch, Greater'''''
 +
 
Necromancy
Necromancy
-
[B]Level: [/B]Sor/Wiz 7
+
* '''Level:''' Sor/Wiz 7
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Living creature touched
+
* '''Target:''' Living creature touched
-
[B]Duration: [/B]Instantaneous/1 hour; see text
+
* '''Duration:''' Instantaneous/1 hour; see text
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
-
This spell functions like [I]vampiric touch[/I], except that your touch deals 1d6 points of damage per caster level (maximum 20d6), & the temporary hit points that you gain from this effect disappear after 1 full day.
+
This spell functions like ''vampiric touch'', except that your touch deals 1d6 points of damage per caster level (maximum 20d6), & the temporary hit points that you gain from this effect disappear after 1 full day.
 +
 
 +
'''''Viper’s Bite'''''
-
[B][I]Viper’s Bite[/I][/B]
 
Transmutation
Transmutation
-
[B]Level: [/B]Drd 4, Serpent 3
+
* '''Level:''' Drd 4, Serpent 3
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal or touch
+
* '''Range:''' Personal or touch
-
[B]Target: [/B]You or creature touched
+
* '''Target:''' You or creature touched
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Fortitude negates (harmless)
+
* '''Saving Throw:''' Fortitude negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
You can grant yourself (or a creature that you touch) a venomous bite. The affected creature gains a bite attack, which deals piercing damage like a viper of the same size (ergo, 1d4 + Strength for a Medium creature). The bite also inflicts poison upon those struck by it, unless the bitten creature makes a successful Fortitude save. The DC for the saving throw is equal to 10 + the spell’s level (3 for a Serpent Cleric, or 4 for a Druid) + your Constitution modifier. The initial & secondary damage dealt by the poison are both 1d6 points of Constitution damage. This bite attack can be used like any natural weapon that you could possess.
You can grant yourself (or a creature that you touch) a venomous bite. The affected creature gains a bite attack, which deals piercing damage like a viper of the same size (ergo, 1d4 + Strength for a Medium creature). The bite also inflicts poison upon those struck by it, unless the bitten creature makes a successful Fortitude save. The DC for the saving throw is equal to 10 + the spell’s level (3 for a Serpent Cleric, or 4 for a Druid) + your Constitution modifier. The initial & secondary damage dealt by the poison are both 1d6 points of Constitution damage. This bite attack can be used like any natural weapon that you could possess.
-
[B][I]Vitiate[/I][/B]
+
'''''Vitiate'''''
 +
 
Evocation [Evil]
Evocation [Evil]
-
[B]Level: [/B]Clr 8
+
* '''Level:''' Clr 8
-
[B]Components: [/B]V, S, M, F, DF
+
* '''Components:''' V, S, M, F, DF
-
[B]Casting Time: [/B]24 hours
+
* '''Casting Time:''' 24 hours
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Area: [/B]120’ radius emanating from the touched point
+
* '''Area:''' 120’ radius emanating from the touched point
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]See text
+
* '''Spell Resistance:''' See text
This spell makes a particular site, building, or structure an unholy site. This has five major effects.
This spell makes a particular site, building, or structure an unholy site. This has five major effects.
-
First, the entire area of the spell is affected as though by [I][I]unhallow [/I][/I]& [I]desecrate[/I].
+
First, the entire area of the spell is affected as though by ''''unhallow ''''& ''desecrate''.
-
Second, the area is permeated by a [I]prayer [/I]effect that treats all evil creatures as allies & all good creatures as enemies.
+
Second, the area is permeated by a ''prayer ''effect that treats all evil creatures as allies & all good creatures as enemies.
-
Third, undead creatures within the area are permitted Will saving throws against being turned or destroyed, as well as against any effect with the Good descriptor. Evil creatures within the area are allowed a Will save to resist the effects of [I]holy word[/I]. A [I]holy aura [/I]within a [I]vitiated [/I]area protects only a 10’ radius, & its duration is halved.
+
Third, undead creatures within the area are permitted Will saving throws against being turned or destroyed, as well as against any effect with the Good descriptor. Evil creatures within the area are allowed a Will save to resist the effects of ''holy word''. A ''holy aura ''within a ''vitiated ''area protects only a 10’ radius, & its duration is halved.
Fourth, good outsiders may not enter the area warded by this effect, unless they make a successful Will save.
Fourth, good outsiders may not enter the area warded by this effect, unless they make a successful Will save.
Line 2,787: Line 2,968:
Finally, you may choose to fix up to one spell effect per six caster levels to the vitiated site. Such spell effects last for one year & function throughout the entire site, regardless of the normal duration & area or effect. You may designate whether the effects apply to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment, & can make separate designations for each effect. At the end of the year, the chosen effects lapse, but can be renewed or replaced simply by casting this spell again.
Finally, you may choose to fix up to one spell effect per six caster levels to the vitiated site. Such spell effects last for one year & function throughout the entire site, regardless of the normal duration & area or effect. You may designate whether the effects apply to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment, & can make separate designations for each effect. At the end of the year, the chosen effects lapse, but can be renewed or replaced simply by casting this spell again.
-
Spell effects that may be tied to a [I]vitiated [/I]site include [I]aid, bane, bestow curse, bless, break enchantment, cause fear, contagion, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, forbiddance, freedom of movement, imbue with spell ability, invisibility purge, lesser restoration, mass owl’s wisdom, poison, protection from energy, remove fear, resist energy, silence, spell resistance, symbol of fear, symbol of pain, tongues, & zone of truth[/I]. Saving throws & spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
+
Spell effects that may be tied to a ''vitiated ''site include ''aid, bane, bestow curse, bless, break enchantment, cause fear, contagion, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, forbiddance, freedom of movement, imbue with spell ability, invisibility purge, lesser restoration, mass owl’s wisdom, poison, protection from energy, remove fear, resist energy, silence, spell resistance, symbol of fear, symbol of pain, tongues, & zone of truth''. Saving throws & spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
-
An area can receive only one [I]vitiate [/I]spell (& its associated spell effects) at a time. This spell counters but does not dispel [I]sanctify[/I]; it does, however, dispel [I]consecrate [/I]& [I]hallow[/I].
+
An area can receive only one ''vitiate ''spell (& its associated spell effects) at a time. This spell counters but does not dispel ''sanctify''; it does, however, dispel ''consecrate ''& ''hallow''.
Material Component: Herbs, oils, & incense worth at least 2,500gp, plus 1,000gp per level of the spells to be included in the hallowed area. Additionally, you require a font or basin of unholy water that you yourself have cursed.
Material Component: Herbs, oils, & incense worth at least 2,500gp, plus 1,000gp per level of the spells to be included in the hallowed area. Additionally, you require a font or basin of unholy water that you yourself have cursed.
Line 2,795: Line 2,976:
Focus: A profane relic of your faith or an onyx gem of at least 10,000gp value.
Focus: A profane relic of your faith or an onyx gem of at least 10,000gp value.
-
[B][I]Waharim’s Insight[/I][/B]
+
'''''Waharim’s Insight'''''
 +
 
Divination [Mind-Affecting]
Divination [Mind-Affecting]
-
[B]Level: [/B]Contemplation 3
+
* '''Level:''' Contemplation 3
-
[B]Components: [/B]V, S, DF
+
* '''Components:''' V, S, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Creatures touched
+
* '''Target:''' Creatures touched
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]Will negates (harmless)
+
* '''Saving Throw:''' Will negates (harmless)
-
[B]Spell Resistance: [/B]Yes (harmless)
+
* '''Spell Resistance:''' Yes (harmless)
Folding your hands into an elliptical shape, as if to suggest an eye, you gather ancient insight & transfer it to mortal minds by prodding them in the forehead.
Folding your hands into an elliptical shape, as if to suggest an eye, you gather ancient insight & transfer it to mortal minds by prodding them in the forehead.
Line 2,810: Line 2,992:
You are able to grant a number of +1 insight bonuses equal to your caster level. These bonuses can be granted to individual ability scores, individual skills, melee attack rolls, ranged attack rolls, individual saving throws, armor class & damage rolls. You may distribute these as you wish among any number of creatures, but you cannot allocate more than a +1 bonus to any individual property. For instance, a 5th-level caster could grant a single creature a +1 insight bonus to melee attack rolls & to AC, & another creature a +1 insight bonus to Fortitude saving throws, Dexterity & AC, but could not give the first creature a +2 insight bonus to AC instead.
You are able to grant a number of +1 insight bonuses equal to your caster level. These bonuses can be granted to individual ability scores, individual skills, melee attack rolls, ranged attack rolls, individual saving throws, armor class & damage rolls. You may distribute these as you wish among any number of creatures, but you cannot allocate more than a +1 bonus to any individual property. For instance, a 5th-level caster could grant a single creature a +1 insight bonus to melee attack rolls & to AC, & another creature a +1 insight bonus to Fortitude saving throws, Dexterity & AC, but could not give the first creature a +2 insight bonus to AC instead.
-
[B][I]Waharim’s Wondrous Wisdom[/I][/B]
+
'''''Waharim’s Wondrous Wisdom'''''
 +
 
Divination
Divination
-
[B]Level: [/B]Contemplation 9
+
* '''Level:''' Contemplation 9
-
[B]Components: [/B]V, S, F, DF
+
* '''Components:''' V, S, F, DF
-
[B]Casting Time: [/B]1 round
+
* '''Casting Time:''' 1 round
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
The greatest power Waharim confers, this mighty spell floods you with skill & intellect. You are granted 10 ranks each in two Knowledge skills, & acquire a level of the loremaster prestige class. For each additional 250XP spent on the spell, you gain an additional level of loremaster. You likewise gain access to feats, spells & bonus ability points as if you had gained these levels of loremaster normally, which you may select at the time of casting. The first time you “reach” a loremaster level & are required to make a choice regarding a class ability, that choice becomes permanent for all future uses of this spell. You do not receive additional spell slots with this effect. You become instantly aware of the skills & powers that this spell has conferred to you. For ease of use, the statistics for this spell can (& perhaps should) be compiled in advance by the player.
The greatest power Waharim confers, this mighty spell floods you with skill & intellect. You are granted 10 ranks each in two Knowledge skills, & acquire a level of the loremaster prestige class. For each additional 250XP spent on the spell, you gain an additional level of loremaster. You likewise gain access to feats, spells & bonus ability points as if you had gained these levels of loremaster normally, which you may select at the time of casting. The first time you “reach” a loremaster level & are required to make a choice regarding a class ability, that choice becomes permanent for all future uses of this spell. You do not receive additional spell slots with this effect. You become instantly aware of the skills & powers that this spell has conferred to you. For ease of use, the statistics for this spell can (& perhaps should) be compiled in advance by the player.
Line 2,824: Line 3,007:
XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.
XP Cost: 250XP + 250XP per additional level conferred, to a maximum cost of 2,500 XP.
-
[B][I]Wall of Water[/I][/B]
+
'''''Wall of Water'''''
 +
 
Evocation [Water]
Evocation [Water]
-
[B]Level: [/B]Sor/Wiz 4
+
* '''Level:''' Sor/Wiz 4
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Medium (100’ + 10’/level)
+
* '''Range:''' Medium (100’ + 10’/level)
-
[B]Effect: [/B]Opaque sheet of water up to 20’ long/level or a ring of water with a radius of up to 5’ per two levels; either form 20’ high
+
* '''Effect:''' Opaque sheet of water up to 20’ long/level or a ring of water with a radius of up to 5’ per two levels; either form 20’ high
-
[B]Duration: [/B]Concentration + 1 round/level
+
* '''Duration:''' Concentration + 1 round/level
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
A rippling curtain of clear blue water springs into existence. This wall can be moved by your mental command up to 30’ per round as a swift action. Any creature that is struck by the wall takes 2d4 points of concussion damage +1 point per caster level (maximum +20), & is knocked prone; this damage can be negated by a successful Reflex save. Objects are struck automatically, taking full damage (minus hardness). Pushing through the wall is a full-round action, & any creature that does so takes 2d4 points of concussion damage (no save).
A rippling curtain of clear blue water springs into existence. This wall can be moved by your mental command up to 30’ per round as a swift action. Any creature that is struck by the wall takes 2d4 points of concussion damage +1 point per caster level (maximum +20), & is knocked prone; this damage can be negated by a successful Reflex save. Objects are struck automatically, taking full damage (minus hardness). Pushing through the wall is a full-round action, & any creature that does so takes 2d4 points of concussion damage (no save).
Line 2,839: Line 3,023:
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5’ length of wall takes 20 points of fire damage or more in 1 round, that length goes out; do not divide fire damage by 4, as normal for objects. If any 5’ length of wall takes 20 points of cold damage or more in 1 round, then the entire wall becomes frozen & cannot be moved or passed through until it is melted (which can be done by dealing an equal amount of fire damage to the same section that was frozen).
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5’ length of wall takes 20 points of fire damage or more in 1 round, that length goes out; do not divide fire damage by 4, as normal for objects. If any 5’ length of wall takes 20 points of cold damage or more in 1 round, then the entire wall becomes frozen & cannot be moved or passed through until it is melted (which can be done by dealing an equal amount of fire damage to the same section that was frozen).
-
This spell can be made permanent with a [I]permanency [/I]spell (2,000XP); permanent walls are always immobile. A permanent [I]wall of water[/I] that is boiled off by fire damage becomes inactive for 10 minutes, then reforms at normal strength.
+
This spell can be made permanent with a ''permanency ''spell (2,000XP); permanent walls are always immobile. A permanent ''wall of water'' that is boiled off by fire damage becomes inactive for 10 minutes, then reforms at normal strength.
The water created by this spell is potable, but any creature that attempts to fill a container by immersing it within the wall takes damage as if pushing through the wall. A container can be filled by the wall at a rate of 1 gallon per round.
The water created by this spell is potable, but any creature that attempts to fill a container by immersing it within the wall takes damage as if pushing through the wall. A container can be filled by the wall at a rate of 1 gallon per round.
Line 2,845: Line 3,029:
Material Component: A small seashell or piece of coral.
Material Component: A small seashell or piece of coral.
-
[B][I]Ward Object[/I][/B]
+
'''''Ward Object'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Sor/Wiz 5
+
* '''Level:''' Sor/Wiz 5
-
[B]Duration: [/B]1 day/level (D)
+
* '''Duration:''' 1 day/level (D)
-
This spell functions like [I]lesser ward object[/I], except that the damage dealt is 1d8 points of damage per caster level (maximum 20d8), the size of the object can be up to Large, & the throwback effect is 10’.
+
This spell functions like ''lesser ward object'', except that the damage dealt is 1d8 points of damage per caster level (maximum 20d8), the size of the object can be up to Large, & the throwback effect is 10’.
 +
 
 +
'''''Ward Object, Greater'''''
-
[B][I]Ward Object, Greater[/I][/B]
 
Evocation
Evocation
-
[B]Level: [/B]Sor/Wiz 7
+
* '''Level:''' Sor/Wiz 7
-
[B]Duration: [/B]1 week/level (D)
+
* '''Duration:''' 1 week/level (D)
-
This spell functions like [I]lesser ward object[/I], except that the damage dealt is 1d12 points of damage per caster level (maximum 20d12), the size of the object can be up to Colossal, & the throwback effect is 20’.
+
This spell functions like ''lesser ward object'', except that the damage dealt is 1d12 points of damage per caster level (maximum 20d12), the size of the object can be up to Colossal, & the throwback effect is 20’.
 +
 
 +
'''''Ward Object, Lesser'''''
-
[B][I]Ward Object, Lesser[/I][/B]
 
Evocation
Evocation
-
[B]Level: [/B]Sor/Wiz 3
+
* '''Level:''' Sor/Wiz 3
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]One unattended object
+
* '''Target:''' One unattended object
-
[B]Duration: [/B]1 hour/level (D)
+
* '''Duration:''' 1 hour/level (D)
-
[B]Saving Throw: [/B]None
+
* '''Saving Throw:''' None
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You can charge an inanimate object with warding energy, which will harm a creature that touches it, ignoring clothing & armor. Any creature that comes into physical contact with the warded object is dealt 1d4 points of damage per caster level (maximum 20d4) & thrown back 5’. A successful Fortitude save can reduce this damage by half, but no save will negate the throwback effect. The object suffers no damage from this effect. The energy type of the damage must be chosen by you at the time of casting, from the following list: acid, cold, electricity, fire, or sonic. The size of the object can be up to Tiny. Unless you dismiss this effect, only you can safely touch the object. If you are in physical contact with the object for more than 1 minute (10 rounds), then the effect immediately ends; these rounds need not be consecutive.
You can charge an inanimate object with warding energy, which will harm a creature that touches it, ignoring clothing & armor. Any creature that comes into physical contact with the warded object is dealt 1d4 points of damage per caster level (maximum 20d4) & thrown back 5’. A successful Fortitude save can reduce this damage by half, but no save will negate the throwback effect. The object suffers no damage from this effect. The energy type of the damage must be chosen by you at the time of casting, from the following list: acid, cold, electricity, fire, or sonic. The size of the object can be up to Tiny. Unless you dismiss this effect, only you can safely touch the object. If you are in physical contact with the object for more than 1 minute (10 rounds), then the effect immediately ends; these rounds need not be consecutive.
Material Component: A pinch of sulfur or a rotten egg.
Material Component: A pinch of sulfur or a rotten egg.
-
[B][I]Watcher’s Vigil[/I][/B]
+
'''''Watcher’s Vigil'''''
 +
 
Enchantment (Compulsion)
Enchantment (Compulsion)
-
[B]Level: [/B]Resolve 3
+
* '''Level:''' Resolve 3
-
[B]Components: [/B]S, M, F
+
* '''Components:''' S, M, F
-
[B]Casting Time: [/B]1 minute
+
* '''Casting Time:''' 1 minute
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 day
+
* '''Duration:''' 1 day
-
[B]Saving Throw: [/B]Will negates (harmless; see text)
+
* '''Saving Throw:''' Will negates (harmless; see text)
You empower yourself with the resolve to stand vigilant, becoming a sleepless sentinel while your allies slumber.
You empower yourself with the resolve to stand vigilant, becoming a sleepless sentinel while your allies slumber.
You go without rest for the duration of the spell. Despite this, you can prepare spells as normal. Frequent use of this spell becomes wearying, though, as shown on the following table:
You go without rest for the duration of the spell. Despite this, you can prepare spells as normal. Frequent use of this spell becomes wearying, though, as shown on the following table:
-
[table=head]Days|Con Penalty|Condition|Will Save
+
{| class="zebra bordered header"
-
1|-|-|-
+
! Days !! Con Penalty !! Condition !! Will Save
-
2|1|Fatigued|-
+
|-
-
3|2|Fatigued*|-
+
| 1 || - || - || -
-
4|3|Fatigued*|Yes
+
|-
-
5|4|Exhausted|Yes (-1)
+
| 2 || 1 || Fatigued || -
-
6|6|Exhausted*|Yes (-2)
+
|-
-
7|8|Exhausted*|Yes (-4)
+
| 3 || 2 || Fatigued* || -
-
8|11|Staggered|Yes (-6)
+
|-
-
9|15|Staggered*|Yes (-10)
+
| 4 || 3 || Fatigued* || Yes
-
10|20|Staggered*|Yes (-16)
+
|-
-
11+|30|Death**|Yes (-25)[/table]
+
| 5 || 4 || Exhausted || Yes (-1)
 +
|-
 +
| 6 || 6 || Exhausted* || Yes (-2)
 +
|-
 +
| 7 || 8 || Exhausted* || Yes (-4)
 +
|-
 +
| 8 || 11 || Staggered || Yes (-6)
 +
|-
 +
| 9 || 15 || Staggered* || Yes (-10)
 +
|-
 +
| 10 || 20 || Staggered* || Yes (-16)
 +
|-
 +
| 11+ || 30 || Death** || Yes (-25)
 +
|}
-
* = Condition may only be removed by rest; magic, supernatural & extraordinary abilities will not help.
+
<nowiki>*</nowiki> = Condition may only be removed by rest; magic, supernatural & extraordinary abilities will not help.
T = Must make a Fortitude save each day or die.
T = Must make a Fortitude save each day or die.
Line 2,907: Line 3,108:
Focus: A sentinel carved out of stone.
Focus: A sentinel carved out of stone.
-
[B][I]Welt[/I][/B]
+
'''''Welt'''''
 +
 
Evocation
Evocation
-
[B]Level: [/B]Blk 1, Punishment 1
+
* '''Level:''' Blk 1, Punishment 1
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Touch
+
* '''Range:''' Touch
-
[B]Target: [/B]Living creature touched
+
* '''Target:''' Living creature touched
-
[B]Duration: [/B]Instantaneous
+
* '''Duration:''' Instantaneous
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
When laying your hand upon a creature, you deal 1 point of damage per caster level (maximum 10). This damage leaves a painful wheal upon your foe, inflicting 1 point of temporary Dexterity or Charisma damage (your choice); this damage does not increase with caster level.
When laying your hand upon a creature, you deal 1 point of damage per caster level (maximum 10). This damage leaves a painful wheal upon your foe, inflicting 1 point of temporary Dexterity or Charisma damage (your choice); this damage does not increase with caster level.
-
[B][I]Whelming Smite[/I][/B]
+
'''''Whelming Smite'''''
 +
 
Enchantment (Compulsion) [Mind-Affecting]
Enchantment (Compulsion) [Mind-Affecting]
-
[B]Level: [/B]Blk 2, Clr 3, Pal 2
+
* '''Level:''' Blk 2, Clr 3, Pal 2
-
[B]Components: [/B]V, S, M, DF
+
* '''Components:''' V, S, M, DF
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]You
+
* '''Target:''' You
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
You deliver numbing awe to your foes with every strike, causing enemies you strike with a melee attack to become dazed for 1 round. A paladin or blackguard adds his or her Charisma bonus (if any) to the save DC.
You deliver numbing awe to your foes with every strike, causing enemies you strike with a melee attack to become dazed for 1 round. A paladin or blackguard adds his or her Charisma bonus (if any) to the save DC.
Material Component: A short steel bar & a pinch of powdered silver.
Material Component: A short steel bar & a pinch of powdered silver.
-
[B][I]Wind’s Edge[/I][/B]
+
'''''Wind’s Edge'''''
 +
 
Evocation [Air]
Evocation [Air]
-
[B]Level: [/B]Rgr 1
+
* '''Level:''' Rgr 1
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Personal
+
* '''Range:''' Personal
-
[B]Target: [/B]Touch
+
* '''Target:''' Touch
-
[B]Duration: [/B]3 rounds + 1 round/level
+
* '''Duration:''' 3 rounds + 1 round/level
You bring forth a thin coat of whipping air, which follows your blade & arrow, enhancing your strikes with the elegance of your movements. This wind adds your Dexterity bonus to damage rolls for melee attacks & ranged attacks made with manufactured weapons.
You bring forth a thin coat of whipping air, which follows your blade & arrow, enhancing your strikes with the elegance of your movements. This wind adds your Dexterity bonus to damage rolls for melee attacks & ranged attacks made with manufactured weapons.
Material Component: A single feather.
Material Component: A single feather.
-
[B][I]Wit Revealed[/I][/B]
+
'''''Wit Revealed'''''
 +
 
Enchantment (Compulsion) [Mind-Affecting]
Enchantment (Compulsion) [Mind-Affecting]
-
[B]Level: [/B]Cunning 3
+
* '''Level:''' Cunning 3
-
[B]Components: [/B]V, S
+
* '''Components:''' V, S
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]1 creature
+
* '''Target:''' 1 creature
-
[B]Duration: [/B]1 round/level
+
* '''Duration:''' 1 round/level
-
[B]Saving Throw: [/B]Will negates
+
* '''Saving Throw:''' Will negates
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You draw forth the wit & cleverness of your subject, adhering it to the target’s every thought & action. The subject uses its Intelligence modifier in place of any other ability modifier, except for the following: ability checks, saving throws, hit points & spell DC’s. The subject’s modifiers are exchanged even if its Intelligence modifier would be inferior to the ability modifier being replaced.
You draw forth the wit & cleverness of your subject, adhering it to the target’s every thought & action. The subject uses its Intelligence modifier in place of any other ability modifier, except for the following: ability checks, saving throws, hit points & spell DC’s. The subject’s modifiers are exchanged even if its Intelligence modifier would be inferior to the ability modifier being replaced.
-
[B][I]Wretchedness[/I][/B]
+
'''''Wretchedness'''''
 +
 
Transmutation
Transmutation
-
[B]Level: [/B]Curse 8, Drd 9
+
* '''Level:''' Curse 8, Drd 9
-
[B]Components: [/B]V, S, M
+
* '''Components:''' V, S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’/2 levels)
+
* '''Range:''' Close (25’ + 5’/2 levels)
-
[B]Target: [/B]One living creature
+
* '''Target:''' One living creature
-
[B]Duration: [/B]1 minute/level
+
* '''Duration:''' 1 minute/level
-
[B]Saving Throw: [/B]See text
+
* '''Saving Throw:''' See text
-
[B]Spell Resistance: [/B]Yes
+
* '''Spell Resistance:''' Yes
You physically & mentally debase a single living creature, crushing it in form & spirit such that it becomes a mewling, thrashing wretch upon the ground. The affected creature must make a Fortitude save or have its Strength & Dexterity scores both fall to 1. It must also make a Will save or have its Intelligence & Charisma scores both fall to 1.
You physically & mentally debase a single living creature, crushing it in form & spirit such that it becomes a mewling, thrashing wretch upon the ground. The affected creature must make a Fortitude save or have its Strength & Dexterity scores both fall to 1. It must also make a Will save or have its Intelligence & Charisma scores both fall to 1.
Line 2,972: Line 3,178:
The affected creature is unable to use Strength-, Dexterity-, Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are & can conceivably follow them & even protect them. However, each round, there is a 10% chance that the wretched subject simply cowers in place.
The affected creature is unable to use Strength-, Dexterity-, Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are & can conceivably follow them & even protect them. However, each round, there is a 10% chance that the wretched subject simply cowers in place.
-
Only [I]miracle [/I]& [I]wish [/I]guarantee the removal of [I]wretchedness[/I]. [I]Greater remove curse [/I]is effective provided its caster level exceeds the caster level of [I]wretchedness [/I]by 2 or more.
+
Only ''miracle ''& ''wish ''guarantee the removal of ''wretchedness''. ''Greater remove curse ''is effective provided its caster level exceeds the caster level of ''wretchedness ''by 2 or more.
Dragons & outsiders are immune to wretchedness.
Dragons & outsiders are immune to wretchedness.
-
Material Component: A potion of [I]bull’s strength[/I], [I]cat’s grace[/I], [I]bear’s endurance[/I], [I]fox’s cunning[/I], [I]owl’s wisdom[/I], or [I]eagle’s splendor[/I] which has been corrupted at least 24 hours prior with the flesh of a ghul.
+
Material Component: A potion of ''bull’s strength'', ''cat’s grace'', ''bear’s endurance'', ''fox’s cunning'', ''owl’s wisdom'', or ''eagle’s splendor'' which has been corrupted at least 24 hours prior with the flesh of a ghul.
 +
 
 +
'''''Zephyr'''''
-
[B][I]Zephyr[/I][/B]
 
Evocation [Air]
Evocation [Air]
-
[B]Level: [/B]Rgr 2
+
* '''Level:''' Rgr 2
-
[B]Components: [/B]S, M
+
* '''Components:''' S, M
-
[B]Casting Time: [/B]1 standard action
+
* '''Casting Time:''' 1 standard action
-
[B]Range: [/B]Close (25’ + 5’ per 2 levels)
+
* '''Range:''' Close (25’ + 5’ per 2 levels)
-
[B]Area: [/B]Cylinder 15’ wide & 30’ tall
+
* '''Area:''' Cylinder 15’ wide & 30’ tall
-
[B]Duration: [/B]1 round
+
* '''Duration:''' 1 round
-
[B]Saving Throw: [/B]Fortitude negates
+
* '''Saving Throw:''' Fortitude negates
-
[B]Spell Resistance: [/B]No
+
* '''Spell Resistance:''' No
You throw down a handful of dust & bring forth a whipping wind, spraying fine particles into the air. The result is a strong wind that blows throughout the area, knocking down Tiny or smaller creatures & imposing a -2 penalty on all ranged attacks & Listen checks made from within or that pass through the area. The fine, powdery dust clouds the area, obscuring all sight, including darkvision, beyond 5’. A creature 5’ away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, & the attacker cannot use sight to locate the target).
You throw down a handful of dust & bring forth a whipping wind, spraying fine particles into the air. The result is a strong wind that blows throughout the area, knocking down Tiny or smaller creatures & imposing a -2 penalty on all ranged attacks & Listen checks made from within or that pass through the area. The fine, powdery dust clouds the area, obscuring all sight, including darkvision, beyond 5’. A creature 5’ away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, & the attacker cannot use sight to locate the target).

Revision as of 04:05, 11 March 2011

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