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{{ProgressBar|158|total=578}} ==A== ===Absolute Position=== {{d20rSpell| name=Absolute Position| desc=Force| time=1 full-round action| range=Touch| target=Metallic object touched| area= | effect= | dur=Permanent (D)| save=None (object)| SR=Yes (object)| rules=The touched metal object is immobilized with magnetic power. It may not be moved from where it rests, even if it is in midair, functioning identically to an ''immovable rod'' except as noted here. An object subjected to ''absolute position'' can support up to 1000 lbs per Caster Level before it falls, and it requires a Strength check (with a DC equal to 10 + your Caster Level) to move it up to 10' in one round. A creature trapped by or in the immobilized object may make an Acrobatics check (with a DC equal to 10 + your Caster Level) as a move action to escape the immobilized object, although this does not free the object from the effect.| eternal= | class1=Might of Talos| class1level=5| class2= | class2level= | nocat= 1 }} ===Acid Arrow=== {{d20rSpell | name = Acid Arrow | desc = Acid, Eternal | class1 = Earth | class1level = 2 | time = 1 standard action | range = Long (400 ft. + 40 ft./level) | effect = One arrow of acid | dur = 1 round + 1 round per three levels | save = None | SR = No | flavor = | rules = A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in the following round. | eternal = You fire an arrow as described above, except that it deals 2d4 acid damage, plus additional acid damage on the following round equal to one-third your caster level (round down, minimum 0). }} ===Acid Fog=== {{d20rSpell | name = Acid Fog | desc = Acid, Cloud, Eternal | class1 = Water | class1level = 6 | class2 = Weather | class2level = 6 | time = 1 standard action | range = Medium (100 ft. + 10 ft./level) | effect = 20' tall cylinder with a 20' radius | dur = 1 round/level | save = None | SR = No | flavor = | rules = ''Acid fog'' creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. | eternal = You breathe a 30' cone of acid, dealing 4d6 plus your caster level acid damage to all creatures within its area. Creatures damaged by the acid must make a Fortitude save or be ''slowed'' for one round. }} ===Aid=== {{d20rSpell | name = Aid | desc = Mind-Affecting, Morale | class1 = Enchantment | class1level = 2 | class2 = Glory | class2level = 3 | class3 = Life | class3level = 2 | class4 = Luck | class4level = 2 | class5 = Might | class5level = 2 | class6 = War | class6level = 2 | time = 1 standard action | range = Touch | target = Living creature touched | dur = 1 min./level | save = Will negates (harmless) | SR = Yes (harmless) | flavor = | rules = ''Aid'' grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level. | eternal = }} ===Air Walk=== {{d20rSpell | name = Air Walk | desc = Air, Transport | class1 = Air | class1level = 4 | class2 = Sylphic Tradition | class2level = 4 | class3 = Travel | class3level = 4 | time = 1 standard action | range = Touch | area = Gargantuan or smaller creature touched | dur = 10 min./level | save = None | SR = Yes (harmless) | flavor = | rules = The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed. A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking damage for falling as normal. Since dispelling a spell effectively ends it, the subject also descends in this way if the ''air walk'' spell is dispelled, but not if it is negated by an ''antimagic field''. You can cast ''air walk'' on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of ''air walk'' (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check. | eternal = }} ===Alarm=== {{d20rSpell | name = Alarm | desc = Abjuration, Detection, Eternal | class1 = Rune Magic | class1level = 1 | class2 = Wealth | class2level = 2 | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | area = 20 ft. radius emanation centered on a point in space | dur = 2 hours/level | save = None | SR = No | flavor = | rules = ''Alarm'' sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. ''Mental Alarm'': A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A ''silence'' spell has no effect on a mental alarm. ''Audible Alarm'': An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a ''silence'' spell cannot hear the ringing. Ethereal or astral creatures do not trigger the ''alarm''. ''Alarm'' can be made permanent with a ''permanency'' spell. | eternal = As a swift action, you modify the shape of your next spell with a range other than "personal" into a "ward". Rather than its typical effects, you place it within an unoccupied square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell, and you must place the spell on a solid surface. The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected. Spells that require an attack roll make the attack roll when triggered, substituting your caster level for your Base Attack Bonus. A spell that allows a saving throw or Spell Resistance modified by this spell uses its original save DCs and caster level, rather than this spell's save DC and caster level. A ward remains for one minute or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do ''detect magic'' and similar abilities. A character who has located the ward can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the spell. ''Dispel magic'' or similar effects can remove a ward: they do not trigger it even on a failed check. If you do not cast another spell before the end of your turn, this effect is wasted. }} ===Align Weapon=== {{d20rSpell | name = Align Weapon | desc = Aligned | class1 = Glory | class1level = 2 | class2 = War | class2level = 2 | class3 = | class3level = | time = 1 standard action | range = Touch | target = Weapon (or bundle of up to fifty pieces of ammunition) touched | dur = 1 min./level | save = Will negates (harmless, object) | SR = Yes (harmless, object) | flavor = | rules = ''Align weapon'' makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. | eternal = }} ===Analyze Dweomer=== {{d20rSpell | name = Analyze Dweomer | desc = Detection | class1 = Astrology | class1level = 6 | class2 = Magic | class2level = 6 | class3 = Wealth | class3level = 6 | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = One object or creature per caster level | dur = 1 round/level (D) | save = Will negates | SR = Yes | flavor = | rules = You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a swift action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level. A creature receives a saving throw to ignore this effect. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours. ''Analyze dweomer'' does not function when used on an artifact. | eternal = }} ===Animal Growth=== {{d20rSpell | name = Animal Growth | desc = Polymorph | class1 = Animal | class1level = 4 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Medium (100 ft. + 10 ft./level) | target = Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart | dur = 1 min./level | save = Fortitude negates (harmless) | SR = Yes | flavor = | rules = A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, altering its ability scores and other attributes as appropriate for a size change. The animal's space and reach change as appropriate to the new size, but its speed does not change. The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size. The spell gives no means of command or influence over the enlarged animals. Multiple magical effects that increase size do not stack. | eternal = }} ===Animal Messenger=== {{d20rSpell | name = Animal Messenger | desc = Mind-Affecting | class1 = Animal | class1level = 2 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = One Tiny animal | dur = One day/level | save = None | SR = No | flavor = | rules = You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or item it carries. Alternatively, you may provide the messenger a single creature whose description you provide. The messenger gains a general sense of direction towards the creature and travels that way immediately. A creature under the effects of ''nondetection'', ''misdirection'', or similar obfuscating magic confuses the creature, and it instead heads in a random direction. If the messenger never meets a creature that fits the description you describe before the spell wears off, it returns to its normal life: however, should it meet the creature you describe, it actively tries to get the creature's attention and then provide it any item it carries. | eternal = }} ===Animal Shapes=== {{d20rSpell | name = Animal Shapes | desc = Polymorph | class1 = Animal | class1level = 8 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = Up to one willing creature per level, all within 30 ft. of each other | dur = 1 hour/level (D) | save = None | SR = Yes (harmless) | flavor = | rules = You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level. | eternal = }} ===Animate Dead=== {{d20rSpell | name = Animate Dead | desc = Animation, Eternal | class1 = Eternal | class1level = 2 | class2 = Thanaturgy | class2level = 3 | class3 = Undeath | class3level = 3 | time = 1 standard action | range = Touch | target = One or more corpses touched | dur = Instantaneous | save = None | SR = No | flavor = | rules = This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of ''animate dead''. (The ''desecrate'' spell doubles this limit) The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. ''Skeletons:'' A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. ''Zombies:'' A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. | eternal = As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death. }} ===Animate Plants=== {{d20rSpell | name = Animate Plants | desc = Animation | class1 = Plant | class1level = 7 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = Close (25 ft. + 5 ft./2 levels) | target = One Large plant per three caster levels or all plants within range; see text | dur = 1 round/level or 1 hour/level; see text | save = None | SR = No | flavor = | rules = You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material. ''Entangle:'' Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an ''entangle'' spell except as noted here. | eternal = }} ===Antilife Shell=== {{d20rSpell | name = Antilife Shell | desc = Abjuration | class1 = Darkness | class1level = 6 | class2 = Life | class2level = 8 | class3 = Water | class3level = 6 | time = 1 standard action | range = 10 ft. | area = 10 ft. radius emanation centered on you | dur = 10 min./level (D) | save = None | SR = Yes | flavor = | rules = You bring into being a mobile energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, humanoids, magical beasts, magical humanoids, oozes, plants, and vermin, but not avatars, constructs, outsiders, or creatures with the undead subtype. An affected creature cannot enter, but any spells or ranged attacks they may have can pass through the barrier. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier. | eternal = }} ===Antimagic Field=== {{d20rSpell | name = Antimagic Field | desc = Abjuration, Eternal | class1 = Alchemy | class1level = 7 | class2 = Darkness | class2level = 7 | class3 = Magic | class3level = 7 | time = 1 standard action | range = 10' | target = 10' radius emanation centered on you | dur = 1 min./level (D) | save = None or Will negates; see text | SR = No; see text | flavor = | rules = An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities (but not preternatural abilities). Likewise, it prevents the functioning of any magic items or spells within its confines. An ''antimagic field'' suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an ''antimagic field'' counts against the suppressed spell's duration. Summoned creatures of any type and incorporeal creatures "wink out" if they fail a Will save upon entering an ''antimagic field''. They reappear in the same spot once the field goes away. Time spent "winked out" counts normally against the duration of the spell that is maintaining the creature (if any). If you cast ''antimagic field'' in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Incarnations, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. ''Dispel magic'' does not remove the field. Two or more ''antimagic fields'' sharing any of the same space have no effect on each other. Some spells and abilities--those with the [Force] descriptor, that deal force damage, and those that specifically state they function--remain unaffected by ''antimagic field''. Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. | eternal = As an immediate action, you may cast this spell to counter a spell as it is being cast. You must be aware of the spell being cast, and you must make a caster level check to counter the spell as normal. }} ===Antipathy=== {{d20rSpell | name = Antipathy | desc = Eternal, Mind-Affecting | class1 = Darkness | class1level = 8 | class2 = Enchantment | class2level = 9 | class3 = Fate | class3level = 8 | class5 = Fear | class5level = 9 | class6 = Wealth | class6level = 8 | time = 1 hour | range = Close (25 ft. + 5 ft./2 levels) | target = One location (up to a 10-ft. cube/level) or one object | dur = 2 hours/level (D) | save = Will partial | SR = Yes | flavor = | rules = You cause an object or location to emanate magical vibrations that repel a specific kind of intelligent creature as defined by you. The kind of creature to be affected must be named specifically: a creature subtype is not specific enough. Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort inflicts a -4 penalty to the creature's Dexterity. ''Antipathy'' counters and dispels ''sympathy''. | eternal = You cause an object or location to emanate magical vibrations that repel all creatures. An invisible field surrounds your selected target and stretches out in a 10' radius, creating a sphere. Creatures entering the sphere must make a Will save or become sickened while within the sphere's bounds. A creature inside the sphere's area when you cast the spell is unaffected until it leaves and enters again. The sphere lasts for one round per caster level before dissipating. }} ===Antiplant Shell=== {{d20rSpell | name = Antiplant Shell | desc = Abjuration | class1 = Plant | class1level = 4 | class2 = | class2level = | class3 = | class3level = | time = 1 standard action | range = 10 ft. | target = 10 ft. radius emanation centered on you | dur = 10 min./level (D) | save = None | SR = Yes | flavor = | rules = This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here. | eternal = }} ===Antivenin=== {{d20rSpell| name=Antivenin| desc=Abjuration| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 minute/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=The creature you touch becomes immune to [Poison] effects for the duration of this spell. Any ongoing [Poison] effects have their durations delayed (as ''delay poison''), not suppressed or cleansed.| eternal= | class1=Lernaen| class1level=5| class2= | class2level= | nocat= 1 }} ===Arcane Lock=== {{d20rSpell | name = Arcane Lock | desc = Abjuration, Curse, Eternal | class1 = Magic | class1level = 2 | class2 = Rune Magic | class2level = 2 | time = 1 standard action | range = Touch | target = Door, chest, or portal touched, up to 30 sq. ft./level in size | dur = Permanent | save = None | SR = No | flavor = | rules = An ''arcane lock'' spell cast upon a door, chest, or portal magically locks it. You can freely pass your own ''arcane lock'' without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful ''dispel magic'' or ''knock'' spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A ''knock'' spell does not remove an ''arcane lock'': it only suppresses the effect for 10 minutes. Optionally, you may specify a password, which if spoken aloud allows the speaker to bypass the ''arcane lock.'' | eternal = A door, chest, or portal touched is locked and cannot be opened through any means (password, key, ''knock'', or virtue of being the spellcaster) for two rounds. However, this effect may still be dispelled as normal. }} ===Arcane Sight=== {{d20rSpell | name = Arcane Sight | desc = Detection, Eternal | class1 = High Arcana | class1level = 3 | class2 = Wealth | class2level = 3 | time = 1 standard action | range = Personal | target = You | dur = 1 minute/level | save = | SR = | flavor = | rules = This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a ''detect magic'' spell, but ''arcane sight'' does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within 120 feet. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the ''detect magic'' spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to identify them, as normal. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a non-spell effect.) If you concentrate on a specific creature within 120 feet of you as a move action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. | eternal = This spell functions as described above, but its casting time is reduced to one swift action, and its duration reduced to one round per two levels. }} ===Arcane Sight, Greater=== {{d20rSpell | name = Arcane Sight, Greater | desc = [Detection] | class1 = Alchemy | class1level = 7 | class2 = High Arcana | class2level = 7 | class3 = Wealth | class3level = 7 | time = | range = | target = | dur = | save = | SR = | flavor = | rules = This spell functions as ''arcane sight'' except as noted here, and you do not need to make skill checks or concentrate to obtain information: you receive the information for creatures you see within range automatically. | eternal = }} ===Arise=== {{d20rSpell | name = Arise | desc = Animation, Healing | class1 = Death | class1level = 5 | class2 = | class2level = | time = 1 standard action | range = Touch | target = Touched creature that has fallen below 0 HP in the last minute and has less than 0 HP | dur = 1 round/level | save = Fortitude negates (harmless) | SR = Yes (harmless) | flavor = | rules = The creature touched immediately regains consciousness, stabilizes, and gains Hit Points equal to half their total maximum. Hit Points gained from this spell disappear at the end of this spell's duration: a dead creature animated in this way that has not received healing from an alternative source returns to death after the spell ends, and an unconscious or dying creature that has not received healing from an alternative source returns to their previous status. | eternal = }} ===Armor of Darkness=== {{d20rSpell | name = Armor of Darkness | desc = Abjuration, Darkness | class1 = Darkness | class1level = 4 | class2 = | class2level = | time = 1 standard action | range = Touch | target = Creature touched | dur = 10 minutes/level | save = None | SR = No | flavor = | rules = This spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Should the subject already have darkvision, they instead increase the range of that darkvision 30 feet. Finally, the subject gains a +2 bonus on saving throws against any spells or effects with the [Light] or [Radiant] descriptors. | eternal = }} ===Armor of Earth=== {{d20rSpell| name=Armor of Earth| desc=Earth, Eternal| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 minute/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=You encase the touched creature in a case of stone. This stone does not restrict the target's mobility, but does provide several benefits to the touched creature. A creature encased in stone like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Earth subtype, and gains 50% resistance to critical hits. In addition, the targeted creature gains damage reduction equal to your primary spellcasting modifier. This damage reduction cannot be overcome. Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of bludgeoning damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. The armored creature also radiates an aura of swirling sand: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be blinded for one round. During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional bludgeoning damage equal to her Hero Value. If she misses, the attempt is wasted.| eternal=This spell functions as above, but the spell's duration is one round per level.| class1=Eternal| class1level=7| class2=Oreadic Tradition| class2level=7| nocat=1 }} ===Armor of Flame=== {{d20rSpell| name=Armor of Flame| desc=Eternal, Fire| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 minute/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=You encase the touched creature in a wreath of fire. This fire does not restrict the target's mobility, but does provide several benefits to the touched creature. A creature wreathed in fire like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Fire subtype, and gains a +2 bonus to perform combat maneuvers (such as disarm, bull-rush, or overrun). Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of fire damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. The armored creature also radiates an aura of unbearable heat: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be fatigued for one round. During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional fire damage equal to her Hero Value. If she misses, the attempt is wasted.| eternal=This spell functions as above, but the spell's duration is one round per level.| class1=Eternal| class1level=6| class2=Promethean| class2level=6| nocat=1 }} ===Armor of Ice=== {{d20rSpell| name=Armor of Ice| desc=Cold, Eternal| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 minute/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=You encase the touched creature in a shell of ice. This ice does not restrict the target's mobility, but does provide several benefits to the touched creature. A creature encased in ice like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Cold subtype, and gains a +4 bonus to resist combat maneuvers (such as disarm, bull-rush, or overrun). In addition, the targeted creature gains an insight bonus on Fortitude saving throws equal to your primary spellcasting modifier. Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of cold damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. The armored creature also radiates an aura of stifling cold: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be ''silenced'', as the spell, for one round. During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional cold damage equal to her Hero Value. If she misses, the attempt is wasted.| eternal=This spell functions as above, but the spell's duration is one round per level.| class1=Eternal| class1level=7| class2=Jotunnskyn| class2level=7| nocat=1 }} ===Armor of Lightning=== {{d20rSpell| name=Armor of Lightning| desc=Electricity, Eternal| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 minute/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=You sheathe the touched creature in a crackling ring of electricity. This electricity does not restrict the target's mobility, but does provide several benefits to the touched creature. A creature wreathed in electricity like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Electric subtype, and gains the evasion special ability (as a rogue). In addition, the targeted creature gains an insight bonus on Reflex saving throws equal to your primary spellcasting modifier. Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of electrical damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. The armored creature also radiates an aura of sparking electricity: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or take a -2 penalty to Dexterity for one round. During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional electrical damage equal to her Hero Value. If she misses, the attempt is wasted.| eternal=This spell functions as above, but the spell's duration is one round per level.| class1=Eternal| class1level=7| class2=Raghnialt's Kiss| class2level=7| nocat=1 }} ===Armor of Water=== {{d20rSpell| name=Armor of Water| desc=Acid, Eternal, Water| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 minute/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=You sheathe the touched creature in a bubble of water. This bubble does not restrict the target's mobility, but does provide several benefits to the touched creature. A creature armored in water like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Water and Amphibious subtypes, and gains a swim speed equal to her land speed. In addition, the targeted creature gains an insight bonus on Will saving throws equal to your primary spellcasting modifier. Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of acid damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. The armored creature also radiates an aura of swirling water: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be knocked prone. During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional acid damage equal to her Hero Value. If she misses, the attempt is wasted.| eternal=This spell functions as above, but the spell's duration is one round per level.| class1=Eternal| class1level=7| class2=Ondinic Tradition| class2level=7| nocat=1 }} ===Armor of Wind=== {{d20rSpell| name=Armor of Wind| desc=Air, Eternal| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 minute/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=You encase the touched creature in a swirling whirlwind. This whirlwind does not restrict the target's mobility, but does provide several benefits to the touched creature. A creature sheathed in air like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Air subtype, and gains a fly speed equal to her land speed, with good maneuverability. In addition, the targeted creature gains a deflection bonus to Armor Class against ranged attacks equal to your primary spellcasting modifier. Creatures who touch or attack the armored creature in melee must make a Reflex save or take a -10' penalty to all modes of movement for one round. Multiple applications of this penalty do not stack. A creature who grapples or is grappled by the armored creature is not allowed a save against this effect. The armored creature also radiates an aura of buffeting winds: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be pushed away from the armored creature 5'. During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional sonic damage equal to her Hero Value. If she misses, the attempt is wasted.| eternal=This spell functions as above, but the spell's duration is one round per level.| class1=Eternal| class1level=7| class2=Sylphic Tradition| class2level=7| nocat=1 }} ===Augury=== {{d20rSpell| name=Augury| desc=Divination| time=1 minute| range=Personal| target=You| area=| effect= | dur=Instantaneous| save=None| SR=No| rules=An ''augury'' can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70%, +1% per caster level, to a maximum of 90%; this roll is made secretly by the DM. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the ''augury'' succeeds, you get one of four results: *Weal (if the action will probably bring good results). *Woe (for bad results). *Weal and woe (for both). *Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. A spellcaster who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful ''augury''. The ''augury'' can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All ''auguries'' cast by the same person about the same topic use the same dice result as the first casting.| eternal=| class1=Astrology| class1level=2| class2=Fate| class2level=2| class3=| class3level=| nocat= 1 }} ===Awaken=== {{d20rSpell| name=Awaken| desc=Mind-Affecting| time=8 hours| range=Touch| target=Animal or tree touched| area= | effect= | dur=Instantaneous| save=Will negates| SR=Yes| rules=You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once ''awakened''). The awakened animal or tree is indifferent toward you initially, but will quickly form an opinion based upon your actions immediately after its ''awakening''. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. An ''awakened'' tree has characteristics as if it were an animated object, except that it gains the Plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An ''awakened'' plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's. An ''awakened'' animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes Magical Beast (Augmented Animal). An ''awakened'' animal can't serve as an animal companion, familiar, or special mount. An ''awakened'' tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).| eternal= | class1=Animal| class1level=5| class2=Life| class2level=5| nocat=1 }} ==B== ===Baleful Polymorph=== {{d20rSpell| name=Baleful Polymorph| desc=Curse, Polymorph| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area= | effect= | dur=Permanent| save=Fortitude negates| SR=Yes| rules=You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: *The target retains its own personality *The target retains its own Hit Points. *The target is treated as having its normal Hit Dice and Hero Value for purpose of adjudicating effects based on HD or HV, such as the ''sleep'' spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. *The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). With those exceptions, the target's normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features. All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form. If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save. Incorporeal or gaseous creatures are immune to ''baleful polymorph'', and a creature with the shapechanger subtype can revert to its natural form as a standard action (which ends the spell's effect). ''Baleful polymorph'' may be removed by ''remove curse'' or ''break enchantment'' cast at an equal or higher caster level.| eternal= | class1=Hex| class1level=6| class2=Moon| class2level=6| nocat=1 }} ===Bane=== {{d20rSpell| name=Bane| desc=Mind-Affecting, Morale| time=1 standard action| range=50'| target=| area=50' radius emanation centered on you| effect= | dur=1 round/level| save=Will negates| SR=Yes| rules=Enemies within ''bane's'' emanation take a -1 penalty on attack rolls, saving throws, and skill checks. A successful Will save or spell resist renders you immune to the effects of a particular ''bane'' spell, but a new casting or a ''bane'' spell from another source requires an independent saving throw. | eternal= | class1=Death| class1level=1| class2=Fear| class2level=1| class3=Hex| class3level=1| nocat=1 }} ===Banishment=== {{d20rSpell| name=Banishment| desc=Transport| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One or more extraplanar creatures, no two of which can be more than 30' apart| area= | effect= | dur=Instantaneous| save=Will negates| SR=Yes| rules=A ''banishment'' spell is a more powerful version of the ''dismissal'' spell. It enables you to force extraplanar creatures back to their home plane. As many as 2 Hit Dice of creatures per Caster Level can be banished.| eternal= | class1=Glory| class1level=7| class2= | class2level= | nocat=1 }} ===Barkskin=== {{d20rSpell| name=Barkskin| desc=Polymorph| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=10 minutes/level| save=Fortitude negates (harmless)| SR=Yes (harmless)| rules=''Barkskin'' toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd. The enhancement bonus provided by ''barkskin'' stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.| eternal= | class1=Plant| class1level=2| class2= | class2level= | nocat=1 }} ===Bestow Curse=== {{d20rSpell| name=Bestow Curse| desc=Curse| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=Permanent| save=Will negates| SR=Yes| rules=You place a curse on the subject. Choose one of the following effects: *-6 decrease to an ability score (minimum 1). *-4 penalty on attack rolls, saves, ability checks, and skill checks. *Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. *-1 decrease in Hero Value, Base Attack Bonus, or Caster Level. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell can be removed with a ''break enchantment'' or ''remove curse'' spell cast at an equal or higher Caster Level. Bestow curse counters remove curse.| eternal= | class1=Fate| class1level=3| class2=Fear| class2level=4| class3=Hex| class3level=4| nocat=1 }} ===Binding=== {{d20rSpell| name=Binding| desc=Curse, Mind-Affecting| time=1 minutes| range=Close (25' + 5'/2 levels)| target=One living creature| area=| effect= | dur=See text (D)| save=Will negates| SR=Yes| rules=A ''binding'' spell creates a magical restraint to hold a creature. You may have as many as six assistants help you with the spell. For each spellcasting assistant who casts a [Mind-Affecting] or [Curse] spell that could legally affect the target, your caster level for this casting of ''binding'' increases by 1. Since the assistants' spells are cast simply to improve your caster level for the purpose of the ''binding'' spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your modified caster level determines how long the binding lasts. All ''binding'' spells are dismissible. Regardless of the version of ''binding'' you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name or identity, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or Hit Points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you are casting any of the first three versions of ''binding'' (those with limited durations), you may cast additional ''binding'' spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration. If the creature succeeds on this save, all the ''binding'' spells it has received are broken. The ''binding'' spell has six versions. Choose one of the following versions when you cast the spell. ''Chaining'' The subject is confined by restraints that generate an ''antipathy'' spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of ''binding'' is confined to the spot it occupied when it received the spell. ''Slumber'' This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of ''binding'' is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1. ''Bound Slumber'' This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2. ''Hedged Prison'' The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3. ''Metamorphosis'' The subject assumes ''gaseous form'', except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. ''Minimus Containment'' The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can't dispel a ''binding'' spell with ''dispel magic'' or a similar effect, though an ''antimagic field'' or ''disjunction'' affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to ''dismissal'', ''banishment'', or a similar effect.| eternal=| class1=Enchantment| class1level=8| class2=Enochian Magic| class2level=7| class3=Hex| class3level=8| nocat= 1 }} ===Biting Winds=== {{d20rSpell| name=Biting Winds| desc=Air, Eternal| time=1 standard action| range=Medium (100' + 10'/level)| target= | area=40' radius burst| effect= | dur=1 round/level| save=Reflex negates| SR=No| rules=You give form to the very air, sharpening it to weaponize against your enemies. Creatures moving through the spell's area must make a Reflex save or take 1d6 points of magic, slashing damage for each 5' they move. A creature that takes more than 5d6 points of damage in this way must also make an additional Reflex save or be knocked prone.| eternal=This spell functions as above, except the spell targets a single creature instead of an area and only affects the targeted creature's movement.| class1=Eternal| class1level=5| class2=Raghnialt's Kiss| class2level=6| class3=Sylphic Tradition| class3level=5| nocat= 1 }} ===Blacklight=== {{d20rSpell| name=Blacklight| desc=Darkness| time=1 standard action| range=Close (25' + 5'/2 levels)| target= | area=20' radius emanation centered on creature, object, or point in space| effect= | dur=1 round/level (D)| save=Will negates or none (object)| SR=Yes or no (object)| rules=You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but yuo can see normally within the ''blacklit'' area. Creatures outside the spell's area, even you, cannot see through it. The spell can be cast on a point in space, but the effect is stationary. You can cast the spell on a creature or object and the effect then radiates from that source and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.| eternal=| class1=Darkness| class1level=3| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Blade Barrier=== {{d20rSpell| name=Blade Barrier| desc=Metal| time=1 standard action| range=Medium (100' + 10'/level)| target= | area= | effect=Wall of blades occupying up to one 5' cube/level, all continguous (S)| dur=1 round/level (D)| save=Reflex half| SR=No| rules=An immobile zone of whirling blades springs into existence. Any creature passing through the zone takes 1d4 points of magic slashing damage per caster level (maximum 15d4), with a Reflex save for half damage. A creature is damaged by each square it moves through in this fashion, so that a creature that moves through four contiguous squares makes four separate Reflex saves and takes damage four individual times. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through. A ''blade barrier'' provides cover against attacks made through up to two squares of it. Three or more squares of cover provided by a ''blade barrier'' instead provides total cover.| eternal=| class1=Creation| class1level=7| class2=Glory| class2level=6| class3=War| class3level=6| nocat= 1 }} ===Bless=== {{d20rSpell| name=Bless| desc=Morale| time=1 standard action| range=50'| target= | area=50' radius emanation, centered on you| effect= | dur=1 round/level (D)| save=None| SR=No| rules=''Bless'' fills your allies with courage. Each ally within the area gains a +1 morale bonus on attack rolls, saving throws, and skill checks.| eternal=| class1=Courage| class1level=1| class2=Luck| class2level=1| class3=Might| class3level=1| nocat= 1 }} ===Bless Water=== {{d20rSpell| name=Bless Water| desc=Polymorph, Water| time=1 minute| range=Touch| target=Flask holding up to 1 pint of liquid touched| area=| effect= | dur=Instantaneous| save=Will negates (object)| SR=Yes (object)| rules=This spell imbues a flask of liquid with divine energies, transforming it into an equal amount of holy water. This spell has the Polymorph descriptor only if the flask touched contains a liquid other than water.| eternal=| class1=Water| class1level=1| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Blight=== {{d20rSpell| name=Blight| desc=Curse, Death| time=1 standard action| range=Touch| target=Plant or Plant creature touched| area=| effect= | dur=Instantaneous| save=Fortitude partial| SR=Yes| rules=This spell withers a single plant of any size. A touched Plant creature must make a Fortitude save or perish instantly. A Plant creature that successfully makes its save instead takes 1d6 points of damage per caster level (maximum 15d6) and may attempt a second Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life.| eternal=| class1=Cold| class1level=5| class2=Death| class2level=4| class3=Thanaturgy| class3level=5| nocat= 1 }} ===Blinding Energy=== {{d20rSpell| name=Blinding Energy| desc=Light, Radiant| time=1 standard action| range=Medium (100' + 10'/level)| target=| area=20' radius burst| effect= | dur=Instantaneous| save=Reflex half and Fortitude negates; see text| SR=Yes| rules=''Blinding energy'' creates a burst of searing light. Creatures and unattended objects caught within the spell's area take 1d6 points of radiant damage per caster level (maximum 10d6). An affected creature may make a Reflex save for half damage. Creatures that fail their Reflex save must also make a Fortitude save or be permanently blinded. | eternal=| class1=Sun| class1level=4| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Blindness/Deafness=== {{d20rSpell| name=Blindness/Deafness| desc=Curse, Eternal| time=1 standard action| range=Medium (100' + 10'/level)| target=One creature| area=| effect= | dur=Permanent (D)| save=Fortitude negates| SR=Yes| rules=The targeted creature must make a Fortitude save or be permanently blinded or deafened, whichever you choose.| eternal=As above, except the range is Close (25' +5' /2 levels) and the blindness only lasts for 1d3 rounds.| class1=Darkness| class1level=2| class2=Eternal| class2level=2| class3=Fear| class3level=3| class4=Hex| class4level=2| class5=Star| class5level=3| nocat= 1 }} ===Blink=== {{d20rSpell| name=Blink| desc=Eternal, Transport| time=1 standard action| range=Touch| target=Willing creature touched| area=| effect= | dur=1 round/level (D)| save=Will negates (harmless)| SR=Yes (harmless)| rules=You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random. ''Blinking'' has several effects, as follows: Physical attacks against the target have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since the target is ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, the targeted creature's own attacks have a 20% miss chance, since they sometimes go ethereal just as they are about to strike. Any individually targeted spell has a 50% chance to fail against a ''blinking'' creature unless the attacker can target invisible, ethereal creatures. The ''blinking'' creature's own spells have a 20% chance to activate just as they go ethereal, in which case they typically do not affect the Material Plane. A ''blinking'' creature takes only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). The ''blinking'' creature strikes as an invisible creature (with a +2 bonus on attack rolls), denying their target any Dexterity bonus to AC. The ''blinking'' creature takes only half damage from falling, since they fall only while material. A ''blinking'' creature can step through (but not see through) solid objects. For each 5 feet of solid material the creature walks through, there is a 50% chance that it becomes material. If this occurs, they are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. They can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and they spend about half their time there and half their time material.) Since they spend about half their time on the Ethereal Plane, a ''blinking'' creature can see and even attack ethereal creatures. They interact with ethereal creatures roughly the same way they interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, they can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet. [Force] effects and [Abjuration] effects affect a ''blinking'' creature normally: their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.| eternal=As above, but the casting time is one immediate action and the duration is one round.| class1=Alchemy| class1level=3| class2=Eternal| class2level=3| class3=Star| class3level=4| class4=Time| class4level=3| nocat= 1 }} ===Blur=== {{d20rSpell| name=Blur| desc=Illusion| time=1 standard action| range=Touch| target=Creature touched| area=| effect= | dur=1 minute/level (D)| save=Will negates (harmless)| SR=Yes (harmless)| rules=The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A [Detection] spell of higher level that grants increased sensory abilities counteracts this ''blur'' effect. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).| eternal=| class1=Luck| class1level=2| class2=Phantasmagoria| class2level=2| class3=Protection| class3level=2| nocat= 1 }} ===Bolts of Bedevilment=== {{d20rSpell| name=Bolts of Bedevilment| desc=Mind-Affecting| time=1 standard action| range=Close (25' + 5'/2 levels)| target=| area=| effect=Up to one ray per round| dur=1 round/level| save=Will negates| SR=Yes| rules=This spell grants the caster the ability to make one ray attack per round as a swift action. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.| eternal=| class1=Madness| class1level=4| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Brain Spider=== {{d20rSpell| name=Brain Spider| desc=Divination, Mind-Affecting| time=1 round| range=Long (400' + 40'/level)| target=Up to 8 living creatures| area=| effect= | dur=1 minute/level| save=Will negates| SR=Yes| rules=This spell allows you to eavesdrop as a swift action on the thoughts of up to eight other creatures at once, hearing as desired: *Individual trains of thought in whatever order you desire. *Information from all minds about one particular topic, thing, or being; one nugget of information per caster level. *A study of the thoughts and memories of one creature of the group in detail. Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a ''suggestion'' in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the ''suggestion'', using the save DC of the ''brain spider'' spell. Success on this saving throw does not negate the other effects of the ''brain spider'' spell for that creature. You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings. The spell cannot reach those who make a successful Will save.| eternal=| class1=Madness| class1level=8| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Break Enchantment=== {{d20rSpell| name=Break Enchantment| desc=Healing| time=1 minute| range=Close (25' + 5'/2 levels)| target=Up to one creature or object per level, no two of which can be more than 30' apart| area=| effect= | dur=Instantaneous| save=See text| SR=No| rules=This spell frees victims from polymorphs and curses. ''Break enchantment'' can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by ''dispel magic'', ''break enchantment'' works only if that spell is 5th level or lower or if the spell specifically states that it can be removed by ''break enchantment''. If the effect comes from some permanent magic item, ''break enchantment'' does not remove the curse from the item, but it does frees the victim from the item's effects.| eternal=| class1=Alchemy| class1level=4| class2=Hex| class2level=4| class3=High Arcana| class3level=4| class4=Luck| class4level=5| class5=Magic| class5level=5| nocat= 1 }} ===Burning Hands=== {{d20rSpell | name = Burning Hands | desc = Eternal, Fire | class1 = Fire | class1level = 1 | class2 = Promethean Magic | class2level = 1 | time = 1 standard action | range = 15 ft. | area = Cone-shaped burst | dur = Instantaneous | save = Reflex partial; see text | SR = Yes | flavor = | rules = A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 8d4). Flammable materials and creatures that fail a Reflex save catch on fire. A character can extinguish itself or burning items as a full-round action. | eternal = You make a touch attack that inflicts 1d6 fire damage, plus additional fire damage equal to one-half your caster level. A touched creature must make a Reflex save or catch on fire. }} ===Burnout=== {{d20rSpell| name=Burnout| desc=Abjuration, Fire| time=1 immediate action| range=Medium (100' + 10'/level)| target=1 opposing spellcaster| area=| effect= | dur=Instantaneous| save=None| SR=No| rules=This spell interrupts an opponent who is in the process of casting a spell. The target must make a Concentration check at DC 20 + caster level + spell level or lose the spell. If they fail the check, they also take 1d4 points of fire damage per level of the spell lost, and 1d4 points of nonlethal damage per each of their caster levels.| eternal=| class1=Fire| class1level=5| class2=| class2level=| class3=| class3level=| nocat= 1 }} ==C== ===Call Lightning=== {{d20rSpell| name=Call Lightning| desc=Electricity, Eternal| time=1 round| range=Medium (100' + 10'/level)| target=| area=| effect=One or more 30' long vertical bolts of lightning| dur=1 minute/level| save=Reflex half| SR=Yes| rules= Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. | eternal=As above, except the casting time is one standard action and the spell's duration is one round.| class1=Eternal| class1level=3| class2=Raghnialt's Kiss| class2level=3| class3=Storm| class3level=3| class4=Weather| class4level=3| nocat= 1 }} ===Call Lightning Storm=== {{d20rSpell| name=Call Lightning Storm| desc=Electricity| time=| range=Long (400' + 40'/level)| target=| area=| effect=| dur=| save=| SR=| rules=This spell functions like ''call lightning'', except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and there is no maximum to the number of bolts you may call. | eternal=| class1=Raghnialt's Kiss| class1level=5| class2=Storm| class2level=5| class3=Weather| class3level=5| nocat= 1 }} ===Calm Animals=== {{d20rSpell| name=Calm Animals| desc=Mind-Affecting, Morale| time=1 standard action| range=Close (25' + 5'/2 level)| target=Animals within a 30' radius burst| area=| effect=| dur=1 minute/level| save=Will negates| SR=Yes| rules= This spell soothes and quiets animals, rendering them docile and harmless. Only creatures of the Animal type are affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + your Caster Level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. | eternal=| class1=Animal| class1level=1| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Cause Fear=== {{d20rSpell| name=Cause Fear| desc=Eternal, Morale| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One living creature| area=| effect=| dur=1d4 rounds or 1 round; see text| save=Will partial| SR=Yes| rules=The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. A creature with more Hit Dice than twice your caster level is immune to this effect.| eternal=As above, except the subject is shaken for 1d4+1 rounds on a failed save or 1 round on a successful one.| class1=Eternal| class1level=1| class2=Fear| class2level=1| class3=| class3level=| nocat= 1 }} ===Chain Lightning=== {{d20rSpell| name=Chain Lightning| desc=Electricity| time=1 standard action| range=Medium (100' + 10'/level)| target=One primary target, plus up to one secondary target/level, each of which must be within Close range (25' + 5'/2 levels) of the primary target)| area=| effect= | dur=Instantaneous| save=Reflex half| SR=Yes| rules=This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike ''lightning bolt'', ''chain lightning'' strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to up to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within Close range (25' + 5'/2 levels) of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.| eternal=| class1=Raghnialt's Kiss| class1level=6| class2=Storm| class2level=6| class3=| class3level=| nocat= 1 }} ===Channeled Fireburst=== {{d20rSpell| name=Channeled Fireburst| desc=Eternal, Fire| time=Varies; see text| range=Varies; see text| target= | area=Emanation of varying size; see text| effect= | dur=Instantaneous| save=Reflex half| SR=Yes| rules=This spell creates a burst of fire that surrounds you and explodes outwards. The magnitude of the burst depends on the amount of time you spend casting the spell. If you cast this spell as an immediate action, it deals 1 fire damage per caster level to all creatures within 5' of you, excluding yourself. If you cast this spell as a swift action, it deals 1d4 fire damage per caster level (maximum 5d4) to all creatures within 5' of you, excluding yourself. If you cast this spell as a standard action, it deals 1d6 fire damage per caster level (maximum 10d6) to all creatures within 10' of you, excluding yourself. If you cast this spell as a full-round action, it deals 1d8 fire damage per caster level (maximum 20d8) to all creatures within 15' of you, excluding yourself. If you spend two rounds casting this spell, it deals 2d10 fire damage per caster level (maximum 30d10) to all creatures within 25' of you, excluding yourself. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed. In all cases, a successful Reflex save halves the damage.| eternal=This spell functions identically when prepared in an eternal spell slot.| class1=Eternal| class1level=6| class2=Fire| class2level=6| class3=Sun| class3level=6| nocat= 1 }} ===Charm=== {{d20rSpell| name=Charm| desc=Mind-Affecting, Morale| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area=| effect= | dur=1 minute/level| save=Will negates| SR=Yes| rules=''Charm'' makes a Humanoid creature regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the ''charmed'' person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the ''charmed'' person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures, though you must still possess an ability to communicate with those creatures in order for the spell to work. If you lower your Caster Level by 2, this spell can also affect an Animal, Fey, Magical Beast, or Magical Humanoid. If you lower your Caster Level by 4, this spell can also affect an Aberration, Avatar, Dragon, Elemental, or Outsider.| eternal=| class1=Enchantment| class1level=1| class2=Trickery| class2level=1| class3=| class3level=| nocat= 1 }} ===Chill Metal=== {{d20rSpell| name=Chill Metal| desc=Cold, Eternal, Metal| time=1 standard action| range=Close (25' + 5'/2 levels)| target= Metal equipment of one creature per two levels, no two of which can be more than 30' apart; or 25 lbs. of metal/level, none of which can be more than 30' away from any of the rest| area=| effect= | dur=7 rounds| save=Fortitude negates (object)| SR=Yes (object)| rules=''Chill metal'' makes metal extremely cold. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below. Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, ''chill metal'' deals no damage, but ice immediately forms around the affected metal, making it more buoyant.| eternal=This spell functions identically when prepared in an eternal slot, except its range is "touch" and the target is "one creature's metal equipment or up to 50 lbs. of metal"| class1=Alchemy| class1level=1| class2=Cold| class2level=2| class3=Eternal| class3level=2| class4=Jotunnskyn| class4level=2| class5=Might of Talos| class5level=2| nocat= 1 }} {|class="bordered zebra header class" !Round !!Metal Temperature !!Damage |- | 1 || Cold ||None |- |2 || Icy || 1d4 points |- |3-5 || Freezing || 2d4 points |- |6 || Icy || 1d4 points |- |7 || Cold || None |} ===Chill Touch=== {{d20rSpell| name=Chill Touch| desc=Cold, Entropy, Eternal| time=1 standard action| range=Personal| target=You| area=| effect=| dur=1 round/level| save=Fortitude partial; see text| SR=No| rules=You gain a touch attack for the duration of this spell. Touching a creature inflicts 1d6 points of cold damage, plus 1 point of entropic damage per caster level (maximum +15). A successful Fortitude save negates the cold damage. You may make a touch attack as part of casting this spell. Casting another spell while this one is active immediately ends the effect. Undead creatures you successfully strike with your touch attack do not take the entropic damage but instead must make a Will save or flee, panicked, for 1d3 rounds. As this is not a [Morale] effect, undead are not immune to this panicking.| eternal=This spell functions identically when prepared as an eternal spell, except the duration is "1 round".| class1=Cold| class1level=1| class2=Eternal| class2level=1| class3=Thanaturgy| class3level=| nocat= 1 }} ===Choking Dust=== {{d20rSpell| name=Choking Dust| desc=Cloud, Earth, Eternal| time=1 standard action| range=Close (25' + 5'/2 levels)| target=| area=10' radius burst| effect= | dur=1 round/level| save=Fortitude negates| SR=No| rules=You create a cloud of dust that stifles and chokes creatures within its area. Creatures that are in the area at the time you cast this spell, that begin their turns within the spell's area, or that enter the spell's area must make a Fortitude save or be nauseated for one round. In addition, the cloud of dust is thick enough to block sight to a limited degree. Creatures on opposite sides of the dust cloud that cannot see over it gain concealment from each other.| eternal=As above, but the casting time is one immediate action and the spell's duration is one round.| class1=Eternal| class1level=3| class2=Oreadic Tradition| class2level=3| nocat= 1 }} ===Circle of Death=== {{d20rSpell| name=Circle of Death| desc=Death| time=1 full-round action| range=Medium (100' + 10'/level)| target= | area=40' radius burst| effect= | dur=Instantaneous| save=Fortitude partial| SR=Yes| rules=''Circle of death'' drains the life force and cripples creatures within its area. Creatures within the spell's burst take 1 point of entropic damage per caster level. In addition, after damage is inflicted, 1d4 HD worth of living creatures per caster level (maximum 20d4) are crippled by the spell's power. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Creatures that fail their saving throws are immediately reduced to -1 HP and are dying.| eternal=| class1=Death| class1level=6| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Clairvoyance=== {{d20rSpell| name=Clairvoyance| desc=Detection, Eternal| time=10 minutes| range=Long (400' + 40'/level)| target= | area=| effect=One magical sensor| dur=1 minute/level (D)| save=None| SR=No| rules=''Clairvoyance'' creates an invisible magical sensor at a specific location that enables you to see almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike similar [Detection] spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10' radius around the center of the spell's effect. ''Clairvoyance'' functions only on the plane of existence you are currently occupying.| eternal=This spell functions as above, except the duration is reduced to "2 rounds," the casting time is reduced to "1 standard action", and the range is reduced to "Close (25' + 5'/2 levels)".| class1=Astrology| class1level=3| class2=Eternal| class2level=3| class3=Knowledge| class3level=3| nocat= 1 }} ===Clenched Fist=== {{d20rSpell| name=Clenched Fist| desc=Force| time=1 standard action| range=Close (25' + 5'/2 levels)| target=| area=| effect=10' hand| dur=1 round/level| save=| SR=| rules=''Clenched fist'' creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, [Polymorph] effects, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. In addition, the hand can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. The ''clenched fist'' can also bull rush an opponent at a +15 bonus on the Strength check. A ''clenched fist'' is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a ''wall of force'' or enter an ''antimagic field'', but it suffers the full effect of a ''prismatic wall'' or ''prismatic sphere''. The hand makes saving throws as its caster. ''Disintegrate'' or a successful ''dispel magic'' destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks. Directing the spell to a new target is a move action.| eternal=| class1=Might| class1level=8| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Cloud Mind=== {{d20rSpell| name=Cloud Mind| desc=Eternal, Mind-Affecting| time=1 standard action| range=Close (25' + 5'/2 levels)| target=1 creature| area=| effect= | dur=1 minute/level| save=Will negates| SR=Yes| rules=You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. You are invisible and inaudible to the targeted creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means. Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the target's environment. If you attack the targeted creature, the effect ends. If you take an action that creates a sustained and obvious change in the subject's environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.| eternal=As above, except the casting time is "1 swift action" and the duration is "1 round".| class1=Darkness| class1level=4| class2=Eternal| class2level=4| class3=| class3level=| nocat= 1 }} ===Cloud Mind, Mass=== {{d20rSpell| name=Mass Cloud Mind| desc=Mind-Affecting| time=| range=| target=One creature/level, no two of which may be more than 30' apart| area=| effect= | dur=| save=| SR=| rules=As ''cloud mind'' except as noted here. Each creature is affected individually.| eternal=| class1=Darkness| class1level=7| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Cobra Fangs=== {{d20rSpell| name = Cobra Fangs | desc = Eternal, Poison, Polymorph | time = 1 standard action | range = Personal | target = You | dur = 1 round/level (D) | save = None (harmless) | SR = No (harmless) | flavor = | rules = You grow a pair of venomous fangs. These fangs can be used as a bite natural attack, if you do not have one already. If you already possess a bite natural attack, instead increase your effective size category with your bite attack by one size (to a maximum of two size category increases, with other similar size-increasing effects). In either instance, your bite attack is (or becomes) your primary natural attack. This bite attack deals 1d4 damage. At caster level 4 and every four caster levels thereafter, your bite attack gains a +1 enhancement bonus (so that a sixteenth level caster's bite attack would be treated as a +4 weapon). Upon successfully biting an opponent, you may discharge the spell as an immediate action to poison the bitten target. This is an injury poison that has the same DC as this spell, inflicting 1d6 points of damage each round. Staving off the poison requires a number of successful saves equal to the caster's Charisma modifier. | eternal = You grow a pair of fangs, as above, except you cannot discharge the spell to inflict poison on your opponent, the spell's duration is "1 round", and this spell can be cast as an immediate action. | class1 = Lernaen | class1level = 1 | nocat = 1 }} ===Cold Snap=== {{d20rSpell| name=Cold Snap| desc=Cold, Eternal| time=1 standard action| range=Long (400' + 40'/level)| target= | area=20' radius burst| effect= | dur=Instantaneous| save=Fortitude half| SR=Yes| rules=With a quick motion and a snap of your fingers, the temperature of an area of your choosing within range plummets. Creatures in the area take 1d6 points of cold damage per caster level (maximum 10d6). A successful Fortitude save halves the damage.<br><br>Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion.| eternal=As above, except the range is Close (25' + 5'/2 caster levels) and the area is reduced to a 10' radius burst.| class1=Eternal| class1level=3| class2=Jotunnskyn| class2level=3| class3=Raghnialt's Kiss| class3level=4| nocat= 1 }} ===command=== ===command plants=== ===command undead=== ===Comprehend Languages=== {{d20rSpell| name=Comprehend Languages| desc=Detection| time=1 standard action| range=Personal| target=You| area=| effect= | dur=10 minutes/level| save=| SR=| rules=You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as ''secret page'' and ''illusory script'' spells). It does not decipher codes or reveal messages concealed in otherwise normal text.| eternal=| class1=High Arcana| class1level=1| class2=Knowledge| class2level=1| class3=Magic| class3level=1| class4=Rune| class4level=2| nocat= 1 }} ===Cone of Cold=== {{d20rSpell| name=Cone of Cold| desc=Cold, Eternal| time=1 standard action| range=60'| target= | area=Cone-shaped burst| effect=| dur=Instantaneous, plus one round/level; see text| save=Reflex half and Fortitude partial; see text| SR=Yes| rules=''Cone of cold'' creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d8 points of cold damage per caster level. A Reflex save halves this damage. A creature damaged by ''cone of cold'' that does not successfully make a Reflex save must additionally make a Fortitude save or be immobilized for one round per level. A creature immobilized in this way that takes fire damage equal to twice this spell's caster level immediately ends the immobilization.| eternal=As above, except the damage is measured in d6s and creatures that fail their Reflex save do not have to check to see if they are immobilized.| class1=Cold| class1level=6| class2=Eternal| class2level=6| class3=Jotunnskyn| class3level=5| class4=Storm| class4level=6| nocat= 1 }} ===Confusion=== {{d20rSpell| name=Confusion| desc=Mind-Affecting| time=1 standard action| range=Close (25' + 5'/2 levels)| target=All creatures in a 15' radius burst| area=| effect= | dur=1 round/level| save=Will negates| SR=Yes| rules=This spell causes the targets to become confused (as the status condition), making them unable to independently determine what they will do.| eternal=| class1=Enchantment| class1level=3| class2=Hex| class2level=4| class3=Madness| class3level=3| class4=Moon| class4level=4| nocat= 1 }} ===contact other plane=== ===Contagion=== {{d20rSpell| name=Contagion| desc=Curse| time=1 standard action| range=Touch| target=Living creature touched| area=| effect= | dur=Instantaneous| save=Fortitude negates| SR=No| rules=The touched creature must make a Fortitude save or be immediately afflicted by a disease of your choice (see [[Afflictions]]). Use this spell's save DC instead of the disease's typical save DC, and as the disease is magically inflicted there is no incubation period. A successful initial Fortitude save negates the disease entirely, but a failed initial save followed by one or more subsequent successful Fortitude saves does not end the disease: once the disease has been inflicted successfully, it is no longer a magical effect and must be treated as if it were a traditional disease, albeit one with an increased save DC.| eternal=| class1=Death| class1level=3| class2=Hex| class2level=3| class3=Thanaturgy| class3level=4| nocat= 1 }} ===Contingency=== {{d20rSpell| name=Contingency| desc=Abjuration, Detection| time=10 minutes; see text| range=Personal| target=You| area=| effect= | dur=1 day/level or until discharged (D)| save=| SR=| rules=You can place another spell upon your person so that it comes into effect under some condition you dictate when casting ''contingency''. The ''contingency'' spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. The spell to be brought into effect by the ''contingency'' must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the ''contingency'' immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (''contingency'' and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one ''contingency'' spell at a time; if a second is cast, the first one (if still active) is dispelled. ''Contingency'' cannot read thoughts or predict the future.| eternal=| class1=High Arcana| class1level=6| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Continual Flame=== {{d20rSpell| name=Continual Flame| desc=Curse, Eternal, Fire, Light| time=1 standard action| range=Touch| target=Object touched| area=| effect=Magical, heatless flame| dur=Permanent| save=Will negates (object)| SR=Yes (object)| rules=A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.| eternal=As above, except the spell loses the Curse descriptor and its duration is reduced to 1 round/level.| class1=Eternal| class1level=4| class2=Fire| class2level=4| class3=High Arcana| class3level=2| class4=Moon| class4level=3| class5=Promethean Magic| class5level=2| class6=Sun| class6level=3| nocat= 1 }} ===Control Light=== {{d20rSpell| name=Control Light| desc=Darkness, Light| time=1 standard action| range=Medium (100' + 10'/level)| target= | area=None 10' cubes, plus three 10' cubes/level| effect= | dur=Concentration, up to 10 min/level; see text| save=None| SR=No| rules=By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell's duration. ''Decrease:'' You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If you decrease the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Stealth checks (to a maximum of +4 when all the light is gone). ''Increase:'' You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.| eternal=| class1=Darkness| class1level=1| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Control Plants=== {{d20rSpell| name=Control Plants| desc=Animation| time=1 standard action| range=Close (25' + 5'/2 levels)| target=Up to 2 HD/level of plant creatures, no two of which may be more than 30' apart.| area=| effect= | dur=1 minute/level| save=Will negates| SR=Yes| rules=This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior. Suicidal or self-destructive commands are simply ignored.| eternal=| class1=Plant| class1level=8| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Control Undead=== {{d20rSpell| name=Control Undead| desc=Animation| time=1 standard action| range=Close (25' + 5'/2 levels)| target=Up to 2 HD/level of undead creatures, no two of which can be more than 30' apart| area=| effect= | dur=1 minute/level| save=Will negates| SR=Yes| rules=This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them.| eternal=| class1=Thanaturgy| class1level=7| class2=Undeath| class2level=6| class3=| class3level=| nocat= 1 }} ===Control Vapor=== {{d20rSpell| name=Control Vapor| desc=Animation, Force| time=1 standard action| range=Medium (100' + 10'/level)| target=One [Cloud] effect or naturally occurring gaseous mass| area=| effect= | dur=Concentration + 1 round/level (D)| save=Will negates; see text| SR=Yes| rules=You may halt or prevent the movement of any visible clouds or vapor in a given area distinct from the air around, such as a gaseous weapon, a creature in ''gaseous form, pyrotechnics, cloudkill,'' or ''incendiary cloud''. Such enforced immobility may be continued for as long as the caster continues to concentrate on holding the vapor. If such a hold is ever lost, it can never be regained except by use of another spell; the hold is broken and magic expires. The hold prevents gas clouds from altering shape, breaking up, or moving about in any way. Oxygen may pass freely through and about such vapor, dissipating it if its formative magic expires, and allowing (for example) a flammable vapor to burn or explode if it is held by ''control vapor'' and attacked with fire. The hold is absolute, even in the face of natural gales or magical gusts of wind, and controlled vapors do not dissipate when assailed by high winds or similar effects. If the ''gaseous form'' is that of an intelligent creature who is normally in control of personal movement, such as a spellcaster under the effects of ''gaseous form'', the affected creature receives a Will saving throw to break the effect each round. If such a saving throw is successful, the spell ends immediately, and the creature is free to move. Until the spell is so broken, a creature in ''gaseous form'' cannot move, nor can it change to a non-gaseous form even if it normally has the ability to do so. A creature held by ''control vapor'' is effectively paralyzed. If an effect creating a cloud or vapor ends while that cloud or vapor is being held by this spell, both spells immediately terminate. Note that spectral, ethereal, and insubstantial forms that are not gaseous cannot be affected by this spell. In addition, with a move action, you may move a held cloud or vapor effect in any direction up to 30'. | eternal=| class1=Air| class1level=6| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Control Water=== {{d20rSpell| name=Control Water| desc=Animation, Water| time=1 standard action| range=Long (400' + 40'/level)| target=| area=Water in a volume of 10'/level by 10'/level by 2'/level (S)| effect= | dur=10 minutes/level (D)| save=None; see text| SR=No| rules=Depending on the version you choose, the ''control water'' spell raises or lowers water. ''Lower Water:'' This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10' long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a ''slow'' spell (Will negates). The spell has no effect on other creatures. ''Raise Water:'' This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.| eternal=| class1=Ondinic Tradition| class1level=4| class2=Storm| class2level=4| class3=Water| class3level=4| nocat= 1 }} ===Control Weather=== {{d20rSpell| name=Control Weather| desc=Air| time=10 minutes| range=2 miles| target=| area=2 mile radius circle, centered on you| effect= | dur=4d12 hours| save=| SR=| rules=You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. ''Control weather'' can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.| eternal=| class1=Air| class1level=8| class2=Cold| class2level=7| class3=Storm| class3level=7| class4=Sylphic Tradition| class4level=9| class5=Water| class5level=7| class6=Weather| class6level=7| nocat= 1 }} {|class="bordered zebra header" !Season !!Possible Weather |- |Spring || Tornado, thunderstorm, sleet storm, or hot weather |- |Summer || Torrential rain, heat wave, or hailstorm |- |Autumn || Hot or cold weather, fog, or sleet |- |Winter || Frigid cold, blizzard, or thaw |- |Late winter || Hurricane-force winds or early spring (coastal area) |} ===Control Winds=== {{d20rSpell| name=Control Winds| desc=Air, Force| time=1 standard action| range=40'/level| target= | area=40' radius cylinder, 40' high, centered on you| effect= | dur=10 minutes/level| save=Fortitude negates; see text| SR=No| rules=You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80' in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. ''Wind Direction:'' You may choose one of four basic wind patterns to function over the spell's area. *A downdraft blows from the center outward in equal strength in all directions. *An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. *A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. *A blast simply causes the winds to blow in one direction across the entire area from one side to the other. ''Wind Strength:'' For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. *Strong winds (21+ mph) make sailing difficult. *A severe wind (31+ mph) causes minor ship and building damage. *A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. *Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. *A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.| eternal=| class1=Air| class1level=5| class2=Raghnialt's Kiss| class2level=5| class3=Storm| class3level=5| class4=Sylphic Tradition| class4level=5| class5=Weather| class5level=5| nocat= 1 }} ===Corrosive Grasp=== {{d20rSpell| name=Corrosive Grasp| desc=Acid, Eternal| time=1 standard action| range=Touch| target=Creature touched| area=| effect= | dur=Instantaneous| save=None| SR=No| rules=You deal 2d6 points of acid damage plus an additional 1d6 per two caster levels of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.| eternal=As above, except measure the dice of damage in d4s.| class1=Might of Talos| class1level=2| class2= | class2level= | nocat= 1 }} ===Create Food and Water=== {{d20rSpell| name=Create Food and Water| desc=Creation| time=10 minutes| range=Close (25' + 5'/2 levels)| target= | area=| effect=Food and water enough to nourish three humanoids per level for 24 hours| dur=24 hours| save=| SR=| rules=The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does. One casting of this spell provides nourishment for three Small or Medium creatures for 24 hours. Creatures larger than Medium (such as as horse) only receive a third as much nourishment per size category: one casting feeds a Large creature for 24 hours (or three Large creatures for 8 hours), one Huge creature for 8 hours, and so on. Creatures smaller than Small don't require as much sustenance, so each casting allows three times as many creatures to feed: one casting feeds 9 Tiny or 27 Diminutive creatures, for instance.| eternal=| class1=Creation| class1level=3| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Create Greater Undead=== {{d20rSpell| name=Create Greater Undead| desc=Animation| time=1 hour| range=Touch| target=One corpse touched| area=| effect= | dur=Instantaneous| save=No| SR=Yes (object)| rules=This spell functions like ''create undead'', except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.| eternal=| class1=Thanaturgy| class1level=8| class2=Undeath| class2level=7| class3=| class3level=| nocat= 1 }} {|class="bordered zebra header" !Caster Level !!Undead Created |- |15th or lower || Shadow |- |16th-17th || Wraith |- |18th-19th || Spectre |- |20th or higher || Devourer |} ===Create Nightshade=== {{d20rSpell| name=Create Nightshade| desc=Animation| time=1 hour| range=Touch| target=One corpse touched| area=| effect= | dur=Instantaneous| save=No| SR=Yes (object)| rules=This spell functions like ''create undead'', except that you can create more powerful and intelligent sorts of undead: nightwings, nightcrawlers, and nightwalkers. The type or types of undead you can create is based on your caster level, as shown on the table below.| eternal=| class1=Undeath| class1level=9| class2=| class2level=| class3=| class3level=| nocat= 1 }} {|class="bordered zebra header" !Caster Level !!Undead Created |- |18th or lower || Nightwing |- |19th-20th || Nightcrawler |- |21st or higher || Nightwalker |} ===Create Undead=== {{d20rSpell| name=Create Undead| desc=Animation| time=1 hour| range=Touch| target=One corpse| area=| effect= | dur=Instantaneous| save=None| SR=Yes (object)| rules=A much more potent spell than ''animate dead'', this spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below. You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.| eternal=| class1=Thanaturgy| class1level=6| class2=Undeath| class2level=5| class3=| class3level=| nocat= 1 }} {|class="bordered zebra header" !Caster Level !!Undead Created |- |11th or lower || Ghoul |- |12th-14th || Ghast |- |15th-17th || Mummy |- |18th or higher || Mohrg |} ===Create Water=== {{d20rSpell| name=Create Water| desc=Creation, Water| time=1 standard action| range=Close (25' + 5'/2 levels)| target= | area=| effect=Up to 2 gallons of water/level| dur=Instantaneous| save=None| SR=No| rules=This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Alternatively, this spell can be used to extinguish a non-magical fire of campfire size or smaller. A magical fire of torch size or smaller (such as a ''continual flame'') can also be suppressed by this spell for a number of rounds equal to your caster level.| eternal=| class1=Cold| class1level=1| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Creeping Doom=== {{d20rSpell| name=Creeping Doom| desc=Summoning| time=1 round| range=Close (25' + 5'/2 levels) and 100'; see text| target= | area=| effect=One swarm of centipedes/2 levels| dur=1 minute/level| save=None| SR=No| rules=When you cast ''creeping doom'', you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another. You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100' of you. You cannot command any swarm to move more than 100' away from you, and if you move more than 100' from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100').| eternal=| class1=Animal| class1level=7| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Crushing Despair=== {{d20rSpell| name=Crushing Despair| desc=Eternal, Mind-Affecting, Morale| time=1 standard action| range=30'| target=| area=Cone-shaped burst| effect= | dur=1 minute/level| save=Will negates| SR=Yes| rules=An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.| eternal=As above, except the range is altered to "Close (25' + 5'/2 levels)", and the spell is a targeted spell that affects a single creature.| class1=Death| class1level=3| class2=Enchantment| class2level=4| class3=Eternal| class3level=3| class4=Fear| class4level=4| class5=Hex| class5level=3| nocat= 1 }} ===Crushing Hand=== {{d20rSpell| name=Crushing Hand| desc=Force| time=1 standard action| range=Medium (100' + 10'/level)| target= | area=| effect=One Large hand| dur=1 minute/level (D)| save=None| SR=No| rules=''Crushing hand'' creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, [Polymorph] effects, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. In addition, the hand can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The crushing hand can grapple an opponent like ''grasping hand'' does. Its grapple bonus equals your caster level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), +12 for the hand's Strength score (35), adjusted accordingly for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent. The clenched fist can also bull rush an opponent at a +18 bonus on the Strength check. A clenched fist is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a ''wall of force'' or enter an ''antimagic field'', but it suffers the full effect of a ''prismatic wall'' or ''prismatic sphere''. The hand makes saving throws as its caster. ''Disintegrate'' or a successful ''dispel magic'' destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks. Directing the spell to a new target is a move action.| eternal=| class1=Might| class1level=9| class2=| class2level=| class3=| class3level=| nocat= 1 }} ===Crystallize=== {{d20rSpell| name=Crystallize| desc=Cold, Eternal| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=One round/level| save=Fortitude partial or Fortitude and Reflex partial| SR=Yes| rules=This spell has different effects if it is used on a living or a nonliving creature.<br><br>If used on a living creature, the touched creature must make a Fortitude save or be encased in ice and paralyzed for the duration of the spell. In either instance, the touched creature takes 3d6 points of cold damage per round for the duration of the spell from their blood freezing in their veins.<br><br> If used on a nonliving creature, the spell functions as above but does not deal ongoing damage. Instead, the creature must make a Reflex save each round or be immobilized.| eternal=This spell immobilizes its target on a failed Fortitude save. Regardless of the save's outcome, the touched creature takes 1d6 points of cold damage per two caster levels.| class1=Eternal| class1level=5| class2=Jotunnskyn| class2level=5| nocat= 1 }} ===cure critical wounds=== ===cure critical wounds, mass=== ===Cure Light Wounds=== {{d20rSpell| name=Cure Light Wounds| desc=Eternal, Healing| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area=| effect= | dur=Instantaneous| save=Will negates (harmless)| SR=Yes (harmless)| rules=When you cast this spell, the targeted creature immediately heals an amount of Hit Points equal to your highest mental ability score (Intelligence, Wisdom, or Charisma) or to their Constitution score, whichever is higher. You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.| eternal=As above, except the range is reduced to "Touch", and the touched creature heals 1d8 Hit Points, plus your Hero Value.| class1=Healing| class1level=1| class2=Life| class2level=1| class3=| class3level=| nocat= 1 }} ===cure light wounds, mass=== ===Cure Moderate Wounds=== {{d20rSpell| name=Cure Moderate Wounds| desc=Eternal, Healing| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area=| effect= | dur=Instantaneous| save=Will negates (harmless)| SR=Yes (harmless)| rules=When you cast this spell, the targeted creature immediately heals an amount of Hit Points equal to one and a half times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to one and a half times their Constitution score, whichever is higher (round down). You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.| eternal=As above, except the range is reduced to "Touch", and the touched creature heals 2d8 Hit Points, plus your Hero Value.| class1=Healing| class1level=2| class2=Life| class2level=2| class3=| class3level=| nocat= 1 }} ===cure moderate wounds, mass=== ===cure serious wounds=== ===cure serious wounds, mass=== ==D== ===Daggerveil=== {{d20rSpell| name=Daggerveil| desc=Animation, Metal| time=1 standard action| range=Personal| target=You| area= | effect= | dur=1 round/level| save=None| SR=No| rules= This spell creates a swarm of quickly moving self-animated knives swirling about you. The swarm fills your own square as well as any square you are adjacent to. It is not a creature, nor does it act like one. When you move, the swarm follows you. At the end of each of your turns, any creature other than yourself that is within the swarm's area takes 1d6 magic slashing and piercing damage, plus an additional point of damage per caster level. In addition, as a swift action on your turn, you may fire one dagger at a target within 30'. This functions in all ways like a thrown weapon attack except a successful hit deals 1d6 + your caster level magic piercing and slashing damage and you do not add your Strength modifier to the attack's damage. | eternal= | class1=Might of Talos| class1level=3| class2= | class2level= | nocat= 1 }} ===dancing lights=== ===darkness=== ===darkvision=== ===daylight=== ===daze monster=== ===death knell=== ===death ward=== ===deathwatch=== ===deeper darkness=== ===Deflecting Daggerveil=== {{d20rSpell| name=Deflecting Daggerveil| desc=Animation, Metal| time=1 standard action| range=Personal| target=You| area= | effect= | dur=1 round/level| save=None| SR=No| rules= You surround yourself in a whirling barrier of blades that sends any attack that misses you hurling back toward its source. When an attacker misses you due to your Armor Class (but not an attack that misses you due to other circumstances, such as concealment), he must immediately make a second attack roll against himself: if he hits his own Armor Class, he suffers the effects of the attack, using any attack or damage modifiers of the original attack. If the attack carried non-damage side effects (such as a Strength penalty), they also apply to the attacker.<br><br>This spell also functions as ''daggerveil'', except as noted here. | eternal= | class1=Might of Talos| class1level=9| class2= | class2level= | nocat= 1 }} ===deja vu=== ===delay poison=== ===delayed blast fireball=== ===demand=== ===destruction=== ===detect=== ===detect animals or plants=== ===detect life=== ===detect scrying=== ===detect secret doors=== ===detect snares and pits=== ===detect thoughts=== ===detect undead=== ===dimension door=== ===dimensional anchor=== ===dimensional lock=== ===diminish plants=== ===discern lies=== ===discern location=== ===disguise self=== ===disjunction=== ===dismissal=== ===dispel magic=== ===dispel magic, greater=== ===displacement=== ===divination=== ===divine favor=== ===divine power=== ===dominate=== ===dominate animal=== ===dominate person=== ===doom=== ==E== ===earthquake=== ===Earthsight=== {{d20rSpell| name=Earthsight| desc=Earth| time=1 minute| range=Personal| target=You| area= | effect= | dur=10 minutes/level| save=None| SR=No| rules=Upon casting this spell, you gain the ability to see through earth and stone within 60' as if it were glass. These materials still block line of effect and provide other such barriers, but you can see through them with little issue. You also gain tremorsense 30' while under the effects of this spell.| eternal= | class1=Oreadic Tradition| class1level=4| class2= | class2level= | nocat= 1 }} ===elemental swarm=== ===endure elements=== ===enervation=== ===enlarge person=== ===enlarge person, mass=== ===entangle=== ===entropic shield=== === Envenom Weapon === {{d20rSpell| name=Envenom Weapon| desc=Eternal, Poison| time=1 standard action| range=Touch| target=Weapon touched| area= | effect= | dur=1 minute/level| save= | SR= | rules=You coat a weapon with a caustic, burning poison. This is an injury poison that inflicts 2 points of Strength, Dexterity, or Constitution damage (your choice upon casting the spell) upon a failed save. A number of saves equal to your Charisma modifier (minimum 1 save) ends the effect, as does this spell's dismissal, dispelling, or end of duration. If this spell is used to envenom a natural attack, the natural attack's possessor is immune to the poison created by this spell (but not by other instances of this spell).| eternal=As above, except the time required to cast this spell is a swift action and its duration is 1 round.| class1=Lernaen| class1level=2| class2= | class2level= | nocat= 1 }} === Envenom Weapon, Greater === {{d20rSpell| name=Greater Envenom Weapon| desc=Eternal, Poison| time=1 standard action| range=Touch| target=Weapon touched| area= | effect= | dur=1 minute/level| save= | SR= | rules=This spell functions as ''envenom weapon'', except the damage is increased to 2d3 Strength, Dexterity, or Constitution damage (again, your choice upon casting the spell).| eternal=As above, except the time required to cast this spell is a swift action and its duration is shortened to 1 round per level.| class1=Lernaen| class1level=6| class2= | class2level= | nocat= 1 }} === Envenom Weapon, Mass === {{d20rSpell| name=Mass Envenom Weapon| desc=Poison| time=1 round| range=30'| target=Weapons of your choice in the area, to a maximum of 1 weapon per level| area=30' radius burst, centered on you| effect= | dur=1 round/level| save= | SR= | rules=This spell functions as ''evenom weapon'' except as described here.| eternal= | class1=Lernaen| class1level=4| class2= | class2level= | nocat= 1 }} === Envenom Weapon, Mass Greater === {{d20rSpell| name=Mass Greater Envenom Weapon| desc=Poison| time=1 round| range=30'| target=Weapons of your choice in the area, to a maximum of 1 weapon per level| area=30' radius burst, centered on you| effect= | dur=1 round/level| save= | SR= | rules=This spell functions as ''greater evenom weapon'' except as described here.| eternal= | class1=Lernaen| class1level=8| class2= | class2level= | nocat= 1 }} ===erase=== ===eruption=== ===expeditious retreat=== === Exploit Defect === {{d20rSpell| name=Exploit Defect| desc=Fire, Force| time=1 standard action| range=Medium (100' + 10'/level)| target=One non-magical metal object of up to 1 lb. per Caster Level| area= | effect= | dur=Instantaneous| save=Fortitude or Reflex half; see text| SR=No| rules=The targeted object takes 2d6 points of fire damage per caster level. The object only receives a Fortitude saving throw for half damage if it is masterwork or attended: if it is a masterwork attended object, it receives a +2 bonus on the saving throw. If the object would break from this damage, it explodes like a grenade, utterly destroying the object (as if by ''disintegrate'') and sending shards of metal in all directions. All creatures and objects within 30' take 1d8 damage, plus an additional 1d8 damage per pound of the exploding object. Half of the damage is fire damage, and the other half is piercing and slashing damage. Affected creatures (except any creatures sharing a space with the object) may make a Reflex save for half damage. If the exploded object is made of a special substance (such as adamantine), then the damage from this attack overcomes damage reduction as if also made of that material.| eternal= | class1=Might of Talos| class1level=5| class2= | class2level= | nocat= 1 }} ===explosive runes=== ===eyebite=== ==F== ===fabricate=== ===faerie fire=== ===faithful hound=== ===false life=== ===fear=== ===feather fall=== ===feeblemind=== ===feral might=== ===feral might, mass=== ===find the path=== ===find traps=== ===finger of death=== ===fire seeds=== ===fire shield=== ===fire shield (chill only)=== ===fire storm=== ===fire trap=== ===fireball=== === Fissure === {{d20rSpell| name=Fissure| desc=Earth| time=1 standard action| range=60'| target= | area=60' line-shaped emanation| effect= | dur=Instantaneous| save=Reflex negates and Fortitude half; see text| SR=No| rules=You rip open a crack in the ground, creating a fissure 10' wide and with a depth of 5' per caster level. The ''fissure'' starts adjacent to you and radiates outwards in a direction of your choosing. You may choose to make the ''fissure'' less deep when casting this spell, but the typical depth is the available maximum. Creatures in the area who are standing on the ground must make a Reflex save or plummet into the ''fissure'', taking appropriate falling damage. The ''fissure'' then closes, crushing creatures within its bounds for 1d6 points of bludgeoning damage per caster level. A successful Fortitude save halves this damage but not the falling damage. The closing action of the ''fissure'' forces creatures trapped within it towards the surface: once the ''fissure'' is closed, any creature that fell into it is deposited on the ground, prone. Creatures with the [Earth] subtype are immune to the bludgeoning damage from the ''fissure's'' closure, but still may take falling damage from the ''fissure's'' opening.| eternal= | class1=Oreadic Tradition| class1level=4| class2= | class2level= | nocat=1 }} === Fists of Stone === {{d20rSpell| name=Fists of Stone| desc=Earth, Polymorph| time=1 standard action| range=Personal| target=You| area= | effect= | dur=1 minute/level| save=None| SR=No| rules=Your hands harden and become stonelike. For the duration of this spell, your fists deal lethal damage and inflict 1d6 points of bludgeoning damage. You are considered armed when using a ''fist of stone''. Your fists also have an enhancement bonus equal to 1/4 your level (round down, minimum +0) and overcome damage reduction as if they were adamantine. Despite your hands now being made of a normally less-pliable material, you do not lose functionality or precision with your movements. A creature that does not have hands can cast this spell, but the spell has no effect.| eternal= | class1=Oreadic Tradition| class1level=1| class2= | class2level= | nocat=1 }} ===flame arrow=== ===flame blade=== ===flame strike=== ===flaming sphere=== ===flash frost=== ===flesh to stone=== ===floating disk=== ===fly=== ===fly, mass=== ===fog cloud=== ===forceful hand=== ===foresight=== ===freedom=== ===freedom of movement=== === Freezing Glance === {{d20rSpell| name=Freezing Glance| desc=Cold, Gaze| time=1 standard action| range=Personal| target=You| area=| effect= | dur=1 round/level| save=Will negates and Fortitude partial; see text| SR=No| rules=You gain a gaze attack for this spell's duration. Creatures affected by your gaze feel the wintry chill of the arctic flood through them, dealing 3d6 cold damage and inflicting a -4 penalty to their Dexterity. A successful Will save negates this effect. A creature who fails his save against your gaze two times in a row must also make a Fortitude save or be immobilized for two rounds. A creature already immobilized by your gaze and who fails both the Will and Fortitude saves again is instead paralyzed for 1d4 additional rounds.| eternal= | class1=Jotunnskyn| class1level=7| class2= | class2level= | nocat= 1 }} ===freezing sphere=== ===frost storm=== === Frozen Grasp === {{d20rSpell| name=Frozen Grasp| desc=Cold| time=1 standard action| range=Touh| target=Creature touched| area= | effect= | dur=Instantaneous| save=Fortitude partial| SR=No| rules=Your successful melee touch attack deals 1d6 points of cold damage per caster level (maximum 5d6). A creature touched in this way must make a Fortitude save or be rendered fatigued for one round per two Caster Levels (minimum one round).| eternal= | class1=Jotunnskyn| class1level=1| class2=Raghnialt's Kiss| class2level=1| nocat= 1 }} ==G== ===gaseous form=== ===geas/quest=== ===gentle repose=== ===ghoul touch=== ===giant vermin=== ===glibness=== ===glitterdust=== ===globe of invulnerability=== ===glyph of warding=== ===good hope=== ===goodberry=== === Graft Weapon === {{d20rSpell| name=Graft Weapon| desc=Metal, Polymorph| time=1 standard action| range=Personal| target=You| area= | effect= | dur=1 minute/level| save=None| SR=No| rules=You attach any melee weapon you can use in one hand--mundane or magical--onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted. While your hand is grafted to a weapon, you lose the use of that hand and take a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you take 2 points of Constitution damage. When this spell's duration expires, the grafted weapon falls to the ground and your hand returns. | eternal= | class1=Might of Talos| class1level=1| class2= | class2level= | nocat= 1 }} ===Great Invocation=== {{d20rSpell| name=Great Invocation| desc=Abjuration| time=1 swift action| range=Personal| target=You| area=| effect= | dur=1 round| save=None| SR=No| rules=This spell functions as ''invocation'', except you may cast spells of any level.| eternal= | class1=High Arcana| class1level=8| class2= | class2level= | nocat= 1 }} ===guards and wards=== ===gust of wind=== ==H== ===hallucinatory terrain=== ===halt undead=== === Harras === {{d20rSpell| name=Harras| desc=Summoning| time=1 action| range=Close (25' + 5'/2 levels)| target=| area= | effect=One mount plus up to one additional mount per two caster levels| dur=2 hours/level| save=None| SR=No| rules=This spell functions as ''mount'', except as described here.| eternal= | class1=Enochian| class1level=3| class2= | class2level= | nocat= 1 }} ===haste=== ===heal=== ===heal, mass=== ===heat metal=== ===heroes' feast=== ===heroism=== ===heroism, greater=== ===heroism, mass=== ===heroism, mass greater=== ===hideous laughter=== ===hold=== ===hold, mass=== ===hold monster=== ===hold monster, mass=== ===hold person=== ===hold person, mass=== ===hold vapor=== ===horrid wilting=== === Hydrablood === {{d20rSpell| name=Hydrablood| desc=Poison| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area= | effect= | dur=Instantaneous| save=Fortitude negates| SR=Yes| rules=The targeted creature's blood is infused with a numbing venom: each round, they must make a Fortitude saving throw or be ''slowed'' (as the spell) for one round. A number of successful saving throws equal to your Charisma modifier (minimum 1 save) ends the effect.| eternal= | class1=Lernaen| class1level=3| class2= | class2level= | nocat= 1 }} ===hypnotic pattern=== ===hypnotism=== ==I== ===ice storm=== === Icy Clutch === {{d20rSpell| name=Icy Clutch| desc=Cold| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=Instantaneous| save=Fortitude partial| SR=No| rules=Your successful melee touch attack deals 2d4 points of cold damage per caster level (maximum 20d4). A creature touched in this way must make a Fortitude save or be rendered exhausted for one round and fatigued for one additional round per Caster Levels (minimum one round).| eternal= | class1=Jotunnskyn| class1level=3| class2= | class2level= | nocat= 1 }} ===identify=== ===illusory script=== ===illusory wall=== ===imbue with spell ability=== === Impale === {{d20rSpell| name=Impale| desc=Metal| time=1 standard action| range=Long (400' + 40'/level)| target=One creature| area= | effect= | dur=1 round/level| save=Fortitude partial| SR=Yes| rules=You create a giant sliver of metal and spear one opponent with it. An ''impaled'' creature takes 2d6 points of magic, piercing damage per Caster Level, is stunned for one round, and is immobilized until it can break free. A successful Fortitude save negates the stunning and halves the damage. A creature is still immobilized on a successful save. An immobilized creature can break free as a standard action by making a Strength check against this spell's DC. An ''impaled'' creature takes an additional 2 damage per die from [Electricity] effects while immobilized. Once the ''impaled'' creature breaks free, the sliver of metal rusts away to nothingness in a matter of moments.| eternal= | class1=Might of Talos| class1level=8| class2= | class2level= | nocat= 1 }} ===impending thunderburst=== ===implosion=== ===imprisonment=== ===incendiary cloud=== ===inflict critical wounds=== ===inflict light wounds=== ===inflict moderate wounds=== ===inflict serious wounds=== ===inflict serious wounds, mass=== ===insanity=== ===instant summons=== === Invigorate Venom === {{d20rSpell| name=Invigorate Venom| desc=Eternal, Poison| time=1 swift action| range=Close (25' + 5'/2 levels)| target=One creature currently afflicted by a poison.| area= | effect= | dur=Instantaneous| save=Fortitude negates| SR=No| rules=You agitate the poison coursing through a creature's veins to stir and wound. The targeted creature takes 1d4 points of damage per two caster levels (rounded down, minimum no damage) and must make a saving throw against the most virulent (highest DC) ongoing [Poison] effect they currently suffer from. Successfully saving against this forced save does not add to the number of successes required to defeat a poison, nor does it shorten any ongoing duration the [Poison] effect may have.| eternal=This spell functions as described above, except its casting time is one standard action, rather than one swift action.| class1=Lernaen| class1level=1| class2= | class2level= | nocat= 1 }} ===invisibility=== ===invisibility, greater=== ===invisibility, mass=== ===invisibility purge=== ===Invocation=== {{d20rSpell| name=Invocation| desc=Abjuration| time=1 swift action| range=Personal| target=You| area=| effect= | dur=1 round| save=None| SR=No| rules=Spells you cast of third level or lower while under the effect of this spell are unaffected by the effects of ''antimagic field'' and similar anti-magic effects for one round. This includes such impediments as a dead magic zone or a monk's Arcane Denial strike. ''Invocation'' may be cast within the area of a magic-impeding effect at no penalty| eternal= | class1=High Arcana| class1level=4| class2= | class2level= | nocat= 1 }} ===iron body=== === Iron Lung === {{d20rSpell| name=Iron Lung| desc=Air, Eternal| time=1 standard action| range=Close (25' + 5/2 levels)| target=One [Cloud] or [Breath] effect that covers up to one square/level| area= | effect= | dur=1 round/level| save=None; see text| SR=No| rules=You inhale deeply, placing tiny extra-dimensional spaces within your lungs. You inhale a single [Cloud] or [Breath] effect, negating its effects and storing it within you. In order to inhale a [Cloud] or [Breath] effect with an instantaneous duration, you must ready an action with this spell. In order to keep the inhaled effect within your lungs, you must hold your breath, making Constitution checks as necessary to do so. If you fail a Constitution check to hold your breath or if this spell ends, you immediately exhale an inhaled spell (as below). You may exhale a stored effect as a standard action, in essence recasting the original spell into a 30' cone emanation. If the inhaled effect was an instantaneous effect, the exhaled one is instantaneous as well. If the effect has any targeting limitations or other choices to be made upon casting, you make them as you exhale. Exhaling an effect in this fashion is a [Breath] effect. | eternal=This spell functions identically when prepared in an eternal slot.| class1=Eternal| class1level=3| class2=Sylphic Tradition| class2level=3| nocat= 1 }} ===ironwood=== ===irresistible dance=== ==J== ==K== ===knock=== ==L== ===legend lore=== === Lernaen Breath === {{d20rSpell| name=Lernaen Breath| desc=Poison| time=1 standard action| range=30'| target=| area=Cone-shaped burst| effect= | dur=Instantaneous| save=Fortitude negates| SR=Yes| rules=''Lernaen breath'' lets you exhale a cloud of potent, airborne toxins. Breathing creatures (including those who attempt to hold their breath) within the spell's area must make a Fortitude save or be poisoned. This poison uses this spell's DC and inflicts 2 damage to a random ability score upon a failed saving throw. A number of successful saves equal to your Charisma modifier (minimum 1 save) ends the effect.| eternal= | class1=Lernaen| class1level=5| class2= | class2level= | nocat= 1 }} ===lesser confusion=== ===lesser geas=== ===lesser globe of invulnerability=== ===lesser planar binding=== ===lesser restoration=== ===levitate=== ===lightning bolt=== === Liquefy === {{d20rSpell| name=Liquefy| desc=Polymorph, Water| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area= | effect= | dur=1 round/level| save=Will negates (harmless)| SR=Yes (harmless)| rules=The target's body becomes liquid and appears to melt into a cohesive, gel-like puddle of water. The creature's size does not change, but its type becomes Ooze. Its ability scores remain the same, but it gain temporary Hit Points equal to your Caster Level. If the target is slain while under the effect of this power, it reverts to its original form--but remains dead. When in this form, the targeted creature gains the following traits: *The targeted creature gains a slam attack that deals 1d8 bludgeoning damage and one additional slam attack for each three caster levels above 9th level. All slam attacks granted by this spell have an enhancement bonus equal to one-third your Caster Level (round down, minimum +1). *The targeted creature gains the ability to exist comfortably in water without breathing indefinitely, and it gains a swim speed equal to its land speed. *The targeted creature gains immunity to critical hits, sneak attacks, stunning, and paralysis. *The targeted creature gains amorphous evasion: if it is affected by an effect that has a Reflex save for a reduced effect and it makes the save, it is unaffected by the effect. On a successful save, the creature may also make a 5' step. *The targeted creature gains the ability to pass through gaps and openings as small as an inch in diameter. *The targeted creature gains the ability to see in all directions and is immune to flanking. *The targeted creature gains Tremorsense out to 60'. The transformed creature retains all supernatural and spell-like special attacks and special qualities of its normal form, except for those requiring a body part that the new form does not have, if any. The transformed creature keeps all extraordinary special attacks and special qualities derived from class levels, but loses any benefits of the racial traits of its normal form. If the transformed creature has a template, special abilities it provides are likewise not retained. The transformed creature can communicate normally. The transformed creature retains any spellcasting ability it had in its original form, but also is inflicted with a 25% chance of spell failure. The transformed creature can freely designate the new form's minor physical qualities--such as color and general appearance--within the normal ranges for an ooze. When the change occurs, the transformed creature's equipment melds into the new form and becomes nonfunctional. When it reverts to its normal form, any objects previously melded into the ooze form reappear in the same location on the creature's body they previously occupied and are once again functional. Any new items worn in the ooze form and can't wear in your normal form fall off and land at your feet; any that could be worn in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.| eternal= | class1=Ondinic Tradition| class1level=5| class2= | class2level= | nocat= 1 }} ===liveoak=== ===locate creature=== ===locate object=== ===longstrider=== ===lucubration=== ==M== ===maddening scream=== ===mage armor=== ===mage's sword=== ===magic aura=== ===magic circle against alignment=== ===magic jar=== === Magic Missile=== {{D20rSpell | name = Magic Missile | desc = Eternal, Force | class1 = Eternal | class1level = 1 | class2 = High Arcana | class2level = 1 | class3 = Star | class3level = 2 | time = 1 standard action | range = Medium (100 ft. + 10 ft./level) | target = Up to five creatures, no two of which can be more than 15 ft. apart | dur = Instantaneous | save = None | SR = Yes | rules = A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. | eternal = You fire a single missile as described above. }} ===magic stone=== ===magic vestment=== ===magic weapon=== ===magic weapon, greater=== ===major creation=== ===major image=== ===major venom revision=== ===make whole=== === Malleate === {{d20rSpell| name=Malleate| desc=Eternal, Metal| time=1 standard action| range=Touch| target= Metal or metal object touched, up to 10 cubic ft, +1 cubic ft/level| area= | effect= | dur=Instantaneous| save=None| SR=No| rules= You can form an existing piece of metal into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with ''malleate'', fine detail isn’t possible. There is a 30% chance (-1% per caster level) that any shape including moving parts simply doesn't work. | eternal=As above, except you do not have the additional cubic ft per level of available material.| class1=Eternal| class1level=4| class2=Might of Talos| class2level=4| nocat= 1 }} ===mark of justice=== ===maze=== ===meld into stone=== ===mental pinnacle=== === Meteor Strike === {{d20rSpell| name=Meteor Strike| desc=Fire| time=1 swift action| range=0'| target=1 weapon, wielded by you| area= | effect= | dur=1 round or until discharged| save=None and Reflex half; see text| SR=No| rules=You quickly wreath your weapon in white-hot flames. The next attack you make with the ensorcelled weapon deals an additional 1d6 fire damage per two caster levels, and you gain a bonus on the attack roll equal to your primary casting modifier. Upon striking, your weapon explodes outwards, sending shards of metal, wood, and fire in all directions. Creatures other than yourself within 10' of the struck creature take an additional 1d6 points of damage per two caster levels. Half of the damage is fire while the other half is magical piercing and slashing damage. Creatures other than the struck creature may make a Reflex save for half damage. Your weapon reforms in its previous condition immediately after this explosion--no harm comes to it from this spell, though harm from other sources may occur and previously inflicted damage remains. If the weapon used for this spell is made of a special material, the physical damage portion of this spell overcomes damage as if it were made of that material.| eternal= | class1=Promethean| class1level=6| class2= | class2level= | nocat= 1 }} ===meteor swarm=== === Midas Touch === {{d20rSpell| name=Midas Touch| desc=Curse, Metal, Polymorph| time=1 standard action| range=Touch| target=Creature or object touched| area= | effect= | dur=Permanent| save=Fortitude negates (object)| SR=Yes (object)| rules= The touched creature or object (along with all its carried gear, if a creature), turns into a mindless, inert statue made of gold. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as ''deathwatch''. Magical items transformed in this fashion lose their magical properties until restored to their previous state. Weapons and armor modified in this way become masterwork (if they are not already). Weapons take a -4 penalty to attack rolls, and armor takes a -4 penalty to AC. Creatures and objects quadruple their weight while polymorphed by this spell and are worth approximately their weight in gold pieces if sold.| eternal= | class1=Might of Talos| class1level=6| class2= | class2level= | nocat= 1 }} === Mighty Wrath of the Hydra === {{d20rSpell| name=Mighty Wrath of the Hydra| desc=Poison, Polymorph| time=1 full-round action| range=Medium (100' + 10'/level)| target=One creature/level, no two of which can be more than 30' apart| area= | effect= | dur=Instantaneous| save=Fortitude partial; see text| SR=Yes| rules=This spell functions as ''wrath of the hydra'' except as noted here.| eternal=| class1=Lernaen| class1level=9| class2= | class2level= | nocat= 1 }} ===mind blank=== ===mind fog=== ===minor creation=== ===minor image=== ===minor venom revision=== ===mirage arcana=== ===mirror image=== ===misdirection=== ===mislead=== ===modify memory=== ===moment of prescience=== ===mortify=== ===mount=== ===move earth=== ==N== ===natural insight=== ===natural insight, mass=== ===neutralize poison=== ===nightmare=== ===nondetection=== ==O== ===obscure object=== ===obscuring mist=== === Ocean's Mighty Wrath === {{d20rSpell| name=Ocean's Mighty Wrath| desc=Water| time=1 standard action| range=Medium (100' + 10'/level)| target= | area=60' radius burst| effect= | dur=Instantaneous| save=Reflex and Fortitude partial; see text| SR=No| rules=This spell functions as ''ocean's wrath'' except as noted here. Creatures that fail their Fortitude save against this effect also are dealt 1d6 Strength damage and are paralyzed for one round. Creatures with the (Fire) subtype automatically fail the Fortitude saving throw.| eternal= | class1=Ondinic Tradition| class1level=9| class2= | class2level= | nocat= 1 }} === Ocean's Wrath === {{d20rSpell| name=Ocean's Wrath| desc=Water| time=1 standard action| range=Medium (100' + 10'/level)| target= | area=30' radius burst| effect= | dur=Instantaneous| save=Reflex and Fortitude partial; see text| SR=No| rules=A mighty deluge of water suffuses the area. Creatures within the area must make a Reflex save or be knocked prone. Regardless of the save, creatures within the area must also make a Fortitude save or take 1d6 points of magic, bludgeoning damage per Caster Level. Independent of both saving throws, creatures within the area of effect are soaked in water and take a -4 penalty to Dexterity for one minute. The deluge of water will extinguish nonmagical fires and dispel magical fires (roll to dispel magical fires as if you were using ''greater dispel magic''). Sensitive materials are drenched and may be ruined.| eternal= | class1=Ondinic Tradition| class1level=6| class2= | class2level= | nocat= 1 }} ===overland flight=== ==P== ===paradigm strike=== === Parapet === {{d20rSpell| name=Parapet| desc=Earth, Eternal| time=1 standard action| range=60'| target= | area= | effect=Up to one 5' square, 20' tall pillar of stone per round| dur=1 round/level and permanent; see text| save=Reflex negates; see text| SR=No| rules=For the duration of this spell, you gain the ability to summon gigantic pillars of stone from the earth. During this spell's duration, as a standard action, you may call a pillar of stone 5' square and 20' tall from the earth, filling any one square within 60' of you. A creature standing on a square where you create a pillar must make a Reflex save or be knocked prone. A Large or smaller creature that fails the Reflex save also takes 4d6 points of bludgeoning damage from being tossed into the air. You may only create a pillar from a natural, horizontal, solid surface (typically, the ground). If this spell is used inside (such as in a cavern) and the ceiling is lower than 20', a creature of any size that occupies a square where you create a pillar must make a Reflex save or be crushed against the ceiling, taking 6d6 points of bludgeoning damage. A creature damaged in this way is immobilized and loses its Dexterity bonus to AC. An immobilized creature must make a Strength check or Acrobatics check as a move action (with a DC equal to this spell's save DC) to become unstuck. A pillar, once created, is permanent. A stone pillar has 480 Hit Points, AC -5, and Hardness 8.| eternal=As a standard action, you create a single pillar functionally identical to the above description. This spell's duration is reduced to "one round", but a created pillar is still permanent.| class1=Eternal| class1level=6| class2=Ondinic Tradition| class2level=6| nocat= 1 }} ===pass without trace=== ===passwall=== === Perfection === {{d20rSpell| name=Perfection| desc=Eternal, Polymorph| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=24 hours| save=None (harmless)| SR=Yes (harmless)| rules=You grant the touched creature a +4 insight bonus to all its ability scores.| eternal=This spell functions as above, except it provides a +6 bonus, the casting time is a swift action, and the duration is reduced to 1 round/level.| class1=Eternal| class1level=8| class2=Might of Talos| class2level=8| nocat= 1 }} === Permafrost === {{d20rSpell| name=Permafrost| desc=Cold| time=10 minutes| range=0'| target=| area=100'/level radius spread, initially centered on you| effect=Early onset of winter| dur=1 hour/level| save=Fortitude negates or partial; see text| SR=Yes| rules=The area surrounding you when you cast this spell plummets into an early winter. The temperature drops to between 0 and 20 degrees (F), and a light snow begins to fall. Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion. After the initial casting of this spell, lighting a fire within the spell's area requires a DC 15 Survival check. Spells or abilities with the [Fire] descriptor are weakened, dealing half their normal damage (round down, minimum one point of damage per die). Spells or abilities with the [Fire] descriptor that do not deal damage have their durations halved. Spells or abilities with the [Cold] descriptor are empowered, dealing one and a half times their normal damage. Spells or abilities with the [Cold] descriptor that do not deal damage instead have their durations doubled. Living creatures within the spell's area take 1 points of cold damage per round from the biting cold and are ''slowed'' (as the spell). A successful Fortitude save negates this damage. Creatures with the (Fire) subtype (living or not) instead take 1d4 points of cold damage per round and are ''slowed''. A successful Fortitude saving throw in this case does not negate the damage, but does negate the ''slow'' effect. In any case, a creature with Spell Resistance rolls to resist the spell once per minute they remain within the spell's area: successfully resisting the spell negates the spell's effects for that minute, and a new Spell Resistance check must be made the following minute.| eternal=| class1=Jotunnskyn| class1level=8| class2= | class2level= | nocat= 1 }} ===permanency=== ===permanent image=== ===persistent image=== === Petrify === {{d20rSpell| name=Petrify| desc=Curse, Earth, Polymorph| time=10 minutes| range=Touch| target=Object touched, not exceeding 1 cubic foot of material per 2 levels| area= | effect= | dur=Instantaneous| save=Fortitude negates (object)| SR=Yes (object)| rules=The touched object transforms under your touch, becoming made of stone. A touched object transformed in this way loses no pliability and remains fully functional. It also increases its hardness to 10 and its Hit Points to 8 per inch of thickness. Previously combustible items that have been altered by ''petrify'' are no longer flammable. An article of clothing altered via ''petrify'' provides its wearer a +2 bonus to Armor Class and has no armor check penalty, spell failure chance, or maximum Dexterity bonus; similarly, a weapon altered by ''petrify'' changes its damage type to bludgeoning. In any instance, the item can be enchanted as if it were masterwork. Items modified by ''petrify'' also alter their weights (generally heavier) to be consistent with a similarly-sized item made of stone. They also become susceptible to spells or effects that specifically alter or affect stone (such as ''stone shape'' or ''earthsight''). Some items may gain or lose functionality when subjected to this spell: while a piece of parchment will become non-flammable, it will also not readily accept ink (though any existing ink will be similarly ''petrified'' when subjected to this spell). A ''break enchantment'' or ''remove curse'' spell will reverse this spell's effects.| eternal= | class1=Oreadic Tradition| class1level=2| class2= | class2level= | nocat=1 }} ===phantasmal killer=== === Phantom Limb === {{d20rSpell| name=Phantom Limb| desc=Eternal, Force| time=1 minute| range=Personal| target=You| area= | effect= | dur=1 hour/level| save=None| SR=No| rules=You craft a ''phantom limb'' tied to your spirit energy, which allows you to benefit from an item you place in this location. Essentially, you create a floating item slot outside your body where you can "wear" a wondrous item to gain its benefit without actually taking up the location on your body. This slot may mimic the throat, ring, arms, or feet body slots, chosen at time of casting. You may only have one ''phantom limb'' at a time.| eternal=As above, but the casting time is one swift action and the duration is one round per level. In addition, if you touch an unattended, valid item while you cast this spell, it automatically fills the phantom slot.| class1=Alchemy| class1level=5| class2=Eternal| class2level=5| nocat= 1 }} ===Phantom Limb, Greater=== {{d20rSpell| name=Greater Phantom Limb| desc=Eternal, Force| time=1 minute| range=Personal| target=You| area= | effect= | dur=1 hour/level| save=None| SR=No| rules=This spell functions like ''phantom limb'', except it may mimic any body slot. You may not be under the effects of ''phantom limb'' and ''greater phantom limb'' at the same time.| eternal=As above, but the casting time is one swift action and the duration is one round per level. In addition, if you touch an unattended, valid item while you cast this spell, it automatically fills the phantom slot.| class1=Alchemy| class1level=8| class2=Eternal| class2level=8| nocat= 1 }} ===phantom steed=== ===phantom trap=== ===planar ally, greater=== ===planar binding=== ===planar binding, greater=== ===plane shift=== ===plant growth=== ===poison=== ===polar ray=== ===power word blind=== ===power word: kill=== ===prayer=== ===prismatic sphere=== ===prismatic spray=== ===private sanctum=== ===produce flame=== ===programmed image=== ===project image=== ===protection from alignment=== ===protection from arrows=== ===protection from energy=== ===protection from spells=== ===pyrotechnics=== ==Q== ===quench=== ==R== ===rage=== === Rain Sheath === {{d20rSpell| name=Rain Sheath| desc=Eternal, Water| time=1 standard action| range=Personal| target=You| area= | effect= | dur=1 round/level| save=None| SR=No| rules=Small storm clouds gather over your head and begin raining upon you. The clouds follow you as you move. The water created by this spell is purely magical and evaporates uselessly before being able to nourish a plant or slake a creature's thirst. However, the rain provides you some benefits. You gain concealment against ranged attacks, resistance to electricity 2, and Spell Resistance equal to 10 plus your Caster Level against spells or effects with the [Fire] or [Water] descriptors.| eternal=As above, but the spell's casting time is 1 immediate action, and its duration is 1 round.| class1=Eternal| class1level=2| class2=Ondinic Tradition| class2level=2| nocat= 1 }} ===rainbow pattern=== === Rampart === {{d20rSpell| name=Rampart| desc=Earth, Eternal| time=1 standard action| range=Close (25' + 5'/2 levels)| target= | area=| effect=One 15' long, 5' high wall of stone| dur=One round/level| save=None| SR=No| rules=This spell functions like ''wall of stone'' except as noted here. ''Rampart'' does not need to meld with existing stone: it can stand on its own, but in this instance must be placed on a firm foundation. At the end of this spell's duration, the ''rampart'' dissolves uselessly into mud.| eternal=This spell functions identically when prepared as an eternal spell.| class1=Oreadic Tradition| class1level=2| class2=Eternal| class2level=2| nocat= 1 }} ===reduce person=== ===refuge=== ===regenerate=== ===remove blindness/deafness=== ===remove curse=== ===remove disease=== ===remove fear=== ===remove paralysis=== === Rend Metal === {{d20rSpell| name=Rend Metal| desc=Metal| time=1 standard action| range=Close (25' +5'/2 levels)| target=1 Small metal object/level, all within a 20' radius| area= | effect= | dur=Instantaneous| save=Will negates (object)| SR=Yes (object)| rules= You cause metal to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. Warped armor suffers a -3 penalty to Armor Class. You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. Alternatively, you can unwarp metal (effectively warping it back to normal) with this spell, straightening metal that has been warped by this spell or by other means. ''Make whole'', on the other hand, does no good in repairing a warped item. You can combine multiple consecutive ''rend metal'' spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects. | eternal= | class1=Might of Talos| class1level=3| class2= | class2level= | nocat= 1 }} ===repel metal or stone=== ===repel vermin=== ===repel wood=== ===repulsion=== ===resilient sphere=== ===resist energy=== ===restoration=== ===restoration, greater=== ===reverse gravity=== === Rhabdomantic Hack === {{d20rSpell| name=Rhabdomantic Hack| desc=| time=1 standard action or longer; see text| range=Close (25' + 5'/2 levels)| target=One wand; see text| area= | effect= | dur=Instantaneous| save=Will negates; see text| SR=No| rules=You activate the targeted wand, choosing target and any other options the wand has upon casting. If you activate a wand that has a range of touch, you may make a ranged touch attack against a target within 20' of the wand: if you hit, you treat the target as though it were touched. The wand expends double its normal charges for activation. If you do not have the ability to cast a spell from the targeted wand, you must make a Use Device check as part of the casting of this spell in order to activate the wand. If the wand is of a spell that takes a longer time to cast than a standard action, this spell's casting time increases to that time. The targeted wand receives a Will saving throw to negate if it is attended; otherwise, it does not receive a saving throw.| eternal= | class1=Alchemy| class1level=5| class2= | class2level= | nocat= 1 }} ===righteous might=== ===rusting grasp=== ===Rutaus' blazing salvo=== ===Rutaus' solitaire=== ==S== === Salt Spray=== {{d20rSpell| name=Salt Spray| desc=Earth, Eternal, Water| time=1 standard action| range=15'| target=| area=15'cone-shaped emanation| effect= | dur=Instantaneous| save=Reflex partial| SR=No| rules=A spray of salt bursts from your outstretched hands peppering your opponents. Creatures in the spray's area take 1d4 points of magic, bludgeoning damage per two caster levels and are blinded for one round. A successful Reflex save negates the blindness and halves the damage.| eternal=This spell functions identically when prepared as an Eternal spell| class1=Eternal| class1level=1| class2=Ondinic Tradition| class2level=1| class3=Oreadic Tradition| class3level=1| nocat= 1 }} ===sanctuary=== ===scare=== ===scintillating pattern=== ===scorching ray=== ===screen=== ===scrying=== ===scrying, greater=== ===searing light=== ===secret chest=== ===secret page=== ===secure shelter=== ===see invisibility=== ===seeming=== === Selkie's Favor === {{d20rSpell| name=Selkie's Favor| desc=Water| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 round/level| save=None| SR=No| rules=This spell functions identically to ''selkie's kiss'', but the enhancement bonus to ability scores increases to +8 and the wake created is identical to that in ''wake of the whale''. | eternal= | class1=Ondinic Tradition| class1level=8| class2= | class2level= | nocat= 1 }} === Selkie's Kiss === {{d20rSpell| name=Selkie's Kiss| desc=Water| time=1 standard action| range=Touch| target=Creature touched| area= | effect= | dur=1 round/level| save=None| SR=No| rules=The touched creature gains the Amphibious subtype and a swim speed equal to their land speed. In addition, the touched creature gains a +4 enhancement bonus to Strength, Dexterity, and Charisma. Finally, whenever the touched creature makes a charge attack, they emit a wake identical to that created by the sea turtle in ''wake of the sea turtle''. | eternal= | class1=Ondinic Tradition| class1level=4| class2= | class2level= | nocat= 1 }} ===sending=== ===sepia snake sigil=== ===sequester=== ===shades=== ===shadow conjuration=== ===shadow conjuration, greater=== ===shadow evocation=== ===shadow walk=== ===shambler=== ===shatter=== ===shield of faith=== ===shield other=== === Shifting Sands === {{d20rSpell| name=Shifting Sands| desc=Earth, Polymorph| time=1 standard action| range=Close (25' + 5'/2 levels)| target=| area=15' radius burst| effect= | dur=1 round/level| save=Reflex partial; see text| SR=No| rules=The ground within the targeted area transforms into loose and quickly-shifting sand. Creatures that start their turns within the area or are within the spell's area at the time of casting must make Acrobatics checks (against a DC equal to this spell's DC) or be considered flat-footed. Regardless of the save, the area is considered difficult terrain.| eternal=This spell functions identically when prepared as an eternal spell, except it only covers a 10' radius burst.| class1=Eternal| class1level=2| class2=Oreadic Tradition| class2level=2| nocat= 1 }} === Shocking Dispel === {{d20rSpell| name=Shocking Dispel| desc=Electricity| time=1 standard action| range=Medium (100' + 10'/level)| target=One spellcaster, creature, or object; or 20' radius burst| area= | effect= | dur=Instantaneous| save=None| SR=No| rules=This spell functions as ''dispel magic'', except that any spell dispelled by this spell deals its target (if affecting a particular creature) or its caster (if used to counterspell or to dispel an ongoing area effect) electricity damage equal to the twice the spell's level. In the latter case, if the spell's caster is outside this spell's range, the caster takes no damage.| eternal=As above, except this spell's range is Close (25' + 5'/2 levels)| class1=Eternal| class1level=4| class2=Raghnialt's Kiss| class2level=4| nocat=1 }} ===shocking grasp=== ===shout=== ===shout, greater=== ===shrink item=== ===silence=== ===silent image=== ===silver burst=== ===silver grasp=== ===silver ray=== ===slay living=== ===sleep=== ===sleet storm=== ===slow=== ===snare=== === Snowball === {{d20rSpell| name=Snowball| desc=Cold| time=1 standard action| range=Medium (100' + 10'/level)| target= | area= | effect=One snowball| dur=Instantaneous| save=None| SR=Yes| rules=You form a snowball and fling it at your target, dealing 1d8 points of cold damage, plus 1 bonus point of cold damage per caster level. This spell also deals an additional 1d8 points of cold damage per three caster levels.<br><br>Instead of immediately throwing the snowball, you can hold it in your hand or put it down to throw at a later time. However, it loses one point of cold damage per round after it is cast. If the bonus cold damage reaches zero, the snowball melts into water uselessly. If someone other than the caster throws the snowball, treat it as a thrown weapon with a 10' range increment: the snowball carries residual magic from the caster that allows it to deal cold damage, but only the caster is attuned to a snowball well enough to throw it with perfect accuracy and at incredible range.| eternal=As above, but the spell does not deal the additional d8s of damage, and the range is Close (25' + 5'/2 levels).| class1=Eternal| class1level=2| class2=Jotunnskyn| class2level=2| nocat= 1 }} ===soften earth and stone=== ===solar radiance=== ===solid fog=== ===soul bind=== ===sound burst=== ===speak to animals=== ===speak with dead=== ===speak with plants=== ===spell immunity, greater=== ===spell resistance=== === Spell Scan === {{d20rSpell| name=Spell Scan| desc=Detection, Eternal| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area=| effect= | dur=Instantaneous| save=None| SR=Yes| rules=You learn of a number of spells prepared by the target equal to your Caster Level. You do not learn how many spells remaining the target has, nor do you learn any other defenses or information about the creature. You may specify a number of spells equal to your primary spellcasting ability modifier: if you do so, you may prioritize learning about those spells first. Otherwise, determine which spells you discover randomly. If the target is capable of casting both eternal and prepared magic (such as a wizard or a sorcerer), ''spell scan'' will inform you of whether or not the identified spell is readied as an eternal or a prepared spell. ''Spell scan'' will inform you if the targeted creature is capable of casting spell-like abilities, but will not inform you of what they are or how often they can be used. | eternal=This spell functions identically when readied as an eternal spell.| class1=Eternal| class1level=2| class2=High Arcana| class2level=2| nocat= 1 }} ===spell turning=== ===spellforge=== ===spellforge, greater=== ===spellsword=== ===spellwright=== ===spider climb=== ===spike stones=== ===spiritual weapon=== === Spontaneous Combustion === {{d20rSpell| name=Spontaneous Combustion| desc=Fire| time=1 standard action| range=Close (25' + 5'/2 levels)| target=One creature| area= | effect= | dur=1 round/level| save=Reflex negates or half; see text| SR=Yes| rules=The targeted creature erupts in vicious flames, dealing 1d6 points of fire damage per Caster Level. A successful Reflex save negates this damage and ends this spell's effects. In addition, the creature takes an additional 4d6 points of fire damage at the start of its turn each round thereafter. The creature may make a Reflex save to halve this damage, and a number of successful saving throws equal to your primary spellcasting modifier ends the effect. The flames from this spell burn so hotly that creatures within 10' of the targeted creature at the start of the targeted creature's turn must also make Reflex saves or take 4d6 points of fire damage.| eternal= | class1=Promethean| class1level=5| class2= | class2level= | nocat=1 }} === Spray of Ice === {{d20rSpell| name=Spray of Ice| desc=Cold, Eternal| time=1 standard action| range=Close (25' + 5'/2 levels)| target=Up to one creature per missile, no two of which can be more than 15' apart| area= | effect= | dur=Instantaneous| save=None| SR=No| rules=You create one splinter of ice per three caster levels and spray them towards your opponents. You must succeed on a ranged touch attack to hit an opponent with a splinter of ice. An opponent struck by a splinter takes 2d8 cold damage plus 1 cold damage per caster level. In addition, if you hit a single target with more than one splinter, you may also attempt to bull-rush your opponent. The shard attempts a bull-rush with a total bull-rush modifier equal to your Caster Level. For each splinter beyond the second that strikes your target, you gain a +2 bonus on your bull-rush attempt. | eternal=As above, except you only fire one missile and it always attempts to bull-rush.| class1=Eternal| class1level=4| class2=Jotunnskyn| class2level=4| nocat= 1 }} === Spreading Frost === {{d20rSpell| name=Spreading Frost| desc=Cold| time=1 standard action| range=Close (25' + 5'/2 levels)| target=| area=up to one 10' cube/level, all continuous| effect=| dur=1 round/level| save=Fortitude partial; see text| SR=No| rules=Upon casting this spell, you choose a 10' cube: a powerful frost accompanied by a significant loss in temperature saps the area. Creatures within the area and that start their turns inside the spell's area are dealt 5d6 cold damage and must make a Fortitude save or be immobilized. Squares affected by this spell are considered difficult terrain. Once per turn, on your turn as a free action, you may spread the frost zone by designating another 10' cube to include in the spell's area of effect. Area added to the frost zone in this fashion must be contiguous with an existing part of the frost zone. Cold spells cast from within the frost zone increase their save DCs by 1.| eternal=| class1=Jotunnskyn| class1level=6| class2= | class2level= | nocat= 1 }} ===starbeam=== ===stardust=== ===starlight=== ===statue=== ===status=== ===status, greater=== === Steam Blast === {{d20rSpell| name=Steam Blast| desc=Eternal, Water| time=1 standard action| range=30'| target= | area=30' cone-shaped burst| effect= | dur=Instantaneous| save=Reflex half and Fortitude negates; see text| SR=No| rules=A burst of searing-hot steam sprays from your outstretched hands. Creatures within the spell's area take 1d6 points of fire damage per caster level (maximum 15d6). Affected creatures may make a Reflex save for half damage. In addition, creatures damaged by this spell must make a Fortitude save or be blinded for one round by the sudden burst of steam.| eternal=This spell functions as above but does not blind its targets.| class1=Eternal| class1level=3| class2=Ondinic Tradition| class2level=3| nocat= 1 }} === Steam Vent === {{d20rSpell| name=Steam Vent| desc=Eternal, Water| time=1 standard action| range=30'| target= | area=30' line| effect= | dur=Instantaneous| save=Reflex half| SR=No| rules=You create a fissure in the ground. Creatures within the spell's area within 5' of the ground take 1d4 points of fire damage per caster level (maximum 5d4). Affected creatures can make a Reflex save for half damage. | eternal=This spell functions identically when prepared as an eternal spell.| class1=Eternal| class1level=1| class2=Ondinic Tradition| class2level=1| nocat= 1 }} ===stone curse=== ===stone shape=== ===stone tell=== ===stoneskin=== ===storm of vengeance=== === Sudden Storm === {{d20rSpell| name=Sudden Storm| desc=Eternal, Water| time=1 full-round action| range=Medium (100' + 10'/caster level)| target= | area=100' + 10'/caster level radius burst, centered on you| effect= | dur=2 rounds/level| save=None| SR=No| rules=On the first round you cast this spell, dark stormclouds gather overhead. On the second round and for the remaining duration of the spell, a heavy rain falls on the area. This has all typical effects in combat for a severe rainstorm, which are delineated here. The rain reduces visibility ranges by half and inflicts a -4 penalty on ranged attack rolls. Unprotected nonmagical fires are automatically extinguished, and protected nonmagical fires have a 50% chance of being extinguished. As part of this spell, you make a Caster Level check as if you were dispelling: if your Caster Level check is high enough to dispel an ongoing magical fire effect within the area of this spell, it is suppressed for this spell's duration. Spells with the [Fire] descriptor cast within the rain take a -2 penalty to their effective Caster Level. This spell does not function indoors, underground, or underwater. Casting this spell in a normally dry area may have side effects at the DM's discretion, up to and including flash floods, mudslides, and other potential hazards. Spells and effects that have altered effects during a storm use their altered traits during a ''sudden storm''.| eternal=As above, but the range, area, and duration is halved.| class1=Eternal| class1level=2| class2=Ondinic Tradition| class2level=2| nocat= 1 }} ===suggestion=== ===suggestion, mass=== ===summon monster I=== ===summon monster II=== ===summon monster III=== ===summon monster IV=== ===summon monster IX=== ===summon monster V=== ===summon monster VI=== ===summon monster VII=== ===summon monster VIII=== ===summon nature's ally I=== ===summon nature's ally II=== ===summon nature's ally III=== ===summon nature's ally IV=== ===summon nature's ally IX=== ===summon nature's ally V=== ===summon nature's ally VI=== ===summon nature's ally VII=== ===summon nature's ally VIII=== ===summon swarm=== ===sun shield=== ===sunbeam=== ===sunburst=== ===symbol of death=== ===symbol of fear=== ===symbol of insanity=== ===symbol of pain=== ===symbol of persuasion=== ===symbol of sleep=== ===symbol of stunning=== ===sympathetic vibration=== ===sympathy=== ==T== === Taint Earth === {{d20rSpell| name=Taint Earth| desc=Curse, Earth, Plant, Poison| time=1 hour| range=0'| target=| area=1 mile radius, 1 mile high cylinder, centered on you| effect= | dur=Permanent| save=None| SR=No| rules=Upon completion of this spell, the area surrounding the caster becomes blighted and has difficulty providing nourishment to vegetation within the area. Crops and farmlands within the area wither and die over the next few days from this lack of nutrition. This spell effectively makes it twice as difficult to successfully farm, hunt, or fish with the Profession skill, gather food with the Survival skill, or similar tasks. Halve the results of all checks for these skills (round down) while this spell is in effect. A skilled--or lucky--farmer or gatherer may still be able to harvest, but it will be far more difficult to bring in any sort of meaningful amount of food. This spell can only be overcome by a ''plant growth'' spell followed immediately by a ''remove curse'' spell cast at the center of the effect.| eternal= | class1=Lernaen| class1level=8| class2=| class2level= | nocat= 1 }} ===telepathic bond=== ===teleport=== ===teleport, greater=== ===teleportation circle=== === Teleportation Trace === {{d20rSpell| name=Teleportation Trace| desc=Detection| time=1 minute| range=Personal| target=You| area= | effect= | dur=Instantaneous| save=None| SR=No| rules=Upon completion of this spell, you know the starting and ending points of all [Teleportation] spells that either began or ended within 25', plus 5' per caster level, within the past hour. As an instantaneous effect, this spell does not travel with you; instead, it merely reads the area around you and gives you the appropriate information, dissipating harmlessly afterwards. In addition, you are considered to have "seen the area casually" for the purposes of determining familiarity with the locations involved with the teleports in question (unless you are already more familiar with the area, in which case, use your higher familiarity) for one minute per caster level.| eternal=As above, but you do not increase the spell's area per caster level.| class1=Eternal| class1level=3| class2=High Arcana| class2level=3| nocat= 1 }} === Tempest === {{d20rSpell| name=Tempest| desc=Electricity| time=1 standard action| range=120'| target=| area=120' radius cylinder, centered on you| effect= | dur=1 round/level| save=Reflex negates; see text| SR=Yes| rules=You summon forth the unyielding fury of the tempest: dark clouds form overhead, and it begins to rain. This spell functions as ''sudden storm'', plus as additionally defined here. While this spell is active, you may call down a bolt of lightning from the sky as a free action once on your turn. A called bolt strikes anywhere within the spell's area, striking all creatures in a 5' radius cylinder. A struck creature takes 15d6 points of electrical damage: a successful Reflex save negates this damage. In addition, allied creatures within the area deal an additional 4d6 electrical damage with melee and missile attacks and gain resistance to electricity 4. You gain a fly speed equal to twice your land speed with perfect maneuverability and gain the (Electricity) subtype. As a mvoe action, you may teleport up to your land speed in any direction: if you do so, you create a ''lightning bolt'' (as the spell) between your starting and ending points. The ''lightning bolt'' bases its effects on your Caster Level as normal. | eternal= | class1=Raghnialt's Kiss| class1level=9| class2= | class2level= | nocat= 1 }} ===temporal acceleration=== ===temporal stasis=== ===time hop=== ===time regression=== ===tiny hut=== ===tongues=== ===touch of idiocy=== ===touch of madness=== ===transformation=== ===transmute metal to wood=== ===transmute mud to rock=== ===transmute rock to mud=== ===transport via plants=== ===trap the soul=== ===tree shape=== ===tree stride=== ===true creation=== ===true light=== ===true seeing=== ===true strike=== ==U== ===undeath to death=== ===unseen servant=== ==V== ===vampiric touch=== ===veil=== ===venom revision=== === Venomlink === {{d20rSpell| name=Venomlink| desc=Creation, Poison| time=1 standard action| range=Touch and close range (25' + 5'/2 levels); see text| target=Touched object and one object within close range (25' 5'/2 levels)| area= | effect= | dur=1 round/level| save=Fortitude negates (object)| SR=No| rules=You create an arcane bond between the two targeted objects. If they are weapons and one is poisoned, both are. If one object becomes un-poisoned (from being cleansed or from being used, for instance), both are. If one object is poisoned as this spell is cast, both become poisoned; if both are poisoned, select one poison to overwrite the other. At least one of the targeted objects must remain in your possession at all times. If you lose possession of both of the objects for any duration, the spell immediately ends. If the objects are poisoned at the end of the spell's duration, you select one object to keep the poison.| eternal= | class1=Lernaen| class1level=2| class2= | class2level= | nocat= 1 }} === Venomlink, Greater === {{d20rSpell| name=Greater Venomlink| desc=Creation, Poison| time=1 standard action| range=Medium (100' + 10'/level)| target=Two objects| area= | effect= | dur=1 round/level| save=Fortitude negates (object, harmless)| SR=No| rules=This spell functions as ''venomlink'' except as described here. You do not need to maintain possession of the objcts in order for the spell to be maintained. Both objects may have poisons applied independently: if this is done, both objects concurrently utilize both poisons (so that two daggers poisoned and then linked in this fashion would apply two poisons on a successful strike).| eternal= | class1=Lernaen| class1level=4| class2= | class2level= | nocat= 1 }} === Venom Revision === {{d20rSpell| name=Venom Revision| desc=Poison, Polymorph| time=1 round| range=Touch| target=Poison touched| area= | effect= | dur=Instantaneous| save=Fortitude negates (object)| SR=Yes (object)| rules=This spell functions as ''minor venom revision'', except that the maximum DC that can be transmuted is equal to your Intelligence score plus 5 (though the new poison's DC must still be equal to or lower than the starting poison's DC), and as noted here.| eternal= | class1=Lernaen| class1level=4| class2= | class2level= | nocat= 1 }} === Venom Revision, Major === {{d20rSpell| name=Major Venom Revision| desc=Poison, Polymorph| time=1 standard action| range=Touch| target=Poison touched| area= | effect= | dur=Instantaneous| save=Fortitude negates (object)| SR=Yes (object)| rules=This spell functions as ''minor venom revision'', except that there is no maximum DC for eligible transmutation origins and results, and as noted here.| eternal= | class1=Lernaen| class1level=7| class2= | class2level= | nocat= 1 }} === Venom Revision, Minor === {{d20rSpell| name=Minor Venom Revision| desc=Poison, Polymorph| time=1 minute| range=Touch| target=Poison touched| area= | effect= | dur=Instantaneous| save=Fortitude negates (object)| SR=Yes (object)| rules=You transmute a poison from one type to another. The touched poison is fundamentally and permanently altered from its original form into another poison of your choosing. The new poison must have a save DC equal to or lower than the original poison, and the save DC of both the new poison and the original poison must be lower than your Intelligence score.| eternal= | class1=Lernaen| class1level=2| class2= | class2level= | nocat= 1 }} === Virulence === {{d20rSpell| name=Virulence| desc=Poison, Polymorph| time=1 standard action| range=Touch| target=Poison or creature touched; see text| area= | effect= | dur=1 round/level| save=Fortitude negates (harmless)| SR=Yes (harmless)| rules=The poison you touch is infused with arcane energies, increasing its potency. While so imbued, the poison's save DC increases by 2 (or to this spell's save DC, whichever is higher). Furthermore, any damage it deals is increased by 2 (if it inflicts ability score damage) or doubled (if it inflicts Hit Point damage). Other effects of the poison (such as unconsciousness) are unaffected. You do not need to directly touch a poison: touching its container is sufficient. You may imbue a number of doses equal to your Charisma modifier with one casting of the spell, as long as they are all within a close proximity of each other. Alternatively, you may touch a creature that naturally creates poison. During this spell's duration, the touched creature's poisons are affected as described above. When using the spell in this fashion, you may only imbue the poisons of one creature, rather than as many doses as are available.| eternal= | class1=Lernaen| class1level=6| class2= | class2level= | nocat= 1 }} ===vision=== === Volcanic Eruption === {{d20rSpell| name=Volcanic Eruption| desc=Earth, Fire| time=1 standard action| range=Medium (100' + 10'/level)| target= | area=60' radius burst| effect= | dur=4 rounds| save=Reflex half and partial; see text| SR=No| rules=You create a violent eruption from the earth. Upon casting this spell, the earth explodes upwards, dealing 1d6 damage per Caster Level to all creatures within the spell's area: half of the damage is fire, while the other half is magic bludgeoning damage. A successful Reflex saving throw halves this damage. Flying creatures in the spell's area that fail their saves are knocked prone. On the second round of the spell, the ground within the spell's area becomes a flaming pool of lava. Creatures on the ground within the area take 20d6 points of fire damage and are entangled for one round. A successful Reflex save reduces this to 4d6 fire damage and negates the entangling effect. On the third round of the spell, the ground begins to cool rapidly. Creatures on the ground within the spell's area take 10d6 points of fire damage and are entangled for one round. A successful Reflex save reduces this to 2d6 fire damage and negates the entangling effect. On the fourth round of the spell, the ground solidifies. Creatures on the ground within the spell's area are permanently immobilized and can only be freed by breaking them free of the stone (requiring a Strength check or an Acrobatics check to escape with a DC equal to this spell's DC).| eternal= | class1=Oreadic Tradition| class1level=9| class2= | class2level= | nocat= 1 }} ==W== === Wake of the Dolphin === {{d20rSpell| name=Wake of the Dolphin| desc=Force, Water| time=1 standard action| range=Close (25' + 5'/2 levels)| target= | area= | effect=One dolphin, made of force| dur=Instantaneous| save=Reflex half; see text| SR=Yes| rules=You call a dolphin made of arcane energies into being. At your direction (a free action), the dolphin charges a foe, trailing a wake of water. As part of this spell, the dolphin must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 30', + 5' per Caster Level beyond 5th. The dolphin does not need to be underwater to charge. A cone grows behind the dolphin as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 30'). Creatures caught in the cone during the course of the dolphin's charge take 4d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are tripped by the dolphin's wake. The wake is treated as having a Strength modifier of +5 for making its trip check. A creature may only be affected once each round by this wake. Upon reaching the target, the dolphin makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 3d6 points of damage plus one and a half times your primary casting statistic modifier. The dolphin dissipates harmlessly after attacking its target. This spell is cast at +1 Caster Level when underwater.| eternal= | class1=Ondinic Tradition| class1level=3| class2= | class2level= | nocat= 1 }} === Wake of the Leviathan === {{d20rSpell| name=Wake of the Leviathan| desc=Force, Water| time=1 standard action| range=Medium (100' + 10'/level)| target= | area= | effect=One leviathan, made of force| dur=Instantaneous| save=Fortitude half and Reflex negates; see text| SR=Yes| rules=You call a leviathan made of arcane energies into being. At your direction (a free action), the leviathan charges a foe, trailing a wake of water. As part of this spell, the leviathan must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The leviathan does not need to be underwater to charge. A cone grows behind the leviathan as it charges. For each 10' it travels, the size of the cone increases by 10' (to a maximum of 60'). Creatures caught in the cone during the course of the leviathan's charge take 10d6 points of bludgeoning damage with a Fortitude save for half damage. In addition, those creatures that fail their save are bull-rushed and knocked prone by the leviathan's wake. The wake is treated as having a Strength modifier of +15 for making its bull-rush check and carries a Reflex save to prevent being knocked prone. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake. Upon reaching the target, the leviathan makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 15d6 points of damage plus one and a half times your primary casting statistic modifier. The leviathan dissipates harmlessly after attacking its target. This spell is cast at +2 Caster Levels when underwater.| eternal= | class1=Ondinic Tradition| class1level=7| class2= | class2level= | nocat= 1 }} === Wake of the Sea Turtle === {{d20rSpell| name=Wake of the Sea Turtle| desc=Force, Water| time=1 standard action| range=Close (25' + 5'/2 levels)| target= | area= | effect=One sea turtle, made of force| dur=Instantaneous| save=Reflex half; see text| SR=Yes| rules=You call a sea turtle made of arcane energies into being. At your direction (a free action), the sea turtle charges a foe, trailing a wake of water. As part of this spell, the sea turtle must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 30', +5' per two Caster Levels beyond 3rd. The sea turtle does not need to be underwater to charge. A cone grows behind the turtle as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of the turtle's charge take 2d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed back by the turtle's wake. The wake is treated as having a Strength modifier of +2 for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone. A creature may only be affected once each round by this wake. Upon reaching the target, the sea turtle makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 1d6 points of damage plus one and a half times your primary casting statistic modifier. The turtle dissipates harmlessly after attacking its target. This spell is cast at +1 Caster Level when underwater.| eternal= | class1=Ondinic Tradition| class1level=2| class2= | class2level= | nocat= 1 }} === Wake of the Shark === {{d20rSpell| name=Wake of the Shark | desc=Force, Water| time=1 standard action| range=Close (25' + 5'/2 levels)| target= | area= | effect=One shark, made of force| dur=Instantaneous| save=Fortitude partial; see text| SR=Yes| rules=You call a shark made of arcane energies into being. At your direction (a free action), the shark charges a foe, trailing a wake of water. As part of this spell, the shark must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The shark does not need to be underwater to charge. A cone grows behind the shark as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 30'). Creatures caught in the cone during the course of the shark's charge take 2 points of Constitution damage with a Fortitude save to negate the damage. For each point of Constitution damage you inflict in this way, you gain two temporary hit points. A creature may only be affected once each round by this wake. Upon reaching the target, the shark makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 6d6 points of damage plus one and a half times your primary casting statistic modifier. The shark dissipates harmlessly after attacking its target. This spell is cast at +1 Caster Level when underwater.| eternal= | class1=Ondinic Tradition| class1level=4| class2= | class2level= | nocat= 1 }} === Wake of the Whale === {{d20rSpell| name=Wake of the Whale| desc=Force, Water| time=1 standard action| range=Medium (100' + 10'/level)| target= | area= | effect=One whale, made of force| dur=Instantaneous| save=Reflex half; see text| SR=Yes| rules=You call a whale made of arcane energies into being. At your direction (a free action), the whale charges a foe, trailing a wake of water. As part of this spell, the whale must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The whale does not need to be underwater to charge. A cone grows behind the whale as it charges. For each 10' it travels, the size of the cone increases by 10' (to a maximum of 60'). Creatures caught in the cone during the course of the whale's charge take 6d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed by the whale's wake. The wake is treated as having a Strength modifier of +10 for making its bull-rush check. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake. Upon reaching the target, the whale makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 10d6 points of damage plus one and a half times your primary casting statistic modifier. The whale dissipates harmlessly after attacking its target. This spell is cast at +1 Caster Level when underwater.| eternal= | class1=Ondinic Tradition| class1level=5| class2= | class2level= | nocat= 1 }} ===wall of fire=== ===wall of ice=== ===wall of iron=== ===wall of stone=== ===wall of thorns=== === Wall of Water === {{d20rSpell| name=Wall of Water| desc=Water| time=1 standard action| range=Medium (100' + 10'/level)| target=| area=Up to one 10' cube/2 levels, all contiguous| effect= | dur=1 round/level| save=None| SR=No| rules=You create a flowing wall of water. The water does not need to be supported or contained: the spell's magic keeps the water constrained within the area you designate. Creatures on opposing sides of the wall have total cover from one another. In addition, a ''wall of water'' blocks line of effect for [Fire] spells and effects. A creature within the wall must hold its breath or begin to drown. Moving through a ''wall of water'' takes three squares of movement per square due to the water's density and resistance. A creature that starts its turn within a ''wall of water'' must make an Acrobatics check or be pulled forcibly from the ground by the water. While not suffering any damage, a creature trapped in this way must make Athletics checks to swim out of the ''wall of water'' rather than using other movement methods. A ''wall of water'' is considered stormy water for the purposes of determining spellcasting and Athletics checks made to swim. A creature with a swim speed can move through a ''wall of water'' effortlessly. When the spell ends, the water evaporates harmlessly.| eternal= | class1=Ondinic Tradition| class1level=6| class2= | class2level= | nocat= 1 }} ===water breathing=== ===water walk=== ===waves of exhaustion=== ===waves of fatigue=== ===weird=== ===whirlwind=== ===whispering wind=== ===wind walk=== ===wind wall=== === Wintrous Ascension === {{d20rSpell| name=Wintrous Ascension| desc=Cold, Eternal| time=1 standard action| range=Personal| target=You| area= | effect= | dur=1 minute/level| save=None| SR=No| rules=With a word and a gesture, you become as the frost and fury of winter. For the duration of this spell, you gain the (Cold) subtype. Creatures within 20' of you at the start of your turn must make Fortitude saves or be dealt 4d6 cold damage and be immobilized: a successful save negates both the damage and the immobilization. You form ephemeral wings made of snowflakes: while they are not wholly physical, they grant you a fly speed of 60' with perfect maneuverability. You are considered armed with an infinite supply of shurikens. These shurikens are made of snowflakes and deal their damage as cold damage instead of slashing damage. Further, your arms coat in a thick layer of tough ice: you gain two slam attacks that deal 1d10 damage, and you gain a +8 bonus to your natural Armor Class. You may cast the ''snowball'' spell at will, your Hero Value increases by 1, you gain 50% immunity to critical hits and [Precision] effects, and you gain Spell Resistance equal to 15 plus your Caster Level versus [Fire] spells. Creatures with the [Cold] or [Fire] subtype must make Will saves upon coming within 60' you or be rendered frightened for one minute. A successful save negates the frightening effect and renders the creature immune to further Will saves from this ability for 24 hours. You gain a breath weapon: this is a [Breath] effect that inflicts 15d6 cold damage and offers a Reflex save for half damage. You may use this breath weapon as a standard action once every 1d4 rounds.| eternal= | class1=Jotunnskyn| class1level=9| class2= | class2level= | nocat= 1 }} ===word of recall=== === Wrath of the Hydra=== {{d20rSpell| name=Wrath of the Hydra | desc=Poison, Polymorph| time=1 full-round action| range=Medium (100' + 10'/level)| target=One living creature| area= | effect= | dur=Instantaneous| save=Fortitude partial; see text| SR=Yes| rules=You transform the bodily fluids of one living creature into a virulent, consuming poison. The targeted creature must make a Fortitude save or perish instantly. A creature who successfully makes the save is instead afflicted with a potent venom that deals 2d3 Constitution damage per round. A number of successful saving throws equal to your Intelligence modifier ends the poison. The initial save against this spell does not count towards this total. | eternal= | class1=Lernaen| class1level=7| class2= | class2level= | nocat= 1 }} ==X== ==Y== ==Z== ===zone of silence=== ===zone of truth===
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