D20r:Spells

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(earthquake)
(Inflict Moderate Wounds)
 
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==A==
==A==
===Absolute Position===
===Absolute Position===
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===Acid Arrow===
===Acid Arrow===
{{d20rSpell
{{d20rSpell
-
   | name = Acid Arrow
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   | name=Acid Arrow
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   | desc = Acid, Eternal
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   | desc=Acid, Eternal
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   | class1 = Earth
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   | class1=Earth Domain
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   | class1level = 2
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   | class1level=2
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   | time = 1 standard action
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   | time=1 standard action
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   | range = Long (400 ft. + 40 ft./level)
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   | range=Long (400 ft. + 40 ft./level)
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   | effect = One arrow of acid
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   | effect=One arrow of acid
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   | dur = 1 round + 1 round per three levels
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   | dur=1 round + 1 round per three levels
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   | save = None
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   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | 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.  
+
   | 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.  
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   | 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).
+
   | 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). |
 +
nocat= 1
}}
}}
===Acid Fog===
===Acid Fog===
{{d20rSpell
{{d20rSpell
-
   | name = Acid Fog
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   | name=Acid Fog
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   | desc = Acid, Cloud, Eternal
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   | desc=Acid, Cloud, Eternal
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   | class1 = Water
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   | class1=Water Domain
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   | class1level = 6
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   | class1level=6
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   | class2 = Weather
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   | class2=Weather Domain
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   | class2level = 6
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   | class2level=6
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   | time = 1 standard action
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   | time=1 standard action
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   | range = Medium (100 ft. + 10 ft./level)
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   | range=Medium (100 ft. + 10 ft./level)
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   | effect = 20' tall cylinder with a 20' radius
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   | effect=20' tall cylinder with a 20' radius
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   | dur = 1 round/level
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   | dur=1 round/level
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   | save = None
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   | save=None
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   | SR = No
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   | SR=No
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   | flavor =  
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   | 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.  
+
   | 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.  
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   | 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.
+
   | 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. |
 +
nocat= 1
}}
}}
===Aid===
===Aid===
{{d20rSpell
{{d20rSpell
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   | name = Aid
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   | name=Aid
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   | desc = Mind-Affecting, Morale
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   | desc=Mind-Affecting, Morale
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   | class1 = Enchantment
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   | class1=Enchantment
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   | class1level = 2
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   | class1level=2
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   | class2 = Glory
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   | class2=Glory Domain
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   | class2level = 3
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   | class2level=3
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   | class3 = Life
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   | class3=Life Domain
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   | class3level = 2
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   | class3level=2
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   | class4 = Luck
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   | class4=Luck Domain
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   | class4level = 2
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   | class4level=2
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   | class5 = Might
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   | class5=Might Domain
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   | class5level = 2
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   | class5level=2
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   | class6 = War
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   | class6=War Domain
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   | class6level = 2
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   | class6level=2
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   | time = 1 standard action
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   | time=1 standard action
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   | range = Touch
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   | range=Touch
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   | target = Living creature touched
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   | target=Living creature touched
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   | dur = 1 min./level
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   | dur=1 min./level
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   | save = Will negates (harmless)
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   | save=Will negates (harmless)
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   | SR = Yes (harmless)
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   | SR=Yes (harmless)
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   | flavor =  
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   | flavor=
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   | 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.  
+
   | 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.  
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   | eternal =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Air Walk===
===Air Walk===
{{d20rSpell
{{d20rSpell
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   | name = Air Walk
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   | name =Air Walk
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   | desc = Air, Transport
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   | desc =Air, Transport
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   | class1 = Air
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   | class1 =Air Domain
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   | class1level = 4
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   | class1level=4
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   | class2 = Sylphic Tradition
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   | class2=Sylphic Tradition
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   | class2level = 4
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   | class2level=4
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   | class3 = Travel
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   | class3=Travel Domain
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   | class3level = 4
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   | class3level=4
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   | time = 1 standard action
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   | time=1 standard action
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   | range = Touch
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   | range=Touch
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   | area = Gargantuan or smaller creature touched
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   | area=Gargantuan or smaller creature touched
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   | dur = 10 min./level
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   | dur=10 min./level
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   | save = None
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   | save=None
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   | SR = Yes (harmless)
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   | SR=Yes (harmless)
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   | flavor =  
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   | flavor=
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   | 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.
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   | 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.
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.
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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.  
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.  
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   | eternal =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Alarm===
===Alarm===
{{d20rSpell
{{d20rSpell
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   | name = Alarm
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   | name=Alarm
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   | desc = Abjuration, Detection, Eternal
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   | desc=Abjuration, Detection, Eternal
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   | class1 = Rune Magic
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   | class1=Rune Magic
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   | class1level = 1
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   | class1level=1
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   | class2 = Wealth
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   | class2=Wealth Domain
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   | class2level = 2
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   | class2level=2
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   | time = 1 standard action
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   | time=1 standard action
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   | range = Close (25 ft. + 5 ft./2 levels)
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   | range=Close (25 ft. + 5 ft./2 levels)
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   | area = 20 ft. radius emanation centered on a point in space
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   | area=20 ft. radius emanation centered on a point in space
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   | dur = 2 hours/level
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   | dur=2 hours/level
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   | save = None
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   | save=None
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   | SR = No
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   | SR=No
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   | flavor =  
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   | flavor=
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   | 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.
+
   | 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.
''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.
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''Alarm'' can be made permanent with a ''permanency'' spell.  
''Alarm'' can be made permanent with a ''permanency'' spell.  
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   | 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.
+
   | 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.
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.
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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.
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.
+
If you do not cast another spell before the end of your turn, this effect is wasted. |
 +
nocat= 1
}}
}}
===Align Weapon===
===Align Weapon===
{{d20rSpell
{{d20rSpell
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   | name = Align Weapon
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   | name=Align Weapon
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   | desc = Aligned
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   | desc=Aligned
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   | class1 = Glory
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   | class1=Glory Domain
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   | class1level = 2
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   | class1level=2
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   | class2 = War
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   | class2=War Domain
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   | class2level = 2
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   | class2level=2
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   | class3 =  
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   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
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   | time=1 standard action
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   | range = Touch
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   | range=Touch
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   | target = Weapon (or bundle of up to fifty pieces of ammunition) touched
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   | target=Weapon (or bundle of up to fifty pieces of ammunition) touched
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   | dur = 1 min./level
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   | dur=1 min./level
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   | save = Will negates (harmless, object)
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   | save=Will negates (harmless, object)
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   | SR = Yes (harmless, object)
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   | SR=Yes (harmless, object)
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   | flavor =  
+
   | 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.  
+
   | 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.  
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   | eternal =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Analyze Dweomer===
===Analyze Dweomer===
{{d20rSpell
{{d20rSpell
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   | name = Analyze Dweomer
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   | name=Analyze Dweomer
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   | desc = Detection
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   | desc=Detection
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   | class1 = Astrology
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   | class1=Astrology
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   | class1level = 6
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   | class1level=6
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   | class2 = Magic
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   | class2=Magic Domain
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   | class2level = 6
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   | class2level=6
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   | class3 = Wealth
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   | class3=Wealth Domain
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   | class3level = 6
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   | class3level=6
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   | time = 1 standard action
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   | time=1 standard action
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   | range = Close (25 ft. + 5 ft./2 levels)
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   | range=Close (25 ft. + 5 ft./2 levels)
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   | target = One object or creature per caster level
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   | target=One object or creature per caster level
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   | dur = 1 round/level (D)
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   | dur=1 round/level (D)
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   | save = Will negates
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   | save=Will negates
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   | SR = Yes
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   | SR=Yes
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   | flavor =  
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   | flavor=
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   | 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.
+
   | 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.
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.  
''Analyze dweomer'' does not function when used on an artifact.  
-
   | eternal =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Animal Growth===
===Animal Growth===
{{d20rSpell
{{d20rSpell
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   | name = Animal Growth
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   | name=Animal Growth
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   | desc = Polymorph
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   | desc=Polymorph
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   | class1 = Animal
+
   | class1=Animal
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   | class1level = 4
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   | class1level=4
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
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   | time=1 standard action
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   | range = Medium (100 ft. + 10 ft./level)
+
   | range=Medium (100 ft. + 10 ft./level)
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   | target = Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
+
   | target=Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
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   | dur = 1 min./level
+
   | dur=1 min./level
-
   | save = Fortitude negates (harmless)
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   | save=Fortitude negates (harmless)
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   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | 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.
+
   | 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.
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.
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Multiple magical effects that increase size do not stack.  
Multiple magical effects that increase size do not stack.  
-
   | eternal =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Animal Messenger===
===Animal Messenger===
{{d20rSpell
{{d20rSpell
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   | name = Animal Messenger
+
   | name=Animal Messenger
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   | desc = Mind-Affecting
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   | desc=Mind-Affecting
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   | class1 = Animal
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   | class1=Animal
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   | class1level = 2
+
   | class1level=2
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
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   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = One Tiny animal
+
   | target=One Tiny animal
-
   | dur = One day/level
+
   | dur=One day/level
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | 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.
+
   | 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.
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.
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 =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Animal Shapes===
===Animal Shapes===
{{d20rSpell
{{d20rSpell
-
   | name = Animal Shapes
+
   | name=Animal Shapes
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   | desc = Polymorph
+
   | desc=Polymorph
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   | class1 = Animal
+
   | class1=Animal
-
   | class1level = 8
+
   | class1level=8
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = Up to one willing creature per level, all within 30 ft. of each other
+
   | target=Up to one willing creature per level, all within 30 ft. of each other
-
   | dur = 1 hour/level (D)
+
   | dur=1 hour/level (D)
-
   | save = None
+
   | save=None
-
   | SR = Yes (harmless)
+
   | SR=Yes (harmless)
-
   | flavor =  
+
   | 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.  
+
   | 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 =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Animate Dead===
===Animate Dead===
{{d20rSpell
{{d20rSpell
-
   | name = Animate Dead
+
   | name=Animate Dead
-
   | desc = Animation, Eternal
+
   | desc=Animation, Eternal
-
   | class1 = Eternal
+
   | class1=Eternal
-
   | class1level = 2
+
   | class1level=2
-
   | class2 = Thanaturgy
+
   | class2=Thanaturgy
-
   | class2level = 3
+
   | class2level=3
-
   | class3 = Undeath
+
   | class3=Undeath Domain
-
   | class3level = 3
+
   | class3level=3
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = One or more corpses touched
+
   | target=One or more corpses touched
-
   | dur = Instantaneous
+
   | dur=Instantaneous
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
+
   | 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.
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.
Line 299: Line 309:
''Zombies:'' A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.  
''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.
+
   | 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. |
 +
nocat= 1
}}
}}
===Animate Plants===
===Animate Plants===
{{d20rSpell
{{d20rSpell
-
   | name = Animate Plants
+
   | name=Animate Plants
-
   | desc = Animation
+
   | desc=Animation
-
   | class1 = Plant
+
   | class1=Plant Domain
-
   | class1level = 7
+
   | class1level=7
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = One Large plant per three caster levels or all plants within range; see text
+
   | 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
+
   | dur=1 round/level or 1 hour/level; see text
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | 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.
+
   | 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.
Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.
Line 326: Line 337:
''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.
''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 =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Antilife Shell===
===Antilife Shell===
{{d20rSpell
{{d20rSpell
-
   | name = Antilife Shell
+
   | name=Antilife Shell
-
   | desc = Abjuration
+
   | desc=Abjuration
-
   | class1 = Darkness
+
   | class1=Darkness Domain
-
   | class1level = 6
+
   | class1level=6
-
   | class2 = Life
+
   | class2=Life Domain
-
   | class2level = 8
+
   | class2level=8
-
   | class3 = Water
+
   | class3=Water Domain
-
   | class3level = 6
+
   | class3level=6
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = 10 ft.
+
   | range=10 ft.
-
   | area = 10 ft. radius emanation centered on you
+
   | area=10 ft. radius emanation centered on you
-
   | dur = 10 min./level (D)
+
   | dur=10 min./level (D)
-
   | save = None
+
   | save=None
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = You bring into being a mobile energy field that prevents the entrance of most types of living creatures.
+
   | 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.
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.  
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 =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Antimagic Field===
===Antimagic Field===
{{d20rSpell
{{d20rSpell
-
   | name = Antimagic Field
+
   | name=Antimagic Field
-
   | desc = Abjuration, Eternal
+
   | desc=Abjuration, Eternal
-
   | class1 = Alchemy
+
   | class1=Alchemy
-
   | class1level = 7
+
   | class1level=7
-
   | class2 = Darkness
+
   | class2=Darkness Domain
-
   | class2level = 7
+
   | class2level=7
-
   | class3 = Magic
+
   | class3=Magic Domain
-
   | class3level = 7
+
   | class3level=7
-
   | time = 1 standard action  
+
   | time=1 standard action  
-
   | range = 10'
+
   | range=10'
-
   | target = 10' radius emanation centered on you
+
   | target=10' radius emanation centered on you
-
   | dur = 1 min./level (D)
+
   | dur=1 min./level (D)
-
   | save = None or Will negates; see text
+
   | save=None or Will negates; see text
-
   | SR = No; see text
+
   | SR=No; see text
-
   | flavor =  
+
   | 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.
+
   | 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.
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.
Line 382: Line 395:
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.
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.
+
   | 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. |
 +
nocat= 1
}}
}}
===Antipathy===
===Antipathy===
{{d20rSpell
{{d20rSpell
-
   | name = Antipathy
+
   | name=Antipathy
-
   | desc = Eternal, Mind-Affecting
+
   | desc=Eternal, Mind-Affecting
-
   | class1 = Darkness
+
   | class1=Darkness Domain
-
   | class1level = 8
+
   | class1level=8
-
   | class2 = Enchantment
+
   | class2=Enchantment
-
   | class2level = 9
+
   | class2level=9
-
   | class3 = Fate
+
   | class3=Fate Domain
-
   | class3level = 8
+
   | class3level=8
-
   | class5 = Fear
+
   | class5=Fear Domain
-
   | class5level = 9
+
   | class5level=9
-
   | class6 = Wealth
+
   | class6=Wealth Domain
-
   | class6level = 8
+
   | class6level=8
-
   | time = 1 hour
+
   | time=1 hour
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = One location (up to a 10-ft. cube/level) or one object
+
   | target=One location (up to a 10-ft. cube/level) or one object
-
   | dur = 2 hours/level (D)
+
   | dur=2 hours/level (D)
-
   | save = Will partial
+
   | save=Will partial
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | 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.
+
   | 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.
Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item.
Line 413: Line 427:
''Antipathy'' counters and dispels ''sympathy''.  
''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.
+
   | 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.
+
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. |
 +
nocat= 1
}}
}}
===Antiplant Shell===
===Antiplant Shell===
{{d20rSpell
{{d20rSpell
-
   | name = Antiplant Shell
+
   | name=Antiplant Shell
-
   | desc = Abjuration
+
   | desc=Abjuration
-
   | class1 = Plant
+
   | class1=Plant Domain
-
   | class1level = 4
+
   | class1level=4
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = 10 ft.
+
   | range=10 ft.
-
   | target = 10 ft. radius emanation centered on you
+
   | target=10 ft. radius emanation centered on you
-
   | dur = 10 min./level (D)
+
   | dur=10 min./level (D)
-
   | save = None
+
   | save=None
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here.
+
   | rules=This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here.
-
   | eternal =  
+
   | eternal= |
 +
nocat= 1
}}
}}
Line 461: Line 477:
===Arcane Lock===
===Arcane Lock===
{{d20rSpell
{{d20rSpell
-
   | name = Arcane Lock
+
   | name=Arcane Lock
-
   | desc = Abjuration, Curse, Eternal
+
   | desc=Abjuration, Curse, Eternal
-
   | class1 = Magic
+
   | class1=Magic Domain
-
   | class1level = 2
+
   | class1level=2
-
   | class2 = Rune Magic
+
   | class2=Rune Magic
-
   | class2level = 2
+
   | class2level=2
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Door, chest, or portal touched, up to 30 sq. ft./level in size
+
   | target=Door, chest, or portal touched, up to 30 sq. ft./level in size
-
   | dur = Permanent
+
   | dur=Permanent
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | 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.
+
   | 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.''
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.
+
   | 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. |
 +
nocat= 1
}}
}}
===Arcane Sight===
===Arcane Sight===
{{d20rSpell
{{d20rSpell
-
   | name = Arcane Sight
+
   | name=Arcane Sight
-
   | desc = Detection, Eternal
+
   | desc=Detection, Eternal
-
   | class1 = High Arcana
+
   | class1=High Arcana
-
   | class1level = 3
+
   | class1level=3
-
   | class2 = Wealth
+
   | class2=Wealth Domain
-
   | class2level = 3
+
   | class2level=3
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Personal
+
   | range=Personal
-
   | target = You
+
   | target=You
-
   | dur = 1 minute/level
+
   | dur=1 minute/level
-
   | save =  
+
   | save=
-
   | SR =  
+
   | SR=
-
   | flavor =  
+
   | 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.
+
   | 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.)
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.  
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.
+
   | 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. |
 +
nocat= 1
}}
}}
===Arcane Sight, Greater===
===Arcane Sight, Greater===
{{d20rSpell
{{d20rSpell
-
   | name = Arcane Sight, Greater
+
   | name=Arcane Sight, Greater
-
   | desc = [Detection]
+
   | desc=[Detection]
-
   | class1 = Alchemy
+
   | class1=Alchemy
-
   | class1level = 7
+
   | class1level=7
-
   | class2 = High Arcana
+
   | class2=High Arcana
-
   | class2level = 7
+
   | class2level=7
-
   | class3 = Wealth
+
   | class3=Wealth Domain
-
   | class3level = 7
+
   | class3level=7
-
   | time =  
+
   | time=
-
   | range =  
+
   | range=
-
   | target =  
+
   | target=
-
   | dur =  
+
   | dur=
-
   | save =  
+
   | save=
-
   | SR =  
+
   | SR=
-
   | flavor =  
+
   | 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.
+
   | 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 =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Arise===
===Arise===
{{d20rSpell
{{d20rSpell
-
   | name = Arise
+
   | name=Arise
-
   | desc = Animation, Healing
+
   | desc=Animation, Healing
-
   | class1 = Death
+
   | class1=Death Domain
-
   | class1level = 5
+
   | class1level=5
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Touched creature that has fallen below 0 HP in the last minute and has less than 0 HP
+
   | target=Touched creature that has fallen below 0 HP in the last minute and has less than 0 HP
-
   | dur = 1 round/level
+
   | dur=1 round/level
-
   | save = Fortitude negates (harmless)
+
   | save=Fortitude negates (harmless)
-
   | SR = Yes (harmless)
+
   | SR=Yes (harmless)
-
   | flavor =  
+
   | flavor=
-
   | rules = The creature touched immediately regains consciousness, stabilizes, and gains Hit Points equal to half their total maximum.
+
   | 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.
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 =  
+
   | eternal= |
 +
nocat= 1
}}
}}
===Armor of Darkness===
===Armor of Darkness===
{{d20rSpell
{{d20rSpell
-
   | name = Armor of Darkness
+
   | name=Armor of Darkness
-
   | desc = Abjuration, Darkness
+
   | desc=Abjuration, Darkness
-
   | class1 = Darkness
+
   | class1=Darkness Domain
-
   | class1level = 4
+
   | class1level=4
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Creature touched
+
   | target=Creature touched
-
   | dur = 10 minutes/level
+
   | dur=10 minutes/level
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | 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.
+
   | 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 =  
+
   | eternal= |
 +
nocat= 1
}}
}}
Line 761: Line 782:
class1=Astrology|
class1=Astrology|
class1level=2|
class1level=2|
-
class2=Fate|
+
class2=Fate Domain|
class2level=2|
class2level=2|
class3=|
class3=|
Line 774: Line 795:
time=8 hours|
time=8 hours|
range=Touch|
range=Touch|
-
target=Animal or tree touched|
+
target=Animal Domain or tree touched|
area= |
area= |
effect= |
effect= |
Line 790: Line 811:
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).|
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= |
eternal= |
-
class1=Animal|
+
class1=Animal Domain|
class1level=5|
class1level=5|
-
class2=Life|
+
class2=Life Domain|
class2level=5|
class2level=5|
nocat=1
nocat=1
Line 826: Line 847:
''Baleful polymorph'' may be removed by ''remove curse'' or ''break enchantment'' cast at an equal or higher caster level.|
''Baleful polymorph'' may be removed by ''remove curse'' or ''break enchantment'' cast at an equal or higher caster level.|
eternal= |
eternal= |
-
class1=Hex|
+
class1=Hex Domain|
class1level=6|
class1level=6|
-
class2=Moon|
+
class2=Moon Domain|
class2level=6|
class2level=6|
nocat=1
nocat=1
Line 847: Line 868:
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. |
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= |
eternal= |
-
class1=Death|
+
class1=Death Domain|
class1level=1|
class1level=1|
-
class2=Fear|
+
class2=Fear Domain|
class2level=1|
class2level=1|
-
class3=Hex|
+
class3=Hex Domain|
class3level=1|
class3level=1|
nocat=1
nocat=1
Line 870: Line 891:
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.|
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= |
eternal= |
-
class1=Glory|
+
class1=Glory Domain|
class1level=7|
class1level=7|
class2= |
class2= |
Line 893: Line 914:
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.|
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= |
eternal= |
-
class1=Plant|
+
class1=Plant Domain|
class1level=2|
class1level=2|
class2= |
class2= |
Line 925: Line 946:
Bestow curse counters remove curse.|
Bestow curse counters remove curse.|
eternal= |
eternal= |
-
class1=Fate|
+
class1=Fate Domain|
class1level=3|
class1level=3|
-
class2=Fear|
+
class2=Fear Domain|
class2level=4|
class2level=4|
-
class3=Hex|
+
class3=Hex Domain|
class3level=4|
class3level=4|
nocat=1
nocat=1
Line 986: Line 1,007:
class2=Enochian Magic|
class2=Enochian Magic|
class2level=7|
class2level=7|
-
class3=Hex|
+
class3=Hex Domain|
class3level=8|
class3level=8|
nocat= 1
nocat= 1
Line 1,029: Line 1,050:
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.|
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=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 1,056: Line 1,077:
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.|
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=|
eternal=|
-
class1=Creation|
+
class1=Creation Domain|
class1level=7|
class1level=7|
-
class2=Glory|
+
class2=Glory Domain|
class2level=6|
class2level=6|
-
class3=War|
+
class3=War Domain|
class3level=6|
class3level=6|
nocat= 1
nocat= 1
Line 1,079: Line 1,100:
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.|
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=|
eternal=|
-
class1=Courage|
+
class1=Courage Domain|
class1level=1|
class1level=1|
-
class2=Luck|
+
class2=Luck Domain|
class2level=1|
class2level=1|
-
class3=Might|
+
class3=Might Domain|
class3level=1|
class3level=1|
nocat= 1
nocat= 1
Line 1,102: Line 1,123:
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.|
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=|
eternal=|
-
class1=Water|
+
class1=Water Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 1,117: Line 1,138:
time=1 standard action|
time=1 standard action|
range=Touch|
range=Touch|
-
target=Plant or Plant creature touched|
+
target=Plant Domain or Plant creature touched|
area=|
area=|
effect= |
effect= |
Line 1,127: Line 1,148:
This spell has no effect on the soil or surrounding plant life.|
This spell has no effect on the soil or surrounding plant life.|
eternal=|
eternal=|
-
class1=Cold|
+
class1=Cold Domain|
class1level=5|
class1level=5|
-
class2=Death|
+
class2=Death Domain|
class2level=4|
class2level=4|
class3=Thanaturgy|
class3=Thanaturgy|
Line 1,152: Line 1,173:
Creatures that fail their Reflex save must also make a Fortitude save or be permanently blinded. |
Creatures that fail their Reflex save must also make a Fortitude save or be permanently blinded. |
eternal=|
eternal=|
-
class1=Sun|
+
class1=Sun Domain|
class1level=4|
class1level=4|
class2=|
class2=|
Line 1,175: Line 1,196:
rules=The targeted creature must make a Fortitude save or be permanently blinded or deafened, whichever you choose.|
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.|
eternal=As above, except the range is Close (25' +5' /2 levels) and the blindness only lasts for 1d3 rounds.|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=2|
class1level=2|
class2=Eternal|
class2=Eternal|
class2level=2|
class2level=2|
-
class3=Fear|
+
class3=Fear Domain|
class3level=3|
class3level=3|
-
class4=Hex|
+
class4=Hex Domain|
class4level=2|
class4level=2|
-
class5=Star|
+
class5=Star Domain|
class5level=3|
class5level=3|
nocat= 1
nocat= 1
Line 1,228: Line 1,249:
class2=Eternal|
class2=Eternal|
class2level=3|
class2level=3|
-
class3=Star|
+
class3=Star Domain|
class3level=4|
class3level=4|
-
class4=Time|
+
class4=Time Domain|
class4level=3|
class4level=3|
nocat= 1
nocat= 1
Line 1,253: Line 1,274:
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).|
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=2|
class1level=2|
class2=Phantasmagoria|
class2=Phantasmagoria|
class2level=2|
class2level=2|
-
class3=Protection|
+
class3=Protection Domain|
class3level=2|
class3level=2|
nocat= 1
nocat= 1
Line 1,276: Line 1,297:
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.|
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=|
eternal=|
-
class1=Madness|
+
class1=Madness Domain|
class1level=4|
class1level=4|
class2=|
class2=|
Line 1,306: Line 1,327:
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.|
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=|
eternal=|
-
class1=Madness|
+
class1=Madness Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 1,335: Line 1,356:
class1=Alchemy|
class1=Alchemy|
class1level=4|
class1level=4|
-
class2=Hex|
+
class2=Hex Domain|
class2level=4|
class2level=4|
class3=High Arcana|
class3=High Arcana|
class3level=4|
class3level=4|
-
class4=Luck|
+
class4=Luck Domain|
class4level=5|
class4level=5|
-
class5=Magic|
+
class5=Magic Domain|
class5level=5|
class5level=5|
nocat= 1
nocat= 1
Line 1,348: Line 1,369:
===Burning Hands===
===Burning Hands===
{{d20rSpell
{{d20rSpell
-
   | name = Burning Hands
+
   | name=Burning Hands
-
   | desc = Eternal, Fire
+
   | desc=Eternal, Fire
-
   | class1 = Fire
+
   | class1=Fire Domain
-
   | class1level = 1
+
   | class1level=1
-
   | class2 = Promethean Magic
+
   | class2=Promethean Magic
-
   | class2level = 1
+
   | class2level=1
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = 15 ft.
+
   | range=15 ft.
-
   | area = Cone-shaped burst
+
   | area=Cone-shaped burst
-
   | dur = Instantaneous
+
   | dur=Instantaneous
-
   | save = Reflex partial; see text
+
   | save=Reflex partial; see text
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | 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.
+
   | 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.
+
   | 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. |
 +
nocat= 1
}}
}}
Line 1,379: Line 1,401:
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.|
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=|
eternal=|
-
class1=Fire|
+
class1=Fire Domain|
class1level=5|
class1level=5|
class2=|
class2=|
Line 1,580: Line 1,602:
class1=Raghnialt's Kiss|
class1=Raghnialt's Kiss|
class1level=5|
class1level=5|
-
class2=Storm|
+
class2=Storm Domain|
class2level=5|
class2level=5|
-
class3=Weather|
+
class3=Weather Domain|
class3level=5|
class3level=5|
nocat= 1
nocat= 1
Line 1,593: Line 1,615:
time=1 standard action|
time=1 standard action|
range=Close (25' + 5'/2 level)|
range=Close (25' + 5'/2 level)|
-
target=Animals within a 30' radius burst|
+
target=Animal Domains within a 30' radius burst|
area=|
area=|
effect=|
effect=|
Line 1,603: Line 1,625:
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. |
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=|
eternal=|
-
class1=Animal|
+
class1=Animal Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 1,628: Line 1,650:
class1=Eternal|
class1=Eternal|
class1level=1|
class1level=1|
-
class2=Fear|
+
class2=Fear Domain|
class2level=1|
class2level=1|
class3=|
class3=|
Line 1,655: Line 1,677:
class1=Raghnialt's Kiss|
class1=Raghnialt's Kiss|
class1level=6|
class1level=6|
-
class2=Storm|
+
class2=Storm Domain|
class2level=6|
class2level=6|
class3=|
class3=|
Line 1,690: Line 1,712:
class1=Eternal|
class1=Eternal|
class1level=6|
class1level=6|
-
class2=Fire|
+
class2=Fire Domain|
class2level=6|
class2level=6|
-
class3=Sun|
+
class3=Sun Domain|
class3level=6|
class3level=6|
nocat= 1
nocat= 1
Line 1,721: Line 1,743:
class1=Enchantment|
class1=Enchantment|
class1level=1|
class1level=1|
-
class2=Trickery|
+
class2=Trickery Domain|
class2level=1|
class2level=1|
class3=|
class3=|
Line 1,750: Line 1,772:
class1=Alchemy|
class1=Alchemy|
class1level=1|
class1level=1|
-
class2=Cold|
+
class2=Cold Domain|
class2level=2|
class2level=2|
class3=Eternal|
class3=Eternal|
Line 1,792: Line 1,814:
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.|
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".|
eternal=This spell functions identically when prepared as an eternal spell, except the duration is "1 round".|
-
class1=Cold|
+
class1=Cold Domain|
class1level=1|
class1level=1|
class2=Eternal|
class2=Eternal|
Line 1,839: Line 1,861:
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.|
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=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=6|
class1level=6|
class2=|
class2=|
Line 1,868: Line 1,890:
class2=Eternal|
class2=Eternal|
class2level=3|
class2level=3|
-
class3=Knowledge|
+
class3=Knowledge Domain|
class3level=3|
class3level=3|
nocat= 1
nocat= 1
Line 1,901: Line 1,923:
Directing the spell to a new target is a move action.|
Directing the spell to a new target is a move action.|
eternal=|
eternal=|
-
class1=Might|
+
class1=Might Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 1,930: Line 1,952:
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.|
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".|
eternal=As above, except the casting time is "1 swift action" and the duration is "1 round".|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=4|
class1level=4|
class2=Eternal|
class2=Eternal|
Line 1,953: Line 1,975:
rules=As ''cloud mind'' except as noted here. Each creature is affected individually.|
rules=As ''cloud mind'' except as noted here. Each creature is affected individually.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=7|
class1level=7|
class2=|
class2=|
Line 1,964: Line 1,986:
===Cobra Fangs===
===Cobra Fangs===
{{d20rSpell|
{{d20rSpell|
-
name = Cobra Fangs |
+
name=Cobra Fangs |
-
desc = Eternal, Poison, Polymorph |
+
desc=Eternal, Poison, Polymorph |
-
time = 1 standard action |
+
time=1 standard action |
-
range = Personal |
+
range=Personal |
-
target = You |
+
target=You |
-
dur = 1 round/level (D) |
+
dur=1 round/level (D) |
-
save = None (harmless) |
+
save=None (harmless) |
-
SR = No (harmless) |
+
SR=No (harmless) |
-
flavor = |
+
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.
+
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).
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. |
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. |
+
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 |
+
class1=Lernaen |
-
class1level = 1 |
+
class1level=1 |
-
nocat = 1
+
nocat=1
}}
}}
===Cold Snap===
===Cold Snap===
Line 2,054: Line 2,076:
rules=This spell functions identically to ''command undead'', except it may only affect creatures of the Plant type, and as noted here.|
rules=This spell functions identically to ''command undead'', except it may only affect creatures of the Plant type, and as noted here.|
eternal=|
eternal=|
-
class1=Plant|
+
class1=Plant Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 2,085: Line 2,107:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=2|
class1level=2|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=1|
class2level=1|
class3=|
class3=|
Line 2,110: Line 2,132:
class1=High Arcana|
class1=High Arcana|
class1level=1|
class1level=1|
-
class2=Knowledge|
+
class2=Knowledge Domain|
class2level=1|
class2level=1|
-
class3=Magic|
+
class3=Magic Domain|
class3level=1|
class3level=1|
class4=Rune|
class4=Rune|
Line 2,135: Line 2,157:
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.|
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.|
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|
+
class1=Cold Domain|
class1level=6|
class1level=6|
class2=Eternal|
class2=Eternal|
Line 2,141: Line 2,163:
class3=Jotunnskyn|
class3=Jotunnskyn|
class3level=5|
class3level=5|
-
class4=Storm|
+
class4=Storm Domain|
class4level=6|
class4level=6|
nocat= 1
nocat= 1
Line 2,162: Line 2,184:
class1=Enchantment|
class1=Enchantment|
class1level=3|
class1level=3|
-
class2=Hex|
+
class2=Hex Domain|
class2level=4|
class2level=4|
-
class3=Madness|
+
class3=Madness Domain|
class3level=3|
class3level=3|
-
class4=Moon|
+
class4=Moon Domain|
class4level=4|
class4level=4|
nocat= 1
nocat= 1
Line 2,237: Line 2,259:
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.|
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=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=3|
class1level=3|
-
class2=Hex|
+
class2=Hex Domain|
class2level=3|
class2level=3|
class3=Thanaturgy|
class3=Thanaturgy|
Line 2,285: Line 2,307:
target=Object touched|
target=Object touched|
area=|
area=|
-
effect=Magical, heatless flame|
+
effect=Magic Domainal, heatless flame|
dur=Permanent|
dur=Permanent|
save=Will negates (object)|
save=Will negates (object)|
Line 2,293: Line 2,315:
class1=Eternal|
class1=Eternal|
class1level=4|
class1level=4|
-
class2=Fire|
+
class2=Fire Domain|
class2level=4|
class2level=4|
class3=High Arcana|
class3=High Arcana|
class3level=2|
class3level=2|
-
class4=Moon|
+
class4=Moon Domain|
class4level=3|
class4level=3|
class5=Promethean Magic|
class5=Promethean Magic|
class5level=2|
class5level=2|
-
class6=Sun|
+
class6=Sun Domain|
class6level=3|
class6level=3|
nocat= 1
nocat= 1
Line 2,324: Line 2,346:
''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.|
''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=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 2,349: Line 2,371:
Suicidal or self-destructive commands are simply ignored.|
Suicidal or self-destructive commands are simply ignored.|
eternal=|
eternal=|
-
class1=Plant|
+
class1=Plant Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 2,376: Line 2,398:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=7|
class1level=7|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=6|
class2level=6|
class3=|
class3=|
Line 2,403: Line 2,425:
In addition, with a move action, you may move a held cloud or vapor effect in any direction up to 30'. |
In addition, with a move action, you may move a held cloud or vapor effect in any direction up to 30'. |
eternal=|
eternal=|
-
class1=Air|
+
class1=Air Domain|
class1level=6|
class1level=6|
-
class2=|
+
class2=Raghnialt's Kiss|
-
class2level=|
+
class2level=7|
-
class3=|
+
class3=Storm Domain|
-
class3level=|
+
class3level=7|
nocat= 1
nocat= 1
}}
}}
Line 2,419: Line 2,441:
range=Long (400' + 40'/level)|
range=Long (400' + 40'/level)|
target=|
target=|
-
area=Water in a volume of 10'/level by 10'/level by 2'/level (S)|
+
area=Water Domain in a volume of 10'/level by 10'/level by 2'/level (S)|
effect= |
effect= |
dur=10 minutes/level (D)|
dur=10 minutes/level (D)|
Line 2,434: Line 2,456:
class1=Ondinic Tradition|
class1=Ondinic Tradition|
class1level=4|
class1level=4|
-
class2=Storm|
+
class2=Storm Domain|
class2level=4|
class2level=4|
-
class3=Water|
+
class3=Water Domain|
class3level=4|
class3level=4|
nocat= 1
nocat= 1
Line 2,459: Line 2,481:
''Control weather'' can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.|
''Control weather'' can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.|
eternal=|
eternal=|
-
class1=Air|
+
class1=Air Domain|
class1level=8|
class1level=8|
-
class2=Cold|
+
class2=Cold Domain|
class2level=7|
class2level=7|
-
class3=Storm|
+
class3=Storm Domain|
class3level=7|
class3level=7|
class4=Sylphic Tradition|
class4=Sylphic Tradition|
class4level=9|
class4level=9|
-
class5=Water|
+
class5=Water Domain|
class5level=7|
class5level=7|
-
class6=Weather|
+
class6=Weather Domain|
class6level=7|
class6level=7|
nocat= 1
nocat= 1
Line 2,515: Line 2,537:
*A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.|
*A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.|
eternal=|
eternal=|
-
class1=Air|
+
class1=Air Domain|
class1level=5|
class1level=5|
class2=Raghnialt's Kiss|
class2=Raghnialt's Kiss|
class2level=5|
class2level=5|
-
class3=Storm|
+
class3=Storm Domain|
class3level=5|
class3level=5|
class4=Sylphic Tradition|
class4=Sylphic Tradition|
class4level=5|
class4level=5|
-
class5=Weather|
+
class5=Weather Domain|
class5level=5|
class5level=5|
nocat= 1
nocat= 1
Line 2,564: Line 2,586:
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.|
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=|
eternal=|
-
class1=Creation|
+
class1=Creation Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 2,589: Line 2,611:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=8|
class1level=8|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=7|
class2level=7|
class3=|
class3=|
Line 2,622: Line 2,644:
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.|
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=|
eternal=|
-
class1=Undeath|
+
class1=Undeath Domain|
class1level=9|
class1level=9|
class2=|
class2=|
Line 2,659: Line 2,681:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=6|
class1level=6|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=5|
class2level=5|
class3=|
class3=|
Line 2,694: Line 2,716:
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.|
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=|
eternal=|
-
class1=Cold|
+
class1=Cold Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 2,719: Line 2,741:
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').|
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=|
eternal=|
-
class1=Animal|
+
class1=Animal Domain|
class1level=7|
class1level=7|
class2=|
class2=|
Line 2,742: Line 2,764:
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.|
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.|
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|
+
class1=Death Domain|
class1level=3|
class1level=3|
class2=Enchantment|
class2=Enchantment|
Line 2,748: Line 2,770:
class3=Eternal|
class3=Eternal|
class3level=3|
class3level=3|
-
class4=Fear|
+
class4=Fear Domain|
class4level=4|
class4level=4|
-
class5=Hex|
+
class5=Hex Domain|
class5level=3|
class5level=3|
nocat= 1
nocat= 1
Line 2,783: Line 2,805:
Directing the spell to a new target is a move action.|
Directing the spell to a new target is a move action.|
eternal=|
eternal=|
-
class1=Might|
+
class1=Might Domain|
class1level=9|
class1level=9|
class2=|
class2=|
Line 2,829: Line 2,851:
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 twice your Hero Value.|
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 twice your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 5d8 Hit Points, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 5d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=4|
class2level=4|
-
class3=Life|
+
class3=Life Domain|
class3level=4|
class3level=4|
class1=Eternal|
class1=Eternal|
Line 2,852: Line 2,874:
rules=This spell functions as ''cure critical wounds'', except as noted here.|
rules=This spell functions as ''cure critical wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 2,877: Line 2,899:
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.|
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.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 1d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=1|
class2level=1|
-
class3=Life|
+
class3=Life Domain|
class3level=1|
class3level=1|
class1=Eternal|
class1=Eternal|
Line 2,900: Line 2,922:
rules=This spell functions as ''cure light wounds'', except as noted here.|
rules=This spell functions as ''cure light wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=5|
class1level=5|
-
class2=Life|
+
class2=Life Domain|
class2level=5|
class2level=5|
class3=|
class3=|
Line 2,925: Line 2,947:
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.|
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.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 2d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=2|
class2level=2|
-
class3=Life|
+
class3=Life Domain|
class3level=2|
class3level=2|
class1=Eternal|
class1=Eternal|
Line 2,948: Line 2,970:
rules=This spell functions as ''cure moderate wounds'', except as noted here.|
rules=This spell functions as ''cure moderate wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=6|
class1level=6|
class2=|
class2=|
Line 2,973: Line 2,995:
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 twice your Hero Value.|
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 twice your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 3d8 Hit Points, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 3d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=3|
class2level=3|
-
class3=Life|
+
class3=Life Domain|
class3level=3|
class3level=3|
class1=Eternal|
class1=Eternal|
Line 2,996: Line 3,018:
rules=This spell functions as ''cure serious wounds'', except as noted here.|
rules=This spell functions as ''cure serious wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=7|
class1level=7|
-
class2=War|
+
class2=War Domain|
class2level=7|
class2level=7|
class3=|
class3=|
Line 3,046: Line 3,068:
You may voluntarily burn out a light in a bright flash as a standard action. Creatures within 5' of the flash must make a Fortitude save or be blinded for one round and dazzled for an additional minute: those that succeed are instead only dazzled for two rounds.|
You may voluntarily burn out a light in a bright flash as a standard action. Creatures within 5' of the flash must make a Fortitude save or be blinded for one round and dazzled for an additional minute: those that succeed are instead only dazzled for two rounds.|
eternal=As above, except you may not burn out the lights.|
eternal=As above, except you may not burn out the lights.|
-
class1=Star|
+
class1=Star Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,073: Line 3,095:
If ''darkness'' is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.|
If ''darkness'' is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=1|
class1level=1|
-
class2=Moon|
+
class2=Moon Domain|
class2level=2|
class2level=2|
class3=|
class3=|
Line 3,096: Line 3,118:
rules=The touched creature gains the darkvision ability (usable out to 60') for the duration of this spell. A touched creature that already possesses darkvision instead increases the effective range of their darkvision by 30' for the duration of this spell.|
rules=The touched creature gains the darkvision ability (usable out to 60') for the duration of this spell. A touched creature that already possesses darkvision instead increases the effective range of their darkvision by 30' for the duration of this spell.|
eternal=As above, except the range is reduced to "Personal" and the target is altered to "You".|
eternal=As above, except the range is reduced to "Personal" and the target is altered to "You".|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=2|
class1level=2|
class2=Eternal|
class2=Eternal|
class2level=2|
class2level=2|
-
class3=Moon|
+
class3=Moon Domain|
class3level=2|
class3level=2|
nocat= 1
nocat= 1
Line 3,123: Line 3,145:
''Daylight'' brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
''Daylight'' brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
eternal=|
eternal=|
-
class1=Sun|
+
class1=Sun Domain|
class1level=3|
class1level=3|
-
class2=Weather|
+
class2=Weather Domain|
class2level=3|
class2level=3|
class3=|
class3=|
Line 3,146: Line 3,168:
rules=The targeted creature must make a Will saving throw or be dazed for one round.|
rules=The targeted creature must make a Will saving throw or be dazed for one round.|
eternal=As above, except the spell does not affect creatures with more Hit Dice than your Caster Level.|
eternal=As above, except the spell does not affect creatures with more Hit Dice than your Caster Level.|
-
class1=Time|
+
class1=Time Domain|
class1level=2|
class1level=2|
class2=|
class2=|
Line 3,169: Line 3,191:
rules=You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer Hit Points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary Hit Points and a +2 bonus to Strength. Additionally, your effective Caster Level goes up by +1, improving spell effects dependent on Caster Level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per Hit Die of the subject creature.|
rules=You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer Hit Points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary Hit Points and a +2 bonus to Strength. Additionally, your effective Caster Level goes up by +1, improving spell effects dependent on Caster Level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per Hit Die of the subject creature.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=2|
class1level=2|
-
class2=Fate|
+
class2=Fate Domain|
class2level=2|
class2level=2|
class3=|
class3=|
Line 3,196: Line 3,218:
''Death ward'' does not protect against other sorts of attacks even if those attacks might be lethal.|
''Death ward'' does not protect against other sorts of attacks even if those attacks might be lethal.|
eternal=As above, except the casting time is reduced to "One immediate action", the range is reduced to "Personal", the target is altered to "You", and the duration is reduced to "One round".|
eternal=As above, except the casting time is reduced to "One immediate action", the range is reduced to "Personal", the target is altered to "You", and the duration is reduced to "One round".|
-
class1=Courage|
+
class1=Courage Domain|
class1level=4|
class1level=4|
-
class2=Death|
+
class2=Death Domain|
class2level=4|
class2level=4|
class3=Eternal|
class3=Eternal|
class3level=4|
class3level=4|
-
class4=Fate|
+
class4=Fate Domain|
class4level=4|
class4level=4|
-
class5=Life|
+
class5=Life Domain|
class5level=4|
class5level=4|
-
class6=Luck|
+
class6=Luck Domain|
class6level=4|
class6level=4|
-
class7=Protection|
+
class7=Protection Domain|
class7level=5|
class7level=5|
class8=Thanaturgy|
class8=Thanaturgy|
Line 3,231: Line 3,253:
''Deathwatch'' sees through any spell or ability that allows creatures to feign death, but cannot see through ''invisibility'' or similar effects: you must be able to normally detect the creature in order to determine its status with ''deathwatch''.|
''Deathwatch'' sees through any spell or ability that allows creatures to feign death, but cannot see through ''invisibility'' or similar effects: you must be able to normally detect the creature in order to determine its status with ''deathwatch''.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=1|
class1level=1|
-
class2=Life|
+
class2=Life Domain|
class2level=1|
class2level=1|
class3=Thanaturgy|
class3=Thanaturgy|
Line 3,256: Line 3,278:
''Daylight'' brought into an area of ''deeper darkness'' (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
''Daylight'' brought into an area of ''deeper darkness'' (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=2|
class1level=2|
class2=|
class2=|
Line 3,299: Line 3,321:
rules=Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can't take the same actions again (if its foe is dead, or the subject has run out of spells, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.|
rules=Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can't take the same actions again (if its foe is dead, or the subject has run out of spells, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.|
eternal=|
eternal=|
-
class1=Time|
+
class1=Time Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,324: Line 3,346:
class1=Eternal|
class1=Eternal|
class1level=1|
class1level=1|
-
class2=Healing|
+
class2=Healing Domain|
class2level=1|
class2level=1|
class3=Lernaen Magic|
class3=Lernaen Magic|
Line 3,349: Line 3,371:
The glowing bead created by ''delayed blast fireball'' can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10'). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.|
The glowing bead created by ''delayed blast fireball'' can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10'). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.|
eternal=|
eternal=|
-
class1=Fire|
+
class1=Fire Domain|
class1level=7|
class1level=7|
class2=Promethean Magic|
class2=Promethean Magic|
Line 3,399: Line 3,421:
rules=This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of entropic damage. The only way to restore life to a character who has failed to save against this spell is to use the ''true resurrection'' function of the Last Rites feat.|
rules=This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of entropic damage. The only way to restore life to a character who has failed to save against this spell is to use the ''true resurrection'' function of the Last Rites feat.|
eternal=|
eternal=|
-
class1=Time|
+
class1=Time Domain|
class1level=8|
class1level=8|
-
class2=War|
+
class2=War Domain|
class2level=8|
class2level=8|
class3=|
class3=|
Line 3,462: Line 3,484:
rules=This spell functions like ''detect'', except it only discovers the presence of living creatures: creatures that are 'unalive', such as those of the Construct type or Undead subtype, do not register when using ''detect living''. A living creature that wishes to appear as an unliving creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for ''detect undead''.|
rules=This spell functions like ''detect'', except it only discovers the presence of living creatures: creatures that are 'unalive', such as those of the Construct type or Undead subtype, do not register when using ''detect living''. A living creature that wishes to appear as an unliving creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for ''detect undead''.|
eternal=|
eternal=|
-
class1=Life|
+
class1=Life Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,510: Line 3,532:
rules=This spell functions like ''detect'', except it detects hidden doors, compartments, or other concealed hatchwork. |
rules=This spell functions like ''detect'', except it detects hidden doors, compartments, or other concealed hatchwork. |
eternal=|
eternal=|
-
class1=Earth|
+
class1=Earth Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,533: Line 3,555:
rules=This spell functions like ''detect'', except it detects the presence of natural hazards (such as quicksand, loose soil, deadfalls, sinkholes, or potential cave-ins). |
rules=This spell functions like ''detect'', except it detects the presence of natural hazards (such as quicksand, loose soil, deadfalls, sinkholes, or potential cave-ins). |
eternal=|
eternal=|
-
class1=Earth|
+
class1=Earth Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,562: Line 3,584:
''3rd Round:'' Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast ''detect thoughts'' again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.|
''3rd Round:'' Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast ''detect thoughts'' again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.|
eternal=|
eternal=|
-
class1=Knowledge|
+
class1=Knowledge Domain|
class1level=2|
class1level=2|
class2=|
class2=|
Line 3,612: Line 3,634:
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.|
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=4|
class1level=4|
-
class2=Travel|
+
class2=Travel Domain|
class2level=4|
class2level=4|
class3=|
class3=|
Line 3,642: Line 3,664:
class2=High Arcana|
class2=High Arcana|
class2level=4|
class2level=4|
-
class3=Moon|
+
class3=Moon Domain|
class3level=4|
class3level=4|
class3=Rune Magic|
class3=Rune Magic|
Line 3,696: Line 3,718:
This spell has no effect on Plant creatures.|
This spell has no effect on Plant creatures.|
eternal=|
eternal=|
-
class1=Plant|
+
class1=Plant Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 3,748: Line 3,770:
class1=Astrology|
class1=Astrology|
class1level=8|
class1level=8|
-
class2=Knowledge|
+
class2=Knowledge Domain|
class2level=8|
class2level=8|
-
class3=Wealth|
+
class3=Wealth Domain|
class3level=8|
class3level=8|
nocat= 1
nocat= 1
Line 3,777: Line 3,799:
class1=Eternal|
class1=Eternal|
class1level=1|
class1level=1|
-
class2=Madness|
+
class2=Madness Domain|
class2level=1|
class2level=1|
class3=Phantasmagoria|
class3=Phantasmagoria|
class3level=1|
class3level=1|
-
class4=Trickery|
+
class4=Trickery Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 3,900: Line 3,922:
class2=High Arcana|
class2=High Arcana|
class2level=3|
class2level=3|
-
class3=Magic|
+
class3=Magic Domain|
class3level=3|
class3level=3|
nocat= 1
nocat= 1
Line 3,921: Line 3,943:
class1=High Arcana|
class1=High Arcana|
class1level=6|
class1level=6|
-
class2=Magic|
+
class2=Magic Domain|
class2level=6|
class2level=6|
class3=|
class3=|
Line 3,942: Line 3,964:
rules=The subject of this spell appears to be about 2' away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, ''displacement'' does not prevent enemies from targeting the creature normally. ''True seeing'' reveals its true location.|
rules=The subject of this spell appears to be about 2' away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, ''displacement'' does not prevent enemies from targeting the creature normally. ''True seeing'' reveals its true location.|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=3|
class1level=3|
-
class2=Time|
+
class2=Time Domain|
class2level=3|
class2level=3|
class3=|
class3=|
Line 3,967: Line 3,989:
As with ''augury'', multiple ''divinations'' about the same topic by the same caster use the same dice result as the first ''divination'' spell and yield the same answer each time.|
As with ''augury'', multiple ''divinations'' about the same topic by the same caster use the same dice result as the first ''divination'' spell and yield the same answer each time.|
eternal=|
eternal=|
-
class1=Fate|
+
class1=Fate Domain|
class1level=4|
class1level=4|
class2=|
class2=|
Line 3,990: Line 4,012:
rules=Calling upon the power of your faith, you grant a +1 luck bonus on attack and weapon damage rolls for every three caster Levels you have (at least +1, maximum +3) to the touched creature. This bonus doesn't apply to spell damage.|
rules=Calling upon the power of your faith, you grant a +1 luck bonus on attack and weapon damage rolls for every three caster Levels you have (at least +1, maximum +3) to the touched creature. This bonus doesn't apply to spell damage.|
eternal=|
eternal=|
-
class1=Courage|
+
class1=Courage Domain|
class1level=1|
class1level=1|
-
class2=Fate|
+
class2=Fate Domain|
class2level=1|
class2level=1|
-
class3=Luck|
+
class3=Luck Domain|
class3level=1|
class3level=1|
-
class4=War|
+
class4=War Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 4,015: Line 4,037:
rules=The touched creature gains a +1 divine bonus to their Hero Value, a +6 enhancement bonus to their Strength score, and 1 temporary Hit Point per Caster Level.|
rules=The touched creature gains a +1 divine bonus to their Hero Value, a +6 enhancement bonus to their Strength score, and 1 temporary Hit Point per Caster Level.|
eternal=|
eternal=|
-
class1=Glory|
+
class1=Glory Domain|
class1level=4|
class1level=4|
-
class2=Might|
+
class2=Might Domain|
class2level=4|
class2level=4|
-
class3=War|
+
class3=War Domain|
class3level=4|
class3level=4|
nocat= 1
nocat= 1
Line 4,089: Line 4,111:
You may have a maximum number of ''dominated'' animals equal to one-half your Caster Level (rounded down) simultaneously. Exceeding this limitation causes the oldest spell to expire immediately.|
You may have a maximum number of ''dominated'' animals equal to one-half your Caster Level (rounded down) simultaneously. Exceeding this limitation causes the oldest spell to expire immediately.|
eternal=|
eternal=|
-
class1=Animal|
+
class1=Animal Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 4,112: Line 4,134:
rules=This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. A creature already shaken instead becomes frightened. ''Doom'' cannot escalate fear from frightened to panicked.|
rules=This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. A creature already shaken instead becomes frightened. ''Doom'' cannot escalate fear from frightened to panicked.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=1|
class1level=1|
-
class2=Fate|
+
class2=Fate Domain|
class2level=1|
class2level=1|
-
class3=Fear|
+
class3=Fear Domain|
class3level=1|
class3level=1|
-
class4=Hex|
+
class4=Hex Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 4,152: Line 4,174:
A pinned creature can escape this condition with a successful Strength check or Acrobatics check against this spell's save DC.|
A pinned creature can escape this condition with a successful Strength check or Acrobatics check against this spell's save DC.|
eternal=|
eternal=|
-
class1=Earth|
+
class1=Earth Domain|
class1level=8|
class1level=8|
class2=Oreadic Tradition|
class2=Oreadic Tradition|
Line 4,183: Line 4,205:
nocat= 1
nocat= 1
}}
}}
-
===elemental swarm===
+
===Elemental Swarm===
-
===endure elements===
+
{{d20rSpell|
-
===enervation===
+
name=Elemental Swarm|
-
===enlarge person===
+
desc=Summoning, See Text|
-
===enlarge person, mass===
+
time=10 minutes|
-
===entangle===
+
range=Medium (100' + 10'/level)|
-
===entropic shield===
+
target= |
 +
area=|
 +
effect=Two or more summoned creatures, no two of which can be more than 30 ft. apart|
 +
dur=10 minutes/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=This spell opens a portal to an Elemental Plane and summons elementals from it. The type of creatures summoned match the element of the source of the spell; for instance, a cleric casting this spell from the Water domain summons water elementals, while one casting it from the Fire domain summons fire elementals.
 +
 
 +
When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.
 +
 
 +
The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.
 +
 
 +
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.|
 +
eternal=|
 +
class1=Fire Domain|
 +
class1level=9|
 +
class2=Water Domain|
 +
class2level=9|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Endure Elements===
 +
{{d20rSpell|
 +
name=Endure Elements|
 +
desc=Abjuration|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=24 hours|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=A creature protected by ''endure elements'' suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.
 +
 
 +
In addition, when cast, the caster can select cold, fire, or electricity: the touched creature gains resistance 1 to that energy type for the spell's duration.|
 +
eternal=|
 +
class1=Alchemy|
 +
class1level=1|
 +
class2=Cold Domain|
 +
class2level=1|
 +
class3=Jotunnskyn|
 +
class3level=1|
 +
class4=Promethean Magic|
 +
class4level=1|
 +
class5=Raghnialt's Kiss|
 +
class5level=1|
 +
class6=Storm Domain|
 +
class6level=1|
 +
class7=Sun Domain|
 +
class7level=1|
 +
class8=Weather Domain|
 +
class8level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Enervation===
 +
{{d20rSpell|
 +
name=Enervation|
 +
desc=Entropy, Ray|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=|
 +
effect=Ray|
 +
dur=Instantaneous|
 +
save=None|
 +
SR=Yes|
 +
rules=|
 +
eternal=You point your finger and utter an incantation, releasing a black ray of crackling entropic energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject takes 1d4 Hero Value damage.
 +
 
 +
A creature that suffers Hero Value damage reduces all abilities and effects based upon their Hero Value (such as the Heroic Strike feat or a Paladin's Lay on Hands ability). A creature who's Hero Value has been reduced to zero or less loses all class features until their Hero Value rises to a positive value. A creature who's Hero Value has been reduced to a negative amount equal to one-half their level (that is, the creature's unadjusted Hero Value as a negative score) dies instantly. Hero Value damage is recovered at the same time and in the same methods as ability score damage. Any effect that removes ability damage also removes an equal amount of Hero Value damage.|
 +
class1=Undeath Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Enlarge Person===
 +
{{d20rSpell|
 +
name=Enlarge Person|
 +
desc=Eternal, Polymorph|
 +
time=1 round|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One Humanoid creature|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell causes instant growth of a Humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
 +
 
 +
A Humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
 +
 
 +
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 a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
 +
 
 +
Multiple magical effects that increase size do not stack.|
 +
eternal=As above, except the range becomes "Personal", the target becomes "You", and the duration decreases to "One round/level".|
 +
class1=Alchemy|
 +
class1level=2|
 +
class2=Eternal|
 +
class2level=2|
 +
class3=Glory Domain|
 +
class3level=1|
 +
class4=Might Domain|
 +
class4level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Enlarge Person, Mass===
 +
{{d20rSpell|
 +
name=Mass Enlarge Person|
 +
desc=Polymorph|
 +
time=|
 +
range=|
 +
target=One creature/2 levels, no two of which can be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions like ''enlarge person'' except as noted here.|
 +
eternal=|
 +
class1=War Domain|
 +
class1level=4|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Entangle===
 +
{{d20rSpell|
 +
name=Entangle|
 +
desc=Polymorph|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=Plant Domains in a 20' radius spread|
 +
effect= |
 +
dur=2 rounds/level (D)|
 +
save=Reflex partial; see text|
 +
SR=No|
 +
rules=Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a Strength check or Acrobatics check against this spell's DC. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.|
 +
eternal=|
 +
class1=Plant Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Entropic Shield===
 +
{{d20rSpell|
 +
name=Entropic Shield|
 +
desc=Abjuration|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=|
 +
SR=|
 +
rules=The touched creature gains a deflection bonus to AC equal to 1/3 your Caster Level (round down, minimum +1). |
 +
eternal=As above, except the range is reduced to "Personal", the target is reduced to "You", and the duration is reduced to "1 round/level (D)".|
 +
class1=Air Domain|
 +
class1level=1|
 +
class2=Eternal|
 +
class2level=1|
 +
class3=Luck Domain|
 +
class3level=1|
 +
class4=Star Domain|
 +
class4level=1|
 +
nocat= 1
 +
}}
 +
 
=== Envenom Weapon ===
=== Envenom Weapon ===
{{d20rSpell|
{{d20rSpell|
Line 4,275: Line 4,483:
nocat= 1
nocat= 1
}}
}}
-
===erase===
+
===Erase===
-
===eruption===
+
{{d20rSpell|
-
===expeditious retreat===
+
name=Erase|
 +
desc=Polymorph|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels) or touch; see text|
 +
target=One scroll or two pages|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Fortitude negates (object); see text|
 +
SR=No|
 +
rules=''Erase'' removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. Non-magical writing is automatically ''erased''; magical writing receives a saving throw to prevent erasure.
 +
 
 +
In addition, magical writing (such as ''explosive runes'') must be touched to be ''erased', and you also must succeed on a dispel check (as ''dispel magic''). If you fail to erase magical writing that has an effect when read or activated, you accidentally activate that writing instead.|
 +
eternal=|
 +
class1=Darkness Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Eruption===
 +
{{d20rSpell|
 +
name=Eruption|
 +
desc=Earth, Fire|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target=|
 +
area=20' radius, 40' tall cylinder that rests on the ground|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Reflex partial; see text|
 +
SR=No|
 +
rules=A gout of lava bursts forth from the ground, spraying all creatures in the spell's area. Creatures in the area take 1d8 fire damage per Caster Level, are knocked prone, and are covered in lava. A successful Reflex save upon the initial casting of this spell halves the damage, negates the prone effect, and does not cover the creature in lava. A creature covered in lava is entangled.
 +
 
 +
Each round after the casting of this spell, creatures covered in lava must make a Strength or Acrobatics check versus this spell's DC to break free of the rapidly-cooling lava. Regardless of the results of the check, they take 1d8 fire damage per two Caster Levels (no save). After five rounds, the lava cools completely, no longer dealing fire damage but doubling the necessary DC to break free. |
 +
eternal=|
 +
class1=Promethean Magic|
 +
class1level=8|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Expeditious Retreat===
 +
{{d20rSpell|
 +
name=Expeditious Retreat|
 +
desc=Dynamism, Eternal|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 minute (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=The touched creature gains a +30' enhancement bonus to its land speed. There is no effect on other modes of movement, such as burrow, climb, fly, or swim, even if those speeds are based off of the target's land speed.|
 +
eternal=As above, except the time is decreased to "1 swift action", the range is reduced to "Personal", the target is reduced to "You", and the duration is reduced to "1 round".|
 +
class1=Alchemy|
 +
class1level=1|
 +
class2=Eternal|
 +
class2level=1|
 +
class3=Time Domain|
 +
class3level=1|
 +
class4=Travel Domain|
 +
class4level=1|
 +
nocat= 1
 +
}}
 +
 
=== Exploit Defect ===
=== Exploit Defect ===
{{d20rSpell|
{{d20rSpell|
Line 4,300: Line 4,580:
nocat= 1
nocat= 1
}}
}}
-
===explosive runes===
+
===Explosive Runes===
-
===eyebite===
+
{{d20rSpell|
 +
name=Explosive Runes|
 +
desc=Fire|
 +
time=1 standard action|
 +
range=Touch|
 +
target=One touched object weighing no more than 10 lbs.|
 +
area=|
 +
effect= |
 +
dur=Permanent until discharged (D)|
 +
save=Reflex half; see text|
 +
SR=Yes|
 +
rules=You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of fire damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10' of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
 +
 
 +
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful ''dispel magic'' or ''erase'' spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.|
 +
eternal=|
 +
class1=Earth Domain|
 +
class1level=2|
 +
class2=Promethean Magic|
 +
class2level=3|
 +
class3=Rune Magic|
 +
class3level=3|
 +
nocat= 1
 +
}}
 +
 
 +
===Eyebite===
 +
{{d20rSpell|
 +
name=Eyebite|
 +
desc=Gaze|
 +
time=1 standard action|
 +
range=Personal|
 +
target=You|
 +
area=|
 +
effect= |
 +
dur=1 round/level (D)|
 +
save=|
 +
SR=|
 +
rules=You gain a gaze attack for the duration of this spell. Creatures affected by your gaze must make a Will save or be struck by one of the conditions on the below table, determined randomly. Each effect lasts for the duration indicated on the table.|
 +
eternal=|
 +
class1=Madness Domain|
 +
class1level=7|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
{|class="bordered zebra header"
 +
!2d4 Roll !!Effect !!Duration
 +
|-
 +
|2 || Blinded || Permanent
 +
|-
 +
|3 || Dazed || 1 round
 +
|-
 +
|4 || Fatigued || 1d3+1 rounds
 +
|-
 +
|5 || Sickened || 1d3+1 rounds
 +
|-
 +
|6 || Flat-Footed || Until the creature's next action
 +
|-
 +
|7 || Immobilized || 3 rounds
 +
|-
 +
|8 || Confused || 1 minute
 +
|}
==F==
==F==
-
===fabricate===
+
===Fabricate===
-
===faerie fire===
+
{{d20rSpell|
-
===faithful hound===
+
name=Fabricate|
-
===false life===
+
desc=Polymorph|
-
===fear===
+
time=1 round per 1 cubic foot|
-
===feather fall===
+
range=Touch|
-
===feeblemind===
+
target=Raw material touched, up to 1 cubic feet/level|
-
===feral might===
+
area=|
-
===feral might, mass===
+
effect= |
-
===find the path===
+
dur=Instantaneous|
-
===find traps===
+
save=Fortitude negates (object)|
-
===finger of death===
+
SR=No|
-
===fire seeds===
+
rules=You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the ''fabricate'' spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication.
-
===fire shield===
+
 
-
===fire shield (chill only)===
+
You must make an appropriate Craft check to ''fabricate'' specific items.|
-
===fire storm===
+
eternal=|
-
===fire trap===
+
class1=Creation Domain|
-
===fireball===
+
class1level=5|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Faerie Fire===
 +
{{d20rSpell|
 +
name=Faerie Fire|
 +
desc=Light|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=Creatures and objects in a 10' radius burst|
 +
effect=|
 +
dur=1 minute/level (D)|
 +
save=None|
 +
SR=Yes|
 +
rules=A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, ''blur, displacement, invisibility'', or similar effects. The light is too dim to have any special effect on creatures vulnerable to light. The ''faerie fire'' can be blue, green, or violet, according to your choice at the time of casting. The ''faerie fire'' does not cause any harm to the objects or creatures thus outlined.|
 +
eternal=|
 +
class1=Fire Domain|
 +
class1level=1|
 +
class2=Moon Domain|
 +
class2level=1|
 +
class3=Sun Domain|
 +
class3level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Faithful Hound===
 +
{{d20rSpell|
 +
name=Faithful Hound|
 +
desc=Creation|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=|
 +
effect=Phantom watchdog|
 +
dur=1 hour/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=You conjure up a phantom watchdog that appears gaseous and blurred. It then guards the area where it was conjured, roaming about an area 30' in diameter from the point where you targeted the spell. The hound immediately starts barking loudly if any Small or larger creature approaches within 30' of it. Those within 60' of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking. The hound sees invisible and ethereal creatures. It does not react to illusions, but it does react to summons.
 +
 
 +
If an intruder does not leave the area within one round, the hound approaches, stops barking, and delivers a vicious bite (with an attack bonus equal to your Caster Level, dealing 2d6 points of piercing damage plus your highest ability modifier) once per round. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. Attacks against the hound are ineffective, but it can be dispelled.|
 +
eternal=|
 +
class1=Enochian Magic|
 +
class1level=4|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===False Life===
 +
{{d20rSpell|
 +
name=False Life|
 +
desc=Dynamism, Eternal|
 +
time=1 standard action|
 +
range=Personal|
 +
target=You|
 +
area=|
 +
effect= |
 +
dur=1 hour/level (D)|
 +
save=|
 +
SR=|
 +
rules=You grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary Hit Points equal to 1d10 + 1 per Caster Level (maximum +10).|
 +
eternal=As above, except you only gain 1d10 temporary Hit Points, the spell's duration is reduced to "1 round", and the casting time is reduced to "one immediate action".|
 +
class1=Courage Domain|
 +
class1level=3|
 +
class2=Eternal|
 +
class2level=3|
 +
class3=Fate Domain|
 +
class3level=2|
 +
class4=Protection Domain|
 +
class4level=3|
 +
class5=Thanaturgy|
 +
class5level=3|
 +
class6=Undeath Domain|
 +
class6level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Fear===
 +
{{d20rSpell|
 +
name=Fear|
 +
desc=Morale|
 +
time=1 standard action|
 +
range=30'|
 +
target= |
 +
area=Cone-shaped burst|
 +
effect=|
 +
dur=1 round/level or 1 round; see text (D)|
 +
save=Will partial|
 +
SR=Yes|
 +
rules=An invisible cone of terror causes each creature in the area to become frightened unless it succeeds on a Will save. An already-frightened creature is instead panicked. If the Will save succeeds, the creature is shaken for 1 round, and fear does not escalate.|
 +
eternal=|
 +
class1=Darkness Domain|
 +
class1level=4|
 +
class2=Fear Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Feather Fall===
 +
{{d20rSpell|
 +
name=Feather Fall|
 +
desc=Air, Transport|
 +
time=1 immediate action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One Medium or smaller free-falling object or creature/level, no two of which may be more than 20' apart|
 +
area=|
 +
effect= |
 +
dur=Until landing or 1 round/level|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless, object)|
 +
rules=The affected creatures or objects fall slowly. ''Feather fall'' instantly changes the rate at which the targets fall to a mere 60' per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
 +
 
 +
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
 +
 
 +
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn't your turn.
 +
 
 +
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
 +
 
 +
''Feather fall'' works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.|
 +
eternal=|
 +
class1=Air Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Feeblemind===
 +
{{d20rSpell|
 +
name=Feeblemind|
 +
desc=Curse, Mind-Affecting|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target=One creature|
 +
area=|
 +
effect=|
 +
dur=Permanent|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a ''break enchantment'' spell of at least 15th Caster Level or a ''heal'' spell is used to cancel the effect of the ''feeblemind''.|
 +
eternal=|
 +
class1=Enchantment|
 +
class1level=5|
 +
class2=Fear Domain|
 +
class2level=6|
 +
class3=Madness Domain|
 +
class3level=6|
 +
nocat= 1
 +
}}
 +
 
 +
===Feral Might===
 +
{{d20rSpell|
 +
name=Feral Might|
 +
desc=Dynamism, Eternal|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=You grant the touched creature a +4 enhancement bonus to either Strength, Dexterity, or Constitution, or a +2 enhancement bonus to all three ability scores. Successive castings of this spell do not stack: only the most recent applies. |
 +
eternal=As above, except you may only bestow a +2 bonus to Strength, Dexterity, and Constitution.|
 +
class1=Alchemy|
 +
class1level=2|
 +
class2=Animal Domain|
 +
class2level=2|
 +
class3=Enochian Magic|
 +
class3level=2|
 +
class4=Eternal|
 +
class4level=2|
 +
class5=Glory Domain|
 +
class5level=2|
 +
class5=Might Domain|
 +
class5level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Feral Might, Mass===
 +
{{d20rSpell|
 +
name=Mass Feral Might|
 +
desc=Dynamism|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=Up to 1 creature/2 levels, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell functions like ''feral might'' except as noted here. You do not have to select the same option for each targeted creature, and you may dismiss the spell individually per creature if you so choose.|
 +
eternal=|
 +
class1=Alchemy|
 +
class1level=6|
 +
class2=Animal Domain|
 +
class2level=6|
 +
class3=Glory Domain|
 +
class3level=6|
 +
nocat= 1
 +
}}
 +
 
 +
===Find the Path===
 +
{{d20rSpell|
 +
name=Find the Path|
 +
desc=Divination|
 +
time=5 rounds|
 +
range=Personal or touch|
 +
target=You or creature touched|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level|
 +
save=None|
 +
SR=No|
 +
rules=The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a ''maze'' spell. ''Find the path'' works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
 +
 
 +
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. Traps (including magical traps and glyphs) foil the spell. The spell ends when the destination is reached or the duration expires, whichever comes first. ''Find the path'' can be used to remove the subject and its companions from the effect of a ''maze'' spell in a single round.
 +
 
 +
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).|
 +
eternal=|
 +
class1=Luck Domain|
 +
class1level=6|
 +
class2=Moon Domain|
 +
class2level=6|
 +
class3=Sun Domain|
 +
class3level=6|
 +
class3=Travel Domain|
 +
class3level=6|
 +
nocat= 1
 +
}}
 +
 
 +
===Find Traps===
 +
{{d20rSpell|
 +
name=Find Traps|
 +
desc=Divination|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=The touched creature gains a luck bonus on Awareness checks made to locate traps equal to your Hero Value for the duration of this spell. This spell provides no knowledge or means of disarming traps, just locating them.|
 +
eternal=|
 +
class1=Luck Domain|
 +
class1level=2|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Finger of Death===
 +
{{d20rSpell|
 +
name=Finger of Death|
 +
desc=Death, Entropy|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One living creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Fortitude partial; see text|
 +
SR=Yes|
 +
rules=The targeted creature must make a Fortitude save or be immediately brought down to -1 Hit Points and rendered dying. A creature that succeeds on its Fortitude save instead takes 3d6 plus your Hero Value entropic damage.|
 +
eternal=|
 +
class1=Death Domain|
 +
class1level=7|
 +
class2=Fate Domain|
 +
class2level=7|
 +
class3=Thanaturgy|
 +
class3level=7|
 +
class3=Undeath Domain|
 +
class3level=7|
 +
nocat= 1
 +
}}
 +
 
 +
===Fire Seeds===
 +
{{d20rSpell|
 +
name=Fire Seeds|
 +
desc=Fire, Polymorph|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Up to four touched nuts or eight touched berries|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level or until used|
 +
save=None or Reflex half; see text|
 +
SR=No|
 +
rules=Depending on the version of ''fire seeds'' you choose, you turn nuts into splash weapons that you or another character can throw, or you turn berries into bombs that you can detonate on command.
 +
 
 +
''Nut Grenades:'' As many as four nuts turn into special splash weapons that can be hurled as far as 100'. A ranged touch attack roll is required to strike the intended target. Together, the nuts are capable of dealing 1d6 points of fire damage per Caster Level (maximum 20d6), divided up among the acorns as you wish.
 +
 
 +
Each nut explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die and ignites any combustible materials within 10'. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
 +
 
 +
''Berry Bombs:'' You turn as many as eight berries into special bombs. The berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5'). If you are within 200' and speak the command word, each berry instantly bursts into flame, causing 5d8 points of fire damage, +1 point per Caster Level to every creature in a 5' radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.|
 +
eternal=|
 +
class1=Fire Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Fire Shield===
 +
{{d20rSpell|
 +
name=Fire Shield|
 +
desc=Cold, Fire, See Text|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 round/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell wreathes the target in flame and causes damage to each creature that attacks it in melee. The flames also protect the creature from either [Cold] or [Fire] effects (your choice).
 +
 
 +
Any creature striking the target with its body or a handheld weapon deals normal damage, but at the same time takes 1d6 points of damage, +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has Spell Resistance, it applies to this effect. Creatures wielding weapons with reach are not subject to this damage if they attack the target.
 +
 
 +
The subject of the spell also gives off light equal to half the illumination of a normal torch (10 feet).
 +
 
 +
''Warm Shield:'' The flames are warm to the touch. The subject takes only half damage from and gains the evasion ability against [Cold] effects. This version of the spell has the [Fire] descriptor.
 +
 
 +
''Chill Shield:'' The flames are cool to the touch. The subject takes only half damage from and gains the evasion ability against [Fire] effects. This version of the spell has the [Cold] descriptor.|
 +
eternal=|
 +
class1=Cold Domain|
 +
class1level=3|
 +
class2=Fire Domain|
 +
class2level=4|
 +
class3=Promethean Magic|
 +
class3level=4|
 +
class4=Protection Domain|
 +
class4level=4|
 +
class5=Sun Domain|
 +
class5level=4|
 +
nocat= 1
 +
}}
 +
 
 +
===Fire Storm===
 +
{{d20rSpell|
 +
name=Fire Storm|
 +
desc=Fire|
 +
time=1 round|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=2 10' cubes/level (S)|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Reflex half|
 +
SR=Yes|
 +
rules=Roaring sheets of flame spread throughout the area, dealing 1d12 fire damage per Caster Level to all creatures and unattended, flammable objects in the area. Creatures who are damaged by ''fire storm'' are set on fire.|
 +
eternal=|
 +
class1=Promethean Magic|
 +
class1level=7|
 +
class2=Fire Domain|
 +
class2level=8|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Fire Trap===
 +
{{d20rSpell|
 +
name=Fire Trap|
 +
desc=Abjuration, Eternal, Fire|
 +
time=10 minutes|
 +
range=Touch|
 +
target=Object touched|
 +
area=|
 +
effect= |
 +
dur=Permanent until discharged|
 +
save=Reflex half; see text|
 +
SR=Yes|
 +
rules=''Fire trap'' creates a fiery explosion when an intruder opens the item that the trap protects. A ''fire trap'' can ward any object that can be opened and closed.
 +
 
 +
When casting ''fire trap'', you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d6 fire damage per Caster Level. The item protected by the trap is not harmed by this explosion.
 +
 
 +
A ''fire trapped'' item cannot have a second closure or warding spell placed on it.
 +
 
 +
A ''knock'' spell does not bypass a ''fire trap''. An unsuccessful ''dispel magic'' spell does not detonate the spell.
 +
 
 +
You can use the ''fire trapped'' object without discharging it by speaking a password that you set at the time of casting.|
 +
eternal=As above, except as noted here.
 +
 
 +
The duration of this spell is reduced to "1 minute/level, or until discharged". The range is reduced to "5'", and the target is altered to "surface touched". The casting time is reduced to "1 standard action".
 +
 
 +
Upon casting this spell, you touch an adjacent surface. A fiery glyph appears momentarily, then fades from sight. A creature that touches the surface (generally by stepping into the square, if the glyph is scribed on the ground) takes 1d6 fire damage per Caster Level, with a Reflex save for half damage. As this glyph is tied to a physical surface, incorporeal, levitating, or flying creatures that enter the square but do not touch the surface do not trigger the glyph.
 +
 
 +
Once triggered, the glyph flares brightly then dissipates, its magic spent.|
 +
class1=Eternal|
 +
class1level=4|
 +
class2=Promethean|
 +
class2level=4|
 +
class3=Rune|
 +
class3level=4|
 +
class4=Wealth|
 +
class4level=4|
 +
nocat= 1
 +
}}
 +
 
 +
===Fireball===
 +
{{d20rSpell|
 +
name=Fireball|
 +
desc=Eternal, Fire|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=20' radius spread|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Reflex half|
 +
SR=Yes|
 +
rules=A ''fireball'' spell creates an explosion of flame that detonates with a low roar and deals 1d6 fire damage per Caster Level to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
 +
 
 +
You point your finger and determine the range (distance and height) at which the ''fireball'' is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
 +
 
 +
The ''fireball'' sets fire to creatures and combustibles, and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the ''fireball'' may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.|
 +
eternal=As above, except the area is reduced to a 10' radius spread and the damage is capped at 10d6 fire damage.|
 +
class1=Eternal|
 +
class1level=3|
 +
class2=Fire Domain|
 +
class2level=3|
 +
class3=Promethean Magic|
 +
class3level=3|
 +
nocat= 1
 +
}}
 +
 
=== Fissure ===
=== Fissure ===
{{d20rSpell|
{{d20rSpell|
Line 4,370: Line 5,156:
nocat=1
nocat=1
}}
}}
-
===flame arrow===
+
===Flame Arrow===
-
===flame blade===
+
{{d20rSpell|
-
===flame strike===
+
name=Flame Arrow|
-
===flaming sphere===
+
desc=Eternal, Fire, Ray|
-
===flash frost===
+
time=1 standard action|
-
===flesh to stone===
+
range=Medium (100' + 10'/level)|
-
===floating disk===
+
target=One creature|
-
===fly===
+
area=|
-
===fly, mass===
+
effect=Ray|
-
===fog cloud===
+
dur=Instantaneous; see text|
-
===forceful hand===
+
save=None|
-
===foresight===
+
SR=Yes|
-
===freedom===
+
rules=An arrow of fire bursts towards your target. If you succeed on a ranged touch attack, the target takes 1d6 fire damage per Caster Level and is set on fire.
-
===freedom of movement===
+
 
 +
You may maintain your concentration on this spell as a swift action: each round you do so, you may maintain the barrage of arrows on your chosen target up to a maximum number of rounds equal to your level, inflicting an additional 4d6 fire damage (and relighting them on fire if necessary) at the end of your turn each round. If you do not have line of effect to your target at any point, you must make a new attack roll once you regain line of effect to continue dealing damage with this spell to your target. As long as you have not lost line of effect to your target (even temporarily, such as your target moving around a tree), you do not need to make a new attack roll. If you do not have line of effect to your target at the end of your turn, the spell ends.|
 +
eternal=As above, except the duration is "instantaneous" and only inflicts the initial damage: you may not maintain focus on the target.|
 +
class1=Promethean Magic|
 +
class1level=3|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Flame Blade===
 +
{{d20rSpell|
 +
name=Flame Blade|
 +
desc=Fire|
 +
time=1 standard action|
 +
range=Personal|
 +
target=You|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=|
 +
SR=|
 +
rules=A 3' long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the ''flame blade'' are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two Caster Levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A ''flame blade'' can ignite combustible materials, and a creature struck by your ''flame blade'' must make a Reflex save or catch on fire.|
 +
eternal=|
 +
class1=Fire Domain|
 +
class1level=2|
 +
class2=Glory Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Flame Strike===
 +
{{d20rSpell|
 +
name=Flame Strike|
 +
desc=Fire|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=10' radius, 40' high cylinder|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Reflex half|
 +
SR=No|
 +
rules=''Flame strike' produces a vertical column of divine fire roaring downward. The spell deals 1d8 fire damage per Caster Level. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.|
 +
eternal=|
 +
class1=Fire Domain|
 +
class1level=5|
 +
class2=Glory Domain|
 +
class2level=4|
 +
class3=Sun Domain|
 +
class3level=5|
 +
nocat= 1
 +
}}
 +
 
 +
===Flaming Sphere===
 +
{{d20rSpell|
 +
name=Flaming Sphere|
 +
desc=Animation, Eternal, Fire|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=|
 +
effect=One 3' diameter orb of fire|
 +
dur=1 round/level (D)|
 +
save=Reflex negates; see text|
 +
SR=No|
 +
rules=A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves up to 30' per round. As part of this movement, it can ascend or jump up to 30' to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 plus your Caster Level in fire damage to that creature, though a successful Reflex save negates that damage. A ''flaming sphere'' rolls over barriers less than 4' tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
 +
 
 +
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A ''flaming sphere'' winks out if it exceeds the spell's range.|
 +
eternal=This spell functions identically when prepared as an eternal spell.|
 +
class1=Eternal|
 +
class1level=1|
 +
class2=Promethean Magic|
 +
class2level=1|
 +
class3=Sun Domain|
 +
class3level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Flesh to Stone===
 +
{{d20rSpell|
 +
name=Flesh to Stone|
 +
desc=Curse, Earth, Polymorph|
 +
time=1 round|
 +
range=Medium (100' + 10'/level)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Permanent|
 +
save=Fortitude negates|
 +
SR=Yes|
 +
rules=The subject, along with all its carried gear, is petrified, turning into a mindless, inert statue. 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''.
 +
 
 +
Only creatures made of flesh are affected by this spell.
 +
 
 +
A ''heal'' or ''break enchantment'' spell cast at 13th Caster Level or higher can reverse the effects of ''flesh to stone'', as can ''greater restoration'' or ''regenerate'' cast at any Caster Level.|
 +
eternal=|
 +
class1=Hex Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Floating Disk===
 +
{{d20rSpell|
 +
name=Floating Disk|
 +
desc=Force|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=|
 +
effect=Floating disk of force|
 +
dur=1 hour/level|
 +
save=None|
 +
SR=No|
 +
rules=You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3' in diameter and 1" deep at its center. It can hold 100 pounds of weight per Caster Level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5' between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3' away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.|
 +
eternal=|
 +
class1=Creation Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Fly===
 +
{{d20rSpell|
 +
name=Fly|
 +
desc=Dynamism|
 +
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 can fly at a speed of 60'. It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a ''fly'' spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a ''fly'' spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
 +
 
 +
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject is affected as if by a ''feather fall'' spell, with an equal caster level to the ''fly'' spell. Since dispelling a spell effectively ends it, the subject also descends in this way if the ''fly'' spell is dispelled, but not if it is negated by an ''antimagic field''.|
 +
eternal=|
 +
class1=Air Domain|
 +
class1level=3|
 +
class2=Alchemy|
 +
class2level=4|
 +
class3=Sylphic Tradition|
 +
class3level=3|
 +
nocat= 1
 +
}}
 +
 
 +
===Fly, Mass===
 +
{{d20rSpell|
 +
name=Mass Fly|
 +
desc=Dynamism|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=Up to one creature/level, no two of which may be more than 30' apart.|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level (D)|
 +
save=|
 +
SR=|
 +
rules=This spell functions like ''fly'' except as noted here.|
 +
eternal=|
 +
class1=Sylphic Tradition|
 +
class1level=7|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Fog Cloud===
 +
{{d20rSpell|
 +
name=Fog Cloud|
 +
desc=Air, Cloud, Creation, Water|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=20' tall, 20' radius cloud|
 +
effect= |
 +
dur=10 minutes/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5'. A creature within 5' has concealment. Creatures farther away have total concealment.
 +
 
 +
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.|
 +
eternal=|
 +
class1=Storm Domain|
 +
class1level=2|
 +
class2=Water Domain|
 +
class2level=2|
 +
class3=Weather Domain|
 +
class3level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Forceful Hand===
 +
{{d20rSpell|
 +
name=Forceful Hand|
 +
desc=Force|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=|
 +
effect=One hand of force|
 +
dur=1 round/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=''Forceful 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, polymorphing, or any other attempt at hiding or disguise. ''Forceful hand'' also pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit.
 +
 
 +
A ''forceful hand'' is 10' 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 Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Foresight===
 +
{{d20rSpell|
 +
name=Foresight|
 +
desc=Divination|
 +
time=1 minute|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level|
 +
save=None and Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell grants the target a powerful sixth sense. Once ''foresight'' is cast, the target receives instantaneous warnings of impending danger or harm to themselves, as detailed here:
 +
 
 +
They are never surprised or flat-footed. In addition, the spell gives them a general idea of what action they might take to best protect themselves by giving them a +4 insight bonus to Initiative checks, Armor Class, and Reflex saves, as well as the evasion ability. These bonuses are lost whenever they would lose a Dexterity bonus to AC.
 +
 
 +
In addition, you receive information about the subject of the spell as if by the ''status'' and ''spell scan'' spells.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=8|
 +
class2=Knowledge Domain|
 +
class2level=9|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Freedom===
 +
{{d20rSpell|
 +
name=Freedom|
 +
desc=Abjuration|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=None|
 +
SR=No|
 +
rules=The subject is freed from spells and effects that restrict its movement, including any effect that applies the entangled, immobilized, paralyzed, petrified, pinned, or stunned conditions, but also effects such as ''binding, maze,'' and ''imprisonment''. To free a creature from ''imprisonment'' or ''maze'', you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the ''maze''.|
 +
eternal=|
 +
class1=Luck Domain|
 +
class1level=9|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Freedom of Movement===
 +
{{d20rSpell|
 +
name=Freedom of Movement|
 +
desc=Abjuration|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement: the touched creature is immune to effects that apply the entangled, immobilized, or pinned conditions. The subject gains a bonus on their Grapple Defense equal to their Hero Value.
 +
 
 +
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The ''freedom of movement'' spell does not, however, allow water breathing.|
 +
eternal=|
 +
class1=Might Domain|
 +
class1level=4|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
=== Freezing Glance ===
=== Freezing Glance ===
{{d20rSpell|
{{d20rSpell|
Line 4,404: Line 5,503:
nocat= 1
nocat= 1
}}
}}
-
===freezing sphere===
+
===Freezing Sphere===
-
===frost storm===
+
{{d20rSpell|
 +
name=Freezing Sphere|
 +
desc=Cold|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=20' radius spread|
 +
effect= |
 +
dur=Instantaneous and 5 rounds and 1 round/level; see text|
 +
save=Fortitude partial; see text|
 +
SR=Yes|
 +
rules=''Freezing sphere'' creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a burst, dealing 1d8 points of cold damage per Caster Level to each creature in the area and rendering them immobilized for five rounds. A successful Fortitude save halves the damage and negates the immobilization effect.
 +
 
 +
If the ''freezing sphere'' strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6" over an area equal to 25 square feet (a 5' square) per Caster Level. This ice lasts for 1 round per Caster Level. Creatures that were swimming on the surface of frozen water (or standing in the shallows) become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a Strength or Acrobatics check to break free against this spell's DC.
 +
|
 +
eternal=|
 +
class1=Cold Domain|
 +
class1level=6|
 +
class2=Jotunnskyn|
 +
class2level=6|
 +
class3=Water Domain|
 +
class3level=7|
 +
nocat= 1
 +
}}
 +
 
 +
===Frost Storm===
 +
{{d20rSpell|
 +
name=Frost Storm|
 +
desc=Cold|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=|
 +
effect=Four icy spheres|
 +
dur=Instantaneous|
 +
save=None or Fortitude half; see text|
 +
SR=Yes|
 +
rules=When you cast ''frost storm'', four 2' diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.
 +
 
 +
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the sphere. Any creature struck by one of these spheres takes 1d6 points of bludgeoning damage per Caster Level (no save) and receives no saving throw against the sphere's cold damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one sphere at the same target.
 +
 
 +
Once a sphere reaches its destination, it explodes in a 40' radius spread, dealing 1d6 points of cold damage per Caster Level to each creature in the area. A successful Fortitude save halves this damage. If a creature is within the area of more than one sphere, it must save separately against each.
 +
 
 +
|
 +
eternal=|
 +
class1=Cold Domain|
 +
class1level=9|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
=== Frozen Grasp ===
=== Frozen Grasp ===
{{d20rSpell|
{{d20rSpell|
Line 4,428: Line 5,580:
==G==
==G==
-
===gaseous form===
+
===Gaseous Form===
-
===geas/quest===
+
{{d20rSpell|
-
===gentle repose===
+
name=Gaseous Form|
-
===ghoul touch===
+
desc=Air, Polymorph|
-
===giant vermin===
+
time=1 standard action|
-
===glibness===
+
range=Touch|
-
===glitterdust===
+
target=Corporeal creature touched|
-
===globe of invulnerability===
+
area=|
-
===glyph of warding===
+
effect= |
-
===good hope===
+
dur=2 minutes/level (D)|
-
===goodberry===
+
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from [Force] effects still apply. The subject gains Damage Reduction 10/magic and becomes immune to [Poison] and [Precision] effects and critical hits. It can't attack or cast spells while in ''gaseous form''. The subject also loses supernatural abilities while in ''gaseous form''. If it has a touch spell ready to use, that spell is discharged harmlessly when the ''gaseous form'' spell takes effect.
 +
 
 +
A gaseous creature can't run, but it can fly at a speed of 10' (with perfect maneuverability). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its ''gaseous form''. Continuously active items remain active, though in some cases their effects may be moot.|
 +
eternal=|
 +
class1=Air Domain|
 +
class1level=3|
 +
class2=Travel Domain|
 +
class2level=3|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Geas/Quest===
 +
{{d20rSpell|
 +
name=Geas/Quest|
 +
desc=Curse, Language-Dependent, Mind-Affecting|
 +
time=10 minutes|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Permanent or one day/level or until discharged; see text|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=A ''geas/quest'' places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must be able to understand you. While a ''geas'' cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
 +
 
 +
The ''geased'' creature must follow the given instructions until the ''geas'' is completed, no matter how long it takes.
 +
 
 +
If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level: otherwise, the ''geas/quest'' is permanent. A clever recipient can subvert some instructions.
 +
 
 +
If the subject is prevented from obeying the ''geas'' for 24 hours, it takes a -1 penalty to each of its ability scores and to its Hero Value. Each day, another -1 penalty accumulates, with no maximum penalty. No ability score can be reduced to less than 1 by this effect. The ability score and Hero Value penalties are removed 24 hours after the subject resumes obeying the ''geas''.
 +
 
 +
A ''geas'' (and all ability score and Hero Value penalties) can be ended by ''remove curse'', if its Caster Level is at least two higher than the ''geas/quest'''s Caster Level. ''Break enchantment'' does not end a ''geas/quest''. Once the task is completed, the ''geas/quest'' and any penalties associated with it immediately end.|
 +
eternal=|
 +
class1=Fate Domain|
 +
class1level=6|
 +
class2=Hex Domain|
 +
class2level=7|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Gentle Repose===
 +
{{d20rSpell|
 +
name=Gentle Repose|
 +
desc=Abjuration|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Corpse touched|
 +
area=|
 +
effect= |
 +
dur=1 day/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see the Last Rites feat). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade (or working with a rotting undead creature such as a zombie) more pleasant.
 +
 
 +
The spell also works on severed body parts and the like.|
 +
eternal=|
 +
class1=Death Domain|
 +
class1level=2|
 +
class2=Thanaturgy|
 +
class2level=2|
 +
class3=Time Domain|
 +
class3level=2|
 +
class4=Undeath Domain|
 +
class4level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Ghoul Touch===
 +
{{d20rSpell|
 +
name=Ghoul Touch|
 +
desc=Dynamism, Eternal, Poison|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1d3+1 rounds|
 +
save=Fortitude negates|
 +
SR=Yes|
 +
rules=This spell allows you to emulate a ghoul and paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
 +
 
 +
The paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10' radius spread to become sickened (Fortitude negates). A ''neutralize poison'' spell removes the effect from a sickened creature, and creatures immune to [Poison] effects are unaffected by the stench.|
 +
eternal=As above, except the duration is reduced to 1 round, this spell loses the [Poison] descriptor, and the subject does not exude stench.|
 +
class1=Death Domain|
 +
class1level=2|
 +
class2=Eternal|
 +
class2level=2|
 +
class3=Thanaturgy|
 +
class3level=2|
 +
class4=Undeath Domain|
 +
class4level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Giant Vermin===
 +
{{d20rSpell|
 +
name=Giant Vermin|
 +
desc=Polymorph|
 +
time=1 round|
 +
range=Close (25' + 5'/ levels)|
 +
target=Up to three vermin, no two of which may be more than 30' apart; see text|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level: see the below table.
 +
 
 +
Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ("Attack," "Defend," "Stop," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.|
 +
eternal=|
 +
class1=Animal Domain|
 +
class1level=4|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
{|class="bordered zebra header"
 +
!Caster Level !!Vermin Size
 +
|-
 +
|9th or lower || Medium
 +
|-
 +
|10th-13th || Large
 +
|-
 +
|14th-17th || Huge
 +
|-
 +
|18th-19th || Gargantuan
 +
|-
 +
|20th or higher || Colossal
 +
|}
 +
 
 +
===Glibness===
 +
{{d20rSpell|
 +
name=Glibness|
 +
desc=Dynamism|
 +
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 touched creature's speech becomes fluent and more believable. The touched creature gain a competence bonus on Bluff checks made to convince another of the truth of your words equal to your Hero Value. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
 +
 
 +
If a magical effect is used against the target that would detect their lies or force you to speak the truth, the user of the effect must succeed on a Caster Level check against a DC of 15 + your Caster Level to succeed. Failure means the effect does not detect the target's lies or force them to speak only the truth.|
 +
eternal=|
 +
class1=Trickery Domain|
 +
class1level=3|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Glitterdust===
 +
{{d20rSpell|
 +
name=Glitterdust|
 +
desc=Light|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=10' radius spread|
 +
effect= |
 +
dur=1 round/level and 1 round; see text|
 +
save=Fortitude partial; see text|
 +
SR=No|
 +
rules=A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for one round and visibly outlining invisible things for one round per Caster Level. A successful Fortitude save reduces the blindness to dazzling. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
 +
 
 +
Any creature covered by the dust takes a -40 penalty on Hide checks.|
 +
eternal=|
 +
class1=Star Domain|
 +
class1level=3|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Globe of Invulnerability===
 +
{{d20rSpell|
 +
name=Globe of Invulnerability|
 +
desc=Abjuration, Force|
 +
time=1 standard action|
 +
range=10'|
 +
target=|
 +
area=10' radius emanation, centered on you|
 +
effect= |
 +
dur=1 round/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spells does not include the area of the ''globe of invulnerability''. Such spells fail to affect any target located within the ''globe''. Excluded effects include spell-like abilities and spells or spell-like effects from items. Extraordinary and preternatural effects are unaffected. However, any type of spell can be cast through or out of the ''globe''. Spells of 5th level and higher are not affected by the ''globe'', nor are spells already in effect when the ''globe'' is cast. The ''globe'' can be brought down by a targeted ''dispel magic'' spell, but not by an area ''dispel magic''. You can leave and return to the ''globe'' without penalty.
 +
 
 +
Note that spell effects are not disrupted unless their effects enter the ''globe'', and even then they are merely suppressed, not dispelled.
 +
 
 +
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether ''globe of invulnerability'' stops it.|
 +
eternal=|
 +
class1=Protection Domain|
 +
class1level=6|
 +
class2=High Arcana|
 +
class2level=7|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Glyph of Warding===
 +
{{d20rSpell|
 +
name=Glyph of Warding|
 +
desc=Abjuration|
 +
time=10 minutes|
 +
range=Touch|
 +
target=Object touched or up to 5 square feet/level|
 +
area=|
 +
effect= |
 +
dur=Permanent until discharged (D)|
 +
save=See text|
 +
SR=Yes (object)|
 +
rules=This powerful inscription harms those who enter, pass, or open the warded area or object. A ''glyph of warding'' can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
 +
 
 +
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, ''glyphs'' can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. They cannot be set according to class, Hit Dice, or level. ''Glyphs'' respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple ''glyphs'' cannot be cast on the same area. However, for instance, if a cabinet has three drawers, each can be separately warded.
 +
 
 +
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A ''glyph'' can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
 +
 
 +
''Glyphs'' cannot be affected or bypassed by such means as physical or magical probing, though they can be ''dispelled''. ''Mislead, polymorph,'' and ''nondetection'' (and similar magical effects) can fool a ''glyph'', though non-magical disguises and the like can't. ''Read magic'' allows you to identify a ''glyph of warding'', though you must still know where the ''glyph'' is located. Identifying the ''glyph'' does not discharge it and allows you to know the basic nature of the ''glyph'' (version, type of damage caused, what spell is stored).
 +
 
 +
Depending on the version selected, a glyph activates a spell or inflicts panic.
 +
 
 +
''Spell Glyph:'' You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your Caster Level at the time of casting the ''glyph''. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and Spell Resistance operate as normal, except that the DC is based on the level of the spell stored in the ''glyph.''
 +
 
 +
''Panic Glyph:'' A panic glyph causes the intruder and all creatures within 5' of them to be panicked. All affected creatures must make a Will save or be panicked for 1 round/level. Creatures that make their saves are instead shaken for the same duration. Spell Resistance applies against this effect. If used in this fashion, this spell gains the [Fear] descriptor.|
 +
eternal=|
 +
class1=Fear Domain|
 +
class1level=3|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Good Hope===
 +
{{d20rSpell|
 +
name=Good Hope|
 +
desc=Morale|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target=Up to one creature/level, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=1 minute/level|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.|
 +
eternal=|
 +
class1=Courage|
 +
class1level=3|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Goodberry===
 +
{{d20rSpell|
 +
name=Goodberry|
 +
desc=Healing, Polymorph|
 +
time=1 standard action|
 +
range=Touch|
 +
target=2d4 berries touched|
 +
area=|
 +
effect= |
 +
dur=1 day/level (D)|
 +
save=None|
 +
SR=Yes (object)|
 +
rules=Casting ''goodberry'' upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as anyone else capable of casting this spell) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1d8 points of damage when eaten, plus an amount equal to one-half your Caster Level (round down, minimum +0).|
 +
eternal=|
 +
class1=Plant Domain|
 +
class1level=1|
 +
class2=Water Domain|
 +
class2level=1|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
=== Graft Weapon ===
=== Graft Weapon ===
{{d20rSpell|
{{d20rSpell|
Line 4,485: Line 5,933:
nocat= 1
nocat= 1
}}
}}
-
===guards and wards===
+
===Gust of Wind===
-
===gust of wind===
+
{{d20rSpell|
 +
name=Gust of Wind|
 +
desc=Air, Eternal|
 +
time=1 standard action|
 +
range=60'|
 +
target= |
 +
area=Line-shaped emanation|
 +
effect= |
 +
dur=1 round|
 +
save=Fortitude negates|
 +
SR=No|
 +
rules=This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
 +
 
 +
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. In addition, if flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
 +
 
 +
Small creatures are knocked prone by the force of the wind, and if they are flying are blown back 1d6x10 feet.
 +
 
 +
Medium creatures are unable to move forward against the force of the wind, and if they are flying are blown back 1d6x5 feet.
 +
 
 +
Large or larger creatures may move normally within a ''gust of wind'' effect.
 +
 
 +
A ''gust of wind'' can't move a creature beyond the limit of its range.
 +
 
 +
Any creature, regardless of size, takes a -4 penalty on ranged attacks and Awareness checks in the area of a ''gust of wind''.
 +
 
 +
The force of the gust automatically extinguishes candles, torches, and similar unprotected non-magical flames. It causes protected non-magical flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
 +
 
 +
[Cloud] effects subjected to a ''gust of wind'' may dissipate, per their individual descriptions. A [Cloud] effect that does not have specific effects for dealing with winds is treated as if it is targeted by an area ''dispel magic'' if subjected to a ''gust of wind''.
 +
 
 +
In addition to the effects noted, a ''gust of wind'' can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.|
 +
eternal=When prepared as an eternal spell, this spell functions identically as above, except the range is reduced to 30'.|
 +
class1=Air Domain|
 +
class1level=2|
 +
class3=Eternal|
 +
class3level=2|
 +
class3=Raghnialt's Kiss|
 +
class3level=2|
 +
class4=Storm Domain|
 +
class4level=2|
 +
class5=Sylphic Tradition|
 +
class5level=2|
 +
class6=Weather Domain|
 +
class6level=2|
 +
nocat= 1
 +
}}
==H==
==H==
-
===hallucinatory terrain===
+
===Hallucinatory Terrain===
-
===halt undead===
+
{{d20rSpell|
 +
name=Hallucinatory Terrain|
 +
desc=Illusion|
 +
time=10 minutes|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=One 30' cube/level (S)|
 +
effect= |
 +
dur=2 hours/level (D)|
 +
save=Will disbelief|
 +
SR=No|
 +
rules=You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.|
 +
eternal=|
 +
class1=Phantasmagoria|
 +
class1level=4|
 +
class2=Trickery Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Halt Undead===
 +
{{d20rSpell|
 +
name=Halt Undead|
 +
desc=Animation|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target=Up to three undead creatures, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=1 round/level (D)|
 +
save=Will negates (see text)|
 +
SR=Yes|
 +
rules=This spell immobilizes up to three creatures with the Undead subtype. Mindless undead do not receive a saving throw, but undead possessing Intelligence scores do.|
 +
eternal=|
 +
class1=Undeath Domain|
 +
class1level=3|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
=== Harras ===
=== Harras ===
{{d20rSpell|
{{d20rSpell|
name=Harras|
name=Harras|
desc=Summoning|
desc=Summoning|
-
time=1 action|
+
time=1 standard action|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
target=|
target=|
Line 4,505: Line 6,041:
rules=This spell functions as ''mount'', except as described here.|
rules=This spell functions as ''mount'', except as described here.|
eternal= |
eternal= |
-
class1=Enochian|
+
class1=Enochian Magic|
class1level=3|
class1level=3|
class2= |
class2= |
Line 4,511: Line 6,047:
nocat= 1
nocat= 1
}}
}}
-
===haste===
+
 
-
===heal===
+
===Haste===
-
===heal, mass===
+
{{d20rSpell|
-
===heat metal===
+
name=Haste|
-
===heroes' feast===
+
desc=Dynamism, Eternal|
-
===heroism===
+
time=1 standard action|
-
===heroism, greater===
+
range=Close (25' + 5'/2 levels)|
-
===heroism, mass===
+
target=Up to one creature/2 levels, no two of which may be more than 30' apart|
-
===heroism, mass greater===
+
area=|
-
===hideous laughter===
+
effect= |
-
===hold===
+
dur=1 round/level (D)|
-
===hold, mass===
+
save=Fortitude negates (harmless)|
-
===hold monster===
+
SR=Yes (harmless)|
-
===hold monster, mass===
+
rules=When making a full attack action, a ''hasted'' creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full Base Attack Bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with similar effects nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.
-
===hold person===
+
 
-
===hold person, mass===
+
A ''hasted'' creature that uses the attack action instead can gain an additional attack with any weapon he is holding by expending a swift action, using the same rules for an extra attack as provided above.
-
===hold vapor===
+
 
-
===horrid wilting===
+
A ''hasted'' creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
 +
 
 +
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30', to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
 +
 
 +
Multiple ''haste'' effects don't stack. ''Haste'' dispels and counters ''slow''.|
 +
eternal=As above, except the range is reduced to "Touch" and the target is reduced to "Creature or creatures touched".|
 +
class1=Alchemy|
 +
class1level=4|
 +
class2=Eternal|
 +
class2level=4|
 +
class3=Time Domain|
 +
class3level=4|
 +
class4=Travel Domain|
 +
class4level=4|
 +
nocat= 1
 +
}}
 +
 
 +
===Heal===
 +
{{d20rSpell|
 +
name=Heal|
 +
desc=Healing|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=''Heal'' enables you to channel healing energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinding, confusion, dazing, dazzling, deafening, disease, exhaustion, fatigue, nauseating, sickening, stunning, and any ongoing [Poison] effects. Certain [Curse] effects (and other effects) also are affected by ''heal'', and they will note in their descriptions how they interact with ''heal''. It also cures damage equal to your Caster Level multiplied by your Hero Value, to a maximum of 150 points.
 +
 
 +
''Heal'' does not remove Hero Value damage or penalties.|
 +
eternal=|
 +
class1=Healing Domain|
 +
class1level=6|
 +
class2=Life Domain|
 +
class2level=7|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Heal, Mass===
 +
{{d20rSpell|
 +
name=Mass Heal|
 +
desc=Healing|
 +
time=|
 +
range=Close (25' + 5'/2 levels)|
 +
target=Up to one creature/two levels, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''heal'', except as noted here.
 +
 
 +
The maximum amount of Hit Points restored by ''mass heal'' is increased to 200 per targeted creature.|
 +
eternal=|
 +
class1=Healing Domain|
 +
class1level=9|
 +
class2=Life Domain|
 +
class2level=9|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Heat Metal===
 +
{{d20rSpell|
 +
name=Heat Metal|
 +
desc=Eternal, Fire, 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=Will negates (object)|
 +
SR=Yes (object)|
 +
rules=''Heat metal'' makes metal extremely hot. 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 fire damage if its equipment is heated. 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 or more. 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 warm 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, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
 +
 
 +
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. Underwater, ''heat metal'' deals half damage, but water boils around the affected metal.|
 +
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=Eternal|
 +
class1level=2|
 +
class2=Fire Domain|
 +
class2level=2|
 +
class3=Might of Talos|
 +
class3level=2|
 +
class4=Sun Domain|
 +
class4level=2|
 +
nocat= 1
 +
}}
 +
 
 +
{|class="bordered zebra header class"
 +
!Round !!Metal Temperature !!Damage
 +
|-
 +
| 1 || Warm ||None
 +
|-
 +
|2 || Hot || 1d4 points
 +
|-
 +
|3-5 || Searing || 2d4 points
 +
|-
 +
|6 || Hot || 1d4 points
 +
|-
 +
|7 || Warm || None
 +
|}
 +
 
 +
===Heroes' Feast===
 +
{{d20rSpell|
 +
name=Heroes' Feast|
 +
desc=Creation, Morale|
 +
time=10 minutes|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=|
 +
effect=Feast enough to feed up to 1 Small or Medium creature/level|
 +
dur=1 hour plus 12 hours; see text|
 +
save=None|
 +
SR=No|
 +
rules=You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. In addition to providing mundane benefits (such as staving off starvation and dehydration), every creature partaking of the feast is cured of all diseases, sickness, and nausea, gains a +5 bonus to resist [Poison] effects for 12 hours, and gains 1d8 temporary hit points +1 point per two Caster Levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls, to Will saves, and to Hero Value for 12 hours.
 +
 
 +
The feast provides enough for up to 1 Small or Medium creature per Caster Level. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so on, when determining if a creature can be sustained by the feast. Similarly, two Tiny creatures count as one Small creature, two Diminutive creatures count as one Tiny creature, and so on.
 +
 
 +
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.|
 +
eternal=|
 +
class1=Courage Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Heroism===
 +
{{d20rSpell|
 +
name=Heroism|
 +
desc=Morale|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks, and a +1 morale bonus to Hero Value.|
 +
eternal=|
 +
class1=Courage Domain|
 +
class1level=2|
 +
class2=Enchantment|
 +
class2level=3|
 +
class3=Glory Domain|
 +
class3level=2|
 +
class4=Might Domain|
 +
class4level=3|
 +
class5=War Domain|
 +
class5level=3|
 +
nocat= 1
 +
}}
 +
 
 +
===Heroism, Greater===
 +
{{d20rSpell|
 +
name=Greater Heroism|
 +
desc=Morale|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect=|
 +
dur=1 minute/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=This spell functions as ''heroism'' except as noted here.
 +
 
 +
The touched creature gains double the morale bonus listed in ''heroism'' to attack rolls, saves, skill checks and Hero Value, as well as gains temporary Hit Points equal to twice your Caster Level.|
 +
eternal=|
 +
class1=Courage Domain|
 +
class1level=5|
 +
class2=Enchantment|
 +
class2level=6|
 +
class3=Glory Domain|
 +
class3level=5|
 +
class4=Might Domain|
 +
class4level=5|
 +
class5=War Domain|
 +
class5level=5|
 +
nocat= 1
 +
}}
 +
 
 +
===Heroism, Mass===
 +
{{d20rSpell|
 +
name=Mass Heroism|
 +
desc=Morale|
 +
time=|
 +
range=Medium (100' + 10'/level)|
 +
target=Up to one creature/level, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level (D)|
 +
save=|
 +
SR=|
 +
rules=This spell functions like ''heroism'' except as noted here.|
 +
eternal=|
 +
class1=War Domain|
 +
class1level=8|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Heroism, Mass Greater===
 +
{{d20rSpell|
 +
name=Mass Greater Heroism|
 +
desc=Morale|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target=Up to one creature/level, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level (D)|
 +
save=|
 +
SR=|
 +
rules=This spell functions like ''greater heroism'' except as noted here.|
 +
eternal=|
 +
class1=War Domain|
 +
class1level=9|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Hideous Laughter===
 +
{{d20rSpell|
 +
name=Hideous Laughter|
 +
desc=Language-Dependent, Mind-Affecting|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature of Intelligence 3 or higher with whom you share a language|
 +
area=|
 +
effect=|
 +
dur=1 round/2 levels|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=This spell afflicts the subject with uncontrollable laughter. It immediately bursts into gales of manic laughter. The subject acts as if nauseated for the duration of the spell, even if the creature is normally immune to nauseating effects. After the spell ends, it can act normally.|
 +
eternal=|
 +
class1=Hex Domain|
 +
class1level=2|
 +
class2=Madness Domain|
 +
class2level=2|
 +
class3=Trickery Domain|
 +
class3level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Hold===
 +
{{d20rSpell|
 +
name=Hold|
 +
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One Humanoid creature; see text|
 +
area=|
 +
effect= |
 +
dur=1 round/level (D); see text|
 +
save=Will negates; see text|
 +
SR=Yes|
 +
rules=The targeted Humanoid becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity.
 +
 
 +
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
 +
 
 +
You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures.
 +
 
 +
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=2|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Hold, Mass===
 +
{{d20rSpell|
 +
name=Mass Hold|
 +
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=|
 +
target=Up to one Humanoid creature/2 levels, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''hold'' except as noted here.|
 +
eternal=|
 +
class1=Enchantment|
 +
class1level=7|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Hold Monster===
 +
{{d20rSpell|
 +
name=Hold Monster|
 +
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=|
 +
target=|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''hold'' except as noted here. You cannot voluntarily lower your Caster Level to affect different kinds of creatures, but this spell only affects creatures of the Aberration, Avatar, Dragon, Fey, Magical Beast, or Outsider types.|
 +
eternal=|
 +
class1=Moon Domain|
 +
class1level=5|
 +
class2=Protection Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Hold Monster, Mass===
 +
{{d20rSpell|
 +
name=Mass Hold Monster|
 +
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=|
 +
target=Up to one creature/two levels, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''hold monster'' except as noted here.|
 +
eternal=|
 +
class1=Moon Domain|
 +
class1level=9|
 +
class2=Protection Domain|
 +
class2level=9|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Hold Person===
 +
{{d20rSpell|
 +
name=Hold Person|
 +
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=|
 +
target=One Humanoid creature|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''hold'', except you cannot voluntarily lower your Caster Level to affect different creature types.|
 +
eternal=|
 +
class1=Protection Domain|
 +
class1level=2|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Hold Person, Mass===
 +
{{d20rSpell|
 +
name=Mass Hold Person|
 +
desc=Mind-Affecting|
 +
time=|
 +
range=|
 +
target=Up to one Humanoid creature/two levels, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''hold person'' except as noted here.|
 +
eternal=|
 +
class1=Protection Domain|
 +
class1level=7|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Horrid Wilting===
 +
{{d20rSpell|
 +
name=Horrid Wilting|
 +
desc=Water|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=30' radius burst|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Fortitude partial; see text|
 +
SR=Yes|
 +
rules=This spell evaporates moisture from the body of each living creature in the area, inflicting 1d8 points of damage per Caster Level. Creatures damaged by this spell also are nauseated for 1 round and sickened for an additional ten rounds. A successful Fortitude save halves the damage and negates the nauseating and sickening effects.
 +
 
 +
This spell is especially devastating to Plant creatures, which instead take 1d12 points of damage per Caster Level. A Plant creature may make a Fortitude save to halve this damage, but is nauseated and sickened regardless of the result of their saving throw.|
 +
eternal=|
 +
class1=Death Domain|
 +
class1level=8|
 +
class2=Thanaturgy|
 +
class2level=8|
 +
class3=Water Domain|
 +
class3level=8|
 +
nocat= 1
 +
}}
 +
 
=== Hydrablood ===
=== Hydrablood ===
{{d20rSpell|
{{d20rSpell|
Line 4,549: Line 6,519:
nocat= 1
nocat= 1
}}
}}
-
===hypnotic pattern===
+
===Hypnotic Pattern===
-
===hypnotism===
+
{{d20rSpell|
 +
name=Hypnotic Pattern|
 +
desc=Illusion, Light, Mind-Affecting|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target=|
 +
area=|
 +
effect=Colorful lights in a 10' radius spread|
 +
dur=Concentration + 2 rounds|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. A successful Will save prevents the fascination effect and renders the creature immune to this particular casting of ''hypnotic pattern''. Blind creatures (or those that "see" only with non-visual senses, such as blindsight or tremorsense, but not low-light vision or darkvision) are immune to ''hypnotic pattern''.|
 +
eternal=|
 +
class1=Madness Domain|
 +
class1level=2|
 +
class2=Star Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Hypnotism===
 +
{{d20rSpell|
 +
name=Hypnotism|
 +
desc=Mind-Affecting|
 +
time=1 minute|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One living creature of Intelligence 2 or greater|
 +
area=|
 +
effect= |
 +
dur=2d4 rounds (D)|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=Your gestures and droning incantation fascinate the targeted creature, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated, just to listen to your suggestions.
 +
 
 +
If you use this spell in combat, the target gains a +2 bonus on its saving throw.
 +
 
 +
While the subject is fascinated by this spell, it reacts as though it were more friendly in attitude towards you. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable: the creature will not endanger itself or its lifestyle to fulfill your request.
 +
 
 +
A creature that fails its saving throw does not remember that you enspelled it.|
 +
eternal=|
 +
class1=Madness Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
==I==
==I==
-
===ice storm===
+
===Ice Storm===
 +
{{d20rSpell|
 +
name=Ice Storm|
 +
desc=Cold|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=20' radius cylinder, 40' tall|
 +
effect= |
 +
dur=1 round/3 levels (D)|
 +
save=None|
 +
SR=No|
 +
rules=Great hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature that begins its turn in or moves through the area. A -4 penalty applies to each Awareness check made within the ''ice storm'' 's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt).|
 +
eternal=|
 +
class1=Cold Domain|
 +
class1level=4|
 +
class2=Jotunnskyn|
 +
class2level=4|
 +
class3=Storm Domain|
 +
class3level=4|
 +
class4=Water Domain|
 +
class4level=5|
 +
class5=Weather Domain|
 +
class5level=4|
 +
nocat= 1
 +
}}
 +
 
=== Icy Clutch ===
=== Icy Clutch ===
{{d20rSpell|
{{d20rSpell|
Line 4,574: Line 6,619:
nocat= 1
nocat= 1
}}
}}
-
===identify===
+
===Identify===
-
===illusory script===
+
{{d20rSpell|
-
===illusory wall===
+
name=Identify|
-
===imbue with spell ability===
+
desc=Detection|
 +
time=1 hour|
 +
range=Touch|
 +
target=Object touched|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=None|
 +
SR=No|
 +
rules=This spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
 +
 
 +
In addition, you gain some basic knowledge about the object's most recent owner, if applicable: you learn the last owner's age, gender, race, and profession, and are familiar enough with their face to be able to identify them by sight. This spell will not identify casual users as owners. Anyone who uses an object to attack someone or something is not thereafter considered a casual user.
 +
 
 +
An object without any previous owners reveals no information. If you use this spell additional times on the same object, the information yielded is the same as if you were using the spell on the object for the first time.
 +
 
 +
''Identify'' does not function when used on an artifact.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=1|
 +
class2=High Arcana|
 +
class2level=1|
 +
class3=Knowledge Domain|
 +
class3level=1|
 +
class4=Wealth Domain|
 +
class4level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Illusory Script===
 +
{{d20rSpell|
 +
name=Illusory Script|
 +
desc=Illusion, Mind-Affecting|
 +
time=1 minute or longer; see text|
 +
range=Touch|
 +
target=One object weighing no more than 1 lb./level; see text|
 +
area=|
 +
effect= |
 +
dur=One day/level (D)|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=You write instructions or other information on the touched parchment, paper, or any suitable writing material. The ''illusory script'' appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other creature, although someone capable of casting this spell recognizes it as ''illusory script''.
 +
 
 +
Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a ''suggestion'' implanted in the script by you at the time the ''illusory script'' spell was cast. The ''suggestion'' lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of the book," and so forth. If successfully dispelled by ''dispel magic'', the ''illusory script'' and its secret message disappear. The hidden message can be read by a combination of the ''true seeing'' spell with the ''read magic'' or ''comprehend languages'' spell.
 +
 
 +
The casting time depends on how long a message you wish to write, but it is always at least 1 minute.|
 +
eternal=|
 +
class1=Rune Magic|
 +
class1level=3|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Illusory Wall===
 +
{{d20rSpell|
 +
name=Illusory Wall|
 +
desc=Illusion|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=One 1' deep by 5' wide by 10' tall section/level (S)|
 +
effect= |
 +
dur=Permanent|
 +
save=Will disbelief|
 +
SR=No|
 +
rules=This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.|
 +
eternal=|
 +
class1=Phantasmagoria|
 +
class1level=5|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Imbue With Spell Ability===
 +
{{d20rSpell|
 +
name=Imbue With Spell Ability|
 +
desc=|
 +
time=10 minutes|
 +
range=Touch|
 +
target=Creature touched; see text|
 +
area=|
 +
effect= |
 +
dur=Permanent until discharged; see text (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. The number and level of spells that the subject can be granted depends on its Hit Dice: even multiple castings of ''imbue with spell ability'' can't exceed this limit.
 +
 
 +
The transferred spell's variable characteristics (range, duration, area, and the like) function according to your Caster Level, not the level of the recipient.
 +
 
 +
Once you cast ''imbue with spell ability'', you cannot restore the spell slot used to cast it until the recipient uses the imbued spells or is slain, or until you dismiss the ''imbue with spell ability'' spell. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active ''imbue with spell ability'' spells, the more recently cast imbued spells are dispelled.|
 +
eternal=|
 +
class1=High Arcana|
 +
class1level=4|
 +
class2=Magic Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
{|class="bordered zebra header"
 +
!HD of Recipient !!Spells Imbued
 +
|-
 +
|2 || One 1st-level spell
 +
|-
 +
|3-4 || One 1st-level or 2nd-level spell
 +
|-
 +
|5-6 || Two spells, one of 1st level and one of 2nd level
 +
|-
 +
|7-8 || Two spells of 2nd level or lower
 +
|-
 +
|9-10 || Two spells of 3rd level or lower
 +
|-
 +
|11-12 || Three spells of 3rd level or lower
 +
|-
 +
|13+ || Three spells of 4th level or lower
 +
|}
 +
 
=== Impale ===
=== Impale ===
{{d20rSpell|
{{d20rSpell|
Line 4,602: Line 6,768:
nocat= 1
nocat= 1
}}
}}
-
===impending thunderburst===
+
===Impending Thunderburst===
-
===implosion===
+
{{d20rSpell|
-
===imprisonment===
+
name=Impending Thunderburst|
-
===incendiary cloud===
+
desc=Curse, Electricity|
-
===inflict critical wounds===
+
time=1 standard action|
-
===inflict light wounds===
+
range=Close (25' + 5'/2 levels)|
-
===inflict moderate wounds===
+
target=One creature|
-
===inflict serious wounds===
+
area=|
-
===inflict serious wounds, mass===
+
effect= |
-
===insanity===
+
dur=Permanent until discharged (D)|
-
===instant summons===
+
save=Reflex half and Fortitude negates; see text|
 +
SR=Yes|
 +
rules=This spell brings into being a small storm cloud invisible to all but the caster and those employing ''detect magic.'' This cloud appears in the air directly above the target creature. The cloud has no physical existence, and cannot be attacked, magically repulsed, dispelled, or left behind by [Transport] effects or travel to other planes.
 +
 
 +
It will strike (upon the target creature only, regardless of physical or magical barriers) upon the fulfillment of a single condition set verbally during casting of the spell, doing 1d10 points of electrical damage per Caster Level (with a Reflex save for half damage). A gigantic bolt of lightning blasts downwards, electrocuting the target and causing them severe, wracking pain--victims of this spell often fall, writhing, to the ground. This pain, should the target survive, causes the target to fall prone and also requires the creature to make a Fortitude save or be stunned for 1d4 rounds.
 +
 
 +
Typical conditions include the target creature uttering a certain name or word, commencing spellcasting, drawing a weapon, or going to sleep. The condition cannot be tied to a specific time or location, and in some cases many years have passed between the casting of ''impending thunderburst'' and its strike.
 +
 
 +
Powerful magic is required to destroy the stormcloud: only ''disjunction'' can be used to remove it (unless, of course, the casting of such a magic is the condition which will cause the ''impending thunderburst'' to strike).|
 +
eternal=|
 +
class1=Raghnialt's Kiss|
 +
class1level=8|
 +
class2=Storm Domain|
 +
class2level=8|
 +
class3=Weather Domain|
 +
class3level=8|
 +
nocat= 1
 +
}}
 +
 
 +
===Implosion===
 +
{{d20rSpell|
 +
name=Implosion|
 +
desc=Air|
 +
time=1 full-round action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One corporeal creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Fortitude negates|
 +
SR=Yes|
 +
rules=You create a destructive resonance in a corporeal creature's body, causing the targeted creature to collapse in on itself, killing it unless it makes a successful Fortitude save.|
 +
eternal=|
 +
class1=Air Domain|
 +
class1level=9|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Imprisonment===
 +
{{d20rSpell|
 +
name=Imprisonment|
 +
desc=Curse|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the ''temporal stasis'' spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a ''freedom'' spell is cast at the locale where the ''imprisonment'' took place. Magical search by [Divination] or [Detection] effects of less than 6th level does not reveal the fact that a creature is ''imprisoned''.|
 +
eternal=|
 +
class1=Fate Domain|
 +
class1level=9|
 +
class2=Hex Domain|
 +
class2level=9|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Incendiary Cloud===
 +
{{d20rSpell|
 +
name=Incendiary Cloud|
 +
desc=Cloud, Fire|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target=|
 +
area=20' radius, 20' high cloud|
 +
effect= |
 +
dur=1 round/level (D)|
 +
save=Reflex half; see text|
 +
SR=No|
 +
rules=An ''incendiary cloud'' spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a ''fog cloud'' does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. Creatures and unattended magical objects that fail their saves catch on fire, while non-magical flammable objects catch on fire with no save. In addition, [Fire] effects within the cloud deal an additional 50% damage (effectively automatically empowering [Fire] spells).
 +
 
 +
The smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10' farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60' each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.
 +
 
 +
As with ''fog cloud'', wind disperses the smoke, and the spell can't be cast underwater.|
 +
eternal=|
 +
class1=Fire Domain|
 +
class1level=8|
 +
class2=Promethean Magic|
 +
class2level=8|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Inflict Critical Wounds===
 +
{{d20rSpell|
 +
name=Inflict Critical Wounds|
 +
desc=Entropy, Eternal|
 +
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 takes an amount of entropic damage equal to three times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to three times 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 takes an additional amount of entropic damage equal to twice your Hero Value.|
 +
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 5d8 entropic damage, plus your Hero Value.|
 +
class2=Undeath Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
class1=Eternal|
 +
class1level=5|
 +
nocat= 1
 +
}}
 +
 
 +
===Inflict Light Wounds===
 +
{{d20rSpell|
 +
name=Inflict Light Wounds|
 +
desc=Entropy, Eternal|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage 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 takes an additional amount of entropic damage equal to your Hero Value.|
 +
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 1d8 entropic damage, plus your Hero Value.|
 +
class1=Eternal|
 +
class1level=2|
 +
class2=Undeath Domain|
 +
class2level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Inflict Moderate Wounds===
 +
{{d20rSpell|
 +
name=Inflict Moderate Wounds|
 +
desc=Entropy, Eternal|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage 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 takes an additional amount of entropic damage equal to your Hero Value.|
 +
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 2d8 entropic damage, plus your Hero Value.|
 +
class1=Eternal|
 +
class1level=3|
 +
class2=Undeath Domain|
 +
class2level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Inflict Serious Wounds===
 +
{{d20rSpell|
 +
name=Inflict Serious Wounds|
 +
desc=Entropy, Eternal|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to twice your highest mental ability score (Intelligence, Wisdom, or Charisma) or to twice 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 takes an additional amount of entropic damage equal to twice your Hero Value.|
 +
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 3d8 entropic damage, plus your Hero Value.|
 +
class1=Eternal|
 +
class1level=4|
 +
class2=Undeath Domain|
 +
class2level=4|
 +
nocat= 1
 +
}}
 +
 
 +
===Inflict Serious Wounds, Mass===
 +
{{d20rSpell|
 +
name=Mass Inflict Serious Wounds|
 +
desc=Entropy|
 +
time=1 standard action|
 +
range=Close (20' + 5'/2 levels)|
 +
target=Up to 1 creature/2 levels, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=This spell functions as ''inflict serious wounds'', except as noted here.|
 +
eternal=|
 +
class1=Undeath Domain|
 +
class1level=8|
 +
class2=War Domain|
 +
class2level=7|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Insanity===
 +
{{d20rSpell|
 +
name=Insanity|
 +
desc=Curse, Mind-Affecting|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Permanent (D)|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=The affected creature suffers from a continuous ''confusion'' effect, as the spell.
 +
 
 +
''Remove curse'' does not remove ''insanity'': only ''greater restoration'' or ''heal'' can restore the creature.|
 +
eternal=|
 +
class1=Enchantment|
 +
class1level=7|
 +
class2=Fear Domain|
 +
class2level=7|
 +
class3=Madness Domain|
 +
class3level=6|
 +
class4=Moon Domain|
 +
class4level=7|
 +
nocat= 1
 +
}}
 +
 
 +
===Instant Summons===
 +
{{d20rSpell|
 +
name=Instant Summons|
 +
desc=Transport|
 +
time=10 minutes and 1 swift action; see text|
 +
range=See text|
 +
target=One object weighing no more than 10 lbs/level|
 +
area=|
 +
effect= |
 +
dur=Permanent until discharged|
 +
save=None|
 +
SR=No|
 +
rules=You call some nonliving item from virtually any location directly to your hand.
 +
 
 +
When you first cast this spell, you touch an object, which magically and invisibly inscribes the item with an identifying sigil, a process which takes ten minutes. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) as a swift action. The item appears instantly in your hand.
 +
 
 +
If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
 +
 
 +
The inscription on the item is invisible. It is also unreadable, except by means of a ''read magic'' spell, to anyone but you.
 +
 
 +
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.|
 +
eternal=|
 +
class1=Luck Domain|
 +
class1level=8|
 +
class2=Rune Magic|
 +
class2level=7|
 +
class3=Wealth Domain|
 +
class3level=7|
 +
nocat= 1
 +
}}
 +
 
=== Invigorate Venom ===
=== Invigorate Venom ===
{{d20rSpell|
{{d20rSpell|
Line 4,634: Line 7,066:
}}
}}
-
===invisibility===
+
===Invisibility===
-
===invisibility, greater===
+
{{d20rSpell|
-
===invisibility, mass===
+
name=Invisibility|
-
===invisibility purge===
+
desc=Eternal, Illusion|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Touched creature; or object touched weighing no more than 100 lbs/level|
 +
area=|
 +
effect= |
 +
dur=1 minute/level or until discharged (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
 +
 
 +
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10' from it becomes visible.
 +
 
 +
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as ''bless'' that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.|
 +
eternal=As above, except the range becomes "personal", the target becomes "you", and the duration shortens to "3 rounds".|
 +
class1=Alchemy|
 +
class1level=3|
 +
class2=Eternal|
 +
class2level=3|
 +
class3=Fear Domain|
 +
class3level=2|
 +
class4=Phantasmagoria|
 +
class4level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Invisibility, Greater===
 +
{{d20rSpell|
 +
name=Greater Invisibility|
 +
desc=Illusion|
 +
time=|
 +
range=|
 +
target= |
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''invisibility'' except the invisibility doesn't end if the recipient attacks.|
 +
eternal=|
 +
class1=Phantasmagoria|
 +
class1level=5|
 +
class2=Star Domain|
 +
class2level=5|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Invisibility, Mass===
 +
{{d20rSpell|
 +
name=Mass Invisibility|
 +
desc=Illusion|
 +
time=|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature/level, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''invisibility'' except as noted here.|
 +
eternal=|
 +
class1=Phantasmagoria|
 +
class1level=8|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Invisibility Purge===
 +
{{d20rSpell|
 +
name=Invisibility Purge|
 +
desc=Abjuration|
 +
time=1 standard action|
 +
range=30'|
 +
target= |
 +
area=30' radius burst, centered on you|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=No|
 +
rules=Anything invisible in the area becomes visible. If something is naturally invisible through an extraordinary, preternatural, or supernatural ability, the creature becomes visible for 2d3 rounds, then returns to their natural state of invisibility. Otherwise, the invisibility-causing effect is dispelled as if by a targeted ''dispel magic''.|
 +
eternal=|
 +
class1=Moon Domain|
 +
class1level=3|
 +
class2=Sun Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
===Invocation===
===Invocation===
{{d20rSpell|
{{d20rSpell|
Line 4,660: Line 7,186:
nocat= 1
nocat= 1
}}
}}
-
===iron body===
+
===Iron Body===
 +
{{d20rSpell|
 +
name=Iron Body|
 +
desc=Metal, Polymorph|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell transforms the target's body into living iron, which grants them several powerful resistances and abilities.
 +
 
 +
The target gains damage reduction 15/adamantine. The target's type changes to Construct, gaining any traits of the type temporarily. In addition, the target becomes immune to [Electricity] effects, [Poison] effects, and all spells or attacks that affect their physiology or respiration, because they have no physiology or respiration while this spell is in effect. They take only half damage from [Acid] and [Fire] effects. However, they also become vulnerable to spells and effects that target metallic objects or creatures, or creatures of the Construct type.
 +
 
 +
The target gains a +6 enhancement bonus to their Strength score, but they take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and their speed is reduced to half normal. The target has an arcane spell failure chance of 50% and a -8 armor check penalty, just as if they were clad in full plate armor. The target cannot drink (and thus can't use potions) or play wind instruments.
 +
 
 +
The target's unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and they are considered armed when making unarmed attacks.
 +
 
 +
The target's weight increases by a factor of ten, causing them to sink in water like a stone. However, the target could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
 +
 
 +
If you cast this spell from the Might of Talos school, its range changes to "Personal" and its target changes to "You."|
 +
eternal=|
 +
class1=Alchemy|
 +
class1level=8|
 +
class2=Courage Domain|
 +
class2level=8|
 +
class3=Glory Domain|
 +
class3level=8|
 +
class4=Might Domain|
 +
class4level=8|
 +
class5=Might of Talos|
 +
class5level=4|
 +
nocat= 1
 +
}}
 +
 
=== Iron Lung ===
=== Iron Lung ===
{{d20rSpell|
{{d20rSpell|
Line 4,685: Line 7,247:
nocat= 1
nocat= 1
}}
}}
-
===ironwood===
+
===Ironwood===
-
===irresistible dance===
+
{{d20rSpell|
 +
name=Ironwood|
 +
desc=Polymorph|
 +
time=1 minute/lb|
 +
range=Touch|
 +
target=Wooden object touched of no more than 5 lbs/level|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=None|
 +
SR=Yes (object)|
 +
rules=Ironwood is a magical substance created from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts.|
 +
eternal=|
 +
class1=Plant Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Irresistible Dance===
 +
{{d20rSpell|
 +
name=Irresistible Dance|
 +
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1d4+1 rounds|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.|
 +
eternal=|
 +
class1=Hex Domain|
 +
class1level=7|
 +
class2=Trickery Domain|
 +
class2level=8|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
==J==
==J==
==K==
==K==
-
===knock===
+
===Knock===
 +
{{d20rSpell|
 +
name=Knock|
 +
desc=|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Locked object of no more than 10 sqft/level, or creature touched; see text|
 +
area=|
 +
effect=|
 +
dur=Instantaneous or 1 round/level; see text (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=If you touch an object as part of casting this spell, you immediately make a Disable Device check to open the object's lock (even if it is a magical lock), substituting your Caster Level plus your highest mental ability modifier (Intelligence, Wisdom, or Charisma) for the check.
 +
 
 +
If you touch a creature as part of casting this spell, the touched creature gains an insight bonus on Disable Device checks equal to your Caster Level for the duration of this spell. The touched creature may also attempt to bypass magical locks or other similar impediments that they normally would not be able to unlock.|
 +
eternal=|
 +
class1=Trickery Domain|
 +
class1level=3|
 +
class2=Wealth Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
==L==
==L==
-
===legend lore===
+
===Legend Lore===
 +
{{d20rSpell|
 +
name=Legend Lore|
 +
desc=|
 +
time=See text|
 +
range=Personal|
 +
target=You|
 +
area=|
 +
effect= |
 +
dur=See text|
 +
save=|
 +
SR=|
 +
rules=''Legend lore'' brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 30 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better ''legend lore'' result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better ''legend lore'' result next time).
 +
 
 +
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary," as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=6|
 +
class2=Fate Domain|
 +
class2level=7|
 +
class3=Knowledge Domain|
 +
class3level=4|
 +
class4=Wealth Domain|
 +
class4level=4|
 +
nocat= 1
 +
}}
 +
 
=== Lernaen Breath ===
=== Lernaen Breath ===
{{d20rSpell|
{{d20rSpell|
Line 4,709: Line 7,363:
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.|
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= |
eternal= |
-
class1=Lernaen|
+
class1=Lernaen Magic|
class1level=5|
class1level=5|
class2= |
class2= |
Line 4,715: Line 7,369:
nocat= 1
nocat= 1
}}
}}
-
===lesser confusion===
+
 
-
===lesser geas===
+
===Lesser Confusion===
-
===lesser globe of invulnerability===
+
{{d20rSpell|
-
===lesser planar binding===
+
name=Lesser Confusion|
-
===lesser restoration===
+
desc=Mind-Affecting|
-
===levitate===
+
time=1 standard action|
-
===lightning bolt===
+
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=1 round|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=The targeted creature must make a Will save or be confused for one round.|
 +
eternal=|
 +
class1=Madness Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Geas===
 +
{{d20rSpell|
 +
name=Lesser Geas|
 +
desc=Curse, Language-Dependent, Mind-Affecting|
 +
time=1 round|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=|
 +
effect= |
 +
dur=Permanent or 1 day/level or until discharged; see text (D)|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=This spell functions as ''geas/quest'' except as noted here.
 +
 
 +
Failing to follow a ''lesser geas's'' instructions inflicts a -2 penalty to one ability score, randomly selected, up to a total penalty on all scores of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the ''lesser geas''.
 +
 
 +
A ''lesser geas'' (and all associated ability score penalties) can be ended by ''break enchantment'' or ''remove curse.''
 +
 
 +
Completing the task discharges the spell and ends any associated ability score penalties immediately.|
 +
eternal=|
 +
class1=Enchantment|
 +
class1level=4|
 +
class2=Fate Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Globe of Invulnerability===
 +
{{d20rSpell|
 +
name=Lesser Globe of Invulnerability|
 +
desc=Abjuration, Force|
 +
time=1 standard action|
 +
range=10'|
 +
target=|
 +
area=10' radius emanation, centered on you|
 +
effect= |
 +
dur=1 round/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3th level or lower. The area or effect of any such spells does not include the area of the ''globe of invulnerability''. Such spells fail to affect any target located within the ''globe''. Excluded effects include spell-like abilities and spells or spell-like effects from items. Extraordinary and preternatural effects are unaffected. However, any type of spell can be cast through or out of the ''globe''. Spells of 4th level and higher are not affected by the ''globe'', nor are spells already in effect when the ''globe'' is cast. The ''globe'' can be brought down by a targeted ''dispel magic'' spell, but not by an area ''dispel magic''. You can leave and return to the ''globe'' without penalty.
 +
 
 +
Note that spell effects are not disrupted unless their effects enter the ''globe'', and even then they are merely suppressed, not dispelled.
 +
 
 +
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether ''globe of invulnerability'' stops it.|
 +
eternal=|
 +
class1=Luck Domain|
 +
class1level=5|
 +
class2=Protection Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Planar Binding===
 +
{{d20rSpell|
 +
name=Lesser Planar Binding|
 +
desc=Calling|
 +
time=10 minutes|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One Avatar, Elemental, or Outsider with 6HD or less|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=No and Yes; see text|
 +
rules=Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
 +
 
 +
To create the trap, you create a magic circle of protection, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.
 +
 
 +
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (Spell Resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its Spell Resistance against your Caster Level check, by dimensional travel, or with a successful Charisma check (DC 15 + ½ your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A ''dimensional anchor'' cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see ''magic circle'') or a ''binding'' spell to make the trap more secure.
 +
 
 +
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
 +
 
 +
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per Caster Level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
 +
 
 +
''Lesser planar binding's'' descriptors match the subtypes of the summoned creature, when applicable.|
 +
eternal=|
 +
class1=Enochian Magic|
 +
class1level=5|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Restoration===
 +
{{d20rSpell|
 +
name=Lesser Restoration|
 +
desc=Healing|
 +
time=3 rounds|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=None|
 +
SR=No|
 +
rules=''Lesser restoration'' dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.|
 +
eternal=|
 +
class1=Healing Domain|
 +
class1level=2|
 +
class2=Life Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Levitate===
 +
{{d20rSpell|
 +
name=Levitate|
 +
desc=Force|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One willing creature or object weighing less than 100 lbs/level|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=''Levitate'' allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be ''levitated'', and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20' each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). Effects that have special or different effects for flying creatures treat a ''levitating'' creature as if it were flying.
 +
 
 +
A ''levitating'' creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.|
 +
eternal=|
 +
class1=Air Domain|
 +
class1level=2|
 +
class2=Travel Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lightning Bolt===
 +
{{d20rSpell|
 +
name=Lightning Bolt|
 +
desc=Electricity, Eternal|
 +
time=1 standard action|
 +
range=120'|
 +
target= |
 +
area=120' line|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Reflex half|
 +
SR=Yes|
 +
rules=You release a powerful stroke of electrical energy that deals 1d6 electricity damage per Caster Level to each creature within its area. The bolt begins at your fingertips.
 +
 
 +
The ''lightning bolt'' sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
 +
 
 +
Creatures wearing armor made primarily of metal take a -2 penalty on their saving throws against this spell.|
 +
eternal=This spell functions identically when prepared as an eternal spell, but the range is lowered to 30', the area becomes "30' line", and it inflicts 1d6 electricity damage per two Caster Levels.|
 +
class1=Eternal|
 +
class1level=3|
 +
class2=Raghnialt's Kiss|
 +
class2level=3|
 +
class3=Storm Domain|
 +
class3level=3|
 +
nocat= 1
 +
}}
 +
 
=== Liquefy ===
=== Liquefy ===
{{d20rSpell|
{{d20rSpell|
Line 4,760: Line 7,595:
nocat= 1
nocat= 1
}}
}}
-
===liveoak===
+
===Liveoak===
-
===locate creature===
+
{{d20rSpell|
-
===locate object===
+
name=Liveoak|
-
===longstrider===
+
desc=Animation, Polymorph|
-
===lucubration===
+
time=10 minutes|
 +
range=Touch|
 +
target=Living tree touched|
 +
area=|
 +
effect= |
 +
dur=One day/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=This spell turns a tree into a protector or guardian: while this spell references an oak tree in its title, it affects trees of all types. The spell can be cast on only a single tree at a time: while ''liveoak'' is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10' of your dwelling place, within a place sacred to you, or within 300' of something that you wish to guard or protect.
 +
 
 +
''Liveoak'' must be cast on a healthy, Huge tree. A triggering phrase of up to one word per Caster Level is placed on the targeted tree. The ''liveoak'' spell triggers the tree into animating as a treant. The treant remains within 300' of the place or object you wish to protect at all times: if it moves outside of this range, it immediately takes root and the spell ends. If the treant is assigned to protect a mobile object, it will do so, but it may have difficulty keeping pace if the object moves quickly.
 +
 
 +
If ''liveoak'' is dispelled, the tree takes root immediately, wherever it happens to be. If released by you or you dismiss the spell, the tree tries to return to its original location before taking root.|
 +
eternal=|
 +
class1=Plant Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Locate Creature===
 +
{{d20rSpell|
 +
name=Locate Creature|
 +
desc=Divination|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=400' + 40'/level radius emanation, centered on you|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=This spell functions like ''locate object'', except this spell locates a known or familiar creature.
 +
 
 +
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
 +
 
 +
The spell can locate a creature of a specific kind (such as a goblin) or a specific creature known to you. It cannot find a creature of a certain type (such as a creature of the Animal type). To find a kind of creature, you must have seen such a creature up close (within 30') at least once.
 +
 
 +
Running water blocks the spell. It cannot detect objects. It can be fooled by ''mislead, nondetection'', and [Polymorph] effects.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=4|
 +
class2=Fate Domain|
 +
class2level=5|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Locate Object===
 +
{{d20rSpell|
 +
name=Locate Object|
 +
desc=Divination|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=400' + 40'/level radius emanation, centered on you|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
 +
 
 +
The spell is blocked by even a thin sheet of lead or running water. Creatures cannot be found by this spell. It can be fooled by ''mislead, nondetection'', and [Polymorph] effects.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=2|
 +
class2=Wealth Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Longstrider===
 +
{{d20rSpell|
 +
name=Longstrider|
 +
desc=Dynamism|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=The touched creature gains a +10' enhancement bonus to one movement speed of your choice (such as land speed, burrow speed, climb speed, or fly speed), chosen at time of casting.|
 +
eternal=|
 +
class1=Travel Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lucubration===
 +
{{d20rSpell|
 +
name=Lucubration|
 +
desc=|
 +
time=1 standard action|
 +
range=Personal|
 +
target=You|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=|
 +
SR=|
 +
rules=You instantly restore any one spell slot of 5th level or lower that you have used during the past 24 hours. The spell slot must have been actually used during that period.|
 +
eternal=|
 +
class1=Time Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
==M==
==M==
-
===maddening scream===
+
===Maddening Scream===
-
===mage armor===
+
{{d20rSpell|
-
===mage's sword===
+
name=Maddening Scream|
-
===magic aura===
+
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Living creature touched|
 +
area=|
 +
effect= |
 +
dur=1d4+1 rounds|
 +
save=None|
 +
SR=Yes|
 +
rules=The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.
 +
 
 +
The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.|
 +
eternal=|
 +
class1=Madness Domain|
 +
class1level=8|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Mage Armor===
 +
{{d20rSpell|
 +
name=Mage Armor|
 +
desc=Abjuration, Eternal, Force|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 hour/level (D)|
 +
save=Will negates (harmless)|
 +
SR=No|
 +
rules=An invisible but tangible field of force surrounds the subject of a ''mage armor'' spell, providing a +4 armor bonus to AC.
 +
 
 +
Unlike mundane armor, ''mage armor'' entails no armor check penalty, arcane spell failure chance, or speed reduction. Since ''mage armor'' is made of force, incorporeal creatures can't bypass it the way they do normal armor.|
 +
eternal=This spell functions identically when prepared as an eternal spell.|
 +
class1=Alchemy|
 +
class1level=1|
 +
class2=Eternal|
 +
class2level=1|
 +
class3=Magic Domain|
 +
class3level=1|
 +
class4=Might of Talos|
 +
class4level=1|
 +
class5=Protection Domain|
 +
class5level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Mage's Sword===
 +
{{d20rSpell|
 +
name=Mage's Sword|
 +
desc=Creation, Force|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=|
 +
effect=One sword of force|
 +
dur=1 round/level (D)|
 +
save=None|
 +
SR=Yes; see text|
 +
rules=This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your Caster Level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), with an additional enhancement bonus equal to one-fourth your Caster Level (round down, minimum +1). As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6 force damage (plus its enhancement bonus), with a threat range of 19-20 and a critical multiplier of ×2.
 +
 
 +
The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword teleports back to you and hovers.
 +
 
 +
Each round after the first, you can use a move action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.
 +
 
 +
The sword cannot be attacked or harmed by physical attacks, but ''dispel magic, disintegrate'', a ''sphere of annihilation'', or a ''rod of cancellation'' affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
 +
 
 +
If an attacked creature has spell resistance, the resistance is checked the first time ''mage's sword'' strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.|
 +
eternal=|
 +
class1=Might of Talos|
 +
class1level=7|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Magic Aura===
 +
{{d20rSpell|
 +
name=Magic Aura|
 +
desc=Illusion|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Object touched weighing up to 5 lbs/level|
 +
area=|
 +
effect=|
 +
dur=1 day/level (D)|
 +
save=None; see text|
 +
SR=No|
 +
rules=You alter an item's aura so that it registers to ''detect'' spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify.
 +
 
 +
If the object bearing ''magic aura'' has ''identify'' cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
 +
 
 +
If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), ''magic aura'' doesn't work.
 +
 
 +
A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.|
 +
eternal=|
 +
class1=Moon Domain|
 +
class1level=1|
 +
class2=Star Domain|
 +
class2level=1|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
===magic circle against alignment===
===magic circle against alignment===
===magic jar===
===magic jar===
-
=== Magic Missile===
+
===Magic Missile===
{{D20rSpell
{{D20rSpell
-
   | name = Magic Missile
+
   | name=Magic Missile
-
   | desc = Eternal, Force
+
   | desc=Eternal, Force
-
   | class1 = Eternal
+
   | class1=Eternal
-
   | class1level = 1
+
   | class1level=1
-
   | class2 = High Arcana
+
   | class2=High Arcana
-
   | class2level = 1
+
   | class2level=1
-
   | class3 = Star
+
   | class3=Star Domain
-
   | class3level = 2
+
   | class3level=2
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Medium (100 ft. + 10 ft./level)
+
   | range=Medium (100 ft. + 10 ft./level)
-
   | target = Up to five creatures, no two of which can be more than 15 ft. apart
+
   | target=Up to five creatures, no two of which can be more than 15 ft. apart
-
   | dur = Instantaneous
+
   | dur=Instantaneous
-
   | save = None
+
   | save=None
-
   | SR = Yes
+
   | SR=Yes
-
   | rules = A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
+
   | 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.
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.
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.
+
   | eternal=You fire a single missile as described above. |
 +
nocat= 1
}}
}}
Line 4,872: Line 7,939:
class1=Might of Talos|
class1=Might of Talos|
class1level=6|
class1level=6|
-
class2= |
+
class2=Wealth Domain|
-
class2level= |
+
class2level=6|
nocat= 1
nocat= 1
}}
}}
 +
=== Mighty Wrath of the Hydra ===
=== Mighty Wrath of the Hydra ===
{{d20rSpell|
{{d20rSpell|
-
name=Mighty Wrath of the Hydra|
+
name=Might Domainy Wrath of the Hydra|
desc=Poison, Polymorph|
desc=Poison, Polymorph|
time=1 full-round action|
time=1 full-round action|
Line 5,531: Line 8,599:
nocat= 1
nocat= 1
}}
}}
-
===starbeam===
+
===Starbeam===
-
===stardust===
+
===Stardust===
-
===starlight===
+
===Starlight===
===statue===
===statue===
===status===
===status===
Line 5,629: Line 8,697:
===summon nature's ally VIII===
===summon nature's ally VIII===
===summon swarm===
===summon swarm===
-
===sun shield===
+
===sunshield===
===sunbeam===
===sunbeam===
===sunburst===
===sunburst===
Line 5,713: Line 8,781:
You gain a fly speed equal to twice your land speed with perfect maneuverability and gain the (Electricity) subtype.
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. |
+
As a move 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= |
eternal= |
class1=Raghnialt's Kiss|
class1=Raghnialt's Kiss|
Line 5,723: Line 8,791:
===temporal acceleration===
===temporal acceleration===
===temporal stasis===
===temporal stasis===
-
===time hop===
+
===t hop===
-
===time regression===
+
===t regression===
===tiny hut===
===tiny hut===
===tongues===
===tongues===
Line 6,089: Line 9,157:
nocat= 1
nocat= 1
}}
}}
-
===water breathing===
+
===waterbreathing===
===water walk===
===water walk===
===waves of exhaustion===
===waves of exhaustion===

Current revision as of 19:02, 23 September 2014

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