D20r:Spells

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(heal, mass)
(Inflict Moderate Wounds)
 
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==A==
==A==
===Absolute Position===
===Absolute Position===
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   | 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.  
-
   | 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
}}
}}
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   | flavor=
   | 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.  
-
   | 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
}}
}}
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   | flavor=
   | flavor=
   | rules=''Aid'' grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level.  
   | 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= |
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nocat= 1
}}
}}
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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= |
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nocat= 1
}}
}}
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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.
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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. |
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nocat= 1
}}
}}
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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= |
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nocat= 1
}}
}}
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''Analyze dweomer'' does not function when used on an artifact.  
''Analyze dweomer'' does not function when used on an artifact.  
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   | eternal=
+
   | eternal= |
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nocat= 1
}}
}}
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Multiple magical effects that increase size do not stack.  
Multiple magical effects that increase size do not stack.  
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   | eternal=
+
   | eternal= |
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nocat= 1
}}
}}
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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.
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   | eternal=
+
   | eternal= |
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nocat= 1
}}
}}
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   | 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
}}
}}
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''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
}}
}}
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''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
}}
}}
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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
}}
}}
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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
}}
}}
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   | 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
}}
}}
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   | 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
}}
}}
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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
}}
}}
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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.  
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   | 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
}}
}}
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   | 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
}}
}}
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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
}}
}}
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   | 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
}}
}}
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   | 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
}}
}}
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class1=Air Domain|
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
}}
}}
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area=|
area=|
effect= |
effect= |
-
dur=Permanent or one day/level; see text|
+
dur=Permanent or one day/level or until discharged; see text|
save=Will negates|
save=Will negates|
SR=Yes|
SR=Yes|
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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''.
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''.|
+
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=|
eternal=|
class1=Fate Domain|
class1=Fate Domain|
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save=Fortitude negates (harmless)|
save=Fortitude negates (harmless)|
SR=Yes (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 10 hit points of damage per Caster Level, to a maximum of 150 points at Caster Level 15.
+
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.
+
''Heal'' does not remove Hero Value damage or penalties.|
-
 
+
-
If used against an undead creature, ''heal'' instead acts like ''harm''.|
+
eternal=|
eternal=|
class1=Healing Domain|
class1=Healing Domain|
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rules=This spell functions identically to ''heal'', except as noted here.
rules=This spell functions identically to ''heal'', except as noted here.
-
The maximum amount of Hit Points restored by ''mass heal'' is increased to 250 per targeted creature, rather than ''heal's'' maximum of 150.|
+
The maximum amount of Hit Points restored by ''mass heal'' is increased to 200 per targeted creature.|
eternal=|
eternal=|
class1=Healing Domain|
class1=Healing Domain|
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}}
}}
-
===heat metal===
+
===Heat Metal===
-
===heroes' feast===
+
{{d20rSpell|
-
===heroism===
+
name=Heat Metal|
-
===heroism, greater===
+
desc=Eternal, Fire, Metal|
-
===heroism, mass===
+
time=1 standard action|
-
===heroism, mass greater===
+
range=Close (25' + 5'/2 levels)|
-
===hideous laughter===
+
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|
-
===hold===
+
area=|
-
===hold, mass===
+
effect= |
-
===hold monster===
+
dur=7 rounds|
-
===hold monster, mass===
+
save=Will negates (object)|
-
===hold person===
+
SR=Yes (object)|
-
===hold person, mass===
+
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.
-
===hold vapor===
+
 
-
===horrid wilting===
+
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 6,146: 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 6,171: 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 6,199: 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 6,231: 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 6,257: 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 6,282: 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 6,306: 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 6,312: 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 6,357: 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===
Line 6,391: Line 7,860:
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
}}
}}

Current revision as of 19:02, 23 September 2014

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