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Air

Sparking ray

Level 0 (air)

Duration instantaneous

Saving Throw none; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

This spell deals 1d4 points of electricity damage to a single target, requiring a ranged touch attack.

Shocking ray

Level 1 (air)

Duration instantaneous

Saving Throw none; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

This spell deals 1d6 +1/level points of electricity damage to a single target, requiring a ranged touch attack.

Lightning Resistance

Level 2 (air)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched target

The target of this spell gains resistance 10 to electricity. The target still suffers any other side effects that might accompany the energy damage.

Wind Blast

Level 2 (air)

Duration 1 round

Saving Throw Fortitude negates; Spell Resistance yes

Target 60 ft line

This spell creates a blast of air that can knock over or hinder those in its path. When the spell is cast, any Large or smaller creature within the area of the spell must make a Fortitude save or be knocked prone and pushed back 10 feet. Any creature wishing to move through the line of air must make a DC 20 Strength check. Failure means the creature wastes 5 feet of movement, but is otherwise unhindered and can continue to move (so long as it does not move through the line of air). The DC increases to 30 if the creature attempts to move toward the source of the wind. Flying creatures take a –4 penalty on saves and Strength checks made against this effect.

Control winds

Level 3 (water)

Duration Concentration (up to 1 hour/level)

Saving throw none; Spell resistance no

Target 60 ft radius burst, 640ft

You can calm or stir up the wind within the target burst. The wind may be changed by one weather category - calmer or stronger - as laid out in Table: Wind Effects.

If the spell is cast over a body of water, note that waves effects are not immediately changed, but takes one full hour to reach the changed state (wave effects determine the chance of foundering).

Multiple casters may combine this spell to control the wind by more than one category, but a single caster may not (as she must cease concentration to cast the spell a second time).

Breathe

Level 3 (air)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 10 ft burst (emanation)

You may cast this spell on yourself, or on all targets within a 10 ft burst, centred on you. The targets of this spell can breathe normally, no matter what the environment. For the duration of the spell, the targets are not effected to drowning, suffocation or poisoning by gases. Other effects from immersion in water or obscuring fog for example are not mitigated by this spell.

Lightning Blast

Level 3 (air)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

Target 60 ft line

This spell deals 6d6 points of electricity damage to all creatures in a 60 ft line, 5 ft wide.

Shocking arc

Level 3 (air)

Duration instantaneous

Saving Throw Reflex half, and see below; Spell Resistance yes

Target Cone, 40 ft

This spell deals 1d6 +1/level points of electricity damage to all creatures in a 40 ft cone in front of the caster. Additionally, the lightning causes nauseating aftershocks for 1 round / caster level. On a failed Reflex save, the target must make a Fortitude save on their turn for each subsequent round, or be nauseated by aftershocks until their next turn.

Suffocation

Level 3 (air)

Duration Concentration.

saving Throw Will partial; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

You violently draw off the air from the lungs of the target, instantly increasing their fatigue by one step. The target must make a Will save to avoid suffocation: failure indicates that they are suffocating as though they had run out of breath, and must make a Constitution check each round that the effect lasts or fall unconscious.

See the rules on suffocation.


Alignment

Alignment Ward

Level 0 (alignment)

Duration 1 minute/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched target

When this spell is cast, the caster selects one alignment: good, evil, chaotic, or lawful. The target of this spell is protected from that alignment and receives a +2 deflection bonus to Defence on attacks made from creatures of that alignment or a +2 resistance bonus on saving throws made on spells and effects from creatures of that alignment, as chosen by the caster at the time of casting.

Alignment Shield

Level 1 (alignment)

Duration 1 minute/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched target

When this spell is cast, the caster selects one alignment: good, evil, chaotic, or lawful. The target of this spell is protected from that alignment and receives a +2 deflection bonus to Defence on attacks made from creatures of that alignment and a +2 resistance bonus on saving throws made on spells and effects from creatures of that alignment. Additionally, the target can choose to end this effect as an immediate action, which grants a reroll of any one defence roll against an attack made by a creature of the chosen alignment, or saving throw made against a spell or effect from the chosen alignment. The target must take the second result, even if it is worse.

Bolster Alignment

Level 2 (alignment)

Duration 1 round / level

Saving Throw Will save negates (see text); Spell Resistance yes

Target 10 ft burst, 25 ft + 5 ft / 2 levels

Choose an alignment: chaos, evil, good or law. For the duration of the spell, creatures of that alignment in the target area gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while creatures of the opposing alignment takes a –2 penalty on such rolls. A successful Will save negates the penalties.

Aligned Attack

Level 3 (alignment)

Duration 1 min/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched target

Choose an alignment: chaotic, evil, good, or lawful. One of the targeted creature's weapons or natural attacked becomes aligned accordingly.

An attack that is aligned can bypass the damage reduction of certain creatures, and deals an additional 1d6 damage to creature of the opposed alignment.

This spell has no effect on an attack form that already has an alignment.

When you make a weapon chaotic, evil, good, or lawful, the spell is a chaotic, evil, good, or lawful spell, respectively.

You can cast this spell on a natural weapon, such as an unarmed strike or bite attack, but the creature whose attack you are aligning must be the same alignment as the spell. A creature with the opposed alignment gains a negative level while wielding an aligned weapon. You can’t cast this spell to make a weapon an alignment opposite to your own.

Alignment Assault

Level 4 (alignment)

Duration instantaneous, see text

Saving Throw Will half (and see below); Spell Resistance yes

Target 40 ft cone

When you cast this spell, select one alignment: good, evil, chaotic, or lawful. All creatures of that alignment take 6d6 points of damage. Outsiders of that alignment take 6d8+6 points of damage instead. In addition, creatures of the affected alignment are staggered for 1 round per caster level if they fail their saving throws.

You cannot select an alignment the same as your own.


Animus

Lift object

Level 0 (animus)

Duration concentration

Saving Throw none; Spell Resistance no

Target personal

This spell grants the caster the ability to lift and move nonmagical objects weighing up to 5 pounds at a distance of up to 25 feet + 5 feet per two levels of the caster. Objects moved by this effect can be moved up to 15 feet per round and cannot be used to make attacks.

Move object

Level 1 (animus)

Duration concentration (up to 1 round/level)

Saving Throw see text; Spell resistance yes

Target personal

Targeted objects or creatures within 25 ft + 5 ft / 2 levels may be moved with a successful concentration check. Objects may be moved at a rate of up to 20 x Caster level feet per round. Creatures may be effected as if with a Combat Manoeuvre.

The spell persists for up to 1 round per caster level, as long as the caster concentrates on maintaining the spell. Maintaining the movement of any object, or moving a new object uses a standard action.

The maximum size of the object is determined by the result of the concentration check:

Up to 10lbDC10
Up to 50lbDC15
Up to 100lbDC20
Up to 500lbDC25
Up to 1000lbDC30

If objects are obstructed (stuck in mud, under a fallen tree, etc) the DC is adjusted according to the GM's judgement: +5 for slight obstruction, +10 for moderate obstruction, +15 for severe obstruction.

Throwing objects with this effect is limited in use. You can throw objects of medium size or smaller, up to 100lb in weight. To hit a target with a thrown object, make a ranged attack. Objects deal 1d4 damage for each 20lb of their mass (rounding down), but must be travelling at more than 60 feet per round to deal damage.

Dropped objects deal damage according to their size and the distance fallen - see the Falling objects rules.

If Move Object is used on a creature, you are limited to making Combat Manoeuvres against the target. You may attempt to affect the target as if using any Combat Manoeuvre you desire. You make a Concentration or CMA check (you must declare the type of check before the roll is made). The target may use a Will save or CMD check to negate the effect. Only medium or smaller creatures may be affected by Move Object.

Force ray

Level 2 (animus)

Duration instantaneous

Saving Throw none; Spell Resistance Yes

Target Ray, 25 ft + 5 ft / 2 levels

This spell deals 2d6 +1/level points of force damage. This effect is negated by force-based defensive effects.

Animate puppet

Level 3 (animus)

Duration Concentration

Saving Throw none; Spell Resistance no

Target objects within 100 ft

This effect animates 1 small (or smaller) object per caster level within 100 ft of the caster.

An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four.

Objects act under direct control of the caster, requiring concentration. Your animated objects may be directed to move, push other objects, or to attack. All of the active animated objects may be directed with a single standard action, or just one of the object may be directed with a move action. Animated object without direction do nothing.

Animated objects use the statics of the Animated Object monster (see the Bestiary), except as follows: Attacks are made at the caster's applicable attack bonus. The strength exerted by an animated object is equal to the caster's Wisdom (but adjusted for the size of the object).

If the object has a means of locomotion (such as wheels on a cart, or legs on a mannequin), it uses that means. Objects weighing less than three times the caster's level in pounds may fly about within range at a speed of 30ft. Otherwise, heavier objects with no means of locomotion hop about at a speed of 10ft.

Animated object that move out of the range of the spell become inanimate.

Force Blast

Level 4 (animus)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance Yes

Target Line, 120 ft

This spell deals 6d8+6 points of force damage to all creatures in a 5 ft wide path, 60 ft long.


Armour

Arcane armour, minor

Level 0 (armour)

Duration 1 round

Saving Throw Will negates (harmless); Spell Resistance no

Target personal, or 1 touched target

The target of this spell receives a +1 armour bonus to its Defence. This armour is made of force and provides protection against the attacks of incorporeal creatures.

Arcane armour, instant

Level 1 (armour)

Duration 1 round

Saving Throw Will negates (harmless); Spell Resistance no

Target personal

As an immediate action, you sacrifice 1 vitality point and create a force effect that blocks attacks. You gain a +1 armour bonus to your Defence. This armour is made of force and provides protection against the attacks of incorporeal creatures. The effect lasts until the end of your next turn.

Arcane shield

Level 1 (armour)

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance no

Target personal, 1 touched target

The target of this spell receives a +4 shield bonus to its Defence. This armour is made of force and provides protection against the attacks of incorporeal creatures. You may interpose the Arcane shield as though it were a real shield. It has 20WP. Instead of gaining the broken condition, the spell ends.

Arcane resistance

Level 1 (armour)

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance no

Target personal, 1 touched target

The target of this spell receives a +4 luck bonus to all saving throws.


Binding

Portal binding

Level 0 (binding)

Duration instantaneous

Saving Throw Will negates (object); Spell resistance yes (object)

Target Burst, 10 ft radius centred on you; or 1 object, 25 ft + 5 ft / 2 levels

This spell allows you to open or close (your choice) all doors, chests, boxes, windows, bags, pouches, bottles, barrels, or other containers in a 10 ft radius burst, centred on you, or 1 such object within range. If anything resists this activity (such as a bar on a door, a creature holding the door closed, a seal on a bottle, or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Lock binding

Level 1 (binding)

Duration permanent

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 object (see below), 25 ft + 5 ft / 2 levels

This spell causes one unattended object to open or close, such as a door, chest, or book. If the object possesses a lock, the object is also unlocked or locked. The options to open, close, lock or unlock are chosen at the time of casting. The object cannot be unlocked and opened with one use of this spell, however.

The caster can choose to leave any state unchanged (for example, the caster may choose for a closed, unlocked door to be magically locked while remaining closed).

Add 5 to the normal DC for forcing open a portal locked by this spell.

This spell can be cast to create a magical trap. When cast in this manner, the caster may cast any spell with an instantaneous effect on the same object in the round immediately following this spell: the effects of that spell are suspended until a creature other than the Caster attempts to change the closed, locked, open or unlocked state of the object. That creature becomes the target of the other spell, as if that spell had been cast directly on the creature.

Magic locking

Level 2 (binding)

Duration permanent

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 object (see below), 25 ft + 5 ft / 2 levels

This spell closes and locks an object, similarly to the Lock binding spell.

If the locked object has a real lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this effect creates one that can only be opened with a DC 20 Disable Device skill check.

Add 10 to the normal DC to break open a door or portal locked by this effect.

Paralyse

Level 1 (binding)

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

Target 1 target (see below), 25 ft + 5 ft / 2 levels

The target of this spell is paralysed and cannot move. It is aware and can breathe normally, but cannot take any actions. At the end of each of the creature's turns, it can attempt a new saving throw to end the effect. Flying creatures that rely on wings to fly fall, and swimmers cannot swim and may drown.

This spell does not affect creatures of the construct, dragon, ooze, outsider, plant and undead types. Creatures of the aberration, fey, magical beast and monstrous humanoid types gain a +4 bonus to the save.

Freedom

Level 2 (binding)

Duration instantaneous or 1 round/level (see text)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Cone, 10 ft

This spell removes the paralysed condition from creatures in the area of effect, or if the target is not paralysed, negates paralysing effects on the target for the duration of the spell.

Paralyse Monster

Level 3 (binding)

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

Target 1 target (see below), 25 ft + 5 ft / 2 levels

This spell functions like the Paralyse spell, but without restrictions on the creature types that may be effected.

Creature types that gain a bonus to saves against the Paralyse spell do not benefit from those bonuses against this spell.

Creatures of the construct, dragon, ooze, outsider, plant and undead types gain a +4 bonus to the save.


Body

Resistance

Level 0 (body)

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched creature

The target of this spell receives a +2 resistance bonus on saving throws.

Fortify

Level 1 (body)

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched creature

The target of this spell receives a +2 resistance bonus on saving throws, and a number of temporary Wound Points equal to its Hit Dice.

Changed size

Level 1 (body)

Duration 1 min/level

Saving Throw Fortitude negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

This spell causes instant enlargement or diminution of the target, as selected by the caster.

When used to reduce the target, the spell causes instant diminution of a creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and Defence due to its reduced size.

A Small creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet.

When used to enlarge the target, the spell causes instant growth of the targeted 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 Defence due to its increased size.

A creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.

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 effect cannot be used to crush a creature by increasing its size.

This spell does not change the target's speed.

All equipment worn or carried by a creature is similarly enlarged or reduced by the effect. Melee weapons enlarged by this effect word deal more damage, and those reduced in size deal less (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this effect. Any affected item that leaves an affected creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged or reduced items are not changed by this spell.

Multiple magical effects that increase or reduce size do not stack, but an increase in size from this spell may be negated by a reduction in size from a second casting of the same spell, and vice versa.

This spell does not affect creatures of the construct, dragon, ooze, outsider, plant and undead types.

Creatures of the aberration, fey, magical beast and monstrous humanoid types gain a +4 bonus to the save.

Enhanced form

Level 2 (body)

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, 1 touched creature

The target of this spell receives a +4 enhancement bonus to either Strength, Dexterity, or Constitution (caster's choice). The target can end the spell prematurely as a swift action, gaining a +8 enhancement bonus to the ability score until the end of the target's turn.

Altered self

Level 3 (body)

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal

You gain a +2 size bonus to Strength and two of the following benefits (your choice): a pair of claw attacks that each deals 1d6 points of damage if Medium (1d4 if Small), a bite attack that deals 1d8 points of damage if Medium (1d6 if Small), a climb speed of 30 feet, a swim speed of 30 feet, darkvision out to 60 feet, low-light vision, scent, or a +2 natural armour bonus.

Bestial Form

Level 4 (body)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal

This spell functions as Altered self except that you gain a +4 size bonus to Strength and can select three benefits. In addition to those available in Altered self, you can select from among the following benefits: a fly speed of 30 feet (average manoeuvrability), grab (with any one natural attack), pounce, trip (with any one natural attack), or a +4 natural armour bonus.

Perfect Form

Level 4 (body)

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched creature

The target of this spell receives a +4 enhancement to Strength, Dexterity, and Constitution.


Cold

Chill blast

Level 0 (cold)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

Target Cone, 10 ft

This spell deals 1d4 points of cold damage to all in the area of effect.

Ray of frost

Level 0 (cold)

Duration instantaneous

Saving Throw none; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

This spell deals 1d4 points of cold damage to the target.

Frost finger

Level 1 (cold)

Duration instantaneous

Saving Throw none; Spell Resistance yes

Target Melee touch or ray, 25 ft + 5 ft / 2 levels

This spell deals 1d6 +1/level points of cold damage. It may be cast as a melee touch spell, or as a ray.

Negate fire

Level 2 (cold)

Duration special (ongoing protection) or instantaneous (counterspell)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched target

Targets of this spell absorb 1d6 per level of fire damage without harm. The target still suffers any other side effects that might accompany the energy damage. The protection persists until all the points are used up.

Alternately this spell may be used to counter any fire domain effect of equal or lower level. Other effects in a spell are not countered.

Resist cold

Level 2 (cold)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched target

The target of this spell gains resistance 10 to cold. The target still suffers any other side effects that might accompany the energy damage.

Snow storm

Level 3 (cold)

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

Target 20 ft radius burst (emanation), 100 ft + 10 ft / level

This spell causes heavy snow to fall in the area of effect. This provides concealment as the fog bank effect word, but it cannot be removed by wind. In addition, the ground in the area of effect is treated as difficult terrain for the duration and as being very slippery for the purposes of Acrobatics and Climb skill checks.

Freezing blast

Level 4 (cold)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

Target 20 ft radius burst (emanation), 100 ft + 10 ft / level

This spell deals 6d6 points of cold damage to all in the area of effect. A target that fails its saving throw is entangled by the ice for 1 round per caster level.


Command

Daze

Level 0 (command)

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

Target ray or 10 ft radius burst (25 ft + 5 ft / 2 levels)

Targets of this spell are dazed for 1 round. If you cast this spell as a ray, you must hit the touch Defence of a single target, and that target gets no save.

This spell effect affects 1d4 + caster level HD of creatures in the target area. If the HD total falls short of a whole creature, that creature is unaffected. Thus, if the rolled HD total is 5 HD, you may affect 2 War goblins (2 HD each), but not a third. Creatures who make their Will save are not counted against this total.

Moment of empathy

Level 0 (command)

Duration 1 min/level

Saving Throw none; Spell Resistance none

Target personal

This spell grants a +2 enhancement bonus to bluff, diplomacy, intimidate and sense motive checks for the duration of the spell.

Friendship

Level 1 (command)

Duration 10 minutes/level

Saving Throw Will negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

The target of this spell treats the caster as a trusted ally. The creature will defend the caster and will not attack the caster's allies while the spell persists. If the creature is attacked by the caster or his allies, this effect immediately ends.

This spell only affects creatures of the animal, humanoid and magical beast types.

Simple order

Level 1 (command)

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

The target of this spell must follow one of five simple spoken commands to the best of its ability on its next turn. The target must be able to comprehend the order. If the target cannot take the specified action on its next turn, this effect of the spell fails. The possible commands are as follows.

Approach: The target must move toward the caster as quickly and directly as possible, provoking attacks of opportunity as normal. The target avoids obvious hazards, such as fire, pits, or traps that it is aware of (other creatures do not count).

Drop: The target drops whatever it is holding and does not pick up anything this round. It can otherwise act normally.

Fall: The target falls to the ground and remains prone until its next turn. It can otherwise act normally.

Flee: The target moves away from the caster as quickly and directly as possible. This otherwise functions as approach.

Halt: The target does not move and takes no other action on its turn, although it is not considered flat-footed or helpless.

Sleep

Level 1 (command)

Duration 1 minute / level

Saving Throw Will negates; Spell Resistance yes

Target 10 ft radius burst (25 ft + 5 ft / 2 levels)

Targets of this spell fall into a magical sleep.

This spell affects 1d4 + caster level HD of creatures in the target area. If the HD total falls short of a whole creature, that creature is unaffected. For example, if your rolled HD total is 5 HD, you may affect 2 War goblins (2 HD each), but not a third. Creatures who make their Will save are not counted against this total.

Each round, a sleeping creature that can hear may attempt a Perception check at -10 to be woken by any noises - such as a continuing battle. An ally or other creature may take a short action to wake a sleeping creature.

While asleep, creatures are helpless.

Bind familiar

Level 2 (command)

Duration 1 day/level

Saving throw none; Spell resistance none

Target personal

You bind a tiny or smaller animal to serve you as a familiar for the duration of the spell.

Using some type of food desirable to the animal as a lure, you call the animal to you. The animal may be of any tiny or smaller species, but must be typically native to the region where you cast the spell. Only a normal, unmodified animal may become a familiar.

If a familiar is dismissed, lost or dies, it can be replaced 1 day later through casting of the same effect.

You may only have one familiar bound at a time.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

FamiliarSpecial Ability
BatMaster gains a +3 bonus on Fly checks
CatMaster gains a +3 bonus on Stealth checks
HawkMaster gains a +3 bonus on sight-based and opposed Perception checks in bright light
LizardMaster gains a +3 bonus on Climb checks
MonkeyMaster gains a +3 bonus on Acrobatics checks
OwlMaster gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
RatMaster gains a +2 bonus on Fortitude saves
Raven*Master gains a +3 bonus on Linguistics checks
ViperMaster gains a +3 bonus on Bluff checks
ToadMaster gains +3 wound points
WeaselMaster gains a +2 bonus on Reflex saves

*A raven familiar can speak one language of its master's choice as a supernatural ability.

Additionally, a bond between master and familiar grants the bonded pair special abilities, as given on the table below. The strength of the bond between familiar and master is determined by a Spellcraft check made when the spell is cast.

Spellcraft DCNatural armour adj.IntSpecial
0+16Alertness, empathic link
10+16Evasion, share spells
15+27Improved evasion
18+27Deliver touch spells
20+38Speak
25+49Scry on familiar

Natural Armour Adj.: The number noted here is in addition to the familiar's existing natural armour bonus.

Int: The familiar's Intelligence score.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw instead of half.

Share Spells: The caster may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): A familiar can deliver touch spells for its master. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak (Ex): A familiar can communicate verbally with its master as if they were using a common language, and with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Other creatures do not understand the communication without magical help.

Scry on Familiar (Sp): The master may scry on his familiar (as if casting the Far Sight effect) once per day. The master may boost the effect at a cost of 4 vitality.

Familiar statistics:

Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Vitality Points: The familiar has half the master's total vitality points (not including temporary vitality), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Unspoken order

Level 2 (command)

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

The target of this spell must follow one of five simple mental commands. The commands are given telepathically, and automatically understood by any creature with an intelligence score, regardless of shared languages.

Except as noted above, this effect functions exactly as Simple order.

Complex order

Level 3 (command)

Duration 10 minutes/level

Saving Throw Will negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

The target of this spell must follow the caster's instructions. The caster must be able to convey the orders within 1 round and the actions must be possible to complete within the spell's duration. The instructions cannot include anything that is obviously dangerous or harmful to the target. The instructions do not have to take the entire duration, and once completed, the spell ends. If the instructions are not completed by the time the duration expires, the target is under no compulsion to finish enacting them.

Crush Will

Level 4 (command)

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

The target this spell obeys any commands given by the caster. These commands are sent through a mental link that does not require speech. The target ignores any commands that are suicidal or self-destructive.

This spell only affects creatures of the humanoid type.


Concealing

Shimmer

Level 0 (concealing)

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject partial concealment (10% miss chance).

A regular sense hidden effect does not counteract the blur effect, but a boosted sense hidden effect does. FIXME

Opponents that cannot see the subject ignore the effect (though fighting an unseen opponent carries penalties of its own).

Blur

Level 1 (concealing)

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

This spell is similar to Shimmering, but grants better concealment (20% miss chance).

Fade

Level 1 (concealing)

Duration 1 round

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

The target becomes invisible until the beginning of the caster's next turn. If the target attacks or otherwise takes an offensive action, this effect ends.

Disappear

Level 2 (concealing)

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

This spell functions as fade, but with a longer duration.

Nondetection

Level 3 (concealing)

Duration 1 hour/level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Target 1 touched creature

The warded creature or object becomes difficult to detect by divination effects such as far sight and sense effects.

If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the caster who cast nondetection.

If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, nondetection wards the creature's gear as well as the creature itself.

Unseen Shell

Level 4 (concealing)

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

Target Up to 40 ft burst (emanation), 640 ft range

When cast, this spell makes any objects or creatures designated by the caster within the area invisible so long as they remain in the area and do not attack or otherwise take offensive actions. All possessions carried by the creatures remain invisible as long as they remain in the area, so an arrow fired from a bow would become visible when it leaves the area.


Curse

Cramp

Level 0 (curse)

Duration 1 round

Saving Throw Fortitude negates; Spell Resistance yes

Target 10 ft cone

All creatures in the target area have their base speed reduced by half (minimum 10 feet).

Dedicate Bane

Level 1 (curse)

Duration 1 hour/level until discharged (vs creature type), 1 day/level until discharged (vs specific individual)

Saving Throw none; Spell Resistance no

Target 1 touched weapon

Material component blood, skin, hair, teeth, or similar of the creature type or individual to be affected

One weapon the target has on hand at the time of casting is enchanted as a bane against specified creature type or individual. The target selects the weapon to be dedicated.

For the duration of the spell, the bane weapon gains a +1 profane bonus to hit, and +1d6 damage until it successfully hits, when the bane is discharged.

Wrack

Level 1 (curse)

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

Target 10 ft cone; or 10 ft burst, 25 ft + 5 / 2 levels

All creatures in the area of effect who fail their save are sickened.

Blind

Level 2 (curse)

Duration permanent (D)

Saving Throw Fortitude negates; Spell Resistance yes

Target 1 creature within 25 ft + 5 ft / 2 levels

The target is cursed with blindness.

Deafen

Level 2 (curse)

Duration permanent (D)

Saving Throw Fortitude negates; Spell Resistance yes

Target 1 creature within 25 ft + 5 ft / 2 levels

The target is cursed with deafness.

Bestow Curse

Level 3 (curse)

Duration permanent

Saving Throw Will negates; Spell Resistance yes

Target 1 creature within 25 ft + 5 ft / 2 levels

You place a curse on the subject. Choose one of the following.

–6 decrease to an ability score (minimum 1).

–4 penalty on attack rolls, saves, ability checks, and skill checks.

Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a purify effect.

Contagion

Level 3 (curse)

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

Target 1 creature within 25 ft + 5 ft / 2 levels

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects.

For more information see Diseases.

Persistent bane

Level 3 (curse)

This spell functions identically to Dedicate bane, except that the bane is not discharged on a single hit, but lasts for three successful hits, and deals +2d6 damage against the specified creature type or individual.

Torture

Level 3 (curse)

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

Target 40ft cone; or 20 ft burst, 100 ft + 10 ft / level

All creatures in the area of effect who fail their save are nauseated; they receive another save at the end of their turn to end this effect. Targets who make their save, either initially or during the spell's duration, are sickened for the remaining duration.


Divination

(Divination words are special in that they can be combined with other words from the Divination domain in the same spell.)

Beacon

Level 0 (divination)

Duration 1 hour/level

Saving Throw none; Spell Resistance no

Target personal

When this spell is cast, the exact location of the caster becomes a fixed point. For the duration of the spell, the caster always knows the direction and distance to the point where this spell was cast. If this word is cast again, the original casting immediately ends. This effect does not instruct the caster on how to reach the point, but rather merely indicates the direction to the point, even if that direction leads through solid objects and other hazards.

Sense Magic

Level 0 (divination)

Duration concentration, up to 1 minute/level (D)

Saving Throw none; Spell Resistance no

Target 10 ft cone

This spell detects magic auras. By concentrating each round, the caster can determine the number and location of each aura in the target area.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original strengthDuration of lingering aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6 x 10 minutes
Overwhelming1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to sense magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Magical effectAura power
1st or lowerFaint
2ndModerate
3rd - 4thStrong
5th +Overwhelming*

* An overwhelming aura drowns out all other auras (they cannot be distinguished from the overwhelming aura), and may sicken the caster (Will save DC 15, lasting 1d4 rounds).

Sense Alignment

Level 1 (divination)

Duration concentration, up to 1 minute/level (D)

Saving Throw none; Spell Resistance no

Target 10 ft cone

This effect word detects one or more alignments. When cast, the caster selects one of the following alignments: chaos, evil, good, or law. By concentrating, he can sense the presence and source of that alignment in the spell area.

1st Round: Presence or absence of alignment.

2nd Round: Number of aligned auras (creatures, objects, or spells) in the area and the power of the most potent aligned aura present.

If you are of the opposed alignment, and the strongest alignment aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An aura's power depends on the type of aligned creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Lingering Aura: An alignment aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If a sense alignment effect is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original strengthDuration of lingering aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6 x 10 minutes
Overwhelming1d6 days

Animals, traps, poisons, and other potential perils are not evil, nor are healing potions, treasure or other boons good, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Each round, you can turn to sense alignment in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Creature/ObjectAura Power
NoneFaintModerateStrongOverwhelming(1)
Aligned creature(2) (HD)4 or lower5–1011–2020–3031 or higher
Aligned undead (HD)2 or lower3–89–2021 or higher
Aligned outsider (HD)1 or lower2–45–1011 or higher
Aligned magic item or spell (spell level)1st or lower2nd3rd4th5th or higher

(1) An overwhelming aura drowns out all other auras (they cannot be distinguished from the overwhelming aura), and may sicken the caster (Will save DC 15, lasting 1d4 rounds). If the alignment is opposed the caster's own, the DC increases to 20, and the caster is sickened for 2d4 rounds on a failed save.

(2) Except for undead and outsiders, which have their own entries on the table.

Enhance Mind

Level 2 (divination)

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes

Target personal, or 1 touched creature

The spell grants a +4 enhancement bonus to one mental ability score: Charisma, Intelligence or Wisdom, adding the usual benefits to skill checks and other uses of the ability modifier. Casters who rely on the enhanced ability score to cast spells do not gain any additional bonus spells for the increased mental ability score, but the save DCs for spells they cast while under this spell's effect do increase.

Enhancing mental abilities causes strain on the mind. When the spell's duration ends, the subject becomes fatigued for 1 minute.

Sense Hidden

Level 2 (divination)

Duration concentration, up to 1 minute/level (D)

Saving Throw none; Spell Resistance no

Target 20 ft cone

This effect word allows the caster to see invisible creatures and objects. The caster can sense that the objects and creatures are hidden in this way, but he can still see them normally.

Sense Thoughts

Level 2 (divination)

Duration concentration, up to 1 minute/level (D)

Saving Throw Will negates; Spell Resistance no

Target 20 ft cone

This spell allows the caster to detect the surface thoughts of creatures in the target area. By focusing on one creature in the area, the caster can read the surface thoughts of that creature. The caster must be otherwise aware of the creature to focus on it. A Will save prevents the caster from reading the creature's thoughts for the duration of a spell with this effect word. If the target has an Intelligence score at least 10 higher than the caster and it makes its Will save, the target can instead read the surface thoughts of the caster for the duration of the of the spell with this effect word, while the caster receives no insight. Each round, the caster can focus on a new creature if he desires.

Far Sight

Level 3 (divination)

Duration 1 minute/level

Saving Throw none; Spell Resistance no

Target personal

The caster of this spell creates an invisible eye at any point within 400 feet + 40 feet per caster level. This sensor cannot move, but for the duration of the spell, the caster can look through this eye as if it were her own. The eye uses her senses, including magical ones, to allow her to see, including darkvision, low-light vision, or other magical effects, such as sense magic. The eye can view in all directions and cannot be destroyed if discovered.

Predict

Level 3 (divination)

Duration instantaneous

Saving Throw none; Spell Resistance no

Target personal

The caster can look into the future of one particular action that will happen within the next hour and determine whether or not it is likely to have good or bad results. This prediction is not guaranteed; there is only an 85% chance of receiving an accurate prediction. If this check fails, the results are incorrect. The only information the target receives is “weal” for a good outcome, “woe” for a bad outcome, or both for outcomes that are both good and bad, or that are or neutral in regard to the caster. Additional castings concerning the same course of action always reveal the same results.


Earth

Slip

Level 0 (earth)

Duration 1 round/level

Saving throw reflex negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 5 ft / 2 levels

The target of this spell must make a successful Reflex save or fall prone.

An affected creature can walk at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Affected creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Mud

Level 1 (earth)

Duration 1 round/level

Saving throw reflex negates and see text; Spell Resistance yes

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

This spell covers a solid surface with a layer of slippery, sticky mud. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of mud at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round, and must then make a Reflex save or fall. Failure by 5 or more means it falls (see the Acrobatics skill for details).

If the target surface is earth (including earth covered by light undergrowth or grass), then creatures who are unable to move due to the mud are stuck and flat-footed.

Stuck creatures must succeed in a DC 10 strength check (in place of the Acrobatics check) to free themselves from the mud.

Creatures that choose not to move on their turn do not need to make this check and are not considered flat-footed.

Solid Ground

Level 1 (earth)

Duration 1 minute/level

Saving throw no; Spell Resistance no

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

This effect renders the target area as easy to move across as dressed stone flags. All movement penalties caused by the terrain, including magical effects on the terrain, are negated.

Soften Earth and Stone

Level 2 (earth)

Duration instantaneous

Saving Throw none; Spell Resistance no

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

This spell cause all natural, undressed earth or stone in the spell's area to become softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily moulded or chopped. You affect the target area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this effect does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle - up to 1d4 per 2 caster levels, depending on the ground. However, most well-built structures will only be damaged by this spell, not destroyed.

Stone strike

Level 2 (earth)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

Target 20 ft cone; or 60 ft line

This effect word conjures a flurry of stones and rocks, which deals 2d6 +1/level points of bludgeoning damage to all in the target area.

Battering stones

Level 3 (earth)

This spell functions just like Stone strike, except that if the target of the spell fails the Reflex save, they are also knocked prone. Creatures larger than Medium are not affected by the knock down.

Merge with Stone

Level 3 (earth)

Duration 10 min./level

Saving Throw Fortitude negates (harmless); Spell Resistance yes

Target personal, or 1 touched creature

This spell enables the target to meld their body and possessions into a single block of stone. The stone must be large enough to accommodate the target's body in all three dimensions. When the casting is complete, the target and not more than 100 pounds of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, the target remains in contact, however tenuous, with the face of the stone through which they melded. The target remains aware of the passage of time and can cast spells on themselves while hiding in the stone. Nothing that goes on outside the stone can be seen, but the target can still hear what happens around them. Minor physical damage to the stone does not harm the merged target, but its partial destruction (to the extent that they no longer fit within it) expels them and deals them 5d6 points of damage. The stone's complete destruction expels the merged target and slays them instantly unless they make a DC 18 Fortitude save. Even if they make the save, they still take 5d6 points of damage.

Any time before the duration expires, the merged target can step out of the stone through the surface that they entered, ending the spell. If the spell's duration expires or the effect is dispelled before they voluntarily exit the stone, they are violently expelled and take 5d6 points of damage.

Petrification

Level 4 (earth)

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

Target 1 touched creature

The target is paralysed, and may turn to stone if not released from the paralysis within 24 hours. If the target is not released, they turn into a mindless, inert statue, along with all their carried gear. Unlike the petrification attack of monsters, there is no secondary saving throw allowed to avoid the petrification.

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.

Only creatures made of flesh are affected by this word.

Alternately, this effect restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.


Fire

Flame Jet

Level 0 (fire)

Duration instantaneous

Saving Throw none; Spell Resistance Yes

Target Ray, 25 ft + 5 ft / 2 levels

This spell deals 1d4 points of fire damage. A ranged touch attack is required to hit.

Burning Flash

Level 1 (fire)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

Target 10 ft cone; or 10 burst, 25 ft + 5 ft/2 levels

This spell deals 1d6 + 1/level points of fire damage to all in the target area.

Negate Cold

Level 2 (fire)

Duration special (ongoing protection) or instantaneous (counterspell)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched creature

Targets of this effect absorb 1d6 per level of cold damage without harm. The target still suffers any other side effects that might accompany the energy damage. The protection persists until all the points are used up.

Alternately this effect may be used to counter any cold domain spell of equal or lower level.

Resistance to Fire

Level 2 (fire)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target personal, or 1 touched creature

The target of this spell gains resistance 10 to fire. The target still suffers any other side effects that might accompany the energy damage.

Fire Blast

Level 3 (fire)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

Target 20 ft burst, 100 ft + 10 ft / level

This spell deals 6d6 points of fire damage to all in the burst radius.


Flight

Floating Object

Level 0 (flight)

Duration 1 hour / level (D)

Saving Throw Will negates (object); Spell resistance yes (object)

Target 1 touched creature

This spell levitates the targeted object or objects so that its effective weight is reduced to one tenth of normal, thus allowing it to be carried more easily. You may effect objects up to 100 pounds per level.

The spell's floating levitation makes it unhelpful for weapons and armour, and other equipment that is vigorously used. Such equipment imparts a -4 equipment penalty on all checks associated with it while this effect is in place. In particular, armour imparts this penalty as an addition to the normal armour check penalty to skills.

Glide

Level 1 (flight)

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

The target of this falls at a rate of 20 feet per round, and for every 5 feet fallen in this way, can move horizontally 20 feet, up to a maximum of 80 feet per round. Regardless of the circumstances, the target can never gain elevation with this effect, and the spell immediately ends the next time the target lands on a solid surface. If the spell ends while the subject is still gliding, the subject falls as normal.

Healing & Wounding

Bleeding

Level 0 (healing & wounding)

Duration instantaneous

Saving Throw no; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

The target takes 1 point of bleed damage each turn. A DC 15 Healing check or any magical healing ends this effect.

Revitalise

Level 0 (healing & wounding)

Duration 10 minutes / level (& see text)

Saving Throw Fortitude negates (harmless); Spell Resistance yes

Target 10 ft burst, 25 ft + 5 ft / 2 levels

This effect causes targets in the area of effect to regenerate lost VP at a rate of 1 per level + constitution modifier (minimum 1) per minute.

Creatures without vitality gain an allotment of temporary vitality of 1 per level + constitution modifier (minimum 1). This temporary vitality is lost at a rate of 1 per hour.

Soothing Touch

Level 0 (healing & wounding)

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

If the target of a spell with this effect word is dying, it is automatically stabilized.

Cure, Lesser

Level 1 (healing & wounding)

Duration instantaneous

Saving Throw none; Spell Resistance yes (harmless)

Target Ray, 25 ft + 5 ft / 2 levels

The target of this spell is cured of 1d6 points of damage + 1 point per caster level. Undead are damaged by this spell.

Alternately, the caster can choose to give up 1 VP when casting this spell to cure 1d8 + 1 per caster level.

Healing touch

Level 1 (healing and wounding)

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

The target is cured of the shaken, sickened, or fatigued condition (caster's choice), and is healed of 1 point of damage per caster level.

Wound, Lesser

Level 1 (healing & wounding)

Duration instantaneous

Saving Throw no; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

The target of this spell takes 1d6 points of damage + 1 point per caster level. Undead are instead healed by this effect.

Alternately, the caster can choose to give up 1 VP when casting this spell to deal 1d8 points of damage + 1 point per caster level.

Cure, Moderate

Level 2 (healing & wounding)

Duration instantaneous

Saving Throw none; Spell Resistance yes (harmless)

Target Ray, 25 ft + 5 ft / 2 levels

The target of this spell is cured of 2d6 points of damage + 1 point per caster level. Undead are damaged by this effect.

Alternately, the caster can choose to give up 2 VP when casting this spell to cure 2d8 points of damage + 1 point per caster level.

Wound, Moderate

Level 2 (healing & wounding)

Duration instantaneous

Saving Throw no; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

The target of this spell takes 2d6 points of damage + 1 point per caster level. Undead are instead healed by this spell.

Alternately, the caster can choose to give up 2 VP when casting this spell to deal 2d8 points of damage + 1 point per caster level.

Cure, Greater

Level 3 (healing & wounding)

Duration instantaneous

Saving Throw Will half (harmless) or none; Spell Resistance yes (harmless)

Target Ray, 25 ft + 5 ft / 2 levels

The target of this spell is cured of 3d6 points of damage + 1 point per caster level. Undead are damaged by this effect.

Alternately, the caster can choose to give up 3 VP when casting this spell to cure 3d8 points of damage + 1 point per caster level.

Wound, Greater

Level 3 (healing & wounding)

Duration instantaneous

Saving Throw no; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

The target of this spell takes 3d6 points of damage + 1 point per caster level. Undead are instead cured by this effect.

Alternately, the caster can choose to give up 3 VP when casting this spell to deal 3d8 points of damage + 1 point per caster level.

Cure, Elder

Level 4 (healing & wounding)

Duration instantaneous

Saving Throw Will half (harmless) or none; Spell Resistance yes (harmless)

Target Ray, 25 ft + 5 ft / 2 levels

The target of a spell with this effect word is cured of 4d6 points of damage + 1 point per caster level. Undead are damaged by this effect.

Alternately, the caster can choose to give up 4 VP when casting this spell to cure 4d8 points of damage + 1 point per caster level.

Wound, Elder

Level 4 (healing & wounding)

Duration instantaneous

Saving Throw no; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

The target of this spell takes 4d6 points of damage + 1 point per caster level. Undead are instead healed by this effect.

Alternately, the caster can choose to give up 4 VP when casting this spell to deal 4d8 points of damage + 1 point per caster level.


Illusion

Echo

Level 0 (illusion)

Duration 1 round/level (D)

Saving Throw Will disbelief; Spell Resistance no

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

This spell targets a single location, creating a sound that rises, recedes, or remains constant for the duration. The sound's volume increases with the caster's level. The base Perception DC to notice this sound is 0, but the DC is reduced by 1 per caster level (although it can be higher if the caster desires). The sound can resemble anything the caster desires, except it cannot replicate speech or language. Once cast, the type of sound within the emanation cannot be changed.

Radiance

Level 0 (illusion)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

The target area of this spell radiates light like a torch for the duration, shedding normal light in the spell's area and increasing the light level for an additional 20 feet by one step, up to normal light.

Extinguish

Level 1 (illusion)

Duration instantaneous

Saving throw none; Spell resistance no

Target 1 light source, 25 ft + 5 ft / 2 levels

You select an unattended light source within range: the light is suppressed and does not illuminate. If the light source is hot (a torch, or fire), it continues to give heat (and thus may ignite nearby objects, which will in turn give out light). Light sources larger than a lantern or torch can only be partially extinguished by this effect: as a rule, one use of this spell will extinguish the light from one quarter of a 5 ft. area that a light source covers. Thus a pool of fire 5 ft. square would require four uses of this effect to fully extinguish.

This spell has no effect on magical light sources caused by spells or rituals of higher level.

Ghostly voice

Level 1 (illusion)

This spell functions exactly like Echo, except that the sound can include speech in any language the caster can speak. The caster may need to make appropriate skill checks (bluff, perform (acting), perform (mimicry) or similar) to produce convincing dialogue or emulate any specific person.

Glamour

Level 1 (illusion)

Duration 1 minute/level (D)

Saving Throw Will disbelief; Spell Resistance no

Target 1 touched object or creature

This spell creates a visual illusion changing the appearance of the selected target or targets. This illusion only contains visual elements: it does not change the sound, smell or tactile sensations of the target. The illusion can only change the apparent size of the target by one category. It can otherwise have any appearance the caster desires.

Creatures experiencing a disjoint between the sight of the target and any one of the other senses (such as those with the Scent ability) gain a +4 bonus to their Will save.

When used to create a disguise, this spell adds +10 to the Disguise skill check.

Glimmering

Level 1 (illusion)

Duration 1 round/level (D)

Saving Throw Will disbelief; Spell Resistance no

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

This spell creates a visual illusion centred on a target space within range. The illusion must be contained within the burst radius. This illusion only contains visual elements, and while it can move, its movements are repeated once per round. It can otherwise have any appearance the caster desires. The caster can change the illusion's movements by concentrating as a short action, but it cannot leave its initial area.

Gloom

Level 2 (illusion)

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

Target 1 object or location, 25 ft + 5 ft / 2 levels

The target of this spell radiates darkness out to a range of 20 feet, negating all natural light sources and all magical light sources of a level lower than the spell. It reduces the natural light level by one step. This spell has no effect on an area that is already dark.

Discordant note

Level 2 (illusion)

Duration instantaneous

Saving Throw Fortitude half and partial; Spell Resistance yes

Target 20 ft cone; or 10 ft burst, 25 ft + 5 ft / 2 levels

This spell deals 1d4 points of sonic damage per caster level to all creatures in the target area, and causes them to become staggered for 1 round / caster level. A successful Fortitude save halves the damage and the duration of the staggered condition.

Persistent glamour

Level 3 (illusion)

Duration 1 min./level (D)

Saving Throw Will disbelief; Spell Resistance no

Target Restrictions 20 ft burst (emanation), 160 ft

This spell functions like glimmering, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

Sunshine

Level 3 (illusion)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 20 ft burst (emanation), 160 ft

The target of this spell radiates shining white light for the duration of the spell, shedding bright light in the spell's area and increasing the light level for an additional 30 feet by one step, up to bright light. Creatures that take penalties in bright light take those penalties while in the spell's area, but it is not true sunlight and does not damage or destroy creatures vulnerable to real sunlight.

Sound blast

Level 4 (illusion)

Duration instantaneous

Saving Throw Fortitude half; Spell Resistance yes

Target 40 ft burst (emanation), 640 ft

This spell deals 6d8 points of sonic damage and causes the targets to become staggered for 1 round / caster level. A successful Fortitude save halves the damage and the duration of the staggered condition.


Language

Message

Level 0 (language)

Duration 10 min./level

Saving Throw none; Spell Resistance no

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

Those in the area of effect when you cast this spell can receive your whispered messages, and respond with whispered messages of their own, for the duration of the spell.

Nearby creatures not targeted by the effect can hear these messages with a DC 25 Perception check.

Messages travel up to 100ft + 10ft/level. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the effect's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Decipher

Level 1 (language)

Duration 1 minute/level

Saving Throw none; Spell Resistance no

Target personal

You can read text written in one particular language. You pick the language when the spell is cast. For the duration, you can read that language as if fluent in it. If you chooses magic as the language, the target can decipher scrolls, glyphs, and other magic writing without triggering them. This spell does not impart the ability to determine what a given language is based on its appearance; you must already know the language or guess what language the writing is in to do so.

Babble

Level 2 (language)

Duration 1 hour / level

Saving Throw Will negates; Spell Resistance yes

Target 1 creature, 25 ft + 5 ft / 2 levels

The target of this spell is unable to sensibly communicate by any means, uttering only nonsense words, writing only meaningless squiggles, or miming only random gestures. The attempts to communicate are not systematic, and may not be deciphered by analysis.

If the target attempts to cast a spell with a verbal component, he must succeed in a concentration check as if casting defensively (DC 15 + double spell level).

Translate

Level 3 (language)

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

The target of this spell can read, write, speak, and understand one particular language, chosen by the caster. The language can be any that the caster is aware of, even racial languages.

Arcane babble

Level 3 (language)

This spell functions exactly as Babble, but utterly disrupts spell casting as well as communication - the target simply cannot cast spells with a verbal component.


Life & Death

Disrupt undead

Level 0 (life & death)

Duration instantaneous

Saving Throw none; Spell Resistance yes

Target Ray, 25 ft + 5 ft / 2 levels

This spell channels positive energy to deal 1d6 points of damage to undead targets.

Last Rites

Level 1 (life & death)

Duration permanent

Saving Throw none; Spell Resistance no

Target all dead creatures within 10 ft burst (emanation)

This spell helps prevent targeted corpses from returning as undead. If a corpse under this effect is the target of any effect that would animate it as an undead, the caster of the Last Rites effect attempts a Will save to prevent the animation (with a DC of 10 + 2x spell level or 10 + CR of creature causing the effect). If the Will save is successful, the corpse remains naturally dead, and may not be targeted by any animating effect again for 24 hours.

Preserve Life

Level 1 (life & death)

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

The target of this spell receives a +4 sacred bonus on saves against all negative energy, death spells and magic death effects.

Death Knell

Level 2 (life & death)

Duration instantaneous/10 minutes per HD of subject; see text

Saving Throw Will negates; Spell Resistance yes

Target 1 touched creature

You draw forth the ebbing life force of a creature and use it to fuel your own power. This spell targets a living creature that has taken Wound damage equal or greater than its Constitution score. If the subject fails its saving throw, it is immediately reduced to -1 Wound points, unconscious and dying (even if Diehard or Ferocity or similar abilities would normally mean it remains conscious), and you gain 1d8 temporary Vitality points and a +2 enhancement 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 HD of the subject creature.

Restoration

Level 2 (life & death)

Duration instantaneous

Saving Throw none; Spell Resistance yes (harmless)

Target personal, or 1 touched creature

This spell cures 1d4 points of ability damage to one of the target'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.

Death Ward

Level 3 (life & death)

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature

The target of this spell receives a +4 sacred bonus on saves against all negative energy, death spells and magic death effects. The subject cannot gain any negative levels while the spell with this effect word persists, but any existing before this spell is cast remain. The subject automatically stabilizes if brought below 0 wound points and is not slain.

Undeath

Level 3 (life & death)

Duration instantaneous

Saving Throw none; Spell Resistance no

Target 1 touched corpse per caster level (and see below)

This spell targets the corpses of dead creatures, which rise as either skeletons or zombies, as decided by the caster. These undead follow the caster's commands to the best of their limited ability. They remain undead creatures until destroyed.

The caster can create at most 2 Hit Dice worth of undead per caster level with each casting of this spell. The caster can control no more than 4 HD per caster level of undead creatures. If additional undead are created, the caster chooses which undead to lose control of to get back under the limit.

Leech Life

Level 4 (life & death)

Duration 1 hour/level

Saving Throw Fortitude negates; Spell Resistance yes

Target Ray, 40 ft

The target takes 1d4 temporary negative levels. If these negative levels cause the subject to die, it rises as a ghost 1d4 days later.

Remove Affliction

Level 4 (life & death)

Duration instantaneous

Saving Throw none; Spell Resistance yes (harmless)

Target personal, or 1 touched creature

When this spell is cast, the caster chooses one type of affliction: curses, diseases, or poisons. The target of a spell with this effect word receives a new saving throw to immediately end all such afflictions of the chosen type currently affecting the target. The DC of this save is equal to the original DC of the affliction. The target must roll a saving throw for each affliction individually. If the affliction does not allow a saving throw, this effect word cannot remove that affliction.

Alternatively, a spell with this effect word can be used to remove 1d4 temporary negative levels possessed by the target, or 1 permanent negative level.

Restoration, Greater

Level 4 (life & death)

This spell functions exactly as Restoration, except that it cures 1d4 points of ability drain from one of the target's ability scores.


Morale

Courage

Level 0 (morale)

Duration 1 minute / level

Saving Throw none; Spell Resistance yes (harmless)

Target 1 touched creature

This spell fills the target with courage, granting a +1 morale bonus to hit, and to saving throws against fear effects.

Shake

Level 0 (morale)

Duration 1 round / level

Saving Throw Will negates; Spell Resistance yes

Target 1 target, 25 ft + 5 ft / 2 levels

Targets who fail the saving throw are shaken. This spell does not increase the fear condition of creatures who are already shaken or worse.

Fear

Level 1 (morale)

Duration 1d4 rounds

Saving Throw Will negates; Spell Resistance Yes

Target 1 creature, 25 ft + 5 ft / 2 levels

This spell causes the target to become frightened for the duration. This spell has no effect on targets with 5 or more Hit Dice.

Remove Fear

Level 1 (morale)

Duration 10 minutes; see text

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target 1 touched creature / level

You instil courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Bravado

Level 2 (morale)

Duration 1 minute / level

Saving Throw none; Spell Resistance yes (harmless)

Target 1 touched creature / level

This spell fills the target with courage, granting a +2 morale bonus to hit & damage, and to saving throws against fear effects.

Courage, Mass

Level 2 (morale)

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

Except as noted above, this spell functions exactly like Courage.

Terror

Level 3 (morale)

Duration 1 round/level

Saving Throw Will negates; Spell Resistance Yes

Target 40 ft cone

This spell causes the targets to become frightened for the duration. Targets with less than 5 HD become panicked. A target that succeeds at its saving throw is shaken for the duration.


Water

Acid spray

Level 0 (water)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance no

Target 10ft cone

This spell deals 1d4 points of acid damage to all in the target area.

Fog bank

Level 1 (water)

Duration 1 minute/level (D)

Saving Throw none; Spell Resistance no

Target 10 ft burst (emanation), 25 ft + 5 ft / 2 levels

This spell creates a thick fog in its area of effect. It obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, whereas creatures farther away have total concealment. A moderate wind or fire effect removes the fog in the affected area. The fog is stationary.

Corrosive bolt

Level 2 (water)

Duration 1 round/level (see text)

Saving Throw none; Spell Resistance no

Target Ray, 25 ft + 5 ft / 2 levels

This spell deals 1d4 points of acid damage per level of the caster. On the following round, the target takes this damage again.

Fog cloud

Level 2 (water)

This spell functions exactly like Fog bank, but the fog can be directed to move up to 10 feet each round by the caster as a swift action.

Control Waves

Level 3 (water)

Duration Concentration (up to 1 hour/level)

Saving throw none; Spell resistance no

Target 60 ft radius burst, 640ft

You can calm or whip up the waves of a body of water in the target burst. Waves are changed as if the wind causing them has changed by one weather category - calmer or heavier - as laid out in Table: Wind Effects.

Thus the waves of a storm can be reduced to merely strong waves, or the calm sea under light winds can be whipped up to a moderate swell.

Multiple casters may combine this spell to control the waves by more than one category, but a single caster may not (as she must cease concentration to cast the spell a second time).

Drowning

Level 3 (water)

Duration Concentration.

saving Throw Will partial; Spell Resistance yes

Target 1 target, 25 ft + 5 ft / 2 levels

You magically fill the lungs of the target with water. The target must make a Will save to avoid drowning: success indicates that they have coughed up the water, and are nauseated for 1 round. Failure means that the target is drowning as though they had run out of breath, and must make a Constitution check each round that the effect lasts or fall unconscious.

See the rules on drowning.

Acid Wave

Level 4 (water)

Duration 2 rounds

Saving Throw Reflex half and partial (see below); Spell Resistance no

Target 40 ft burst, 640 ft; or 40 ft cone

This spell deals 4d6+6 points of acid damage to all in the target area. The damage is repeated on the second round. Targets damaged by this effect word are sickened for 1 round per caster level, or 1 round if the saving throw against the spell with this effect word was successful.


Magic

six20 System

spells.txt · Last modified: 2016/04/20 16:09 (external edit)