Baleful Polymorph - Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance: Yes
You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
The target retains its own alignment (and personality, within the limits of the new form's ability scores).
If the target has the shapechanger subtype, it retains that subtype.
The target retains its own hit points.
The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).
With those exceptions, the target's normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.
All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.
If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save.
If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell's effect).
Channeled Lifetheft - Necromancy
Components: V, S
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You channel negative energy into the dark mote in your hand, causing it to leap and dart about in your grasp. When you have poured enough energy into the spell, you release the mote to drain the life of your enemy. This spell uses negative energy to drain the vitality from a single foe. The spell's strength depends on the amount of time you spend channeling energy into it.
If you cast channeled lifetheft as a swift action, it renders a single target fatigued, and you gain 5 temporary hit points.
If you cast the spell as a standard action, it renders the target fatigued and deals 5d4 points of damage, and you gain temporary hit points equal to 5 + the damage dealt.
If you cast channeled lifetheft as a full-round action, it renders the target exhausted and deals 5d4 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.
If you spend 2 full rounds casting this spell, it renders the target exhausted and deals 5d8 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.
Temporary hit points granted by this spell last for up to 1 hour. When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.
Channeled Sound Blast - Evocation [Sonic]
Components: V, S
Casting Time: See text
Range: See text
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You channel energy into the shimmering waves of sound spell, causing them to tremble and quake with power. When you have poured enough energy into the spell, you send a thunderous blast into your foes. This spell creates a cone of sonic energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it.
If you cast channeled sound burst as a swift action, it deals 1d4 points of sonic damage per two levels in a 15-foot cone.
If you cast the spell as a standard action, it deals 1d6 points of sonic damage per level in a 30-foot cone.
If you cast channeled sound burst as a full-round action, it deals 1d8 points of sonic damage per level in a 30-foot cone.
If you spend 2 full rounds casting this spell, it deals 1d10 points of sonic damage per level in a 60-foot-radius spread and permanently deafens all creatures in the area that fail Fortitude saves.
Regardless of how long you spend casting this spell, it can't deal more than 10 dice of damage. When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.
Cloudkill - Conjuration (Creation)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
Dimension Jumper - Conjuration (Teleportation)
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You and objects touched
Duration: 1 round/level
For the duration of this spell, you gain the ability to teleport yourself up to 30 feet once per round as a move action.You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar.
You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect. If you don't end your teleport on a solid surface, you fall immediately.
Fly, Mass - Transmutation
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
This spell functions like fly, except as noted here. This spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. if only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.
Planar Binding, Lesser - Conjuration (Calling) [see text]
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One elemental or outsider with 6 HD or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text
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 must use a Magic Circle spell, 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 + 1/2 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 against evil) 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 reoffered 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.
Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Prismatic Ray - Evocation
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
You feel within you, as the spell nears completion, various energies locked in a battle within your body. As nausea threatens to overcome you, you croak out the final syllables of arcane power and point your hand. A single beam of brilliantly colored light then shoots from your outstretched hand.
You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect:
1d6 | Color of Beam | Effect |
---|
1 | Red | 20 points fire damage (Reflex half) |
2 | Orange | 40 points acid damage (Reflex half) |
3 | Yellow | 80 points electricity damage (Reflex half) |
4 | Green | Poison (Kills; Fortitude partial, take 1d6 Con damage instead) |
5 | Blue | Turned to stone (Fortitude negates) |
6 | Indigo | Insane, as insanity spell (Will negates) |
7 | Violet | Sent to another plane (Will negates) |
8 | — | Two effects; roll twice more, ignoring any "8" results |
Summon Monster V - Conjuration (Summoning)
Components: V, S, AF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Monster | Alignement |
---|
Archon, hound | LG |
Celestial brown bear | LG |
Celestial giant stag beetle | NG |
Celestial sea cat1 | NG |
Celestial griffon | CG |
Elemental, Medium (any) | N |
Achaierai | LE |
Devil, bearded | LE |
Fiendish deinonychus | LE |
Fiendish dire ape | LE |
Fiendish dire boar | NE |
Fiendish shark, Huge | NE |
Fiendish monstrous scorpion, Large | NE |
Shadow mastiff | NE |
Fiendish dire wolverine | CE |
Fiendish giant crocodile | CE |
Fiendish tiger | CE |
1may be summoned only into an aquatic or watery environment |
Telekinesis - Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: See text
Duration: Concentration (up to 1 round/level) or instantaneous; see text
Saving Throw: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Teleport - Conjuration (Teleportation)
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
Familiarity:
"Very familiar" is a place where you have been very often and where you feel at home.
"Studied carefully" is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour.
"Seen casually" is a place that you have seen more than once but with which you are not very familiar.
"Viewed once" is a place that you have seen once, possibly using magic.
"False destination" is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
Similar Area: You wind up in an area that's visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and must reroll.
Familiarity | On Target | Off Target | Similar Area | Mishap |
---|
Very familiar | 01–97 | 98–99 | 100 | — |
Studied carefully | 01–94 | 95–97 | 98–99 | 100 |
Seen casually | 01–88 | 89–94 | 95–98 | 99–100 |
Viewed once | 01–76 | 77–88 | 89–96 | 97–100 |
False destination (1d20+80) | — | — | 81–92 | 93–100 |
Wall of Stone - Conjuration (Creation) [Earth]
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Arcane Material Component: A small block of granite.