Spells



School necromancy [electricity]
Level psychic 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect shadowy arcs of nega-volt energy
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
Specifics Without harm to you or your equipment, you can wield this spell's effect using your available hands and/or grasping appendages as if that effect were any number of light ranged weapons with the limning and seeking special abilities.
    As a ranged touch attack, you can discharge one arc of this spell's effect out to medium range (100 ft. + 10 ft./level) with no range penalty. Such an attack deals damage equal to 2d6 + 1 point per caster level (max +10). Half that damage is electricity (rounded up) while the remainder is negative energy.
    Each attack made with this spell's effect, reduces its remaining duration by 1 minute. If such an attack reduces the remaining duration of this spell to 0 minutes or less, the spell ends after the attack resolves.
    Attacks of opportunity you provoke by attacking with this spell's effect while threatened, as well as readied weapon attacks made against you when you attack with this spell's effect, deal an extra 2d4 points of damage, half of which is electricity (rounded up) while the remainder is negative energy.
    The negative energy damage dealt by this spell's effect never begets healing.


School necromancy [curse]
Level sorcerer/wizard 2, witch 2
Casting Time 1 swift action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level or until discharged (max 10 rounds)
Saving Throw Will negates; Spell Resistance yes
Specifics The subject's spirit turns against itself. Each round starting just before your next turn, the subject suffers 1d4 damage, bypassing any hardness. Only one casting of corrupt spirit can remain active on any one target at any one time. This spell's successful effect upon a target, discharges every previous instance of itself upon that same target. When this spell's effect is so discharged, its subject suffers 1d3 damage for each round of its remaining duration left incomplete.


School evocation [see text]
Level psychic 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S; Optional Component M (see text)
Range long (400 ft. + 40 ft./level)
Effect one cosmic missile
Duration instantaneous
Saving Throw none; Spell Resistance yes
Specifics Once you begin casting an instance of this spell, its descriptor corresponds to one sort of effect you specify from the list below. The complete casting of that spell evokes one cosmic missile of that sort as a ranged touch attack that does not provoke attacks of opportunity. If successful, that attack deals 1d4 damage per caster level (max 5d4).
+ Material Component A single piece of +1 (or better) projectile ammunition—bestows its enhancement bonus and compatible special abilities (if any) upon the cosmic missile that spell evokes.
• Aerochemic This sort of [air] effect deals acid damage.
• Aerocryonic This sort of [air] effect deals cold damage.
• Aeroelectric This sort of [air] effect deals electricity damage.
• Aerokinetic This sort of [air] effect deals bludgeoning damage.
• Aerothermic This sort of [air] effect deals fire damage.
• Aquachemic This sort of [water] effect deals acid damage.
• Aquacryonic This sort of [water] effect deals cold damage.
• Aquakinetic This sort of [water] effect deals bludgeoning damage.
• Aquathermic This sort of [water] effect deals fire damage.
• Chemic This sort of [acid] effect deals acid damage.
• Chemocryonic This sort of [acid] effect deals cold damage.
• Chemoelectric This sort of [acid] effect deals electricity damage.
• Chemokinetic This sort of [acid] effect deals bludgeoning damage.
• Chemothermic This sort of [acid] effect deals fire damage.
• Cryobrasive This sort of [cold] effect deals piercing and slashing damage.
• Cryokinetic This sort of [cold] effect deals bludgeoning damage.
• Cryonic This sort of [cold] effect deals cold damage.
• Electric This sort of [electricity] effect deals electricity damage.
• Electrothermic This sort of [electricity] effect deals fire damage.
• Geobrasive This sort of [earth] effect deals piercing and slashing damage.
• Geochemic This sort of [earth] effect deals acid damage.
• Geokinetic This sort of [earth] effect deals bludgeoning damage.
• Geothermic This sort of [earth] effect deals fire damage.
• Photochemic This sort of [light] effect deals acid damage.
• Photoelectric This sort of [light] effect deals electricity damage.
• Photothermic This sort of [light] effect deals fire damage.
• Pyrochemic This sort of [fire] effect deals acid damage.
• Pyrogenic This sort of [fire] effect deals fire damage.
• Resonant This sort of [sonic] effect deals deals sonic damage.
• Umbrochemic This sort of [darkness] effect deals acid damage.
• Umbrocryonic This sort of [darkness] effect deals cold damage.
• Umbroelectric This sort of [darkness] effect deals electricity damage.
• Umbrokinetic This sort of [darkness] effect deals bludgeoning damage.
• Umbrothermic This sort of [darkness] effect deals fire damage.


School evocation [see text]
Level psychic 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Effect one 5-ft.-diameter sphere/level (max 5), no two of which can be more than 60 ft. apart
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance yes
Specifics Once you begin casting an instance of this spell, its descriptor corresponds to one sort of effect you specify from the list below. The complete casting of that spell evokes one or more spheres of that sort, each of which deal 1d4 damage to every creature and unattended object in its space.
    Two or more spheres sharing the same space, form a single convergence dealing one cumulative sum of damage. The save DC of a given convergence and its check result for overcoming spell resistance, both increase by 1 for each sphere in that convergence beyond the first.
• Aerochemic This sort of [air] effect deals acid damage.
• Aerocryonic This sort of [air] effect deals cold damage.
• Aeroelectric This sort of [air] effect deals electricity damage.
• Aerokinetic This sort of [air] effect deals bludgeoning damage.
• Aerothermic This sort of [air] effect deals fire damage.
• Aquachemic This sort of [water] effect deals acid damage.
• Aquacryonic This sort of [water] effect deals cold damage.
• Aquakinetic This sort of [water] effect deals bludgeoning damage.
• Aquathermic This sort of [water] effect deals fire damage.
• Chemic This sort of [acid] effect deals acid damage.
• Chemocryonic This sort of [acid] effect deals cold damage.
• Chemoelectric This sort of [acid] effect deals electricity damage.
• Chemokinetic This sort of [acid] effect deals bludgeoning damage.
• Chemothermic This sort of [acid] effect deals fire damage.
• Cryobrasive This sort of [cold] effect deals piercing and slashing damage.
• Cryokinetic This sort of [cold] effect deals bludgeoning damage.
• Cryonic This sort of [cold] effect deals cold damage.
• Electric This sort of [electricity] effect deals electricity damage.
• Electrothermic This sort of [electricity] effect deals fire damage.
• Geobrasive This sort of [earth] effect deals piercing and slashing damage.
• Geochemic This sort of [earth] effect deals acid damage.
• Geokinetic This sort of [earth] effect deals bludgeoning damage.
• Geothermic This sort of [earth] effect deals fire damage.
• Photochemic This sort of [light] effect deals acid damage.
• Photoelectric This sort of [light] effect deals electricity damage.
• Photothermic This sort of [light] effect deals fire damage.
• Pyrochemic This sort of [fire] effect deals acid damage.
• Pyrogenic This sort of [fire] effect deals fire damage.
• Resonant This sort of [sonic] effect deals deals sonic damage.
• Umbrochemic This sort of [darkness] effect deals acid damage.
• Umbrocryonic This sort of [darkness] effect deals cold damage.
• Umbroelectric This sort of [darkness] effect deals electricity damage.
• Umbrokinetic This sort of [darkness] effect deals bludgeoning damage.
• Umbrothermic This sort of [darkness] effect deals fire damage.


Level cleric/oracle 1, inquisitor 1, paladin 1, psychic 1
Casting Time 1 free or immediate action
Components none
Target one other creature
Duration 1 minute + 1 round/level (D)
Specifics As shield other, except as detailed above. You can dismiss this spell from anywhere without components as a free or immediate action.


Level bard 1, magus 1, sorcerer/wizard 1, witch 1
Components V or S
Duration 1d4 rounds + 1 round/level (D)
Specifics As darkness, except as detailed above.


Level bloodrager 1, magus 1, medium 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner/unchained summoner 1, witch 1
Casting Time 1 free or immediate action
Components none
Duration 1 round
Specifics As overland flight, except as detailed above.


Level magus 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 standard action
Duration concentration
Specifics As mount, except as detailed above. In addition, you can maintain concentration on this spell's effect as if you possessed the Uncanny Concentration feat.


School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 swift action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none; Spell Resistance no
Specifics The subject of this spell's effect is suppressed but not dispelled, during which time its remaining duration proceeds normally. You can only have one focal fetter spell active at any one time. This spell's successful effect upon a target, dispels every previous instance of itself cast by the same caster. You can dismiss this spell from anywhere without components as a swift action.


School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 free or immediate action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none; Spell Resistance no
Specifics Dispel checks attempted against this spell's effect and its subject suffer a –2 penalty. You can only have one focal function spell active at any one time. This spell's successful effect upon a target, dispels every previous instance of itself cast by the same caster. You can dismiss this spell from anywhere without components as an anytime free action.


School transmutation
Level bard 6, cleric/oracle 6, druid 6, inquisitor 6, magus 6, occultist 6, psychic 6, shaman 6, spiritualist 6, sorcerer/wizard 6, summoner/unchained summoner 6, witch 6
Casting Time 1 free or immediate action
Components S
Range personal
Target you
Duration 1 hour (D)
Specifics As a standard action, you can target an orbiting ioun stone with the abrupt maneuver of a pilfering hand as a supernatural ability, based on the caster level and spellcasting ability score of this spell's effect. Any ioun stone you successfully pull and don't catch, can enter your orbit or embed itself as you choose, in an ioun slot (if any) of an object you openly possess. Any ioun stone you displace from its slot by doing so, enters your orbit.
    The remaining duration of this spell's effect is reduced by 10 minutes following each use of the aforementioned supernatural ability it grants. Multiple instances of this spell's effect upon the same target, become a single effect based on the highest caster level, highest spellcasting ability score and longest remaining duration among them. You can dismiss this spell from anywhere without components as a free or immediate action.


Level sorcerer/wizard 8
Components V, S
Duration 24 hours + 2 hours/level (D)
Specifics As mage's private sanctum, except as detailed above. This spell grants all creatures and objects within its area, the benefits of mind blank or sequester respectively, against all spells and effects that originate from beyond that area.
    Mage's indiscernible location can be made permanent with a permanency spell.


Level bard 5, cleric/oracle 5, druid 5, inquisitor 5
Components V, S, DF
Targets creatures touched
Specifics This spell functions like freedom of movement, except you divide the duration in 10-minute intervals among the creatures touched.


Level sorcerer/wizard 0, summoner/unchained summoner 0 (pending further consideration)
Range medium (100 ft. + 10 ft./level)
Target one extraplanar creature
Duration concentration + 1 round (D)
Specifics As imprisonment, except as detailed above. You can only have one planar arrest spell active at any one time. This spell's successful effect upon a target, dispels every previous instance of itself cast by the same caster.
    At any time as a free action, you can sacrifice a prepared spell or unused spell slot of at least 1st level to increase the remaining duration of this spell's effect by 1 minute per spell level + 1 round per caster level (max +5 per spell level).


School evocation [fire]
Level sorcerer/wizard 2
Components V, S
Area creatures within a 5 ft.-radius spread
Duration 1 round/level (max 10 rounds) (D)
Saving Throw Reflex negates; Spell Resistance yes
Specifics As faerie fire, except as detailed above. Each round starting just before your next turn, this spell's effect deals 1d6 fire damage to each subject. When dismissed from a subject, this spell's effect deals 1d4 fire damage to that subject for each round of its remaining duration left incomplete. This spell functions normally underwater and its effect cannot be extinguished by non-magical means, yet that effect cannot ignite or otherwise harm anything beyond its subjects.


School transmutation
Level sorcerer/wizard 5
Casting Time 10 minutes
Components V, S
Range personal
Target you
Duration permanent (D)
Specifics You initially absorb any number of your inanimate possessions, as you choose. As a standard action, you can absorb or expel one of your inanimate possessions, as you choose. Anything you absorb by means of this spell's effect, melds as if you were subject to an ooze form spell. For the purposes of this spell's effect, an inanimate container and its inanimate contents can count as one possession.


School transmutation
Level alchemist 1, bloodrager 1, druid 1, magus 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
Casting Time 1 free or immediate action
Components none
Range personal
Target you
Duration 1 minute/level
Specifics As spider climb, except as detailed above.


School necromancy
Level sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
Casting Time 1 free or immediate action
Components none
Range close (25 ft. + 5 ft./2 levels)
Target one summoned creature you control
Duration permanent (D)
Saving Throw none; Spell Resistance no
Specifics As shared sacrifice, except as detailed above. You can only have one sufferlink summon spell active at any one time. This spell's successful effect upon a target, dispels every previous instance of itself cast by the same caster. You can dismiss this spell from anywhere without components as a free or immediate action. Unlike shared sacrifice, this spell is merely suppressed while the distance between you and its subject exceeds its range.


School transmutation
Level bard 4, magus 4, medium 3, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 3, unchained summoner 4
Casting Time 1 standard action
Components V, S
Range personal and close (25 ft. + 5 ft./2 levels)
Targets you and up to one other creature/level, no two of which can be more than 30 ft. apart
Specifics Except as detailed above, this spell affects you as haste, and all other targets as haste or slow, as you choose upon casting it. Temporal tide still affects you as normal when used to counter haste or slow.


School conjuration (creation)
Level bard 2, magus 2, occultist 2, psychic 2, spiritualist 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
Casting Time 1 standard action
Components V, S; Optional Components F, M (see text)
Range long (400 ft. + 40 ft./level)
Effect 1d4 unseen spare hands per level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
Specifics Except as detailed above, each spare hand this spell's effect creates is a Tiny unseen servant with an effective Strength score of 2 and the ability to fly (perfect), swim and walk with a base speed of 15 feet that is never modified by encumbrance. Individually, they dissipate upon having taken more than 5 damage from magical area effects.
+ Focus Component A five-digit non-magical masterwork glove or gauntlet befitting a Medium humanoid—is fully repaired as it absorbs the first spare hand created by that spell to become a Tiny Animated Object [masterwork glove or gauntlet] with 6 extra hit points, a Wisdom score of 10, and the ability to fly (perfect), swim and walk with a base speed of 15 feet that is never modified by encumbrance. As part of this spell's effect, that creature obeys you with the behavioral repertoire of both Animated Object and unseen servant combined.
+ Material Component 5,000 gp of gems worth at least 100 gp each—gives the aforementioned Tiny Animated Object [masterwork glove or gauntlet] an instantaneous duration and a supernatural fly speed. If you possess the Craft Construct feat, the required value of this component is halved to 2,500 gp and 50 gp respectively.

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