Fax Celestis
2014-08-05, 04:09 PM
Call Lightning
Call Lightning [Electricity, Eternal]
Level: Eternal 3, Raghnialt's Kiss 3, Storm 3, Weather 3
Casting Time: 1 round
Range: Medium (100' + 10'/level)
Effect: One or more 30' long vertical bolts of lightning
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your Caster Level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
Eternal: As above, except the casting time is one standard action and the spell's duration is one round.
Call Lightning Storm
Call Lightning Storm [Electricity]
Level: Raghnialt's Kiss 5, Storm 5, Weather 5
Range: Long (400' + 40'/level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and there is no maximum to the number of bolts you may call.
Calm Animals
Calm Animals [Mind-Affecting, Morale]
Level: Animal 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 level)
Target: Animals within a 30' radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only creatures of the Animal type are affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + your Caster Level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Cause Fear
Cause Fear [Eternal, Morale]
Level: Eternal 1, Fear 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. A creature with more Hit Dice than twice your Caster Level is immune to this effect.
Eternal: As above, except the subject is shaken for 1d4+1 rounds on a failed save or 1 round on a successful one.
Chain Lightning
Chain Lightning [Electricity]
Level: Raghnialt's Kiss 6, Storm 6
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One primary target, plus up to one secondary target/level, each of which must be within Close range (25' + 5'/2 levels) of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per Caster Level (maximum 20d6) to the primary target. After it strikes, lightning can arc to up to a number of secondary targets equal to your Caster Level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within Close range (25' + 5'/2 levels) of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Channeled Fireburst
Channeled Fireburst [Eternal, Fire]
Level: Eternal 6, Fire 6, Sun 6
Casting Time: Varies; see text
Range: Varies; see text
Area: Emanation of varying size; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a burst of fire that surrounds you and explodes outwards. The magnitude of the burst depends on the amount of time you spend casting the spell.
If you cast this spell as an immediate action, it deals 1 fire damage per Caster Level to all creatures within 5' of you, excluding yourself.
If you cast this spell as a swift action, it deals 1d4 fire damage per Caster Level (maximum 5d4) to all creatures within 5' of you, excluding yourself.
If you cast this spell as a standard action, it deals 1d6 fire damage per Caster Level (maximum 10d6) to all creatures within 10' of you, excluding yourself.
If you cast this spell as a full-round action, it deals 1d8 fire damage per Caster Level (maximum 20d8) to all creatures within 15' of you, excluding yourself.
If you spend two rounds casting this spell, it deals 2d10 fire damage per Caster Level (maximum 30d10) to all creatures within 25' of you, excluding yourself.
You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed. In all cases, a successful Reflex save halves the damage.
Eternal: This spell functions identically when prepared in an eternal spell slot.
Charm
Charm [Mind-Affecting, Morale]
Level: Enchantment 1, Trickery 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Charm makes a Humanoid creature regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures, though you must still possess an ability to communicate with those creatures in order for the spell to work.
If you lower your Caster Level by 2, this spell can also affect an Animal, Fey, Magical Beast, or Magical Humanoid.
If you lower your Caster Level by 4, this spell can also affect an Aberration, Avatar, Dragon, Elemental, or Outsider.
Chill Metal
Chill Metal [Cold, Eternal, Metal]
Level: Alchemy 1, Cold 2, Eternal 2, Jotunnskyn 2, Might of Talos 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30' apart; or 25 lbs. of metal/level, none of which can be more than 30' away from any of the rest
Duration: 7 rounds
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
Eternal: This spell functions identically when prepared in an eternal slot, except its range is "touch" and the target is "one creature's metal equipment or up to 50 lbs. of metal."
Round Metal Temperature Damage
1 Cold None
2 Icy 1d4 points
3-5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
Chill Touch
Chill Touch [Cold, Entropy, Eternal]
Level: Cold 1, Eternal 1, Thanaturgy
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
You gain a touch attack for the duration of this spell. Touching a creature inflicts 1d6 points of cold damage, plus 1 point of entropic damage per Caster Level (maximum +15). A successful Fortitude save negates the cold damage. You may make a touch attack as part of casting this spell.
Casting another spell while this one is active immediately ends the effect.
Undead creatures you successfully strike with your touch attack do not take the entropic damage but instead must make a Will save or flee, panicked, for 1d3 rounds. As this is not a [Morale] effect, undead are not immune to this panicking.
Eternal: This spell functions identically when prepared as an eternal spell, except the duration is "1 round".
Choking Dust
Choking Dust [Cloud, Earth, Eternal]
Level: Eternal 3, Oreadic Tradition 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: 10' radius burst
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: No
You create a cloud of dust that stifles and chokes creatures within its area. Creatures that are in the area at the time you cast this spell, that begin their turns within the spell's area, or that enter the spell's area must make a Fortitude save or be nauseated for one round. In addition, the cloud of dust is thick enough to block sight to a limited degree. Creatures on opposite sides of the dust cloud that cannot see over it gain concealment from each other.
Eternal: As above, but the casting time is one immediate action and the spell's duration is one round.
Circle of Death
Circle of Death [Death]
Level: Death 6
Casting Time: 1 full-round action
Range: Medium (100' + 10'/level)
Area: 40' radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Circle of death drains the life force and cripples creatures within its area. Creatures within the spell's burst take 1 point of entropic damage per Caster Level. In addition, after damage is inflicted, 1d4 HD worth of living creatures per Caster Level (maximum 20d4) are crippled by the spell's power. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Creatures that fail their saving throws are immediately reduced to -1 HP and are dying.
Clairvoyance
Clairvoyance [Detection, Eternal]
Level: Astrology 3, Eternal 3, Knowledge 3
Casting Time: 10 minutes
Range: Long (400' + 40'/level)
Effect: One magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Clairvoyance creates an invisible magical sensor at a specific location that enables you to see almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike similar [Detection] spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10' radius around the center of the spell's effect. Clairvoyance functions only on the plane of existence you are currently occupying.
Eternal: This spell functions as above, except the duration is reduced to "2 rounds," the casting time is reduced to "1 standard action", and the range is reduced to "Close (25' + 5'/2 levels)".
Clenched Fist
Clenched Fist [Force]
Level: Might 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Effect: 10' hand
Duration: 1 round/level
Clenched fist creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, [Polymorph] effects, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. In addition, the hand can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your Caster Level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round.
The clenched fist can also bull rush an opponent at a +15 bonus on the Strength check.
A clenched fist is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.
Directing the spell to a new target is a move action.
Cloud Mind
Cloud Mind [Eternal, Mind-Affecting]
Level: Darkness 4, Eternal 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind.
You are invisible and inaudible to the targeted creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the target's environment. If you attack the targeted creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject's environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
Eternal: As above, except the casting time is "1 swift action" and the duration is "1 round".
Call Lightning [Electricity, Eternal]
Level: Eternal 3, Raghnialt's Kiss 3, Storm 3, Weather 3
Casting Time: 1 round
Range: Medium (100' + 10'/level)
Effect: One or more 30' long vertical bolts of lightning
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your Caster Level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
Eternal: As above, except the casting time is one standard action and the spell's duration is one round.
Call Lightning Storm
Call Lightning Storm [Electricity]
Level: Raghnialt's Kiss 5, Storm 5, Weather 5
Range: Long (400' + 40'/level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and there is no maximum to the number of bolts you may call.
Calm Animals
Calm Animals [Mind-Affecting, Morale]
Level: Animal 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 level)
Target: Animals within a 30' radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only creatures of the Animal type are affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + your Caster Level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Cause Fear
Cause Fear [Eternal, Morale]
Level: Eternal 1, Fear 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. A creature with more Hit Dice than twice your Caster Level is immune to this effect.
Eternal: As above, except the subject is shaken for 1d4+1 rounds on a failed save or 1 round on a successful one.
Chain Lightning
Chain Lightning [Electricity]
Level: Raghnialt's Kiss 6, Storm 6
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One primary target, plus up to one secondary target/level, each of which must be within Close range (25' + 5'/2 levels) of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per Caster Level (maximum 20d6) to the primary target. After it strikes, lightning can arc to up to a number of secondary targets equal to your Caster Level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within Close range (25' + 5'/2 levels) of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Channeled Fireburst
Channeled Fireburst [Eternal, Fire]
Level: Eternal 6, Fire 6, Sun 6
Casting Time: Varies; see text
Range: Varies; see text
Area: Emanation of varying size; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a burst of fire that surrounds you and explodes outwards. The magnitude of the burst depends on the amount of time you spend casting the spell.
If you cast this spell as an immediate action, it deals 1 fire damage per Caster Level to all creatures within 5' of you, excluding yourself.
If you cast this spell as a swift action, it deals 1d4 fire damage per Caster Level (maximum 5d4) to all creatures within 5' of you, excluding yourself.
If you cast this spell as a standard action, it deals 1d6 fire damage per Caster Level (maximum 10d6) to all creatures within 10' of you, excluding yourself.
If you cast this spell as a full-round action, it deals 1d8 fire damage per Caster Level (maximum 20d8) to all creatures within 15' of you, excluding yourself.
If you spend two rounds casting this spell, it deals 2d10 fire damage per Caster Level (maximum 30d10) to all creatures within 25' of you, excluding yourself.
You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed. In all cases, a successful Reflex save halves the damage.
Eternal: This spell functions identically when prepared in an eternal spell slot.
Charm
Charm [Mind-Affecting, Morale]
Level: Enchantment 1, Trickery 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Charm makes a Humanoid creature regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures, though you must still possess an ability to communicate with those creatures in order for the spell to work.
If you lower your Caster Level by 2, this spell can also affect an Animal, Fey, Magical Beast, or Magical Humanoid.
If you lower your Caster Level by 4, this spell can also affect an Aberration, Avatar, Dragon, Elemental, or Outsider.
Chill Metal
Chill Metal [Cold, Eternal, Metal]
Level: Alchemy 1, Cold 2, Eternal 2, Jotunnskyn 2, Might of Talos 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30' apart; or 25 lbs. of metal/level, none of which can be more than 30' away from any of the rest
Duration: 7 rounds
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
Eternal: This spell functions identically when prepared in an eternal slot, except its range is "touch" and the target is "one creature's metal equipment or up to 50 lbs. of metal."
Round Metal Temperature Damage
1 Cold None
2 Icy 1d4 points
3-5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
Chill Touch
Chill Touch [Cold, Entropy, Eternal]
Level: Cold 1, Eternal 1, Thanaturgy
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
You gain a touch attack for the duration of this spell. Touching a creature inflicts 1d6 points of cold damage, plus 1 point of entropic damage per Caster Level (maximum +15). A successful Fortitude save negates the cold damage. You may make a touch attack as part of casting this spell.
Casting another spell while this one is active immediately ends the effect.
Undead creatures you successfully strike with your touch attack do not take the entropic damage but instead must make a Will save or flee, panicked, for 1d3 rounds. As this is not a [Morale] effect, undead are not immune to this panicking.
Eternal: This spell functions identically when prepared as an eternal spell, except the duration is "1 round".
Choking Dust
Choking Dust [Cloud, Earth, Eternal]
Level: Eternal 3, Oreadic Tradition 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: 10' radius burst
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: No
You create a cloud of dust that stifles and chokes creatures within its area. Creatures that are in the area at the time you cast this spell, that begin their turns within the spell's area, or that enter the spell's area must make a Fortitude save or be nauseated for one round. In addition, the cloud of dust is thick enough to block sight to a limited degree. Creatures on opposite sides of the dust cloud that cannot see over it gain concealment from each other.
Eternal: As above, but the casting time is one immediate action and the spell's duration is one round.
Circle of Death
Circle of Death [Death]
Level: Death 6
Casting Time: 1 full-round action
Range: Medium (100' + 10'/level)
Area: 40' radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Circle of death drains the life force and cripples creatures within its area. Creatures within the spell's burst take 1 point of entropic damage per Caster Level. In addition, after damage is inflicted, 1d4 HD worth of living creatures per Caster Level (maximum 20d4) are crippled by the spell's power. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Creatures that fail their saving throws are immediately reduced to -1 HP and are dying.
Clairvoyance
Clairvoyance [Detection, Eternal]
Level: Astrology 3, Eternal 3, Knowledge 3
Casting Time: 10 minutes
Range: Long (400' + 40'/level)
Effect: One magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Clairvoyance creates an invisible magical sensor at a specific location that enables you to see almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike similar [Detection] spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10' radius around the center of the spell's effect. Clairvoyance functions only on the plane of existence you are currently occupying.
Eternal: This spell functions as above, except the duration is reduced to "2 rounds," the casting time is reduced to "1 standard action", and the range is reduced to "Close (25' + 5'/2 levels)".
Clenched Fist
Clenched Fist [Force]
Level: Might 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Effect: 10' hand
Duration: 1 round/level
Clenched fist creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, [Polymorph] effects, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. In addition, the hand can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your Caster Level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round.
The clenched fist can also bull rush an opponent at a +15 bonus on the Strength check.
A clenched fist is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.
Directing the spell to a new target is a move action.
Cloud Mind
Cloud Mind [Eternal, Mind-Affecting]
Level: Darkness 4, Eternal 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind.
You are invisible and inaudible to the targeted creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the target's environment. If you attack the targeted creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject's environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
Eternal: As above, except the casting time is "1 swift action" and the duration is "1 round".