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Thread: [3.5/E6] Rizban's E6 Compendium

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Chapter 5: Magic

    The Nature of Divine Magic

    The divine world is ordered into spheres and spheres within spheres by laws laid down in ancient eons before recorded time. As the spheres turn, worlds are influenced to reflect the predominant powers, and there are many who have dedicated their entire lives to studying the spheres and attempting to chart their movements.

    The first sphere is the Sphere of Natural Power composed of the basic elements of all nature: Air, Earth, Fire, Water, Life and Death. Life sits atop the sphere with Death upon the bottom. At each the cardinal points on the equator lies one of the four elements. It is from these six points that most deities draw their powers, but there also exist points of power where the different elements mingle. The Sphere of Natural Power is all that exists, for all things are composed of its essences.

    The second is the Sphere of True Intent, divided into four quadrants of Good and Evil, Law and Chaos. At the poles and along the edges of each quadrant, the power of the Intents cancel one another, leaving zones of Neutrality. This sphere surrounds the sphere of Natural Power and rotates around it, bringing order and entropy, growth and destruction. It is all that does, the motivating force to action beyond mere existence.

    Priests, Green Mages, and others draw their power from these forces, though they do not do so directly. Gods and other divine forces define themselves by what powers they control or can influence, and they are able to channel small portions of this great cosmic energy to their followers. Whether it is the gods themselves who intentionally direct the energy to a follower, as for the priest, or whether it is the follower who draws the energy from an intermediary, as does the green mage, it is only through these mediums that the spheres can be influenced. The spheres themselves are too great for any mere mortal to control.

    Whenever a spellcaster casts a spell from a divine domain, that spell has the descriptors of all spheres associated with that domain. For example, if a Priest casts flaming sphere from the Raging Inferno divine domain, it gains the [Air] and [Fire] descriptors, even though the spell normally only has the [Fire] descriptor.
    Divine Domains

    Each deity offers a number of the following domains. The domains offered by a deity are directly related to his control of or influence over a particular area of the Spheres. It is through these domains that Priests and certain other divine casters draw their power from the gods.

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    The True Elements and Pure Intents

    Within each Sphere lies a number of “true” points, places of perfect, pure, and unblemished energy. It is from these places of pure ideal that the True Elements and Pure Intents arise. Each represents a single force and only that force. These ideal domains are Air, Earth, Fire, Water, Life, Death, Chaos, Evil, Good, and Law.

    Domain Descriptions
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    Air
    Spheres: Air
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    Granted Power
    Choose one
    1. Turn or destroy earth creatures as a good priest turns undead. Rebuke, command, or bolster air creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. For a total time per day of 1 round per class level, a priest can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.

    1 - Feather Fall: Objects or creatures fall slowly.
    1 - Whispering Wind: Sends a short message 1 mile/level.
    2 - Wind Wall: Deflects arrows, smaller creatures, and gases.
    2 - Gust of Wind: Blows away or knocks down smaller creatures.
    3 - Fly: Subject flies at speed of 60 ft.
    3 - Gaseous Form: Subject becomes insubstantial and can fly slowly.



    Earth
    Spheres: Earth
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    Granted Power
    Choose one
    1. Turn or destroy air creatures as a priest cleric turns undead. Rebuke, command, or bolster earth creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. Gain the stonecunning ability, and a successful Survival check (DC 15) reveals current depth underground.

    1 - Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
    1 - Grasping Earth: The earth and stone beneath your feat rises up to grapple an enemy.
    2 - Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    2 - Harden Earth and Stone: Turns clay to stone and sand or mud to dirt.
    3 - Stone Shape: Sculpts stone into any shape.
    3 - Spike Stones: Creatures in area take 1d8 damage, may be slowed.



    Fire
    Spheres: Fire
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    Granted Power
    Choose one
    1. Turn or destroy water creatures as a good priest turns undead. Rebuke, command, or bolster fire creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. Gain fire resistance equal to twice class level.

    1 - Burning Hands: 1d4/level fire damage (max 5d4).
    1 - Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
    2 - Produce Flame: 1d6 damage +1/ level, touch or thrown.
    2 - Pyrotechnics: Turns fire into blinding light or choking smoke.
    3 - Fire Trap: Opened object deals 1d4 damage +1/level.
    3 - Fireball: 1d6 damage per level, 20-ft. Radius.



    Water
    Spheres: Water
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    Granted Power
    Choose one
    1. Turn or destroy fire creatures as a good priest turns undead. Rebuke, command, or bolster water creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. Gain swim speed equal to your land speed.

    1 - Create Water: Creates 2 gallons/level of pure water.
    1 - Swim: Grants target a swim speed.
    2 - Water Breathing: Subjects can breathe underwater.
    2 - Surging Waters: Summoned wave pushes targets.
    3 - Water Walk: Subject treads on water as if solid.
    3 - Control Water: Raises or lowers bodies of water.



    Life
    Spheres: Life
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    Granted Power
    Choose one
    1. Once per day, perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
    2. Once per month, cast raise dead as the spell.

    1 - Sanctuary: Opponents can’t attack you, and you can’t attack.
    1 - Rejuvenation, Minor: Grants fast healing 1.
    2 - Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    2 - Rejuvenation, Moderate: Grants fast healing 2.
    3 - Death Ward: Grants immunity to death spells and negative energy effects.
    3 - Rejuvenation, Greater: Grants fast healing 3.



    Death
    Spheres: Death
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    Granted Power
    Choose one
    1. You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
    2. You may use deathwatch as the spell a number of times per day equal to your class level. This is a spell-like ability.

    1 - Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    1 - Ray of Enfeeblement: Ray reduces Str by 1d6 points + 1 point/level.
    2 - ???
    2 - Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
    3 - ???
    3 - Speak with Dead: Corpse answers one question/two levels.



    Chaos
    Spheres: Chaos
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    Granted Power
    Choose one
    1. You cast chaos spells at +1 caster level.
    2. You gain the ability to smite law a number of times per day equal to half your class level, rounded down.

    1 - Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - Shatter: Sonic vibration damages objects or crystalline creatures.
    2 - ???
    3 - Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Chaos Hammer: Damages and staggers lawful creatures.



    Evil
    Spheres: Evil
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    Granted Power
    Choose one
    1. You cast evil spells at +1 caster level.
    2. You gain the ability to smite good a number of times per day equal to half your class level, rounded down.

    1 - Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - ???
    2 - ???
    3 - Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Unholy Blight: Damages and sickens good creatures.



    Good
    Spheres: Good
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    Granted Power
    Choose one
    1. You cast good spells at +1 caster level.
    2. You gain the ability to smite evil a number of times per day equal to half your class level, rounded down.

    1 - Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
    2 - ???
    3 - Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Holy Smite: Damages and blinds evil creatures.



    Law
    Spheres: Law
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    Granted Power
    Choose one
    1. You cast law spells at +1 caster level.
    2. You gain the ability to smite chaos a number of times per day equal to half your class level, rounded down.

    1 - Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - Calm Emotions: Calms creatures, negating emotion effects.
    2 - ???
    3 - Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Order’s Wrath: Damages and dazes chaotic creatures.




    The Convergent Domains

    Also within the Spheres are areas of convergence, places of overlapping power, where different elements or intents hold sway. The following domains derive their energy from the places where cosmic powers mingle upon the Spheres.

    Domain Descriptions
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    Creeping Ooze
    Spheres: Earth, Water
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    Granted Power
    Choose one
    1. ???
    2. ???

    1 - Grease: Makes 10-ft. square or one object slippery.
    1 - ???
    2 - ???
    2 - ???
    3 - Quench: Extinguish nonmagical fires and potentially dispel magical ones.
    3 - ???



    Crushing Waves
    Spheres: Water, Death
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    Granted Power
    Choose one
    1. ???
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 cold damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    1 - ???
    2 - Surging Waters: Summoned wave pushes targets.
    2 - ???
    3 - ???
    3 - ???



    Destroying Flame
    Spheres: Fire, Death
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    Granted Power
    Choose one
    1. ???
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 fire damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - ???
    1 - ???
    2 - ???
    2 - ???
    3 - ???
    3 - ???



    Earth's Embrace
    Spheres: Earth, Life
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    Granted Power
    Choose one
    1. ???
    2. Gain acid resistance equal to twice class level.

    1 - Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
    1 - ???
    2 - ???
    2 - ???
    3 - Meld into Stone: You and your gear merge with stone.
    3 - Summon Living Element: Calls an elemental creature to fight for you. Earth elementals only.



    Earth's Fury
    Spheres: Earth, Fire
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    Granted Power
    Choose one
    1. ???
    2. ???

    1 - ???
    1 - ???
    2 - Heat Metal: Make metal so hot it damages those who touch it.
    2 - ???
    3 - Spike Stones: Creatures in area take 1d8 damage, may be slowed.
    3 - ???



    Furious Storm
    Spheres: Air, Water
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    Granted Power
    Choose one
    1. ???
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 electricity damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - Obscuring Mist: Fog surrounds you.
    1 - Entropic Shield: Ranged attacks against you have 20% miss chance.
    2 - Produce Electricity : 1d6 damage +1/ level, touch or thrown.
    2 - Gust of Wind: Blows away or knocks down smaller creatures.
    3 - Sleet Storm: Hampers vision and movement.
    3 - Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.



    Gentle Breath
    Spheres: Air, Life
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    Granted Power
    Choose one
    1. Once per day as a swift action, cast levitate as a spell-like ability.
    2. Gain electricity resistance equal to twice class level.

    1 - Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
    1 - Silent Image: Creates minor illusion of your design.
    2 - Detect Thoughts: Allows “listening” to surface thoughts.
    2 - See Invisibility: Reveals invisible creatures or objects.
    3 - Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    3 - Summon Living Element: Calls an elemental creature to fight for you. Air elementals only.



    Light of Life
    Spheres: Fire, Life
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    Granted Power
    Choose one
    1. ???
    2. Gain fire resistance equal to twice class level.

    1 - ???
    1 - Continual Flame: Makes a permanent, heatless torch.
    2 - ???
    2 - ???
    3 - Searing Light: Ray deals 1d8/two levels damage, more against undead.
    3 - Summon Living Element: Calls an elemental creature to fight for you. Fire elementals only.



    Living Waters
    Spheres: Water, Life
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    Granted Power
    Choose one
    1. ???
    2. Gain cold resistance equal to twice class level.

    1 - Restorative Dew: Dew formed on the ground empowers healing.
    1 - ???
    2 - Water Breathing: Subjects can breathe underwater.
    2 - ???
    3 - ???
    3 - Summon Living Element: Calls an elemental creature to fight for you. Water elementals only.



    Raging Inferno
    Spheres: Air, Fire
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    Granted Power
    Choose one
    1. ???
    2. ???

    1 - Burning Hands: 1d4/level fire damage (max 5d4).
    1 - Produce Flame: 1d6 damage +1/ level, touch or thrown.
    2 - Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    2 - Desiccate: Deals 1d6/2 levels damage and dehydrates living creature.
    3 - Ash Storm: Hampers vision and movement.
    3 - ???



    Shattered Stone
    Spheres: Earth, Death
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    Granted Power
    Choose one
    1. You continually use pass without trace as the spell. This is a supernatural ability.
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 acid damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - ???
    1 - ???
    2 - Earthen Betrayal: Target leaves black, oily marks with each step he takes.
    2 - Shatter: Sonic vibration damages objects or crystalline creatures.
    3 - Spitting Earth: Hampers vision and causes damage.
    3 - Stone Shape: Sculpts stone into any shape.



    Stench of Decay
    Spheres: Air, Death
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    Granted Power
    Choose one
    1. You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 electricity damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - Stinking Miasma
    1 - Sleep: Puts 4 HD of creatures into magical slumber.
    2 - Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
    2 - Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
    3 - Stinking Cloud: Nauseating vapors, 1 round/level.
    3 - Contagion: Infects subject with chosen disease.




    Spell Descriptions

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    Ash Storm
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    Conjuration (Creation) [Fire]
    Level: Raging Inferno 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (40-ft. radius, 20 ft. high)
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Gusts of driving wind blow ash, soot, and burning cinders into the air, hampering the battlefield.

    The clouds of ash block out all sight (even darkvision) within and smother torches and small fires. Falling cinders cause the ground to become difficult terrain.


    Blade Wind
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    Transmutation
    Level: Force Adept 2, Red Mage 2
    Components: V, S, F
    Casting Time: 1 full-round action
    Range: 60 ft.
    Effect: 60-ft. line
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Upon casting this spell, you throw a slashing weapon you hold, causing it to spin through the air, attacking any enemy in its path. You make a single melee attack against all enemies in a line to the extent of the spell's range, but you use your key ability modifier in place of your Strength modifier on the weapon's attack and damage rolls. The weapon deals damage just as if you had used it in melee.
    Upon reaching the edge of the spell's range, the weapon instantly returns to your hand.
    Focus: The weapon to be thrown.


    Call Item
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    Transmutation
    Level: Force Adept 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One unattended object weighing up to 5 lb.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By pointing at an object and motioning towards it, the object flies toward your open palm. If you have a free hand, you may catch the item as a free action. If not, the item falls harmlessly to the ground at your feet.


    Desiccate
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    Necromancy
    Level: Raging Inferno 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No

    Water is forcibly evaporated from the target creature's body, draining it of life and vitality.

    The target creature takes 1d6 damage per two caster levels (max 4d6) and becomes dehydrated. The target may attempt a Fortitude save for half damage with a success also negating the dehydration.
    Material Component: A pinch of dust.


    Earthen Betrayal
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    Transmutation
    Level: Shattered Stone 2
    Components: V, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 day/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    A sticky, black tar-like substance seeps up from the earth each time the targeted creature takes a step, sucking at its feet and revealing its path. The trail ends should the creature take flight or be carried by another person or a vehicle, though it resumes the next time he touches the ground.
    For the duration of this spell, the tar can not be erased, reducing the DC of any Survival checks to track the affected creature by 10. Covering the track with more earth only hides them for a few seconds, as the tar quickly seeps up to the surface again, though other objects can be used to cover the tar effectively.
    In addition, the thick tar sucks at the creature's feet, reducing its land speed by 5 feet. It may still take a 5-foot step on its turn, but this takes a swift action rather than a free action as normal.
    The tar disappears when the spell's duration ends.


    Force Gem
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    Evocation [Force]
    Level: Force Adept 2
    Components: V, S, M
    Casting Time: 1 round
    Range: 0 ft.
    Effect: One small gem of pure force
    Duration: 1 hour/level or until used (D)
    Saving Throw: Reflex half
    Spell Resistance: Yes

    By focusing raw force, you create a small, crystal fragment in the palm of your hand.

    The small gem you create is composed of pure force. As a standard action you may hurl the gem as a thrown weapon with a range increment of 20 feet. You gain a +4 competence bonus on this attack roll.
    On impact, the gem fractures, tumultuously releasing the stored energy within a 5-foot radius burst, dealing 1d8 points of force damage per two caster levels (max 5d8).
    You may not create more than one force gem per three caster levels. Anyone may throw a force gem you create, but they do not receive the +4 competence bonus and treat it as an improvised weapon.


    Force Knife
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    Evocation [Force]
    Level: Force Adept 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One dagger made of force
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    Concentrating a moment, you form a small knife of pure force anywhere within range, relentlessly attacking any target you desire. The knife attacks once each round using your Base Attack Bonus + the modifier of your primary casting ability. It deals 1d4 damage with a critical threat range of 19-20.
    The knife continues to attack the same target for the duration of the spell, following it with a fly speed of 30 feet (perfect); however, you may use a standard action on any turn after the first to command the knife to attack a new target.
    As a force effect, the knife suffers no miss chance against ethereal or incorporeal creatures. If the knife attacks a creature with spell resistance, you make a caster level check as normal each round the knife attacks. If you fail the check, the spell ends immediately. The spell also ends if the knife ever leaves the maximum range of the spell.


    Grasping Earth
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    Transmutation [Earth]
    Level: Earth 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    The earth distorts beneath your target, sending forth ooze-like tendrils to grasp at its legs.

    A creature standing on the ground becomes the target of a grapple check from the earth itself. Treat the grasping earth as a medium creature with a base attack bonus equal to your caster level and a Strength equal to your primary casting ability. It makes one grapple attempt every round against that creature as long as that creature remains in that square or within 5 feet. If the grasping earth successfully grapples the creature, it will attempt to pin it. Pinned creatures take lethal damage each round equal to 1d6 + your casting ability modifier.
    The grasping earth can be targeted as if it were an animated object with AC 15, hardness 4, and 3 hit points per caster level. If it is reduced to 0 or fewer hit points, it crumbles into inert earth.


    Hurl Item
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    Evocation [Force]
    Level: Force Adept 0
    Components: S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: One Fine size item in your possession, weighing up to 10 lbs.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By giving a subtle 'push' to an item, you can throw it with greater strength than you could normally muster.

    This spell can be used to throw any item a great distance, but it is normally used to throw weapons farther than normal. You may throw the item targeted by this spell to a distance of medium range (100ft. + 10ft./level).
    You can use this spell to make an attack with a thrown weapon, including a splash weapon, such as a flask of acid. If you make an attack, you must make an attack roll as normal, but you ignore any range penalties.
    You may also use this spell with arrows, crossbow bolts, and sling bullets. Hurled ammunition deals 1d4 damage, threatens a critical hit on a 20, and has a range increment of 80 ft.
    Focus: The item to be thrown.


    Mage Hand, Greater
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    Transmutation
    Level: Force Adept 1
    Range: Medium (100 ft. + 10 ft. level)
    Target: One unattended object weighing up to 50 lb.

    This spell functions as mage hand except as described above, and you can move an object up to 20 ft.


    Magic Missile Swarm
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    Evocation [Force]
    Level: Force Adept 3
    Range: Medium (100 ft. + 10 ft. level)

    This spell functions as magic missile, except that it immediately summons 5 missiles that deal 1d4+1 point of force damage. After a missile has struck a target, the missile bounces from that target to strike any other target within 30 feet; however, a 'bounced' missile cannot strike a target that has already been hit by one of the missiles. This means that while the first target may be hit by up to five of the missiles, no secondary target may be struck by more than one.


    Magic Missile, Greater
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    Evocation [Force]
    Level: Force Adept 2
    Range: Medium (100 ft. + 10 ft. level)

    This spell functions as magic missile, except that it deals 1d6+2 points of force damage per missile.


    Orb of Energy
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    Evocation [see text]
    Level: Red Mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    An orb of energy springs forth from your hands and flies towards an enemy. When you cast this spell, you must choose an energy type: acid, cold, electricity, or fire. This spell deals energy damage of that type and gains the appropriate subtype.

    Hitting the target requires a ranged touch attack, and the orb deals 1d8+1 damage plus 1d8+1 damage for every two caster levels beyond 1st (to a maximum of 4d8+4 at 7th level).


    Orb of Energy, Lesser
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    Evocation [see text]
    Level: Red Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    An orb of energy springs forth from your hands and flies towards an enemy. When you cast this spell, you must choose an energy type: acid, cold, electricity, or fire. This spell deals energy damage of that type and gains the appropriate subtype.

    Hitting the target requires a ranged touch attack, and the orb deals 1d6 damage plus 1d6 damage for every two caster levels beyond 1st (to a maximum of 4d6 at 7th level).


    Produce Electricity
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    Evocation [Electricity]
    Level: Furious Storm 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 0 ft.
    Effect: Electricity in your palm
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    As produce flame, except that electricity is created instead of flame, and the attacks deal electricity damage instead of fire damage.


    Rejuvenation, Greater
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    Conjuration (Healing)
    Level: Green Mage 3, Life 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The power of nature suffuses the target's body, accelerating his rate of healing and relieving his weariness.

    The target gains fast healing 3 for the duration of the spell. Additionally, when the spell begins, the target is cured of fatigue and exhaustion. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.


    Rejuvenation, Minor
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    Conjuration (Healing)
    Level: Green Mage 1, Life 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The power of nature suffuses the target's body, accelerating his rate of healing and relieving his weariness.

    The target gains fast healing 1 for the duration of the spell. Additionally, when the spell ends, the target is cured of fatigue. If the target is exhausted, he becomes fatigued instead. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.


    Rejuvenation, Moderate
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    Conjuration (Healing)
    Level: Green Mage 2, Life 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The power of nature suffuses the target's body, accelerating his rate of healing and relieving his weariness.

    The target gains fast healing 2 for the duration of the spell. Additionally, when the spell begins, the target is cured of fatigue. If the target is exhausted, he becomes fatigued instead. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.


    Restorative Dew
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    Conjuration (Creation) [Water, Life]
    Level: Living Waters 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 30-ft.-radius spread
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    A cooling dew settles on the ground in the specified area. The dew glistens faintly as though the rays of the morning sun dance across it.

    Within the area of the dew, the caster level of all Conjuration (Healing) spells is increased by 2, potions and magic items that heal hit point damage heal an additional 1d6 damage, and all Heal skill checks gain a +5 circumstance bonus.
    A moderate wind (11+ mph), such as from a gust of wind spell, dries the dew in 4 rounds. A strong wind (21+ mph) dries the dew in 1 round. A spell with the [Fire] descriptor that deals damage to an area burns away the dew in that area.
    This spell does not function underwater. This spell counters and dispels stinking miasma.


    Spitting Earth
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    Conjuration (Creation) [Earth]
    Level: Shattered Stone 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft. level)
    Area: Cylinder (20-ft. radius, 20 ft. high)
    Duration: 1 minute/level
    Saving Throw: None or Reflex half; see text
    Spell Resistance: No

    The earth fractures and splits open at the point you designate, spewing forth sand, dirt, and small stones.

    The swirling grit obscures all sight (even darkvision) beyond 5 feet and smothers torches and small fires. Creatures within 5 feet have concealment, while those farther away have total concealment.
    Any creature within or passing through the area takes 1d4 slashing damage per two caster levels (max 5d4) with no save. If the spell is cast so that it appears where creatures are located, each creature may make a Reflex save for half damage, but they take full damage with no save on each following round if they do not leave the area.
    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the grit in 8 rounds. A strong wind (21+ mph) disperses the grit in 4 rounds.
    This spell does not function underwater.
    Material Component: A pinch of dirt or sand.


    Stinking Miasma
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    Conjuration (Creation) [Air, Death]
    Level: Stench of Decay 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 30-ft.-radius spread
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    A foul vapor hovers upon the ground in the specified area. The greenish purple vapor swirls softly, emitting a faint stench.

    Within the area of the vapor, the caster level of all Conjuration (Healing) spells is reduced by 2, and all Heal skill checks take a -5 circumstance penalty. Additionally, any living creature within the mist at the start of his turn takes 1 point of nonlethal damage.
    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. A spell with the [Fire] descriptor that deals damage to an area burns away the vapor in that area.
    This spell does not function underwater. This spell counters and dispels restorative dew.


    Summon Living Element
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    Conjuration (Summoning) [see text]
    Level: Earth's Embrace 3, Gentle Breath 3, Light of Life 3, Living Waters 3
    Components: V, S, DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned creatures, no two of which may be more than 30 ft. apart.
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell summons an elemental creature to do your bidding.

    The elemental appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. The elemental understands your instructions, even if it doesn't speak your language, and you can direct it not to attack, to attack particular enemies, or to perform other actions.
    This spell can only summon air, earth, fire, and water elementals and, if cast from a divine domain, it always summons an elemental appropriate to the divine domain from which the spell is cast. This spell summons either 1 medium elemental or 1d3 small elementals, as chosen by the spellcaster when the spell is cast.
    A summoned elemental cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Elementals cannot be summoned into an environment that cannot support them.
    This spell gains the elemental descriptor of the elemental summoned.


    Surging Waters
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    Conjuration (Creation) [Water]
    Level: Water 2, Crushing Waves 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: 5-ft. wide wave
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    A powerful wave of water surges forth as if from nowhere, pushing your enemies away from you.

    A 5-foot wide wave of water rises from the ground at the point you designate and moves directly away from you. It can move up to 5 feet per caster level.
    The wave makes a bull rush attempt against each creature in its path and does not provoke attacks of opportunity. The wave has an effective Strength modifier equal to the ability modifier of your primary casting ability, and it is treated as a medium creature.
    Creatures are pushed back the maximum distance possible from the bull rush or the maximum range of the wave, whichever is less. Creatures pushed by the wave provoke attacks of opportunity for movement as normal.
    The waters summoned by this spell douse any non-magical fire in its path.
    If you cast this spell on open water, such as a river, lake, or ocean, the size of the wave is increased to 10 feet, and it is treated as a large creature for the purpose of the bull rush.


    Swim
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    Transmutation
    Level: Water 1
    Components: V, S, M
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft. level)
    Target: One creature per 2 caster levels
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    Each target of this spell gains a swim speed equal to its land speed. As long as it is not carrying more than a light load, it can swim at its normal speed without making Swim checks. It also gains a +8 circumstance bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    If the creature is carrying more than a light load, it must make Swim checks to move as normal, but it may move its full speed and still receives all other benefits of this spell.
    Material Component: A handful of fish scales.

    Last edited by Rizban; 2014-04-01 at 11:41 PM.