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Thread: [d20r, Class] The Wizard

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    Titan in the Playground
    Join Date
    Jun 2006
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    Fairfield, CA
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    Default Re: [d20r, Class] The Wizard

    New Spells

    Absolute Position *[Force]
    Spoiler
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    Level: Might of Talos 5
    Casting Time: 1 full-round action
    Range: Touch
    Target: Metallic object touched
    Duration: Permanent (D)
    Saving Throw: None (object)
    Spell Resistance: Yes (object)

    The touched metal object is immobilized with magnetic power. It may not be moved from where it rests, even if it is in midair, functioning identically to an immovable rod except as noted here. An object subjected to absolute position can support up to 1000 lbs per Caster Level before it falls, and it requires a Strength check (with a DC equal to 10 + your Caster Level) to move it up to 10' in one round. A creature trapped by or in the immobilized object may make an Acrobatics check (with a DC equal to 10 + your Caster Level) as a move action to escape the immobilized object, although this does not free the object from the effect.


    Alarm *[Abjuration, Eternal]
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    Level: Sorcerer 1, Wealth 2, Wizard 1
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20 ft. radius emanation centered on a point in space
    Duration: 2 hours/level
    Saving Throw: None
    Spell Resistance: No

    Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

    Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

    Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

    In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

    Ethereal or astral creatures do not trigger the alarm.

    Alarm can be made permanent with a permanency spell.

    Eternal: As a swift action, you modify the shape of your next spell with a range other than "personal" into a "ward". Rather than its typical effects, you place it within an unoccupied square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell, and you must place the spell on a solid surface.

    The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected. Spells that require an attack roll make the attack roll when triggered, substituting your caster level for your Base Attack Bonus. A spell that allows a saving throw or Spell Resistance modified by this spell uses its original save DCs and caster level, rather than this spell's save DC and caster level.

    A ward remains for one minute or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do detect magic and similar abilities. A character who has located the ward can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the spell. Dispel magic or similar effects can remove a ward: they do not trigger it even on a failed check.

    If you do not cast another spell before the end of your turn, this effect is wasted.


    Animate Dead *[Animation, Eternal, Necromancy]
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    Level: Sorcerer 4, Undeath 3, Wizard 4
    Casting Time: 1 standard action
    Range: Touch
    Target: One or more corpses touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
    The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

    Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
    The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released.

    Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

    Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

    Eternal: As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death.

    Special: If readied in an eternal slot, this spell may be readied as a second level spell.


    Armor of Earth *[Earth, Eternal]
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    Level: Eternal 7, Oreadic Tradition 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a case of stone. This stone does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature encased in stone like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Earth subtype, and gains 50% resistance to critical hits. In addition, the targeted creature gains damage reduction equal to your primary spellcasting modifier. This damage reduction cannot be overcome.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of bludgeoning damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of swirling sand: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be blinded for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional bludgeoning damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Flame *[Eternal, Fire]
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    Level: Eternal 6, Promethean 6
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a wreath of fire. This fire does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature wreathed in fire like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Fire subtype, and gains a +2 bonus to perform combat maneuvers (such as disarm, bull-rush, or overrun).

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of fire damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of unbearable heat: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be fatigued for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional fire damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Ice *[Cold, Eternal]
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    Level: Eternal 7, Jotunnskyn 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a shell of ice. This ice does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature encased in ice like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Cold subtype, and gains a +4 bonus to resist combat maneuvers (such as disarm, bull-rush, or overrun). In addition, the targeted creature gains an insight bonus on Fortitude saving throws equal to your primary spellcasting modifier.
    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of cold damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of stifling cold: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be silenced, as the spell, for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional cold damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Lightning *[Electricity, Eternal]
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    Level: Eternal 7, Raghnialt's Kiss 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You sheathe the touched creature in a crackling ring of electricity. This electricity does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature wreathed in electricity like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Electric subtype, and gains the evasion special ability (as a rogue). In addition, the targeted creature gains an insight bonus on Reflex saving throws equal to your primary spellcasting modifier.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of electrical damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of sparking electricity: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or take a -2 penalty to Dexterity for one round.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional electrical damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Water *[Acid, Eternal, Water]
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    Level: Eternal 7, Ondinic Tradition 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You sheathe the touched creature in a bubble of water. This bubble does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature armored in water like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Water and Amphibious subtypes, and gains a swim speed equal to her land speed. In addition, the targeted creature gains an insight bonus on Will saving throws equal to your primary spellcasting modifier.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of acid damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage.

    The armored creature also radiates an aura of swirling water: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be knocked prone.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional acid damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Armor of Wind *[Air, Eternal]
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    Level: Eternal 7, Sylphic Tradition 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You encase the touched creature in a swirling whirlwind. This whirlwind does not restrict the target's mobility, but does provide several benefits to the touched creature.

    A creature sheathed in air like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Air subtype, and gains a fly speed equal to her land speed, with good maneuverability. In addition, the targeted creature gains a deflection bonus to Armor Class against ranged attacks equal to your primary spellcasting modifier.

    Creatures who touch or attack the armored creature in melee must make a Reflex save or take a -10' penalty to all modes of movement for one round. Multiple applications of this penalty do not stack. A creature who grapples or is grappled by the armored creature is not allowed a save against this effect.
    The armored creature also radiates an aura of buffeting winds: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be pushed away from the armored creature 5'.

    During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional sonic damage equal to her Hero Value. If she misses, the attempt is wasted.

    Eternal: This spell functions as above, but the spell's duration is one round per level.


    Biting Winds *[Air, Eternal]
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    Level: Eternal 5, Raghnialt's Kiss 6, Sylphic Tradition 5
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Area: 40' radius burst
    Duration: 1 round/level
    Saving Throw: Reflex negates
    Spell Resistance: No

    You give form to the very air, sharpening it to weaponize against your enemies. Creatures moving through the spell's area must make a Reflex save or take 1d6 points of magic, slashing damage for each 5' they move. A creature that takes more than 5d6 points of damage in this way must also make an additional Reflex save or be knocked prone.

    Eternal: This spell functions as above, except the spell targets a single creature instead of an area and only affects the targeted creature's movement.


    Burning Hands *[Eternal, Fire]
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    Level: Fire 1, Sorcerer 1, Wizard 1
    Casting Time: 1 standard action
    Range: 15 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex partial; see text
    Spell Resistance: Yes

    A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 8d4). Flammable materials and creatures that fail a Reflex save catch on fire. A character can extinguish itself or burning items as a full-round action.

    Eternal: You make a touch attack that inflicts 1d6 fire damage, plus additional fire damage equal to one-half your caster level. A touched creature must make a Reflex save or catch on fire.


    Choking Dust *[Cloud, Earth, Eternal]
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    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.


    Cobra Fangs *[Eternal, Poison, Polymorph]
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    Level: Lernaen 1
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level (D)
    Saving Throw: None (harmless)
    Spell Resistance: No (harmless)

    You grow a pair of venomous fangs. These fangs can be used as a bite natural attack, if you do not have one already. If you already possess a bite natural attack, instead increase your effective size category with your bite attack by one size (to a maximum of two size category increases, with other similar size-increasing effects). In either instance, your bite attack is (or becomes) your primary natural attack.

    This bite attack deals 1d4 damage. At caster level 4 and every four caster levels thereafter, your bite attack gains a +1 enhancement bonus (so that a sixteenth level caster's bite attack would be treated as a +4 weapon).
    Upon successfully biting an opponent, you may discharge the spell as an immediate action to poison the bitten target. This is an injury poison that has the same DC as this spell, inflicting 1d6 points of damage each round. Staving off the poison requires a number of successful saves equal to the caster's Charisma modifier.

    Eternal: You grow a pair of fangs, as above, except you cannot discharge the spell to inflict poison on your opponent, the spell's duration is "1 round", and this spell can be cast as an immediate action.


    Cold Snap *[Cold, Eternal]
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    Level: Eternal 3, Jotunnskyn 3, Raghnialt's Kiss 4
    Casting Time: 1 standard action
    Range: Long (400' + 40'/level)
    Area: 20' radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes

    With a quick motion and a snap of your fingers, the temperature of an area of your choosing within range plummets. Creatures in the area take 1d6 points of cold damage per caster level (maximum 10d6). A successful Fortitude save halves the damage.

    Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion.

    Eternal: As above, except the range is Close (25' + 5'/2 caster levels) and the area is reduced to a 10' radius burst.


    Corrosive Grasp *[Acid, Eternal]
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    Level: Might of Talos 2
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You deal 2d6 points of acid damage plus an additional 1d6 per two caster levels of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.

    Eternal: As above, except measure the dice of damage in d4s.


    Crystallize *[Cold, Eternal]
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    Level: Eternal 5, Jotunnskyn 5
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: One round/level
    Saving Throw: Fortitude partial or Fortitude and Reflex partial
    Spell Resistance: Yes

    This spell has different effects if it is used on a living or a nonliving creature.

    If used on a living creature, the touched creature must make a Fortitude save or be encased in ice and paralyzed for the duration of the spell. In either instance, the touched creature takes 3d6 points of cold damage per round for the duration of the spell from their blood freezing in their veins.

    If used on a nonliving creature, the spell functions as above but does not deal ongoing damage. Instead, the creature must make a Reflex save each round or be immobilized.

    Eternal: This spell immobilizes its target on a failed Fortitude save. Regardless of the save's outcome, the touched creature takes 1d6 points of cold damage per two caster levels.


    Daggerveil *[Animation, Metal]
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    Level: Might of Talos 3
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    This spell creates a swarm of quickly moving self-animated knives swirling about you. The swarm fills your own square as well as any square you are adjacent to. It is not a creature, nor does it act like one. When you move, the swarm follows you.

    At the end of each of your turns, any creature other than yourself that is within the swarm's area takes 1d6 magic slashing and piercing damage, plus an additional point of damage per caster level.

    In addition, as a swift action on your turn, you may fire one dagger at a target within 30'. This functions in all ways like a thrown weapon attack except a successful hit deals 1d6 + your caster level magic piercing and slashing damage and you do not add your Strength modifier to the attack's damage.


    Deflecting Daggerveil *[Animation, Metal]
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    Level: Might of Talos 9
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You surround yourself in a whirling barrier of blades that sends any attack that misses you hurling back toward its source. When an attacker misses you due to your Armor Class (but not an attack that misses you due to other circumstances, such as concealment), he must immediately make a second attack roll against himself: if he hits his own Armor Class, he suffers the effects of the attack, using any attack or damage modifiers of the original attack. If the attack carried non-damage side effects (such as a Strength penalty), they also apply to the attacker.

    This spell also functions as daggerveil, except as noted here.


    Earthsight *[Earth]
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    Level: Oreadic Tradition 4
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    Upon casting this spell, you gain the ability to see through earth and stone within 60' as if it were glass. These materials still block line of effect and provide other such barriers, but you can see through them with little issue. You also gain tremorsense 30' while under the effects of this spell.


    Envenom Weapon *[Eternal, Poison]
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    Level: Lernaen 2
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched
    Duration: 1 minute/level

    You coat a weapon with a caustic, burning poison. This is an injury poison that inflicts 2 points of Strength, Dexterity, or Constitution damage (your choice upon casting the spell) upon a failed save. A number of saves equal to your Charisma modifier (minimum 1 save) ends the effect, as does this spell's dismissal, dispelling, or end of duration. If this spell is used to envenom a natural attack, the natural attack's possessor is immune to the poison created by this spell (but not by other instances of this spell).

    Eternal: As above, except the time required to cast this spell is a swift action and its duration is 1 round.


    Greater Envenom Weapon *[Eternal, Poison]
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    Level: Lernaen 6
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched
    Duration: 1 minute/level

    This spell functions as envenom weapon, except the damage is increased to 2d3 Strength, Dexterity, or Constitution damage (again, your choice upon casting the spell).

    Eternal: As above, except the time required to cast this spell is a swift action and its duration is shortened to 1 round per level.


    Mass Envenom Weapon *[Poison]
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    Level: Lernaen 4
    Casting Time: 1 round
    Range: 30'
    Target: Weapons of your choice in the area, to a maximum of 1 weapon per level
    Area: 30' radius burst, centered on you
    Duration: 1 round/level
    This spell functions as evenom weapon except as described here.
    Mass Greater Envenom Weapon *[Poison]
    Level: Lernaen 8
    Casting Time: 1 round
    Range: 30'
    Target: Weapons of your choice in the area, to a maximum of 1 weapon per level
    Area: 30' radius burst, centered on you
    Duration: 1 round/level

    This spell functions as greater evenom weapon except as described here.


    Exploit Defect *[Fire, Force]
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    Level: Might of Talos 5
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Target: One non-magical metal object of up to 1 lb. per Caster Level
    Duration: Instantaneous
    Saving Throw: Fortitude or Reflex half; see text
    Spell Resistance: No

    The targeted object takes 2d6 points of fire damage per caster level. The object only receives a Fortitude saving throw for half damage if it is masterwork or attended: if it is a masterwork attended object, it receives a +2 bonus on the saving throw. If the object would break from this damage, it explodes like a grenade, utterly destroying the object (as if by disintegrate) and sending shards of metal in all directions. All creatures and objects within 30' take 1d8 damage, plus an additional 1d8 damage per pound of the exploding object. Half of the damage is fire damage, and the other half is piercing and slashing damage. Affected creatures (except any creatures sharing a space with the object) may make a Reflex save for half damage. If the exploded object is made of a special substance (such as adamantine), then the damage from this attack overcomes damage reduction as if also made of that material.


    Fissure *[Earth]
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    Level: Oreadic Tradition 4
    Casting Time: 1 standard action
    Range: 60'
    Area: 60' line-shaped emanation
    Duration: Instantaneous
    Saving Throw: Reflex negates and Fortitude half; see text
    Spell Resistance: No

    You rip open a crack in the ground, creating a fissure 10' wide and with a depth of 5' per caster level. The fissure starts adjacent to you and radiates outwards in a direction of your choosing. You may choose to make the fissure less deep when casting this spell, but the typical depth is the available maximum.

    Creatures in the area who are standing on the ground must make a Reflex save or plummet into the fissure, taking appropriate falling damage. The fissure then closes, crushing creatures within its bounds for 1d6 points of bludgeoning damage per caster level. A successful Fortitude save halves this damage but not the falling damage.

    The closing action of the fissure forces creatures trapped within it towards the surface: once the fissure is closed, any creature that fell into it is deposited on the ground, prone.

    Creatures with the [Earth] subtype are immune to the bludgeoning damage from the fissure's closure, but still may take falling damage from the fissure's opening.

    Fists of Stone *[Earth, Polymorph]
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    Level: Oreadic Tradition 1
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Your hands harden and become stonelike. For the duration of this spell, your fists deal lethal damage and inflict 1d6 points of bludgeoning damage. You are considered armed when using a fist of stone. Your fists also have an enhancement bonus equal to 1/4 your level (round down, minimum +0) and overcome damage reduction as if they were adamantine. Despite your hands now being made of a normally less-pliable material, you do not lose functionality or precision with your movements. A creature that does not have hands can cast this spell, but the spell has no effect.


    Freezing Glance *[Cold, Gaze]
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    Level: Jotunnskyn 7
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: Will negates and Fortitude partial; see text
    Spell Resistance: No

    You gain a gaze attack for this spell's duration. Creatures affected by your gaze feel the wintry chill of the arctic flood through them, dealing 3d6 cold damage and inflicting a -4 penalty to their Dexterity. A successful Will save negates this effect. A creature who fails his save against your gaze two times in a row must also make a Fortitude save or be immobilized for two rounds. A creature already immobilized by your gaze and who fails both the Will and Fortitude saves again is instead paralyzed for 1d4 additional rounds.


    Frozen Grasp *[Cold]
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    Level: Jotunnskyn 1, Raghnialt's Kiss 1
    Casting Time: 1 standard action
    Range: Touh
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No

    Your successful melee touch attack deals 1d6 points of cold damage per caster level (maximum 5d6). A creature touched in this way must make a Fortitude save or be rendered fatigued for one round per two Caster Levels (minimum one round).
    Last edited by Fax Celestis; 2013-10-15 at 11:42 PM.