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"The fool calls himself a wise man; while the wise man knows himself to be nothing more than a fool." -I.D.
Gene Dalfont (Part 2)
...profile continued from previous entry.

Dispel Psionics
Psychokinesis

Level: 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (200 ft.)
Target or Area: One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 turns; see text
Attempted Save: None
Power Resistance: No
Power Points: 5

You can use dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can’t be defeated by dispel psionics, or can be ended only if you manifest dispel psionics at a high enough manifester level.

The effect of a power with an instantaneous duration can’t be dispelled, because the psionic effect is already over before the dispel psionics can take effect.

You choose to use dispel psionics in one of two ways: a targeted dispel or an area dispel.

Targeted Dispel: One object, creature, or power is the target of the dispel psionics power.

If the object that you target is a psionic item, you must defeat the item's enchantment power according to your level. If you succeed, all the item’s psionic properties are suppressed for a random number (1d4) of turns, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. An interdimensional interface is temporarily closed. A psionic item’s physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal power such as this.

Area Dispel: When dispel psionics is used in this way, the power affects everything within a 20-foot radius. The creatures' psionic items are not affected. Psionic items are not affected by an area dispel.

For each ongoing area or effect power whose point of origin is within the area of the dispel psionics power, you dispell all psionics in the area. For each ongoing power whose area overlaps that of the dispel psionics power, you dispel the power, but only within the overlapping area. If an object or creature that is the effect of an ongoing power is in the area, they dissappear.


Touchsight
Psychometabolism

Level: 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 10 min. (Dismissable)
Power Points: 5

You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make see or hear to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

Augment: For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.


Fabricate, Psionic
Metacreativity (Creation)
Shaper Level:
D
Display: Material
Manifesting Time: See text
Range: Close (50 ft.)
Target: Up to 100 cu. ft.; see text
Duration: Instantaneous
Attempted Save: None
Power Resistance: No
Power Points: 7

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 (10 in total, using Gene's level) cubic foot per level instead of 10 cubic feet.

You must be appropriately skilled in craft to fabricate articles requiring a high degree of craftsmanship.

Casting requires 1 turn per 10 cubic feet (or 1 cubic foot) of material to be affected by the power.


Quintessence
Metacreativity (Creation)
Shaper Level:
C
Display: Material; see text
Manifesting Time: 1 turn
Range: 0 ft.
Effect: 1-inch-diameter dollop of quintessence; see text
Duration: Instantaneous
Attempted Save: None
Power Resistance: No
Power Points: 7

You collapse a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence. This substance shimmers like a silver mirror when viewed from some angles but is transparent from other viewpoints. You can smooth a dollop of quintessence around any extremely small object.

Objects sealed within quintessence are protected from the effects of time; in practical terms, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the time stream (the manifester is immune to this effect). This disruption deals damage each turn beginning 10 turns after partial contact occurs.

Quintessence can be manually scraped away from a protected object, freeing it to rejoin the time stream. When you do this, there is a 75% chance that the quintessence evaporates back into the continuum. Otherwise, it coalesces again into a 1-inch-diameter bead, available for later use.

Large quantities of quintessence could theoretically be gathered to preserve large items or structures (or even a complete living creature; if completely immersed, a living creature would not take the damage associated with partial contact). However, psionic characters and creatures are generally loath to do so because accumulations of quintessence weighing 1 pound or more hinder psionic activity within a 5-foot radius of the accumulation: psionic powers require twice as much power to manifest, unless the manifester makes a successful tough, difficult will save each time he or she attempts to manifest a power. Also in these circumstances, manifesting a psi-like ability that is usable at will is a full-round action rather than a standard action.


Trace Teleport
Clairsentience
Level: 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (50 ft.)
Area: Spread with a radius of 50 ft., centered on you
Duration: Instantaneous
Attempted Save: None
Power Resistance: No
Power Points: 7

As detect teleportation, except you can trace the destination of any psionic or magical teleportation made by others within this power’s area within the last minute.

You know the direction and distance the individuals traveled and could teleport to the location yourself if you so desired (and if you have any teleportation powers), as if you had “seen casually” the location. This power does not grant you any information on the conditions at the other end of the trace beyond the mental coordinates of the location.

Augment: If you spend 2 additional power points, this power’s range increases to Medium (200 ft.).


Freedom of Movement, Psionic
Psychoportation

Level: 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 100 min.
Power Points: 7

This power enables you or a creature you touch to move and attack normally for the duration of the power, even under the influence of magic or psionic energy that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on escaping any grapples, as well as escaping a pin.

The power also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.


Hail of Crystals
Metacreativity (Creation)
Shaper Level:
C
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (200 ft.)
Area: 20-ft.-radius burst
Duration: Instantaneous
Attempted Save: Reflex half
Power Resistance: No
Power Points: 9

A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in the area.

Any creature or object struck by the ball of crystal takes heavy bludgeoning damage.

Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes intense slash damage from the thousands of crystal shards that spray forth.

Augment: For every additional power point you spend, this power’s damage from the explosion of the crystal increases substancially.


Plane Shift, Psionic
Psychoportation
Level:
5
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Targets: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Power Points: 9

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.


Adapt Body
Psychometabolism
Level:
5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 hours (Dismissable)
Power Points: 9

Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals damage per turn deals you only half the usual ammount of damage.


Psychic Crush
Telepathy [Mind-Affecting]
Level:
5
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (50 ft.)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 9

Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a will save or collapse unconscious and dying from brain damage. If the target succeeds on the save, it takes heavy damage, but does not fall unconscious.

Augment: For every 2 additional power points you spend, this power’s damage increases when the will save is successful.


"The power of the mind is the ability to turn your thoughts a weapon. What better weapon than what you can imagine?"

Magical/Spiritual Abilities

[Spells]
Limiter: Gene can only cast any spells within any given level a total of six times per level every day. Gene has learnt enough spells to put a sorceror to shame. Through his powerful Callist crossbow, he can channel potent magic and cast it with as much ease as he can shoot a can from a football field away with a handgun:


Arcane Mark
Universal
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Attempted Save: None
Spell Resistance: No
Description: This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting arcane summon on the same object (see that spell description for details).


Frost Beam
Evocation [Cold]
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (125 ft.)
Effect: Ray
Duration: Instantaneous
Attempted Save: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals a considerable ammount of cold damage.


Detect Magic
Divination
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 6 min.
Attempted Save: None
Spell Resistance: No
Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Turn: Presence or absence of magical auras.
2nd Turn: Number of different magical auras and the power of the most potent aura.
3rd Turn: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can use whatever knowledge you have on spells to determine the school of magic involved in each.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.


Detect Poison
Divination
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 1 standard action (3 seconds)
Range: Close (125 ft.)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Attempted Save: None
Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a if you have enough wisdom on your own. A character that knows about crafting alchemy would have more chances of getting to know what kind of poison it is.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Read Magic
Divination
Level: Trick Art
Components: Verbal, Somatic, Focus
Casting Time: 3 seconds
Range: Personal
Target: You
Duration: 60 min.
Description: By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding if you have a good Spellcraft ability, a greater glyph of warding with a better Spellcraft ability, or any symbol spell with a Spellcraft ability that depends on the level of the symbol spell.

Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.


Acid Splash
Conjuration (Creation) [Acid]

Level: Trick Art
Components: Verbal, Somatic
Casting Time: 3 seconds
Range: Close (125 ft.)
Effect: One missile of acid
Duration: Instantaneous
Attempted Save: None
Spell Resistance: No
Description: You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals poor damage, but is useful for temporarily disabling opponents or melting through thin metal.


Disrupt Undead
Necromancy
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (125 ft.)
Effect: Ray
Duration: Instantaneous
Attempted Save: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals intermediate damage to it.


Mage Hand
Transmutation

Level: Trick Art
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (125 ft.)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Attempted Save: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.


Message
Transmutation [Language-Dependent]

Level: Trick Art
Components: Verbal, Somatic, Focus
Casting Time: 1 standard action
Range: Medium (300 ft.)
Targets: One creature/level
Duration: 100 min.
Attempted Save: None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Focus: A short piece of copper wire.


Endure Elements
Abjuration
Level: I
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Avoidance: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to force itself. The creature’s equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.


Shield
Abjuration [Force]

Level: I
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 20 min. (Dismissable)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.


Magic Missile
Evocation [Force]
Level: I
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Medium (300 ft.)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Attempted Save: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing force damage.

The missile strikes unerringly and homes in on targets, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

Five missles are shot at the target. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature.


Floating Disk
Evocation [Force]

Level: I
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Close (125 ft.)
Effect: 3-ft.-diameter disk of force
Duration: 20 hours
Saving Throw: None
Spell Resistance: No
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Material Component: A drop of mercury.


Featherfall
Transmutation

Level: I
Components: Verbal
Casting Time: Less than a second
Range: Close (125 ft.)
Targets: Twenty Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
Duration: Until landing or 20 turns
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Featherfall instantly changes the rate at which the targets fall to a mere 60 feet per turn (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Featherfall works only upon free-falling targets. It does not affect a sword blow or a charging or flying creature.


Projectile Protection
Abjuration

Level: II
Components: Verbal, Somatic, Focus
Casting Time: 1 standard action (3 seconds)
Range: Touch
Target: Creature touched
Duration: 20 hours or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction against ranged weapons. Once the spell has prevented a total of 14 strikes, it is discharged.

Focus: A piece of shell from a tortoise or a turtle.


Gust of Wind
Evocation [Air]

Level: II
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 turn
Attempted Save: Fortitude negates
Spell Resistance: Yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking more and more nonlethal damage every 10 feet it traverses. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes bludgeoning damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

Medium creatures (human-sized) are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a penalty on ranged attacks and auditory abilities in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell.


Flaming Sphere
Evocation [Fire]

Level: II
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Medium (300 ft.)
Effect: 5-ft.-diameter sphere
Duration: 20 turns
Attempted Save: Reflex negates
Spell Resistance: Yes
A burning 5 foot globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per turn. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals heavy fire damage to that creature, though a successful dodge may avoid that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.

Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.


Spider Climb
Transmutation

Level: II
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 100 min.
Attempted Save: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it has no problem doing this, it does it casually. A spider climbing creature retains its ability to dodge while climbing, and opponents get no special bonus while they climb in such a manner. It cannot, however, run while climbing.

Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.


Minor Image
Illusion (Figment)

Level: II
Components: Verbal, Somatic, Focus
Casting Time: 1 standard action
Range: Long (800 ft.)
Effect: Visual figment that cannot extend beyond four 110-ft. cubes (Shapeable)
Duration: Concentration + 2 turns
Attempted Save: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does includes some minor sounds but not understandable speech. It cannot create smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Focus: A bit of fleece.

Energy Protection
Abjuration

Level: III
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 200 min. or until discharged
Attempted Save: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Energy Protection grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 300 discharges of said energy it is discharged.


Lightning Bolt
Evocation [Electricity]

Level: III
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Attempted Save: Reflex half
Spell Resistance: Yes
You release a powerful stroke of electrical energy that deals 500000 volts of electricity to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Material Component: A bit of fur and an amber, crystal, or glass rod.


Flame Projectile
Transmutation [Fire]
Level: III
Components: Verbal, Somatic, Material
Casting Time: 3 seconds
Range: Close (125 ft.)
Target: Maximum fifty projectiles, all of which must be in contact with each other at the time of casting.
Duration: 60 min.
Attempted Save: None
Spell Resistance: No
Description: You turn ammunition (such as arrows, bolts, bullets, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an added extra fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.

Material Component: A drop of oil and a small piece of flint.


Haste
Transmutation

Level: III
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Close (125 ft.)
Targets: Twenty creatures, no two of which can be more than 30 ft. apart
Duration: 20 rounds
Attempted Save: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the turn.)

A hasted creature gains an accuracy bonus and an agility dodge bonus. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet per turn, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Multiple haste spells and/or effects don't stack. Haste dispels and counters slow.

Material Component: A shaving of licorice root.


Shout
Evocation [Sonic]

Level: VI
Components: Verbal
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Attempted Save: Fortitude partial; see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 turns and takes extensive sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature shatters inmediately.

A shout spell cannot penetrate a silence spell.


Black Tentacles
Conjuration (Creation)

Level: VI
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Medium (300 ft.)
Area: 20-ft.-radius spread
Duration: 20 turns (Dismissable)
Attempted Save: None
Spell Resistance: No
This spell conjures a field of rubbery black tentacles, each 20 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must grapple against the tentacles. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each turn to deal bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

Material Component: A piece of tentacle from a giant octopus or a giant squid.


Fire Screen
Evocation [Fire or Cold]

Level: IV
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 20 turns (Dismissable)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes damage from the screen. This damage is either cold damage (if the screen protects against fire-based attacks) or fire damage (if the screen protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)—blue or green if the chill screen is cast, violet or blue if the warm screen is employed. The special powers of each version are as follows.

Warm Screen: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Screen: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Material Component: A bit of phosphorus for the warm shield; a live firefly or glow worm or the tail portions of four dead ones for the chill shield.


Wall of Ice
Evocation [Cold]

Level: IV
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Medium (300 ft.)
Effect: Anchored plane of ice, up to one 200-ft. square, or hemisphere of ice with a radius of up to 23 ft.
Duration: 20 min.
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a speedy attempt to disrupt the wall as it is being formed. A successful attempt indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 20 inches thick. It covers up to a 200-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall is extremely tough to break through.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes heavy cold damage.

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 20 feet. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

Material Component: A small piece of quartz or similar rock crystal.


Dismissal
Abjuration

Level: Verbal
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Close (125 ft.)
Target: One extraplanar creature
Duration: Instantaneous
Attempted Save: None
Spell Resistance: Yes
This spell forces an extraplanar creature back to its proper plane. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.


Passwall
Transmutation

Level: V
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: Touch
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 25 ft. deep
Duration: 20 hours (Dismissable)
Attempted Save: None
Spell Resistance: No
You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 25 feet deep. If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

Material Component: A pinch of sesame seeds.


Telekinesis
Transmutation

Level: V
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: Long (800 ft.)
Target or Targets: See text
Duration: Concentration (up to 20 turns) or instantaneous; see text
Attempted Save: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 375 pounds up to 20 feet per turn. A creature can negate the effect on an object it possesses with a successful mental will save or with spell resistance.

This version of the spell can 20 turns, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond the spell's range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require skill.

Combat Maneuver: Alternatively, once per turn, you can use telekinesis to perform a bull rush, disarm, a pin, or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, magic powress in place of your Strength or Dexterity to succeed, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 20 turns, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single turn. You can hurl fifteen objects or creatures that are within range and all within 10 feet of each other toward any target within 200 feet. You can hurl up to a total weight of 375 pounds, however.

You must aim to hit the target with the items, using your magic potency and level. Weapons cause standard damage. Other objects cause damage ranging from little damage per 25 pounds (for less dangerous objects) to intense damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed to mentally Will themselves to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen from a 10 feet ledge.


Prying Eyes
Divination

Level: V
Components: Verbal, Somatic, Material
Casting Time: 1 minute (3 turns)
Range: One mile
Effect: Twenty floating eyes
Duration: 20 hours; see text (Dismissable)
Attempted Save: None
Spell Resistance: No
You create twenty semitangible, visible magical orbs (called “eyes”). These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has is fragile, flies at a speed of 30 feet per turn with perfect maneuverability, and is easily hidden. It has impressive visual reception and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.

When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.

In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 turn to replay 1 hour of recorded images. After relaying its findings, an eye disappears.

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.

The eyes exist for up to 20 hours or until they return to you. Dispel magic can destroy eyes. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

Material Component: A handful of crystal marbles.

Antimagic Field
Abjuration

Level: VI
Components: Verbal, Somatic, Material
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 200 min. (Dismissable)
Saving Throw: None
Spell Resistance: See text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must defeat the creature's spell resistance with your own magic powress to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Material Component: A pinch of powdered iron or iron filings.

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