Blast of Force- A blast of force projects from the rod with a range of 100 feet. This is a ranged touch attack and deals 10d6 points of damage
Wall of Force- 10ft sq/CL wall is mostly impenetrable for 1rd/lvl
Blade of Force- A 3-foot-long glowing blade of force springs forth from the rod that lasts for 10 rounds. This can be used as a +1 brilliant energy longsword. (proficiency with longsword)
You unleash a tremendous battle cry that causes creatures within a 30-foot cone to cower in fear for 1d4 rounds. Any creature that fails its Fortitude save loses its Dexterity bonus to AC and can take no actions.
Foes gain a +2 bonus to hit cowering creatures.
Targeted Dispel- One object/creature/spell
Make a dispel check (1d20 + your CL, maximum +10) against the spell/each ongoing spell currently in effect on the object or creature. DC is 11 + the spell’s CL. Spell is dispelled if success.
If magic item, make a dispel check against the item’s CL. On success item’s magical properties are suppressed for 1d4 rounds, then item recovers. A suppressed item is nonmagical for the duration of the effect. Physical properties are unchanged. Artifacts and deities are unaffected.
Area Dispel- everything within a 20-foot radius
For each creature in area that is the subject of 1+ spells, make a dispel check vs spell with the highest CL. If fail, make checks vs next weakest spell until you succeed (discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected. Same for (non magic item) objects in area that are targets of a spell. Applies to spell with AOE spell origin. Otherwise only
dispels effect in overlapping area.
Counterspell- Spell targets a spellcaster and is cast as a counterspell. Make a dispel check to counter the other spellcaster’s spell.
You call up a ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw back and forth against its skeleton. Although the music produced is eerily beautiful, it causes intense pain and anguish in the victim.
Each round on its turn, the victim must make a Fortitude save or take 3d6 points of sonic damage and a —20 penalty on Move Silently checks.
A successful save negates the damage and ends the spell. The spell's effects continue even if the subject moves so that you no longer have line of sight or line of effect to it.
Target: One creature
You learn many of the unusual defenses the target creature has.
The spell tells you the creature's damage reduction, spell resistance, and any resistances or immunity to energy attacks.
For example, if cast upon a vampire, you learn that it has damage reduction 15/+1, and cold and electricity resistance 20, you do not learn about its fast healing or turn resistance.
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.
Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
Target: One creature
You conjure a shard of red-hot rock and hurl it toward an opponent. As it streaks through the air, a nimbus of arcane energy crackles around it. This spell conjures a small orb of rock and sheathes it in arcane energy.
This spell deals 1d6 points of fire damage per caster level (maximum 5d6).
If you fail to overcome the target's spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb's impact.
Target: One creature
This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out.
If the target fails his saving throw, he is dazed (and horrified) for 1 round. On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally.
Area: Spread centered on caster
To cast this spell, the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range.
All nondemon creatures within the area take 2d20 points of damage.
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
(-W - Yes SR - Target: One Weapon) You cast this spell on any wooden-hafted two-handed or reach weapon. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead, with the attack roll applied against the attacker's own AC.
The wielder gets no warning or knowledge of the effect and the damage can't be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.
The spell can target a weapon of any size as long as its wielder normally uses it as a two-handed weapon or a reach weapon.
Magic weapons targeted by this spell receive a Will save. An item in a creature's possession uses its own Will save bonus or its wielder's bonus, whichever is higher.
Target: One living Creature
When you cast this spell, you designate a target creature and specify an object, both of which must be within the spell's range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it).
Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away. If no one approaches within 30 feet or seems interested in trying to take the object, the subject can act normally.
Dragons take a -4 penalty on their saving throws against this spell.
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, hold chairs, as well as clean and mend. It can perform only one activity at a time, but it repeats the same activity if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so can lift 20 pounds or drag 100 pounds). It can trigger traps etc, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.
The servant cannot attack or be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the
servant dissipates
Target: One living creature with 100hp or less
You utter a single word of power that instantly deals 1d6 points of damage to one creature of your choice, and another 1d6 points in every round thereafter for as long as the spell lasts.
The duration of the spell depends on the target's current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word pain.
50 hp or less: 4d4 rounds
51-75 hp: 2d4 rounds
76-11 hp: 1d4 rounds
Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand.
An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Target: Two creatures of up to large size
Two target creatures, of which you can be one, instantly swap positions. A solid object such as the ground, a bridge, or a rope must connect the creatures. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
If either creature succeeds on its Will save, the spell is negated.
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.
Target: You or a creature or object weighing no more than 100 lb./level
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. Carried gear vanishes. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped/put down by an invisible creature become visible, items picked up disappear if tucked into the clothing/pouches worn by the creature. Light never becomes invisible, but a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
The spell ends if the subject attacks any creature. An attack includes any spell targeting Actions directed at unattended objects do not break the spell. Causing harm indirectly or via summons is not an attack.
Creates 1d4 images +1/3 caster lvls, max 8. These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image and observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions
Roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react as expected to area spells.
An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)
Wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
1. Subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures.
2. Regardless of alignment, barrier blocks any attempt to possess/exercise mental control over the creature (ex. dominate person). The protection does not prevent such effects from targeting the target, but it suppresses the effect for the duration of spell If it ends before the effect granting mental control does, the control effect takes place. Doesn't expel possessing force if it is in place before the spell is cast.
3. Prevents bodily contact by summoned creatures. Natural weapon attacks of such creatures to fail and they recoil if such attacks require touching the target. Good summoned creatures are immune to this effect. The
protection ends if target makes an attack against/tries to force the barrier against the blocked creature. SR can allow a creature to overcome this protection and touch the target.