Wight

Gretch's page

No posts. Alias of Tin Foil Yamakah.


Full Name

Gretch

Race

?

Classes/Levels

Oracle 12/Agent of the Grave 5: AC 38(44) |T: 28 | FF: 33(39) | HP 250/250 | Fort: 32 | Ref: 33 | Will:40 | Init 12 | Move 20

Gender

Skills:
(11/Lvl)Bluff 34, Diplomacy 37, Disguise 22, Intimidate 22, Arcana 20, History 20, Local 20, Planes 18 Religion: 19, Lingustics: 22, Perception 12, Perform(Oratory): 24, Sense Motive: 12, Stealth: 13, Spellcraft 23, UMD: 24

Size

Medium

Age

FCB +1 spell known, Con Check D20+34(35) vs. 15 x2 spell level(9th Level auto make)

Special Abilities

Darkvision 60'

Alignment

N

Deity

Cersei

Location

SR: D20+26 (+27) Bestow Curse Greater,(+27) Blade Barrier(+27), Repulsion(30 vs. Ill Omen)

Languages

Abyssal, Aklo, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Ignan, Necril, Orc, Strix, Sylvan, Terran, Undercommon

Occupation

15/day: 5d6 Neg Energy

Homepage URL

Salt(80 Doses) +1 CL on all Necromancy Spells

Strength 8
Dexterity 22
Constitution 16
Intelligence 18
Wisdom 20
Charisma 34

About Gretch

Backstory:
The miserable creature known only as The Gretch is all that remains of the experiments of the High Priest Dre’tch Sh’tkul. An amalgamation of discarded magical experiments and the priests own familiar The Gretch hides it’s misshapen and constantly mutating form within layers of dark tattered robes.
The Gretch was rescued by a splinter faction after the high priest had discarded his latest creation as yet another failure. They had determined that It was a sign from the one god and that it would lead a revolution against the false gods. The Gretch realized early on that it would never be meeting the enemy on the battlefield face to face due to it’s lack of physical strength, it instead turned toward another weapon, the spoken word. One it found far more useful. The Gretch became a powerful orator capable of swaying even the harshest of critics to it’s side. The Gretch is a philosopher of sorts, He thinks of the false gods as slave masters and wants to advance the idea of breaking free of their control.

BAB +11/+6/+1 Ranged Touch +17

Knowledges:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity.

Traits:
Bloody-Minded You are always ready for bloodshed. You gain a +1 trait bonus on initiative and intimidate checks

Indominatable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Missionary You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (Bestow Curse: Greater, Blade Barrier, Repulsion)

Talented: You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Silver-Tongued(Racial): Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Feats:
1.Command Undead 1. Spell Focus(Necromancy). 1. Greater Spell Focus(Necromancy) 3. Bouncing Spell(+1), 5. Divine Protection. 5. Improved Initiative. 5.Additional Traits. 7. Spell Penetration. 9. Greater Spell Penetration 11. Extend Spell(+1), 13. Quicken Spell(+4) 15. Spell Perfection(Ill Omen)

Lich Abilities:
Rejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body)

A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.

Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Agent of the Grave:
Inspired Necromancy (Ex): When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his agent of the grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/agent of the grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.

Lich’s Touch (Su): At 1st level, the agent of the grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the agent of the grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus.

Unholy Fortitude (Su): At 1st level, the agent of the grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first agent of the grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.

Undead Manipulator (Ex): At 2nd level, the agent of the grave gains great insight into the minds and necromantic forces controlling undead creatures. An agent of the grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an agent of the grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Negative Energy Conduit (Ex) At 3rd level, an agent of the grave bolsters undead around him. As a standard action, an agent of the grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An agent of the grave can use this ability once per day. In addition, any undead the agent of the grave creates is treated as having been created within the area of a desecrate spell.

Death’s Shroud (Su): As an agent of the grave gains power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the agent of the grave’s highest caster level.

Negative Energy Affinity (Ex): At 4th level, the agent of the grave, while still technically alive, reacts to positive and negative energy as if he were undead—positive energy harms him, while negative energy heals him. If the agent of the grave is already undead, this ability grants no additional benefit.

Secrets of Death (Ex): At 5th level, an agent of the grave draws upon secrets held by the Whispering Way to gain insights into necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Intelligence modifier. For example, an agent of the grave with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an agent of the grave with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An agent of the grave may choose to add spells he cannot yet cast—this does not allow the agent of the grave to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undeath Initiate (Ex): At 5th level, an agent of the grave has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead agent of the grave loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an agent of the grave seeking undeath.

Curse:
Lame :One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Revelations:
Ensnare the Soul (Su): Your magic turns others into zombie-like servants. Add charm person and dominate person to your spell list. Creatures affected by either spell become listless and pale, appearing dead to observers (DC 20 Heal or Perception check to determine the creature is not undead). Affected creatures are slow to take any action unless you specifically direct them to do so. They are not mindless or helpless, however, and defend themselves if attacked.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Path of the Snake (Su): Once per day, as a standard action, you can become incorporeal. While in this form, you gain a +10 bonus on Stealth checks and can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely with a standard action. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation.

Spirit Vessels (Su) You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

Undead Servitude (Su) You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your charisma modifier, but only to use Command Undead.

Unwilling Host (Su): You command spirits to invade the bodies of your enemies. Once per day as a standard action you may target a number of creatures equal to your Charisma modifier within 100 feet, no two of which can be more than 30 feet apart. Targeted creatures must make a Will save or suffer the effects of a confusion spell as the spirits possess them and cause them to behave erratically for a number of rounds equal to your oracle level. You must be at least 7th level to select this revelation.

Equipment/Cash:
Spring loaded wrist sheaths, Bracers +8, Ring +5, Jingasa +1, Headband Chr,Int,Wis(History, Local, Planes):+6, Belt of Con +6/Dex +6, Cloak +5, Ioun Stone +1 Init, Ioun Stone +1 AC, Ioun Stone +1 saves, Ioun Stone +1 CL Otherworldly Kimono[9k gp]

Spells Known:
SPELLS: 12/7/7/6/6/5/3/3 Orisons: Bleed, Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy(1 min/ +2 on Diplo or Intimidate,), Light, Mending, Purify Food and Drink, Read magic, Stabilize, Vigor, Virtue

Level 1: 9 Ant Haul: Range touch, Target creature touched, Duration 44 hrs.
The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

Bless: The caster and all allies within a 50-ft. burst, centered on the caster Duration 22 min.
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Burning Disarm:(Ref 23) Range close(85')
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.
CLW: (1D8+5)

Ill Omen(Mystery Spell):(5 rolls)(Mystery Spell) Range(85') Duration 20 rounds or until discharged:
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level). A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.
ILW:(Will 23)(1d8+5)

Murderous Command:(Will 23) Range(130') Duration 1 round:
You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

Shield of Faith:(+5) Range touch, Target creature touched, Duration 17 Min
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Level 2: 9 CMW(2d8+10)(Max)
Defending Bone: Range personal,Target you, Duration 16 Hrs. or until discharged
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks. This gives you damage reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.

Early Judgment:(Will 24) Range(130'), Target one humanoid creature, Duration 1d4 rounds, Saving Throw Will ); Spell Resistance yes
You show one creature the effect of its life so far and what it might expect when it passes under Cersei’s impartial gaze at the end of its life. Depending on the creature’s alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the Great Beyond. If the target is good-aligned, it is fascinated for 1d4 rounds on a failed save. If the target is neutral-aligned, it is confused for 1d4 rounds on a failed save. If the target is evil-aligned, it is shaken for 1d4 rounds on a failed save.

Hold Person:(Will 24) Range(320') 22 rounds see text
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

IMW:(Will 26)(2d8+10)(Max)

Ironskin:(22 Min) +6 AC:
Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you’re under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.

Pilfering Hand: Range(130'), Target one object, Duration see text, Saving Throw none; Spell Resistance yes (object)
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your charisma modifier(28). This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.

Weapon of Awe: Range touch, Target weapon touched, Duration 22 min.
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition.

Level 3: 9 Animate Dead
Bestow Curse:(Will 27)(Mystery Spell): You place a curse on the subject. Choose one of the following.
–6 decrease to an ability score (minimum 1). –4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Blindness:(Fort 27) Range(3000') Duration permanent:
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Dispel Magic: Range(320') Target or Area one spellcaster, creature, or object, Duration instantaneous Saving Throw none; Spell Resistance no
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

Invisibility Purge: Range personal Target you Duration 22 min.
You surround yourself with a sphere of power with a radius of 5 feet per caster level(110’) that negates all forms of invisibility. Anything invisible becomes visible while in the area.
ISW:(3d8+15)
Sand Whirlwind:(Will 25) Range(320), Target one creature, Duration 15 rds, Saving Throw Will negates (blinding only); Spell Resistance no
A whirling cloud of sand strikes the target, blinding it and hampering its ability to speak. To speak while affected by the spell, the target must make a Concentration check (DC equal to the DC of this spell). If the target tries to cast a spell, the Concentration DC increases by the level of the spell being cast. A successful Will save negates the blindness but not the speech hampering effect.

Resist Energy: Communal: Range touch, Targets creatures touched
Duration 220 Min.
30 points at 11th level. The spell protects the recipient's equipment as well.

Level 4: 9 Air Walk:(220 min) The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.

Blessing of Fervor:Range(130'), Targets one creature/level, no two of which can be more than 30 ft. apart, Duration 22 Rds.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Take one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Charm Monster:(Will 26)(Mystery spell) Range(130') Duration 22 days.
This spell functions like charm person, except that the effect is not restricted by creature type or size.

Debilitating Portent Range (320) Target one creature, Duration 22 rds, Saving Throw none; Spell Resistance yes.

The target is surrounded by a glowing green aura of ill fate. Each time the spell’s subject makes an attack or casts a spell, it must succeed at a Will saving throw(29). If it fails the saving throw, it deals half damage with the attack or spell. You can dismiss this spell as an immediate action when the target confirms a critical hit; doing so negates the critical hit. The attack that you negated still hits, but only deals half damage.

Divination: Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

ICW:(4D8+22)

Freedom of Movement: Range personal or touch Target you or creature touched Duration 220 Min.
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell 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, grant water breathing.

Protection From Energy:Communal: Range touch, Targets creatures touched, Duration 220 Min. or until discharged.
This spell functions like protection from energy, except you divide the duration in 10-minute intervals among the creatures touched. Once the spell absorbs 12 points of energy damage per caster level (maximum 120 points) for a subject, the spell’s effects end for that subject.

Level 5: 8 Blood Tentacles(AOG Spell): Range personal,Duration 22 Rds.(+29 to hit)
You smear a handful of your own blood across your chest, causing one writhing tentacle per caster level(16) to burst forth. You can direct these tentacles to attack a single creature within 15 feet as a standard action, or one creature per 5 caster levels as a full-round action. Each tentacle has an attack bonus equal to your base attack bonus plus either your Constitution or Charisma bonus (whichever is higher). Each tentacle deals 2d6 points of damage, and a tentacle collapses into dried blood on a successful hit, granting you a number of temporary hit points equal to the damage dealt. You can’t gain more temporary hit points than your maximum number of hit points. These temporary hit points disappear after 1 hour.

Create Undead(Mystery Spell): Range(130'),Target one corpse,Duration instantaneous
A much more potent spell than animate dead, this spell allows you to infuse a dead body with negative energy to create JuJu Zombies.

Cure Light Wounds(Mass) Range(130') Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half (harmless):
You channel positive energy to cure 1d8 points of damage + 1 point per caster level(1D8+22) (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Dominate Person(Revelation Spell)(Will 27): Range(130'), Target one humanoid, Duration 22 Days, Saving Throw Will negates; Spell Resistance yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your orders or giving a dominated creature a new command is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.

Fickle Winds: Range(320'), Targets one or more Medium creatures/level, no two of which can be more than 30 ft. apart, Duration 15 minutes.
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.

Life Bubble: Range touch ,Target creatures touched, up to one/level, Duration 44 Hrs.; see text
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.

Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.

Slay Living:(Fort 29) Range touch ,Target living creature touched,Duration instantaneous, Saving Throw Fortitude partial; Spell Resistance yes

You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 23. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.

Suffocation(AOG Bonus):(Fort 29) Range(130'), Target one living creature, Duration 3 rounds
Saving Throw Fortitude partial; Spell Resistance yes
This spell extracts the air from the target’s lungs, causing swift suffocation. The target can attempt to resist this spell’s effects with a Fortitude save—if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target’s next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to –1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round’s effects from occurring by making a successful Fortitude save, but the spell effect continues for 3 rounds, and each time a target fails his Fortitude save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one’s breath—if the victim fails the initial saving throw, the air in his lungs is extracted.

Wall of Blindness:(Fort 29) Range(320'), Effect translucent wall 300 ft. long or a translucent ring with a radius of up to 35' wide; either form 20 ft. high, Duration concentration + 23 Rds., Saving Throw Fortitude negates; Spell Resistance yes
You create a translucent wall of energy, within which can be seen indistinct images of faces with their eyes or ears sewn shut. When you create the wall, decide whether it blinds or deafens. Any creature that passes through the wall must save or become permanently blinded or deafened (as blindness/deafness).
The wall must be vertical and either rectangular or a ring. It need not touch the ground. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature when it is cast, the spell fails.

Wall of Stone: Range(320'), Effect stone wall whose area is up to 15 squares, Duration instantaneous, Saving Throw see text; Spell Resistance no

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

6. 7 Anti-Life Shell: Range 10 ft., Area 10-ft.-radius emanation, centered on you, Duration 22 min ,Spell Resistance yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

Banshee Blast(AOG Spell)(Ref/Will 31): Range 30 ft. Area cone-shaped burst, Duration instantaneous and 23 rds (see text), Saving Throw Reflex half and Will negates(see text); Spell Resistance yes.
You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any creature that fails its Reflex save must succeed at a Will save or become panicked for 15 rds.

Blade Barrier(Ref 29) Range(320'), Effect wall of whirling blades up to 300 ft. long, or a ringed wall of whirling blades with a 40' radius either form is 20 ft. high, Duration 15 min, Saving Throw Reflex half or Reflex negates; see text; Spell Resistance yes

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

CMW(Mass)(2d8+22)

Dust Form: Range personal,Target you, Duration 22 rds.
Upon casting this spell, you keep your relative form, but you and your equipment become composed entirely of dust. While in this dust form, you take no penalties for squeezing, and can move through spaces as if you were a creature three size categories smaller without penalty. You are also considered incorporeal, though any nonmagical attack you make deals half damage (50%). Magic attacks are unaffected, and you can still use your magic items and other equipment as normal.
If the duration ends in a square that your normal space cannot occupy, you take 3d6 damage and are shunted to the nearest open space that you can normally occupy.

Harm Range touch, Target creature touched, Duration instantaneous
Saving Throw Will half see text Spell Resistance yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.

7. 4 Bestow Curse: Greater(Will 32): Range touch,Target creature touched, Duration permanent, Saving Throw Will negates; Spell Resistance yes
You place a curse on the subject. Choose one of the following.
–12 penalty to an ability score, or –6 penalty to two ability scores (to a minimum ability score of 1).
–8 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 25% chance to act normally; otherwise, it takes no actions.
Bestow one of the curses or variants in this article.
Bestow curse of the ages or unluck (Core Rulebook 557).
If a specific affliction is bestowed, the save DC of the spell replaces the usual save DC of the affliction. You can also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, or wish spell. It cannot be removed with remove curse or suppressed with abeyance. The DC to remove the curse with break enchantment increases by 5.

CSW(Mass) 3d8+22

Destruction (Fort 32) Range close (130'),Target one creature
Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes.
This spell instantly delivers 10 points of damage per caster level(220). If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Repulsion (Will 30) Range 220', Area up to 220' emanation centered on you, Duration 18 rounds, Saving Throw Will negates; Spell Resistance yes.
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.

Resurrection Range touch, Target dead creature touched, Duration instantaneous, Saving Throw none, see text; Spell Resistance yes (harmless)
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be resurrected).

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.

Spell Scourge (Will 29) Range(110'), Target one creature, Duration instantaneous or 1d4 rounds; see text, Saving Throw Will negates; Spell Resistance yes
A whip of cracking magical might appears in your hand, allowing you lash spells from the mind of enemy spellcasters. With a lash of bluish-purple energy, you strip many protective spells and effects from a single creature. If the target of this spell is currently under the effects of any harmless spells or effects, it must succeed at a Will save or all of those spells and effects end, stripping the target of the benefit of those spells. If the target is not currently under the effect of least one harmless spell, the target is instead confused for 1d4 rounds.

Symbol of Stunning (Will 29) Range 0 ft.; see text, Effect one symbol, Duration see text, Saving Throw Will negates; Spell Resistance yes
This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.

Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.

Waves of Ecstasy(Will 29): Range 30 ft.,Area cone-shaped burst
Duration 22 rds.; see text, Saving Throw Will partial (see text); Spell Resistance yes.
You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter.

Waves of Exhaustion(AOG Spell): Range 60 ft., Area cone-shaped burst, Duration instantaneous, Saving Throw no; Spell Resistance yes.
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

Eighth: CCW(Mass) Range close(110'), Target one creature/level, no two of which can be more than 30 ft. apart(4d8+22)

[b]Heart of the Mammoth Range touch , Target creature touched
Duration 22 Rds. , Saving Throw Will (harmless); Spell Resistance no
The target creature becomes stronger, hardier, and imbued with the courage of the greatest megafauna of the tundra. The spell grants a +8 enhancement bonus to Strength and Constitution, immunity to fear, a +4 morale bonus to Will saves, and doubles the critical threat range of all its attacks against creatures of the dragon type (this does not stack with Improved Critical, keen edge, or similar effects).

Nine Lives Range touch, Target one creature touched, Duration 22 hours, Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Despite its name, this powerful ward does not grant the target multiple lives, but rather gives the target the ability to get out of trouble and relieves harmful effects and conditions. For the spell’s duration, the target can use any of the following abilities as an immediate action, but only up to a total of nine times, at which point the spell ends.

Cat’s Luck: The target can use this ability when it fails a saving throw. The target can reroll the failed saving throw, but must take the new result even if it is worse.

Fortitude: The target uses this ability when a critical hit or sneak attack is scored against it. The critical hit or sneak attack is negated and the damage is instead rolled normally.

Rejuvenate: The target uses this ability when it is reduced to 0 or fewer hit points. The target is instantly healed 3d6 points of damage. If enough hit points are regained to bring the target to positive hit points, it does not fall unconscious. If it is not enough to leave the target with positive hit points, the target automatically stabilizes. Both of these effects work even if the damage was originally enough to kill the target.

Shake Off: The target uses this ability when it is under the effects of any of the following conditions: blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, or staggered. Using this ability ends one of those conditions.

Shimmy Out: The target uses this ability when it is grappled or pinned. The target automatically escapes the grapple as if it had succeeded at an Escape Artist check to escape the grapple.