Acid Fog - Full Spell Text


Rules Questions

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There are a number of spells that reference other spells for how they function. A project I am working on, requires the full spell text to be included for each spell. I would appreciate some additional sets of eyes checking the text over to confirm that I am combining the different spell texts correctly. Please let me know if I am missing anything, or changing the intended wording.

Acid Fog wrote:


Casting Time: 1 standard action
Components: V, S, M (powdered peas and an animal hoof)
Range: medium (100 ft + 10 ft/level)
Effect: fog spreads in 20-ft radius, 20 ft high
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

Acid fog creates a billowing mass of misty vapors. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

Creatures moving through an acid fog move at half their normal speed and take a –2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into acid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in acid fog. Acid fog, and effects that work like acid fog, do not stack with each other in terms of slowed movement and attack penalties.

In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

RPG Superstar 2015 Top 8

Looks good, though I would wait for the even more detail-oriented to comment as well.

This is a fantastic idea. I started doing this with some spell cards I was working up awhile ago (admittedly, did not get very far).

Just working on the Beast Shape series was a nightmare alone. They reference not only previous Beast Shape spells but also the Polymorph section in the magic chapter.

If you want what I assembled on that--if I can find it--let me know.


DeathQuaker wrote:

Looks good, though I would wait for the even more detail-oriented to comment as well.

This is a fantastic idea. I started doing this with some spell cards I was working up awhile ago (admittedly, did not get very far).

Just working on the Beast Shape series was a nightmare alone. They reference not only previous Beast Shape spells but also the Polymorph section in the magic chapter.

If you want what I assembled on that--if I can find it--let me know.

I'm mostly just interested in including the text that is explicitly referenced by the spell (spell x works like spell y except...), and not the school/subschool rules.

Still, I'd be interested in seeing what you put together. It will probably save me some time.


Looks good to me - nice job.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It looks fine to me. I'll also be happy to look at others as needed.


Next up, Animal Shapes

PRD
D20PFSRD

Animal Shapes wrote:


Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft + 5 ft/2levels)
Targets: up to one willing creature per level, all within 30 ft of each other
Duration: 1 hour/level (D)
Saving Throw: none, see text
Spell Resistance: yes (harmless)

When you cast this spell, you change the form up to one willing creature per caster level into a Diminutive to Huge creature of the animal type of your choice. This spell also allows you to change the form of the willing creature(s) into the a Small or Medium creature of the magical beast type of your choice. The spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. If the form you choose has any of the following abilities, the recipient(s) of animals shapes gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.

Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.


Next, Animate Plants

PRD
D20PFSRD

Animate Plants wrote:


Casting Time: 1 standard action
Components: V
Range: close (25 ft + 5 ft/2levels)
Targets: one Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: none
Spell Resistance: no

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.

Use the statistics for animated objects, except that plants smaller than Large don't have hardness. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.

Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area of affect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.


Arcane Sight, Greater

PRD
D20PFSRD

Greater Arcane Sight wrote:


Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min/level (D)

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but greater arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you automatically know which spells or magical effects are active.

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.

Greater arcane sight cannot be made permanent with a permanency spell.


Baleful Polymorph

PRD
D20PFSRD

Baleful Polymorph wrote:


Casting Time: 1 standard action
Components: V, S
Range: close (25 ft + 5 ft/2levels)
Target: one creature
Duration: permanent
Saving Throw: Fortitude negates, Will partial, see text
Spell Resistance: yes

Baleful polymorph changes the subject into a Small or smaller animal of no more than 1 HD. If the form you choose has any of the following abilities, it gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.

Diminutive animal: If the form is that of a Diminutive animal, the subject gains a +6 size bonus to its Dexterity, a –4 penalty to its Strength, and a +1 natural armor bonus.

Tiny animal: If the form is that of a Tiny animal, the subject gains a +4 size bonus to its Dexterity, a –2 penalty to its Strength, and a +1 natural armor bonus.

Small animal: If the form is that of a Small animal, the subject gains a +2 size bonus to its Dexterity and a +1 natural armor bonus.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.


Banishment

PRD
D20PFSRD

Banishment wrote:


Casting Time: 1 standard action
Components: V, S, F (see text)
Range: close (25 ft + 5ft/2levels)
Targets: one or more extraplanar creatures, no two of which can be more than 30 ft apart
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane and back to its proper plane if it fails a Will save. 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. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), and the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).


Beast Shape II

PRD
D20PFSRD

Beast Shape II wrote:


Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: 1 min/level (D)

When you cast this spell, you can assume the form of any Tiny to Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.


Beast Shape III

PRD
D20PFSRD

Beast Shape III wrote:


Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: 1 min/level (D)

When you cast this spell, you can assume the form of any Diminutive to Large creature of the animal type. This spell also allows you to take on the form of a Small to Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.

Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.


Beast Shape IV

PRD
D20PFSRD

Beast Shape IV wrote:


Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: 1 min/level (D)

When you cast this spell, you can assume the form of any Diminutive to Large creature of the animal type. This spell also allows you to take on the form of a Tiny to Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.

Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.

Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.

Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.


Form of the Dragon III

PRD
D20PFSRD

"Form of the Dragon III wrote:


Casting Time: 1 standard action
Components: V, S, M (a scale of the dragon type you plan to assume)
Range: personal
Target: you
Duration: 1min/level (D)
Saving Throw: see below
Spell Resistance: no

You become a Medium to Huge chromatic or metallic dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element as per the chosen dragon form. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage.

Black dragon: 100-foot line of acid, immunity to acid, swim 60 feet
Blue dragon: 100-foot line of electricity, immunity to electricity, burrow 20 feet
Green dragon: 50-foot cone of acid, immunity to acid, swim 40 feet
Red dragon: 50-foot cone of fire, immunity to fire, vulnerability to cold
White dragon: 50-foot cone of cold, immunity to cold, swim 60 feet,
vulnerability to fire
Brass dragon: 100-foot line of fire, immunity to fire, burrow 30 feet,
vulnerability to cold
Bronze dragon: 100-foot line of electricity, immunity to electricity, swim 60 feet
Copper dragon: 100-foot line of acid, immunity to acid, spider climb (always active)
Gold dragon: 50-foot cone of fire, immunity to fire, swim 60 feet
Silver dragon: 50-foot cone of cold, immunity to cold, vulnerability to fire


Call Lightning Storm

PRD
D20PFSRD

Call Lightning Storm wrote:


Casting Time: 1 round
Components: V, S
Range: long (400 ft + 40 ft/level)
Effect: one or more 30-ft long vertical lines of lightning
Duration: 1 min/level
Saving Throw: Reflex half
Spell Resistance: yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 5d10 points of electricity damage instead of 5d6.

This spell functions indoors or underground but not underwater.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

They all look fine so far.

The Exchange

Hey Caedwyr, I think we might want to go the route you have with your cards when it comes to the spells on the site. If its one thing I hate is looking something up only to have that thing say "See X for how this is supposed to work." I can understand in a print product the need to conserve space but on our site we don't have such a constraint so we can duplicate text to our hearts content. I'll probably start in on this at some point soon (soo many things on the agenda for the site just got to fit it in somewhere...lol)


If you want, once these have been reviewed I can post them over at d20PFSRD.org.

Next up: Charm Animal

PRD

Charm Animal wrote:


Casting Time: 1 standard action
Components: V, S
Range: close (25 ft + 5 ft/2levels)
Target: one animal
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: yes

This charm makes an animal of any size regard you as its trusted friend and ally (treat the target's attitude as friendly). If the animal is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected animal never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed animal breaks the spell. You must speak the animal's language to communicate your commands, or else be good at pantomiming.


Charm Monster

PRD

Charm Monster wrote:


Casting Time: 1 standard action
Components: V, S
Range: close (25 ft + 5 ft/2levels)
Target: one living creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: yes

This charm makes a living creature of any size regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed monster breaks the spell. You must speak the creature's language to communicate your commands, or else be good at pantomiming.

The Exchange

Caedwyr wrote:
If you want, once these have been reviewed I can post them over at d20PFSRD.com.

Fixed it for you :) I know you know, but others might get confused. Yeah if you could post them on the site when you get a chance that'd be swell :)


Clenched Fist

PRD

Clenched Fist wrote:


Casting Time: 1 standard action
Components: V, S, F/DF (a leather glove)
Range: medium (100 ft + 10 ft/level)
Effect: 10-ft hand
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

Clenched fist creates a Large disembodied magic hand about 10 feet in diameter with its fingers outstretched that appears floating between you and one opponent. Its hit points equal yours when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. Directing the spell to a new target is a move action. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer respectively) + 11 for the hand’s Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. The clenched fist can also make 1 bull rush per round. Its CMB and CMD checks use your caster level in place of its base attack bonus, with a +11 bonus for its Strength score (33) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD.) When performing a bull rush the hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Clenched fist prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the clenched fist and the target closer to you.

A clenched fist can also be directed to interpose itself. The floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent through all magical and mudane attempts to disguse or hide. The hand does not pursue an opponent, however.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.


Cloudkill

PRD

Cloudkill wrote:


Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft + 10 ft/level)
Effect: cloud spreads in 20-ft radius, 20 ft high
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: no

This spell generates a bank of yellowish green and poisonous fog that billows out from the point you designate. The cloudkill obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). The vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

The cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

A moderate wind (11+ mph) disperses the cloudkill in 4 rounds; a strong wind (21+ mph) disperses the cloudkill in 1 round.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Man there are a lot more of these than I thought!


There's quite a few beyond the obvious ones like the Bigby's Hand series.

False Vision

PRD

False Vision wrote:


Casting Time: 1 standard action
Components: V, S, M (crushed jade worth 250gp)
Range: touch
Area: 40-ft radius emanation
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image, as defined by you at the time of casting. This spell may create the illusion of an object, creature, or force as visualized by you and includes visual, auditory, olfactory, and thermal characteristics. The illusion does not create texture. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.


Lesser Confusion

PRD

"Lesser Confusion wrote:


Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft + 5 ft/2levels)
Target: one living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

This spell causes a single creature to become confused for 1 round. Roll on the following table at the start of the affected creature’s turn to see what it does in that round.

d% Behavior
01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).


Mirage Arcana

PRD

Mirage Arcana wrote:


Casting Time: 1 standard action
Components: V, S
Range: long (400 ft + 40 ft/level)
Area: one 20-ft cube/level (S)
Duration: concentration + 1 hour/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: no

You make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Mirage arcana can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).


Reduce Animal

PRD

Reduce Animal wrote:


Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one willing animal of Small, Medium, Large, or Huge size
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

This spell causes instant diminution of a single willing animal, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small animal whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large animal whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size (see Equipment for how to adjust damage for size).

Multiple magical effects that reduce size do not stack.

Reduce animal can be made permanent with a permanency spell.


Control Water

PRD

Control Water wrote:


Casting Time: 1 standard action
Components: V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)
Range: long (400 ft + 40 ft/level)
Area: water in a volume of 10 ft/level by 10 ft/level by 2 ft/level
Duration: 10 min/level (D)
Saving Throw: none; see text
Spell Resistance: no

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.

When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). Affected creatures move at a drastically slowed rate and are staggered; only able to take a single move action or standard action each turn, but not both (nor may it take full-round actions). An affected creature takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Multiple slow effects don't stack. The slow effect dispels haste when cast on water elementals and other water-based creatures.

The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Keep em' coming. This ought to prove to be a wonderful resource for others as well.


Greater Planar Binding

PRD

Planar Binding, Greater wrote:


Casting Time: 10 minutes
Components: V, S
Range: close (25 ft + 5 ft/2levels)
Targets: up to three elementals or outsiders, totalling no more than 18 HD, no two of which can be more than 30 ft apart when they appear
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: no and yes; see text

Casting this spell attempts a dangerous act: to lure a creature or creatures from another plane to a specifically prepared trap, which must lie within the spell's range. Each called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. You may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18.

Each creature is allowed an independent Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you. In the case of multiple creatures summoned, each creature must be individually persuaded to aid you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.

When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Create Greater Undead

PRD

Create Greater Undead wrote:


Casting Time: 1 hour
Components: V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50gp per HD of the undead to be created)
Range: close (25 ft + 5 ft/2levels)
Target: one corpse
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create are based on your caster level, as shown on the table below.

Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.


Crushing Hand

PRD

Check this one over carefully. The Hand spells have lots of minor variations between them.

Crushing Hand wrote:


Casting Time: 1 standard action
Components: V, S, F (a soft glove)
Range: medium (100 ft + 10 ft/level)
Effect: 10-ft hand
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

Crushing hand creates a Large disembodied magic hand about 10 feet in diameter with its fingers outstretched that appears floating between you and one opponent. Its hit points equal yours when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. Directing the spell to a new target is a move action. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The crushing hand can make one grapple attack per round. A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to directed to make one bull rush at a target per round. Its CMB and CMD checks use your caster level in place of its base attack bonus, with a +12 bonus for its Strength score (35) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD.) When performing a bull rush the hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Crushing hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the crushing hand and the target closer to you.

A crushing hand can also be directed to interpose itself. The floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent through all magical and mundane attempts to disguise or hide. The hand does not pursue an opponent, however.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.


Cure Critical Wounds

PRD

Cure Critical Wounds wrote:


Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


Cure Moderate Wounds

PRD

Cure Moderate Wounds wrote:


Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


Mass Cure Serious Wounds

PRD

Mass Cure Serious Wounds wrote:


Casting Time: 1 standard action
Components: V, S
Range: close (25 ft + 5 ft/2levels)
Target: one creature/level, no two of which can be more than 30 ft apart
Duration: instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: yes (harmless) or yes; see text

You channel positive energy to cure 3d8 points of damage + 1 point per caster level (maximum +35) on each selected creature. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.


Cure Serious Wounds

PRD

Cure Serious Wounds wrote:


Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


Curse Water

PRD

Curse Water wrote:


Casting Time: 1 minute
Components: V, S, M (5 lbs. of powdered silver worth 25 gp)
Range: touch
Target: flask of water touched
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water.

Unholy water damages good outsiders almost as if it were acid. A flask of unholy water weighs 1 lb. and can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the unholy water out onto the target. Thus, you can douse an incorporeal creature with unholy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of unholy water deals 2d4 points of damage to a good outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.


Bless Water

PRD

Bless Water wrote:


Casting Time: 1 minute
Components: V, S, M (5 lbs. of powdered silver worth 25 gp)
Range: touch
Target: flask of water touched
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water weighs 1 lb. and can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.


Daze Monster

PRD

Daze Monster wrote:


Casting Time: 1 standard action
Components: V, S, M (a pinch of wool or similar substance)
Range: medium (100 ft + 10 ft/level)
Target: one living creature of 6 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

This spell clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Living creatures of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


I like what you are doing here, and will likely be using this thread (or the d20pfsrd) in the future. Very much appreciate the work you are putting into this!


Thanks, if you spot any errors, typos, new implied meanings, or something I've missed, please point it out. I've only copied a couple of these over to D20PFSRD so far. Most are still sitting in this thread waiting for when I get the chance to make the updates to D20PFSRD.

Deep Slumber

PRD

Deep Slumber wrote:


Casting Time: 1 round
Components: V, S, M (fine sand, rose petals, or a live cricket)
Range: close (25 ft + 5 ft/2levels)
Area: one or more living creatures within a 10ft radius burst
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: yes

A deep slumber spell causes a magical slumber to come upon 10 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Deep slumber does not target unconscious creatures, constructs, or undead creatures.


Deeper Darkness

PRD

Deeper Darkness wrote:


Casting Time: 1 standard action
Components: V, M/DF (bat fur and a piece of coal)
Range: touch
Target: object touched
Duration: 10 min/level (D)
Saving Throw: none
Spell Resistance: no

This spell causes an object to radiate darkness out to a 60-foot radius. This darkness causes the illumination level in the area to drop two steps, from bright light to dim light, from normal light to darkness, and from dim or darkness to supernaturally dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Supernatural darkness functions like darkness, but even creatures with darkvision cannot see within the spell’s confines. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than deeper darkness.

If deeper darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.


Demand

PRD

Demand wrote:


Casting Time: 10 minutes
Components: V, S, M/DF (fine copper wire)
Range: see text
Target: one creature
Duration: 1 round; see text
Saving Throw: Will partial
Spell Resistance: yes

You contact a particular creature with which you are familiar and send a short message to the subject. Your message can influence the actions of the target creature by suggesting a course of activity, which the subject does its best to carry out. The suggestion must be worded in such a manner as to make the activity sound reasonable. A successful Will save negates the suggestion effect but not the contact itself. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). The demand's message to the creature must be 25 words or less, including the suggestion.

The subject recognizes you if it knows you. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. The creature can also give a short reply immediately.

The suggested course of activity can continue for the entire duration of the spell. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the demand does not arrive. (Local conditions on other planes may worsen this chance considerably.)


Detect Chaos

PRD

Detect Chaos wrote:


Casting Time: 1 standard action
Components: V, S, DF
Range: 60 ft
Area: cone-shaped emanation
Duration: concentration, up to 10 min/level (D)
Saving Throw: none
Spell Resistance: no

You can sense the presence of chaos. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of chaos.
2nd Round: Number of chaotic auras (creatures, objects, or spells) in the area and the power of the most potent chaotic aura present. If you are of lawful alignment, and the strongest chaotic aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: A chaotic aura's power depends on the type of chaotic creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Lingering Aura: A chaotic aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect chaos is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Animals, traps, poisons, and other potential perils are not chaotic, and as such this spell does not detect them. Creatures with actively chaotic intents count as chaotic creatures for the purpose of this spell. Each round, you can turn to detect chaos in a new area. 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.
Aura Power
Creature/Object None Faint Moderate Strong Overwhelming
Aligned creature1 (HD) 5 or lower 5–10 11–25 26–50 51 or higher
Aligned Undead (HD) — 2 or lower 3–8 9–20 21 or higher
Aligned outsider (HD) — 1 or lower 2–4 5–10 11 or higher
Cleric or paladin of an aligned deity2 (class levels) — 1 2–4 5–10 11 or higher
Aligned magic item or spell (caster level) 5th or lower 6th–10th 11th–15th 16th–20th 21st or higher

1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Lingering Auras

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days


Detect Magic

PRD

Detect Magic wrote:


Casting Time: 1 standard action
Components: V, S
Range: 60 ft
Area: cone-shaped emanation
Duration: concentration, up to 1 min/level (D)
Saving Throw: none
Spell Resistance: no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties by making a Spellcraft check (DC 15 + item’s caster level, takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.) You can only attempt to ascertain the properties of an individual item once per day. Additional attempts on the same day reveal the same result.

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; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. 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.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Faint Moderate Strong Overwhelming

Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (diety level)
Magic item (caster level) 5th or lower 6th-11th 12-20th 21st+ (artifact)


Dispel Evil

PRD

Dispel Evil wrote:


Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target(s): you and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: see text
Spell Resistance: see text

Shimmering, white holy energy surrounds you. This energy has three effects.

First, you gain a +4 deflection bonus to AC against attacks by evil creatures.

Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells that can't be dispelled by dispel magic, as detailed in their descriptions, also can't be dispelled by dispel evil. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel evil can take effect. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.


Dispel Good

PRD

Dispel Good wrote:


Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target(s): you and a touched good creature from another plane, or you and an enchantment or good spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: see text
Spell Resistance: see text

Dark, wavering unholy energy surrounds you. This energy has three effects.

First, you gain a +4 deflection bonus to AC against attacks by good creatures.

Second, on making a successful melee touch attack against a good creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by a good creature or any one good spell. Spells that can't be dispelled by dispel magic, as detailed in their descriptions, also can't be dispelled by dispel good. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel good can take effect. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.


Dispel Law

PRD

Dispel Law wrote:


Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target(s): you and a touched lawful creature from another plane, or you and an enchantment or lawful spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: see text
Spell Resistance: see text

Flickering, yellow chaotic energy surrounds you. This energy has three effects.

First, you gain a +4 deflection bonus to AC against attacks by lawful creatures.

Second, on making a successful melee touch attack against a lawful creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by a lawful creature or any one lawful spell. Spells that can't be dispelled by dispel magic, as detailed in their descriptions, also can't be dispelled by dispel law. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel law can take effect. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.


Greater Dispel Magic

PRD

Greater Dispel Magic wrote:


Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft + 10 ft/level)
Target or Area: one spellcaster, creature, or object; or a 20-ft radius burst
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

You can use greater dispel magic to end multiple ongoing spells that have 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 greater dispel magic. Greater 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 greater dispel magic can take effect.

You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the greater dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with the 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.

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.

If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

Greater dispel magic allows you to dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC. You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When greater dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, greater dispel magic may not work; you must make a dispel check with a +4 bonus to counter the other spellcaster's spell.


Dominate Monster

PRD

Dominate Monster wrote:


Casting Time: 1 round
Components: V, S
Range: close (25 ft + 5 ft/2levels)
Target: one creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: yes

You can control the actions of any 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 even if the subject isn’t aware of it.

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.

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