Seraph Spells
Table of Contents
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The City of 7 Seraphs
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The following are new spells that are often used by the organizations of the city. Some spells are particularly common to members of certain organizations, and are marked as such, but these spells are not restricted to that group unless otherwise noted.

For ease of reference, spells that are most common to a specific group are included in their own section, preceded by regular spells.


New Spells

Anticipate Radia

School divination; Level cleric 3, psychic 3
Casting Time 10 minutes
Components V, S, M (remants of an object damages by a Radia effect or something left behind from one)
Range personal
Target you
Duration instantaneous
This divination allows you to glimpse the possible futures of the Radia gaining a vision of the next rolled Radia effect. You are allowed to know the intensity, effect name and duration category rolled for the next three Radia storm effects. There is a 10% per caster level of this spell being accurate. You can increase this percentage 10% by casting this spell while exposed to a Radia effect.

Apocalypse Cloak

School illusion (glamer) [evil, fear]; Level bard 4, bloodrager 4, cleric/oracle 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, F (a large black cloak)
Range medium (100 ft. + 10 ft./level)
Effect 60-ft.-radius emanation
Duration 1 minute/level (D)
Saving Throw Will negates; Spell Resistance no
You create a nightmare vision of doom and woe hidden within the folds of your cloak. Once the spell is cast, revealing the full horror of the spell is possibly at any time while the duration lasts—it counts as a readied action to open the cloak, and maintaining the cloak in closed position means you cannot cast other spells with a Somatic component while the apocalypse cloak is held in readiness.

Once you use the readied action to open the apocalypse cloak, all creatures within 60 feet that can see you must make a Will saving throw. Those that succeed are shaken and immune to further effects from this spell; those that fail are panicked.

You may hold the cloak open as a standard action, thus potentially affecting other creatures entering the area.

Axial Ladder

School conjuration (teleportation); Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (see text)
Range touch
Effect caster and 1 creature touched/2 levels
Duration Instantaneous
Saving Throw none; Spell Resistance no
You draw energies from a target plane in the same Axis group infusing yourself and your environment to great a temporary tangency.

This spell lets a creature shift from one aspect of the current Axis they occupy to another by a single step. This spell allow for transition for example from Abaddon to Nullus and from Nullus to Elysia. If a plane has multiple layer only the first or surface layer is reached. Oddly the Inner Axes have strange exceptions. The Axis Liminus can transition from any of the three planes to one another. The Axis of Source sends people from Negative or Positive to Source but no one is certain what happens to those who use it in this manner. The material component of this spell is a vertebrae from a creature capable of shifting through planes naturally, by spell, or mental ability.

Call Radia

School conjuration [chaos]; Level cleric 4, psychic 4
Casting Time 10 minutes
Components V, S, M (remnants of an object damaged by a Radia effect or something left behind from one)
Range Emanation 10 ft./level
Target One area touched
Duration 10 min/level
You create a temporary vent from the Radia into your current environment. The Radia’s current emmissions impact the area touched as though it were in the middle streets of the city. For every 6 caster levels you have you can increase or decrease the intensity by one level.

Contact Demonic Patron

School divination; Level wizard 5
Casting Time 10 minutes
Components V, S, M (unholy water, blood, and a powdered black opal worth 500 gp)
Range personal
Target you
Duration 1 round/level
You open a channel to gain information by asking simple questions of diabolical or demonic sources. You are allowed one such question per 2 caster levels. However, this information is often twisted to suit malevolent purposes.

The answers given are technically correct but often slanted, biased, or missing key elements, though the more direct and simple the question, the more direct and honest the answer. "Unclear" is a legitimate answer, because powerful fiends of the Outer Planes are not necessarily omniscient and in some cases have no information to offer at all. Demonic patrons sometimes keep records of what questions are asked of them, and use this information to inform their friends and allies of potential danger.

Most answers are short (5 words or less), but if the caster succeeds on a DC 12 caster level check, more prolix answers are forthcoming. If you lag, discuss the answers, or go off to do anything else, the spell ends.

Displacing Current

School evocation [electricity, force]; Level sorcerer/ wizard 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft/level)
Effect Line of forceful lightning.
Duration instantaneous
Saving Throw Reflex (half); Spell Resistance yes
You release a wave of psychic lightning with a telekinetic undercurrent. You deal 1d6/level to creatures along the path of its line to a maximum of 15d6 (Reflex save for half damage). You may choose to reduce the damage dealt by increments of 1d6. For each die of damage you reduce the spell you may shift targets that fail their saving throws you choice of 5 ft. toward you or away from you. All creatures shifted by the spell must be moved in the same direction unless you reduce the damage of the spell by an additional die. If you reduce the damage of the spell enough to shift creatures both directions, you may select at which point the current shifts toward or away from you. Forces of the spell prevent collision or attacks of opportunity.

Door

School conjuration (creation or calling); Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (see text)
Range medium (100 ft. + 10 ft./level)
Effect see text
Duration 1 round/level; see text
Saving Throw none; Spell Resistance no
Casting a door spell creates an interdimensional connection between your plane of existence and a plane that is largely random, allowing travel between those two planes in either direction.

The door itself is a magical plane set into any wall or freestanding, up to 10 feet tall and 5 feet wide, and anchored on a floor of some kind. Anyone or anything that moves enters the doorway is shunted instantly to the other side. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A door cannot be opened to another point on the same plane; the spell works only for interplanar travel. The door’s destination is determined by your knowledge and focus. When casting the spell, make a Knowledge (Planes) check and consult the following table. Optionally, when in the City of 7 Seraphs or a similar planar nexus, you gain a +4 circumstance bonus to this roll.

Check Result
5 or less Unwelcome plane of GM’s choice
10 A random Inner Plane
15 Astral or ethereal plane, as GM chooses
20 Door reaches a random outer plane
25 You reach a random Axis Plane
30 A thematic opposition plane to your intended target
35 A location similar to the intended plane but elsewhere in the multiverse
40 A neighboring plane to the one desired
50 A layer adjacent on the plane you wanted to reach
55 The exact plane you wish to reach
60+ The exact location on the exact plane you wish to reach

You may hold the door open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

False Abjuration I

School illusion [shadow]; Level bard 2, shadow weaver 1, sorcerer/wizard 2, spiritualist 2
Casting Time 1 standard action
Components V, S
Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); Spell Resistance yes

You tap energy from the Plane of Shadow to cast a quasireal, illusory version of a sorcerer or wizard abjuration spell of 1st level or lower. Spells have normal effects unless an affected creature succeeds on a Will save to disbelieve it and they always allow spell resistance. If the spell grants a bonus or defense, any creature that interacts with the bonus or defense (such as making an attack the bonus applies against) is entitled to this Will save. If this is the creature's first interaction with that illusion, you must overcome the creature's spell resistance or it automatically gets the benefits of disbelief (and any other benefits of spell resistance against the abjuration). Any bonus or numerical modifier the spell grants is reduced to 20% its usual benefit (minimum 1) against each creature who disbelieves it. Any damage that would not be dealt at all if not for the illusion (such as damage dealt by a ward against a creature it wards against) is reduced to 20% against disbelievers. Each disbelieving creature has only a 20% chance to be affected by other nondamaging effects of the spell. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to false abjuration I's level rather than the spell's normal level.

Objects automatically succeed on their Will saves against this spell. You cannot emulate a spell with a material component costing more than 1 gp unless you provide that component.

False Abjuration II

School illusion [shadow]; Level bard 3, shadow weaver 2, sorcerer/wizard 3, spiritualist 3

This spell functions as false abjuration I except that you can emulate an abjuration of up to 2nd level and it is 20% real.

False Abjuration III

School illusion [shadow]; Level bard 4, shadow weaver 3, sorcerer/wizard 4, spiritualist 4

This spell functions as false abjuration I except that it can emulate an abjuration of up to 3rd level and it is 20% real.

False Abjuration IV

School illusion [shadow]; Level bard 5, shadow weaver 4, sorcerer/wizard 5, spiritualist 5

This spell functions as false abjuration I except that it can emulate an abjuration of up to 4th level and it is 20% real.

False Abjuration V

School illusion [shadow]; Level bard 6, shadow weaver 5, sorcerer/wizard 6, spiritualist 6

This spell functions as false abjuration I except that it can emulate an abjuration of up to 5th level and it is 50% real.

False Abjuration VI

School illusion [shadow]; Level shadow weaver 6, sorcerer/wizard 7

This spell functions as false abjuration I except that it can emulate an abjuration of up to 6th level and it is 50% real.

False Abjuration VII

School illusion [shadow]; Level shadow weaver 7, sorcerer/wizard 8

This spell functions as false abjuration I except that it can emulate an abjuration of up to 7th level and it is 50% real.

False Abjuration VIII

School illusion [shadow]; Level shadow weaver 8, sorcerer/wizard 9

This spell functions as false abjuration I except that it can emulate an abjuration of up to 8th level and it is 50% real.

False Abjuration IX

School illusion [shadow]; Level shadow weaver 9

This spell functions as false abjuration I except that it can emulate an abjuration of up to 9th level and it is 50% real.

False Conjuration I

School illusion [shadow]; Level bard 2, shadow weaver 1, sorcerer/wizard 2, spiritualist 2

This spell functions as shadow conjuration except as noted here. You can emulate a conjuration of up to 1st level and it is 20% real. In addition to creation and summoning spells, you can emulate healing spells on the appropriate spell list. When you do so, the illusion heals only 20% the usual damage. The rest of those hit points are instead gained as temporary hit points that last for 1 hour per caster level. Healed hit points that would have been wasted due to exceeding the target's hit point maximum are lost and do not become temporary hit points this way.

You cannot emulate a spell with a material component costing more than 1 gp unless you provide that component.

False Conjuration II

School illusion [shadow]; Level bard 3, shadow weaver 2, sorcerer/wizard 3, spiritualist 3

This spell functions as false conjuration I except that it is 20% real and can emulate conjurations of up to 2nd level.

False Conjuration III

School illusion [shadow]; Level bard 4, shadow weaver 3, sorcerer/wizard 4, spiritualist 4

This spell functions as false conjuration I except that it is 20% real and can emulate conjurations of up to 3rd level.

False Conjuration IV

School illusion [shadow]; Level bard 5, shadow weaver 4, sorcerer/wizard 5, spiritualist 5

This spell functions as false conjuration I except that it is 20% real and can emulate conjurations of up to 4th level.

False Conjuration V

School illusion [shadow]; Level bard 6, shadow weaver 5, sorcerer/wizard 6, spiritualist 6

This spell functions as false conjuration I except that it is 50% real and can emulate conjurations of up to 5th level.

False Conjuration VI

School illusion [shadow]; Level shadow weaver 6, sorcerer/wizard 7

This spell functions as false conjuration I except that it is 50% real and can emulate conjurations of up to 6th level.

False Conjuration VII

School illusion [shadow]; Level shadow weaver 7, sorcerer/wizard 8

This spell functions as false conjuration I except that it is 50% real and can emulate conjurations of up to 7th level.

False Conjuration VIII

School illusion [shadow]; Level shadow weaver 8, sorcerer/wizard 9

This spell functions as false conjuration I except that it is 50% real and can emulate conjurations of up to 8th level.

False Conjuration IX

School illusion [shadow]; Level shadow weaver 9

This spell functions as false conjuration I except that it is 50% real and can emulate conjurations of up to 9th level.

False Evocation I

School illusion [shadow]; Level bard 2, shadow weaver 1, sorcerer/wizard 2, spiritualist 2

This spell functions as shadow evocation except that it is 20% real and can emulate evocations of up to 1st level. You cannot emulate a spell with a material component costing more than 1 gp unless you provide that component.

False Evocation II

School illusion [shadow]; Level bard 3, shadow weaver 2, sorcerer/wizard 3, spiritualist 3

This spell functions as shadow evocation except that it is 20% real and can emulate evocations of up to 2nd level.

False Evocation III

School illusion [shadow]; Level bard 4, shadow weaver 3, sorcerer/wizard 4, spiritualist 4

This spell functions as shadow evocation except that it is 20% real and can emulate evocations of up to 3rd level.

False Evocation IV

School illusion [shadow]; Level bard 5, shadow weaver 4, sorcerer/wizard 5, spiritualist 5

This spell functions as shadow evocation except that it is 20% real and can emulate evocations of up to 4th level.

False Evocation V

School illusion [shadow]; Level bard 6, shadow weaver 5, sorcerer/wizard 6, spiritualist 6

This spell functions as shadow evocation except that it is 50% real and can emulate evocations of up to 5th level.

False Evocation VI

School illusion [shadow]; Level shadow weaver 6, sorcerer/wizard 7

This spell functions as shadow evocation except that it is 50% real and can emulate evocations of up to 6th level.

False Evocation VII

School illusion [shadow]; Level shadow weaver 7, sorcerer/wizard 8

This spell functions as shadow evocation except that it is 50% real and can emulate evocations of up to 7th level.

False Evocation VIII

School illusion [shadow]; Level shadow weaver 8, sorcerer/wizard 9

This spell functions as shadow evocation except that it is 50% real and can emulate evocations of up to 8th level.

False Evocation IX

School illusion [shadow]; Level shadow weaver 9

This spell functions as shadow evocation except that it is 50% real and can emulate evocations of up to 9th level.

False Necromancy I

School illusion [shadow]; Level bard 2, shadow weaver 1, sorcerer/wizard 2, spiritualist 2

You tap energy from the Plane of Shadow to cast a quasireal, illusory version of a sorcerer or wizard necromancy spell of 1st level or lower.

Shadow necromancies are only one-fifth (20%) as strong as the real things, though creatures who believe the shadow necromancies to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If that spell would grant temporary hit points to a disbelieving creature, it instead she illusion grants only 20% as many temporary hit points. If the disbelieved spell has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to false necromancy I's level (1st) rather than the spell's normal level. In addition, any effect created by false necromancy I allows spell resistance, even if the spell it is simulating does not.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. Furthermore, the shadow creature's AC bonuses are just one-fifth as large. If you fail to overcome an interacting creature's spell resistance when it first interacts with a shadow creature, the resisting creature gets the benefits of disbelief automatically and is immune to nondamaging abilities from the shadow creature.

A creature that succeeds on its save sees the shadow necromancies as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell. You cannot emulate a spell with a material component costing more than 1 gp unless you provide that component.

False Necromancy II

School illusion [shadow]; Level bard 3, shadow weaver 2, sorcerer/wizard 3, spiritualist 3

This spell functions as false necromancy I except it can emulate a necromancy spell of 2nd level or lower and the illusion is 20% real.

False Necromancy III

School illusion [shadow]; Level bard 4, shadow weaver 3, sorcerer/wizard 4, spiritualist 4

This spell functions as false necromancy I except it can emulate a necromancy spell of 3rd level or lower and the illusion is 20% real.

False Necromancy IV

School illusion [shadow]; Level bard 5, shadow weaver 4, sorcerer/wizard 5, spiritualist 5

This spell functions as false necromancy I except it can emulate a necromancy spell of 4th level or lower and the illusion is 20% real.

False Necromancy V

School illusion [shadow]; Level bard 6, shadow weaver 5, sorcerer/wizard 6, spiritualist 6

This spell functions as false necromancy I except it can emulate a necromancy spell of 5th level or lower and the illusion is 50% real.

False Necromancy VI

School illusion [shadow]; Level shadow weaver 6, sorcerer/wizard 7

This spell functions as false necromancy I except it can emulate a necromancy spell of 6th level or lower and the illusion is 50% real.

False Necromancy VII

School illusion [shadow]; Level shadow weaver 7, sorcerer/wizard 8

This spell functions as false necromancy I except it can emulate a necromancy spell of 7th level or lower and the illusion is 50% real.

False Necromancy VIII

School illusion [shadow]; Level shadow weaver 8, sorcerer/wizard 9

This spell functions as false necromancy I except it can emulate a necromancy spell of 8th level or lower and the illusion is 50% real.

False Necromancy IX

School illusion [shadow]; Level shadow weaver 9

This spell functions as false necromancy I except it can emulate a necromancy spell of 9th level or lower and the illusion is 50% real.

False Transmutation I

School illusion [shadow]; Level bard 2, shadow weaver 1, sorcerer/wizard 2, spiritualist 2
Casting Time 1 standard action
Components V, S
Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); Spell Resistance yes

You tap energy from the Plane of Shadow to cast a quasireal, illusory version of a sorcerer or wizard transmutation spell of 1st level or lower. Spells have normal effects unless an affected creature succeeds on a Will save to disbelieve it. If an affected creature succeeds on this Will save, it nonetheless has a 20% chance of being fully affected anyway. A transmuted creature gains no new senses from the illusion. Any creature that interacts with an aspect of the target or area modified by the illusion is entitled to this saving throw. If this is the creature's first interaction with that illusion, you must overcome the creature's spell resistance or it automatically gets the benefits of disbelief. Against any creature that succeeds on its Will save to disbelieve the illusion, any bonus the spell grants is reduced to 20% its usual benefit (minimum +1). Any damage that would not be dealt at all if not for the illusion (such as a natural weapon a transmuted creature doesn't normally possess) is reduced to 20% against disbelievers (minimum 1 point of nonlethal damage). Each disbelieving creature has only a 20% chance to be affected by other nondamaging effects of the spell. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to false transmutation I's level rather than the spell's normal level.

A creature that succeeds on its save sees the shadow transmutation as a transparent image superimposed on the original form of the target or area. Vague, shadowy filaments connect the false and real silhouettes. Objects automatically succeed on their Will saves against this spell. You cannot emulate a spell with a material component costing more than 1 gp unless you provide that component.

False Transmutation II

School illusion [shadow]; Level bard 3, shadow weaver 2, sorcerer/wizard 3, spiritualist 3

This spell functions as false transmutation I except that you can emulate a sorcerer/wizard transmutation of up to 2nd level.

False Transmutation III

School illusion [shadow]; Level bard 4, shadow weaver 3, sorcerer/wizard 4, spiritualist 4

This spell functions as false transmutation I except that it can emulate a transmutation of up to 3rd level and it is 20% real.

False Transmutation IV

School illusion [shadow]; Level bard 5, shadow weaver 4, sorcerer/wizard 5, spiritualist 5

This spell functions as false transmutation I except that it can emulate a transmutation of up to 4th level and it is 20% real.

False Transmutation V

School illusion [shadow]; Level bard 6, shadow weaver 5, sorcerer/wizard 6, spiritualist 6

This spell functions as false transmutation I except that it can emulate a transmutation of up to 5th level and it is 50% real.

False Transmutation VI

School illusion [shadow]; Level shadow weaver 6, sorcerer/wizard 7

This spell functions as false transmutation I except that it can emulate a transmutation of up to 6th level and it is 50% real.

False Transmutation VII

School illusion [shadow]; Level shadow weaver 7, sorcerer/wizard 8

This spell functions as false transmutation I except that it can emulate a transmutation of up to 7th level and it is 50% real.

False Transmutation VIII

School illusion [shadow]; Level shadow weaver 8, sorcerer/wizard 9

This spell functions as false transmutation I except that it can emulate a transmutation of up to 8th level and it is 50% real.

False Transmutation IX

School illusion [shadow]; Level shadow weaver 9

This spell functions as false transmutation I except that it can emulate a transmutation of up to 9th level and it is 50% real.

Galvanic Healing

School evocation (healing) [electricity]; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft/level)
Effect Line of vitalizing lightning.
Duration instantaneous
Saving Throw Reflex (half); Spell Resistance yes
You channel primal lightning in a recently deceased creature restarting its heart and reigniting is lifeforce with some of your own. This spell does 1 point of electrical damage (which may not be resisted) to you per caster level and 1d6/level to creatures along the path of its line to a maximum of 20d6 (Reflex save for half damage). This same damage is then applied as healing to a single corpse that cannot have been dead for more than 1 round per 5 caster levels. If the creature’s negative hit point total is raised to 0 or higher, they are returned to life. They also take an equal amount of nonlethal damage to the hit point damage healed.

Hostile Gate

School abjuration; Level cleric/oracle 5, inquisitor 5, shaman 5, sorcerer/wizard 5, summoner 5, unchained summoner 5
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one extraplanar creature per round
Duration concentration
Saving Throw Reflex save negates; see text; Spell Resistance yes
You create a glowing greenish-yellow gate on the floor or as a vertical circle that you can use to catch and dismiss creatures to another plane, almost as if catching them with a magical net.

This spell forces any creature on an Outer Plane either to its proper plane (eg, a devil to the Nine Hells or a Valkyrie to Valhalla), or at the caster’s option to a plane matching the caster’s alignment. This requires choosing a target, and that creature failing a Dexterity saving throw. If the spell is successful, the creature is instantly whisked away.

However, creatures sent away may return 1d4 rounds later if the hostile gate remains open (and the gate is not sending another creature away that round—that is, the gate cannot be used successfully by the caster in any round that a creature wishes to return).

The hostile gate may be closed at any time, trapping creatures on the far side.

Rainbow Burst

School evocation [acid, cold, electricity, fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range 10 ft.
Effect 4 10 ft. elementally balanced cones.
Duration instantaneous
Saving Throw Reflex (half); Spell Resistance yes
You tap into the universal forces of balance to unleash a perfect expression of elemental energies. In each of four opposed directions you release elemental cones forming a burst pattern around yourself. You are immune to the effects of any cone produce by this burst. You must release fire and cold in opposite directions, as you must with acid and electricity. Creatures in each cone segment take 2d6 plus 1d6 per 2 caster levels beyond 3rd of the appropriate elemental energy, they may make a reflect save for half damage.

Storm Fortress

School conjuration (creation); Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, F (a miniature ivory drawbridge and an amber wheel or disc, each worth 50 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect extradimensional fortress, up to ten 10-ft. cubes/level (S)
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You conjure up an extradimensional fortress that takes the form of a flying magical tower, 60 feet high, 30 feet in diameter, with a set of stout doors as their primary entrance. It’s exact dimensions and number of floors may be modified by the caster, but must conform to a defensible tower shape.

From within, windows, arrow slits and murder holes allow those within the Storm Fortress to loose spells and missiles against foes, though the foes can only see these arrows slits with true sight or other magic of their own. The tower’s top is a flat platform accessible to the caster and those he designates. The entrance to this top space requires passing through the tower roof (as a passwall spell).

The interior is a well-appointed tower fortress with stables on the ground floor, living quarters and a common area on two upper floors. The air within is clean, fresh, and warm. The storm fortress flies as you command, at a speed of 40 feet and covering 64 miles per 8 hour period. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter, stabling mounts, removing armor, and serving delicious meals when needed. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its main portal, outside conditions do not affect the storm fortress, nor do conditions inside it pass to the plane beyond.

Trine Shift

School conjuration (teleportation); Level cleric 4, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (see text)
Range touch
Effect caster and 1 creature touched/2 levels
Duration Instantaneous
Saving Throw none; Spell Resistance no
You draw energies from a target plane in the same Trine group infusing yourself and your environment to great a temporary tangency. You have no ability to target this tangency.

Similar to is partner spell axial ladder this spell allows for transit from the Elemental Planes to their respective aspects. This would allow for someone to shift from True Fire to the Plane of Ash for example. Or the Plane of Storms to True Air. The focus of this spell is a triangle shaped from remains (feathers, bones, et cetera) of a creature capable of shifting through planes naturally, by spell, or mental ability.


Organization Spells

Blood Balm [Cocoon Pact]

School conjuration (healing); Level sorc/wiz 4
Casting Time 1 standard action
Components V, S
Range touch
Effect creature touched
Duration instantaneous
Saving Throw Will (harmless); Spell Resistance yes (harmless)
Drawing upon your own health to supply the positive energy required to heal, you suffer in order to heal yourself or others of various afflictions. By touch, you may attempt to cure any curse (as remove curse), disease (as remove disease), or poison (as neutralize poison) at the expense of a single point of Constitution damage. You may use this on a creature other than yourself at the cost of two points of Constitution damage.

Burden’s Blessing [Hands of Burden]

School transmutation (shadow); Level cleric/oracle 2, druid 2, psychic 2, shadow weaver 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time move action
Components V,S,Special (encumbrance)
Range Personal
Effect One surge of power
Duration 1 round/level until discharged
Saving Throw none; Spell Resistance no
Utilizing balancing magic based on the Occlusion, the Obliged have found strength. Upon casting this spell you become rooted to the ground by the supernatural weight of your accepted burdens. You gain a circumstance bonus equal to your caster level to your CMD against attempts to move you (bull rush, reposition, grab etc.) from spot you are in. At any point after casting this spell you may release it as a free action to empower the mystical aspect of your being with the physical burdens you bear. You lose the bonus to CMD but gain a bonus to the caster or manifester level of your next spell or power you activate depending on your current encumbrance. Light loads add +1, Medium +2, and Heavy +3.

Cheat Death [House of Prominence]

School conjuration (healing); Level cantor 4, covenant mage 4, medium 3, occultist 4, shaman 4, spiritualist 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature that died since the end of your last turn
Duration instantaneous and 1 day; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You interrupt the claiming of the target’s soul as it dies, interceding with a psychopomp in a momentary vision during which time seems to stop. To save the target, you must either trick the psychopomp with a successful Bluff check or prevail against it in a game with a successful Profession (gambler) check. In either case, the DC is 10 + target’s Hit Dice. Alternatively, you can win at a game of strategy with a successful Intelligence check against DC 10 + target’s highest ability modifier. The attempt takes place entirely inside the vision and takes no time. You may only try one way to save the target, and if you fail you gain 1 temporary negative level that lasts for 1 day. If you succeed, the target is returned to life with 1 permanent negative level and stable at 1 hit point per caster level.

Clarity of the Peerless Master [Descendants of Thunder]

School divination; Level bard 4, druid 3, cleric/oracle 4, medium 3, mesmerist 3, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V,S,M (a bloodied bandage of a warrior of great skill)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw no; Spell Resistance none
The blood-stained bandage whips from your hand and wraps around the eyes of your target, overlaying their sight with dream-like visions of puissance. Bestowed with the clearest memories of their perfected techniques the subject of this spell is granted a+1 insight bonus to attack and damage for each combat feat they possess up to a total bonus of half your caster level.

Consume Magic I [Booksealers]

School necromancy; Level psychic 1, tomeseal 1
Casting Time 1 standard action
Components V, S, M (see text)
Range close (25 ft. + 5 ft./level)
Effect see text
Duration Instantaneous; and see text
Saving Throw none; Spell Resistance no
Drawing out the raw magic of a spell effect or spell being cast you attempt to consume it. You may make a check to dispel a spell effect or counterspell a spell being cast rolling 1d20+3 against DC 11 + the caster level of the spell or effect. This effect can also be used to suppress magic items for 1d4 rounds as per dispel magic. The spells, spell effects, or item’s prerequisite spells must be of equal or lower level than consume magic to be targeted. If successful the transfer of raw magical energy grants you 5 temporary hit points. These temporary hit points fade in 2 hours if not lost to damage.

This spell counts as a dispelling effect for class abilities, feats, and other mechanics that interact with dispel checks or dispel magic spells. The flat modifier to the dispel check is treated as though it was the caster level of the dispelling effect in these instances.

Consume Magic II [Booksealers]

School necromancy; Level psychic 2, tomeseal 2
As consume magic I with a check of 1d20+5 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last
up to 4 hours.

Consume Magic III [Booksealers]

School necromancy; Level psychic 3, tomeseal 3
As consume magic I with a check of 1d20+7 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last up to 6 hours. If you gain temporary hit points, you are also cured of fatigue or exhaustion.

Consume Magic IV [Booksealers]

School necromancy; Level psychic 4, tomeseal 4
As consume magic iii with a check of 1d20+9 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last up to 8 hours. If you gain temporary hit points, you may immediately save against any temporary negative levels you have if you wish.

Consume Magic V [Booksealers]

School necromancy; Level psychic 5, tomeseal 5
As consume magic IV with a check of 1d20+11 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last up to 10 hours. If you gain temporary hit points, you are healed of ability damage as though you rested a full night.

Consume Magic VI [Booksealers]

School necromancy; Level psychic 6, tomeseal 6
As consume magic V with a check of 1d20+13 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. You may also make your consume magic check against curses as though casting remove curse. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last up to 12 hours. If you are below 50% of your hit point total you may apply this amount as magical healing instead of temporary hit points.

Consume Magic VII [Booksealers]

School necromancy; Level psychic 7, tomeseal 7
As consume magic VI with a check of 1d20+15 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last up to 14 hours. If you gain temporary hit points or are healed, you may regain a spell slot of 3rd level or lower.

Consume Magic VIII [Booksealers]

School necromancy; Level psychic 8, tomeseal 8
As consume magic vii with a check of 1d20+17 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last up to 16 hours. If you gain temporary hit points or are healed, you may regain a spell slot of 4th level or lower.

Consume Magic IX [Booksealers]

School necromancy; Level psychic 9, tomeseal 9
As consume magic viii with a check of 1d20+19 versus 11 + the caster level of the spell or effect to dispel or suppress the effect. If successful the caster gains 5 temporary hit points per spell level dispelled or suppressed and these points last up to 18 hours. If you gain temporary hit points or are healed, you may regain a spell slot of 5th level or lower.

Curse of Confessor’s Isolation [Blackswords]

School necromancy [curse]; Level cleric 5, sorcerer/ wizard 6, witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

This spell inflicts the soul-draining isolation of the oubliettes in the Blackswords’ Prison. The target is blind, deafened, and paralyzed. The target may breathe normally; it may also speak, but only to confess to crimes it has committed. Each round that the target confesses to a crime as a full-round action, it may attempt a Will saving throw to end the effect; targets of this spell area aware of the benefits of confession, but are not compelled to confess if they do not choose. A target that ends the effect prematurely is blinded and deafened for the following 1d4 rounds.

Death Knell, Lesser [Blackswords]

School necromancy [death, evil]; Level antipaladin 1, cleric 1, inquisitor 1, spiritualist 1, witch 1

This spell functions like death knell, except you gain 1d8 temporary hit points plus an additional number of temporary hit points equal to the HD of the subject creature, and you do not gain an enhancement bonus to Strength or an increase in your effective caster level.

Death Knell, Greater [Blackswords]

School necromancy [death, evil]; Level antipaladin 3, cleric 4, inquisitor 3, spiritualist 3, witch 4

This spell functions like death knell, except that instead of a +2 enhancement bonus to Strength, you can choose to gain a +4 enhancement bonus to your Strength, Dexterity, or Constitution. At the time you cast the spell, you may elect to forego the bonus to your effective caster level; if you do, the enhancement bonus provided by this spell is a profane bonus instead.

Death Knell, True [Blackswords]

School necromancy [death, evil]; Level antipaladin 4, cleric 8, inquisitor 6, spiritualist 6, witch 8

This spell functions like death knell, except that instead of the usual enhancement bonus to Strength and increase in your effective caster level, you may choose to either increase your effective caster level by 2 and gain a +4 enhancement bonus to your Strength, Dexterity, and Constitution, or to increase your effective caster level by 1 and gain a +2 profane bonus to your Strength, Dexterity, and Constitution. In addition, the target creature becomes more difficult to bring back from the dead.

Spellcasters attempting to bring a creature back from the dead using resurrection or similar magic must make a caster level check with a DC equal to the save DC of this spell or the spell fails and the material component is wasted.

Ecstasy of the Last Moment [Blackswords]

School conjuration (teleportation); Level sorcerer/ wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Fortitude negates; see below; Spell Resistance yes

You cast the target forward to an instant beyond the multiverse’s Last Moment, when nothing exists any longer. If the target fails its saving throw, it vanishes completely for the duration of the spell. No magic or divination can detect the target during this time, as it exists outside of time and space—in effect, the target ceases to exist. At the end of the spell’s duration, the target reappears in the space it last occupied (or the nearest possible space, if the original space is now occupied) and takes 2d10 points of Wisdom damage from the existential horrors of the multiverse’s non-existence.

The Blackswords often use this spell on each other—or upon new recruits—to experience the sublime non-existence of the Last Moment. A creature that voluntarily foregoes the saving throw for this spell does not take any Wisdom damage upon its return from beyond the Last Moment.

Feast Upon the Flayed [Scarlet Sovereignty]

School necromancy; Level cleric 4, inquisitor 4, magus 3, sorc/wiz 3
Casting Time 1 standard action
Components V, S, F (a small piece of bloodstone carved with the Sanguine Sovereignty’s symbol)
Range see text
Effect 10 ft. radius centered on the caster
Duration 1/round per level
Saving Throw Will (harmless); Spell Resistance yes (harmless)
This spell taps into the life force shed by bleeding creatures, quickening their blood loss and siphoning the shed essence to heal the caster of their own wounds. Upon casting, creatures (inclusive of enemies and all others) within a 10 ft. radius of the caster suffer double the effect of any preexisting or incurred bleed damage. In addition, for every point of bleed damage suffered by creatures within the area of effect, the caster heals 1 point of damage.

Frostweld [Frozen Graves]

School necromancy[cold]; Level cleric/oracle 4. shaman 4, sorcerer/wizard 5, witch 4
Casting Time 10 minutes
Components V,S,M (tears of a mourner)
Range touch
Target corpse or creature
Duration permanent [D]
Saving Throw Will negates; Spell Resistance yes (object)
You utilize negative energy imbued frost to seal the remains of a dead creature into a block of preserving ice filling the creatures space or spaces. So long as the ice remains, the corpse within does not decompose. The properties of the ice allow you to cast speak with dead and other spells as though touching the remains by touching any portion of the ice encasing it. Mundane fire dealing less than 10 points of fire damage a round does not damage the ice. Unlike normal ice, the magical ice created by this spell has a hardness equal to the caster level of the spell against anything by magical fire. Magical fire or exceptionally hot normal fire must deal 10 points of damage per caster level to dispel this spell releasing the remains unharmed. This spell oddly will also preserve a creature at negative hit points as though it were dead allowing stabilized creatures to be preserved for indefinite amounts of time. Corpses and creatures affected by frostweld may be attached to one another for form structures and barriers. Ice created by frostweld floats effortlessly on any volume of water larger than the space it contains.

Gifted Transfiguration [Cocoon Pact]

School Transmutation (polymorph); Level alchemist 6, druid 6, sorc/wiz 6
Casting Time 1 full-round action
Components V, S, F/DF (blood willingly given by an outsider)
Range personal
Target you
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell allows you to assume the form of a single outsider for whom you possess a drop of their blood given willingly. Your type changes to outsider and you adopt any specific subtypes they possess. You gain their physical statistics and all extraordinary and supernatural abilities they possess. You do not gain access to any spells or spell-like abilities. You appear identical to that specific outsider and gain a +15 circumstance bonus to disguise and any Charisma based skill checks if you attempt to impersonate them.

Gyre of Storm and Thunder [Descendants of Thunder]

School evocation [air, earth, electricity, and sonic]; Level bard 4, druid 4, cleric/oracle 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
Casting Time 1 move action
Components V, S, F (target weapon held)
Range touch
Effect escalating elemental energies
Duration 1 round/level; maximum 10 rounds
Saving Throw no; Spell Resistance none
Dragging one foot in a grinding arc, you punctuate the spell with a slap of the other against the earth while hissing the secret names of thunder and lightning. This spell charges your focal weapon with alternating pulses of elemental energy between the lightning of True Air and the thunderous crush of True Earth. The weapon becomes imbued with a number of charges equal to your caster level. The first charge adds 1d6 of sonic damage to your next attack. This energy is discharged regardless of whether or not the attack is successful. The next attack escalates to 2d6 of electricity damage that is discharged on the next attack the caster makes. This pattern of escalation and alternating between elements continue for each charge to a maximum of 10d6 electrical damage and ten charges. Unused charges are lost at the end of the spells duration.

Hidden Lesson [Children of Dreams]

School enchantment (compulsion) [mind-affecting]; Level adept 2, alchemist 2, bard 1, cleric 3, inquisitor 1, medium 1, mesmerist 1, psychic 2, shadow weaver 2, shaman 3, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2
Casting Time 1 minute
Components V, S
Range 90 feet
Targets all intelligent creatures that can see or hear you (as appropriate for your performance) throughout the casting time
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You embed a subtle message into a performance or lecture while you cast the spell that listeners can't help but eventually notice, no matter how little thought they invest. The message must be no more than 50 words. Observers cannot tell you are casting a spell unless they succeed at an opposed skill check—you use your higher modifier between Bluff and Spellcraft and they use their higher modifier between Sense Motive and Spellcraft. You can even communicate across language barriers, so long as the audience observes the performance and has an Intelligence of at least 1. Its comprehension of the message might be limited by its intellect, however. If the message you send is a lie, you get a +4 competence bonus on the Bluff check (but not the check to conceal your spellcasting).

House of Health [House of Prominence]

School abjuration; Level bard 4, cleric 5, covenant mage 4, inquisitor 4, medium 3, occultist 4, paladin 3, shaman 5, spiritualist 4, witch 5
Casting Time 1 round
Components V, S, DF/M (a pinch of garlic)
Range 0 ft.
Area one dwelling occupying up to one 10-foot cube/level (S)
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You bless a dwelling (including public accommodations) with health and well-being. The dwelling and anyone invited there (all creatures are invited in public buildings) gain spell resistance 10 + your caster level. Any creature that attempts a weapon attack into the area must succeed at a Will save or be forced to choose a different action instead. Any occupant who leaves the area or attacks loses these protections, even if they later return. Creatures resting in the area gain the benefits of 8 hours of rest after 2 hours and the benefits of full bed rest after merely 8 hours of rest. Subjects who rest for 8 hours gain a +4 bonus on saving throws against afflictions with a frequency of 1/day for the following 24 hours.

Kilroy's Adaptable Skyship [Foreseers]

School transmutation; Level cleric/oracle 6, sorcerer/wizard 7, summoner/unchained summoner 7; Elemental School air 8, earth 8, fire 8, water 8
Casting Time 1 minute
Components V, S
Range touch
Target One vehicle, Colossal size or smaller
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell functions like planar adaptation, except it is an area effect protecting a single ship and all aboard. The effect extends 10 feet beyond the ship's outer hull in all directions (including the masts and sails if any).

Memory of Steel [Descendants of Thunder]

School Enchantment [mind-affecting]; Level bard 4, inquisitor 4, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4, witch 4
Casting Time 1 full round action
Components V, S, F (The target weapon formerly belonging to a powerful warrior)
Range close (25 ft. + 5 ft./2 levels)
Target one weapon previously owned by a target with great skill in using it
Duration 1 minute/level (D)
Saving Throw no (harmless); Spell Resistance none
Seeding the focal weapon with powerful a enchantment you cause the impressions of previous owners to come to the surface and enter the memory of a creature wielding it. Any creature wielding the focal weapon is granted proficiency with it and a single feat that a previous owner had. For every five caster levels you possess the creature gains an additional feat the owner possessed. The wielder must still be capable of qualifying for the feats. The history of an item is adjudicated by the GM but the prior owner must have purchased or earned the item and had it in their possession when at least one of the feats granted was earned.

Running Memory of Steel
Memory of steel is meant to present a rewarding value to players who investigate the history of weapons above and beyond their raw mechanical abilities. It also provides an option to preview new feats and abilities a player might wish to try. Depending on its prevalence in a game a merchant might elevate the price of a weapon they know to be of storied history. GMs are advised to prepare a list of filler feats or use the following when this spell is cast on an item with little to no warning: Weapon Focus, Power Attack, Precise Shot, or Weapon Finesse (appropriate weapons), Improved Critical).

Resplendent Festival [Children of Dreams]

School conjuration (creation); Level bard 4, occultist 5, sorcerer/wizard 5, summoner 5
Casting Time 1 round
Components V, S
Range 1 mile
Effect decorations for one 500-ft. cube/level (S) weighing in total no more than 200 lbs./level
Duration 1 day/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You create a lavish set of decorations appropriate to any festival placed around the area. These decorations are visually impressive, but flimsy and of negligible value. Decorations no larger or heavier than a lantern can levitate, but not bear any weight. You can place the decorations to create difficult terrain or provide concealment anywhere you wish in the area.

Shadowed Theater [Children of Dreams]

School illusion (shadow) [darkness, shadowUM]; Level bard 3, medium 3, mesmerist 3, psychic 4, shadow weaver 4, sorcerer/wizard 4, spiritualist 4, summoner 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 20-foot-radius emanation
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You create an area where the influence of the Plane of Shadow is stronger. All saving throws in the area against darkness-based effects and illusions have a –2 penalty. All saving throws against light-based effects have a +2 circumstance bonus.

Strike of Transference [Descendants of Thunder]

School transmutation; Level psychic 5, sorcerer/ wizard 5, witch 5
Casting Time 1 immediate action
Components V,S,F (weapon to be enchanted)
Target two weapons as one sunders the other
Duration instantaneous
Saving Throw no (harmless); Spell Resistance none
With a crash of shattering power, magic floods from a broken weapon into the weapon that shatters it. Descendants of Thunder spellcasters long struggled with the focus of their martial brethren who refused to abandon their chosen weapons and family heirlooms. Previous magical properties are lost and completely replaced by those of the sundered object. The caster must this spell as the sundering occurs and must make a caster level check against the caster level of the magic item. If successful, the magical qualities of the sundered weapon are transfered to the allies weapon. Illegal enchantments and qualities are suppressed if transfered to a weapon that cannot qualify for them.

Track Ship, Greater [Foreseers]

School divination (scrying) [travel]; **Level bard 5, cleric/oracle 5, sorcerer/wizard 5, summoner/unchained summoner 5, witch 5
Casting Time 1 standard action
Components V, S, F (piece of ship)
Range see text
Effect magical icon
Duration 1 hour/level
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell functions like track ship, except as noted above. Additionally, with the proper planar charts, a ship can be tracked anywhere across the planes or the scattered worlds of the Sea of Stars.

Transformative Ban [Cocoon Pact]

School abjuration; Level alchemist 7, cleric/oracle 8, sorc/wiz 7, summoner 6
Casting Time 1 standard action
Components V, S, F/DF (blood from a creature with the shapeshifter subtype)
Range medium (100ft.+10ft./ level)
Target 50-ft.-radius emanation centered upon a point in space
Duration 1 hour/level
Saving Throw none; Spell Resistance yes
A more powerful variant of transformative censure, this spell is as often used to assure allies against deception as it is to combat enemies. This spell creates a pale, iridescent blue glow about the target area. Any creature present in the initial area or subsequently moving into the area is returned to its native form and dazed for as long as it remains in the area and for 1 round if removed by another. Additionally, any creature affected is subsequently unable to utilize any shape-changing natural ability, spell-like ability, or spell for the duration of the effect. This effect on individual creatures or the initial emanation can be dispelled.

Transformative Censure [Cocoon Pact]

School abjuration; Level alchemist 3, cleric/oracle 4, inquisitor 3, sorc/wiz 3, summoner 3
Casting Time 1 standard action
Components V, S, F/DF (blood from a creature with the shapeshifter subtype)
Range close (25ft.+5ft./2 levels)
Target one creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
The Cocoon Pact’s experience with all manner of transformations and keen interest in creatures capable of enacting such transformations has granted the Parity experience in combating hostile creatures with these capabilities. Any targeted creature that fails its save against this spell is immediately returned to its native form and dazed for 1 round. Additionally for the spell’s duration the affected creature is barred from use of any shapechanging natural ability, spell-like ability, or spell.

Wings of Venerability [House of Prominence]

School abjuration [force]; Level cantor 6, cleric 6, covenant mage 6, medium 4, occultist 6, psychic 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level

You weave an occult barrier of six wings inscribed with symbols of self-perfection and longevity enfolding you as they ward off weapons and spells. This spell’s potency depends upon the balance between the ravages of age and the insight they grant. You gain a deflection bonus to your AC according to your age category: younger than adult (+1), adult (+2), middle aged (+3), old (+4), venerable (+5), or beyond maximum age (+6). You also gain spell resistance 20 + the deflection bonus from your age category.

Withering Glory [Scarlet Sovereignty]

School enchantment; Level bard 4, inquisitor 6, oracle 5, sorc/wiz 5
Casting Time 1 standard action
Components V, S
Range 30 ft.
Effect living creatures meeting your gaze
Duration 1 round/level (D)
Saving Throw Will (negates); Spell Resistance yes
This spell grants you a gaze attack capable of weakening your foes by virtue of your own terrifying glory. Each round this spell is in effect, any creature within 30 feet that meets your gaze must succeed on a Fortitude save or suffer a -1 (increasing by an additional -1 for each point of your base Charisma bonus) penalty on attacks, saving throws, and skill checks for 1 round (plus one additional round for every 4 caster levels). Creatures may protect themselves in the same manner as any other gaze attack. If your own gaze attack is reflected back on you, the spell ends, though enemies already affected do not have their penalty dismissed and it remains for the standard duration.

Wrecker’s Aspect [Blackswords]

School transmutation (polymorph); Level alchemist 4, druid 5, ranger 4, shaman 5
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
When you cast this spell, you become a juggernaut of destruction. You sprout small, sharp knobs of bone from your skin and your muscles become larger and denser. You gain a +4 enhancement bonus to Strength and Constitution, a +2 enhancement bonus on disarm and sunder attacks, and can make a disarm or sunder combat maneuver as a swift action. Your disarm and sunder attacks do not provoke attacks of opportunity.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
Get The City of 7 Seraphs
Get Spheres of Akasha
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