Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise. A level 20 alchemist has a caster level of 20. However, by expanding the boundaries of wish and miracle, you open up roleplaying and story opportunities that can keep your high-level game fresh and exciting for many adventures to come. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. Spells of 4th-6th level requires 2 weeks of successful research, while spells of 7th-9th level require 4 weeks. The description of each spell is presented in a standard format. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics. The energy remains as long as the effect does. The first describes devotions to the Horseman of Famine. That sort of preparation requires a mind fresh from rest. This includes items such as wooden armor, wooden shields, and wood-hafted weapons; these items often carry the wielder along with them. Choosing a SpellConcentrationCounterspellsCaster LevelSpell FailureThe Spells ResultSpecial Spell EffectsCombining Magic Effects, Fortitude (Fort)Reflex (Ref)Willpower (Will), Preparing Wizard SpellsArcane Magical WritingsPreconstructed SpellbooksWizard Spells and Borrowed SpellbooksAdding Spells to a Wizards SpellbookResearching and Designing SpellsWriting a New Spell into a SpellbookReplacing and Copying SpellbooksSelling a SpellbookSpellbooks & Scrolls Variant Rules[3pp], Preparing Divine SpellsDivine Magical WritingsNew Divine Spells, Abjuration (-)Conjuration (calling*, creation, healing, summoning*, teleportation)(*see also Binding Outsiders)Divination (scrying)Enchantment (charm, compulsion)Evocation (-)Illusion (figment, glamer, pattern, phantasm, shadow)Necromancy (-)Transmutation (polymorph), DescriptorLevelComponentsCasting TimeRangeAiming a Spell, DurationSaving ThrowSpell ResistanceDescriptive Text, Spell-Like Abilities (Sp)Supernatural Abilities (Su)Extraordinary Abilities (Ex)Natural Abilities. Earthquake: Numerous different environment-dependent effects make earthquake an appropriate spell for wilderness-themed campaigns. A successful save lets the subject ignore the spells effect. A researcher not specifically searching for the true name or sigil of a specific infernal creature might discover either of these details relating to a lesser devil by spending a month doing nothing besides studying in a sizable library of history or arcane lore. Yes, they do. Spells Copied from Anothers Spellbook or a Scroll. The alternative entangle effect of this spell is particularly useful, as it not only bypasses spell resistance but also acts as a 7th-level spell version of entangle that lasts for hours. The sensor, however, is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been blinded or deafened, or otherwise suffered sensory impairment. A scroll is a spell (or collection of spells) that has been stored in written form. Divine spellcasters prepare their spells in largely the same manner as wizards do, but with a few differences. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. Be sure to reward the creative use of these spells when used by the PCs, but also make them aware of the dangers of using them, should the PCs come to rely on these spells as a guaranteed means for avoiding detection and spying on foes. Note that the spell has no effect on most plants, since they are rooted to the ground, but it can be used to clear wooden blockages such as deadfalls. The wishes most likely to be perverted away from the wishers intent are wishes granted by hostile outsiders, wishes from cursed objects, and bad wishes as described above. A spells components explain what you must do or possess to cast the spell. While some guidance on cost and time is provided, a GM needs to consider balance and design factors before allowing a PC to introduce a new spell into the game. However, wind walkers are particularly vulnerable to attack along the way if their movement can be curtailed with an obstruction. Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing. More generally, two bonuses of the same type dont stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). Any effect with a radius affects a sphere, not a circle. Time: The process takes 1 hour per spell level. The point of origin of a spell is always a grid intersection. My fire kintecist half elf got elven magic. Does the shaken condition from effects like Intimidate count as an effect with the fear descriptor for the purpose of blocking spells with emotion components? Wizards and bards use Knowledge (arcana), sorcerers use a Knowledge skill appropriate to their heritage (usually arcana, nature, or planes), druids and rangers use the Knowledge (nature) skill, and clerics and paladins use Knowledge (religion). Same Effect More than Once in Different Strengths. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action. Almost every spell belongs to one of eight schools of magic. If you cast another spell, the touch spell dissipates. Some allow for the creation of powerful allies, while others have drastic effects over vast swaths of land. Chronicle of Nine Despairs: Penned by a mortal conjurer and her erodaemon consort, the book explores the various desires and hungers of many of Abaddons more powerful daemonic castes, and an autobiography of its erodaemon coauthor. a bursts area defines how far from the point of origin the spells effect extends. To use a counterspell, you must select an opponent as the target of the counterspell. Metamagic rods allow you to apply a metamagic feat to a spell, and metamagic feats do not work on spell-like abilities. Instead, the character chooses a particular time of day to pray and receive spells. Similarly, spike growth creates areas of damaging terrain that are difficult to bypass without some means of flight or levitation. Fear: Spells with the fear descriptor create, enhance, or manipulate fear. As with material components, the cost for a focus is negligible unless a price is given. However, rays are treated as weapons, whether theyre from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls. None of these uses are game-breaking. But in that instance, at the next level up, I'd say that they learn the Still Spell feat for free, and no check if they use the feat. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character. A caster level check is 1d20 + your caster level. If intelligible speech is possible, it must be in a language you can speak. A spells duration entry tells you how long the magical energy of the spell lasts. Darkness: Spells that create darkness or reduce the amount of light should have the darkness descriptor. With rare exception, spells shouldnt duplicate existing class features or feats. If they use it but still use their remaining hand, it wouldn't add as many levels to the spell either, as they're only half using it. Poison: Poison effects use poison, venom, drugs, or similar toxic substances to disrupt and damage living creatures through chemical reactions. Conversely, an enemy druid might wrack the PCs homeland with several castings of this spell, potentially leading to starvation in the face of reduced crop yields. Shadow: A shadow spell creates something that is partially real from extradimensional energy. The circle is best engraved so as to avoid smudging or smearing of written symbols, and then outlined in fresh mortal blood (the casters own if possible). Simply calming or charming animals is often sufficient to travel through an area without harassment, while more powerful spells such as dominate animal can be used to deal with more dangerous or more immediate threats. Their effects are usually simple and can be ended with the right spell (but never dispel magic). The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection. Successfully researching a new spell requires time and expensive research. Most arcane casters have poor healing abilities, and divine spells rarely excel at direct damage. A spell-like ability is not a spell, having a spell-like ability is not part of a classs spell list, and therefore doesnt give the creature the ability to activate spell completion or spell trigger items. All phantasms are mind-affecting spells. If the target is within range, both spells automatically negate each other with no other results. More often, daemons eviscerate their summoners immediately. Finally, wizards add their Intelligence modifier. Duration 1 min./level. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. It simply is dealt the appropriate damage. The wilderness is a place of constant change, so its no surprise that most wilderness-appropriate spells come from the transmutation school of magic. Assume you have all you need as long as you have your spell component pouch. In order to focus on spells more specific to wilderness adventuring, this book purposefully avoids spells that were already covered in Ultimate Intrigue. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. It deals damage to objects (as well as creatures) by heating the material it passes through, and thus technically many electricity spells could also be treated as fire spells, but for sake of game simplicity, it is better to just let electricity-based spells deal electricity damage. This number is preceded by a list of classes whose members can cast the spell. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Repel Wood: This spell is particularly powerful in tight corridors. No. A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. Since spells use a 1-10 scale, use the Spell Level column for them. A spell with a casting time of 1 swift action doesnt count against your normal limit of one spell per round. Transmute Rock to Mud: Transforming large areas of unworked rock into mud creates effectively impassable terrain. 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