Divination School Spells
Divination spells magically gather information.
Journeyman (must be 3rd level wizard, must have Int 11 or Wis 11): You gain access to the second valence of each divination spell you know.
Thaumaturge (must be 5th level wizard, must have Int 12 or Wis 11): You gain acccess to the third valence of each divination spell you know.
Mage (must be 8th level wizard, must have Int 14 or Wis 14): You gain access to the fourth valence of each divination spell you know.
01-20 --- Examine Aura
21-40 --- Foresight
41-60 --- Question Spirits
61-80 --- True Seeing
81-00 --- Wizard's Discernment
EXAMINE AURA (Divination)
1st Valence: You spend one minute examining an object or creature, maintaining physical contact with it while doing so. The dm makes an Intelligence or Wisdom check with a bonus equal to the highest divination valence you can cast, opposed by a Charisma check for the creature or object (you choose the dice). This check always fails on a 10 or less. If you succeed, you discern whether the object or creature is strongly aligned to a philosophical force such as good or evil. If you fail and your check was a 5 or less, you receive false information.
2nd Valence: You spend an hour examining an item, effect, area, etc. that you know to be magical, maintaining physical contact with it while doing so, and expend 100 gp in ritual components. (A pearl worth at least 25 gp can be substituted for components equal to double the pearl's value.) The dm makes an Intelligence or Wisdom check with a bonus equal to the highest divination valence you can cast, opposed by a Charisma check for the creature or object (you choose the dice). This check always fails on an 8 or less. If you succeed, you discern one quality of the magic item or learn that it is fully identified. If you fail and your check was a 4 or less, you receive false information. Whether you succeed or fail, you may then expend an additional 25 gp in ritual components and 15 minutes to make an additional check on the same dice and attempt to identify another property of the item in question (or a different item that you know to be magical). You may continue doing this as long as you have sufficient components and unidentified items.
3rd Valence: As a minor action, you read the emotional aura of one creature in within a range of 50'. You can tell its emotional state, whether it is hostile or friendly, whether it has a language, and the creature's types (anidian, beast, humanoid or ooze). If you spend a second minor action in the same round, you can also tell whether it is living, undead, elemental or a construct; whether it is native to the area and plane you are encountering it in; whether it is aware of you and any allies with you; and whether it is healthy, wounded, bloodied, diseased or cursed. You gain a +2 bonus to any skill checks to influence the creature, understand its motives or otherwise interact in ways where your reading might help for one minute.
4th Valence: As a standard action, make a spell attack vs. Will against a creature within 50'. If you hit, you can read the surface thoughts of the target until the end of the next round. You gain a +3 bonus to any skill checks to influence the creature, understand its motives or otherwise interact in ways where your reading might help while the effect persists, in addition to any information you gain by reading the target's mind.
5th Valence: You spend ten minutes handling and examining an object and receive a vision of your choice from the following list: its most recent possessor, the moment of its creation, the moment when visible changes were made to it (such as a crack or a fresh coat of paint), the moment of greatest emotional significance that it was present for or the moment of greatest historical significance that it was present for. Each vision is very short, lasting only a few seconds.
FORESIGHT (Divination)
1st Valence: As a standard action, you grant yourself limited prescience until the end of the next round. This gives you a +1 bonus to initiative. Sustain minor.
2nd Valence: As a standard action, you grant yourself limited prescience until the end of the next round. This gives you a +1 bonus to initiative, and you never grant combat advantage while this effect lasts. Sustain minor.
3rd Valence: As a minor action, you grant yourself or a creature you touch limited prescience until the end of the next round. The target gains a +2 bonus to initiative and never grants combat advantage while this effect lasts. Sustain minor.
4th Valence: As a standard action, you grant yourself limited prescience for one minute. You are immune to surprise and never grant combat advantage while this effect lasts. Additionally, you gain a +2 bonus to initiative and a +1 bonus to AC and Reflex.
5th Valence: As a standard action, you grant yourself limited prescience for one minute. You are immune to surprise and never grant combat advantage or trigger opportunity attacks while this effect lasts. Additionally, you gain a +3 bonus to initiative and a +1 bonus to AC and Reflex.
QUESTION SPIRITS (Divination)
1st Valence: You spend an hour performing a ritual requiring 100 gp in ritual components to contact spirits that you can interrogate. You ask the spirits a question and the dm makes a Charisma check for you on 4d6. This check always fails on a 6 or lower. If you succeed, the spirit truthfully answers your question as best it can with a single word. If you fail, you receive no answer. If this check is a 6 or less, you receive a false answer. You may continue the ritual by spending another hour and another 50 gp in ritual components. The spirit you are interrogating knows nothing of anything more than one mile from its location, nor does it know anything about events more than one week in the past.
2nd Valence: You spend an hour performing a ritual requiring 200 gp in ritual components to contact spirits that you can interrogate. You ask the spirits a question and the dm makes a Charisma check for you on 1d20. If you succeed, the spirit truthfully answers your question with a single word. If you fail, you receive no answer. You may continue the ritual by spending another hour and another 50 gp in ritual components, but the dm makes your Charisma check on 4d6. This check always fails on a 6 or lower, in which case you receive a false answer. The spirit you are interrogating knows nothing of anything more than 10 miles from its location, nor does it know anything about events more than one month in the past.
3rd Valence: You spend an hour performing a ritual requiring 500 gp in ritual components to contact spirits that you can interrogate. You ask the spirits a question and the dm makes a Charisma check for you on 1d6. If you succeed, the spirit truthfully answers your question with a short answer of up to three words. If you fail, you receive no answer. You may continue the ritual by spending another thirty minutes and another 100 gp in ritual components, but each question adds 1d6 to the dice of your check. If you fail this check by at least 5, you receive a false answer. The spirit you are interrogating knows nothing of anything more than 100 miles from its location, nor does it know anything about events more than one year in the past.
4th Valence: You spend an hour performing a ritual requiring 1000 gp in ritual components to contact spirits that you can interrogate. You ask the spirits up to six question and the dm makes a Charisma check for you on 1d20 for each question. If you succeed, the spirit truthfully answers your question with a short answer of up to three words. If you fail, you receive no answer. If you fail by at least 5, you receive a false answer for that question. The spirit you are interrogating knows nothing of anything more than 250 miles from its location, nor does it know anything about events more than twenty years in the past.
5th Valence: You spend ten minutes performing a ritual requiring 100 gp in ritual components to contact spirits that you can interrogate, burning your own vitality to power the spell by taking 2d4 points of Constitution damage. You ask the spirits up to three question and the dm makes a Charisma check for you on 1d20 for each question. If you succeed, the spirit truthfully answers your question with a short answer of up to three words. If you fail, you receive no answer. If you fail by at least 5, you receive a false answer for that question. The spirit you are interrogating knows nothing of anything more than 500 miles from its location, nor does it know anything about events more than 100 years in the past.
TRUE SEEING (Divination)
1st Valence: As a minor action, you gain a +2 bonus to checks involving vision. You also halve any miss chance granted by concealment that you must check. These effects last until the end of the next round. Sustain minor.
2nd Valence: As a minor action, you gain a +2 bonus to checks involving vision and the ability to see invisible creatures. You also halve any miss chance granted by concealment that you must check. These effects last until the end of the next round. Sustain minor.
3rd Valence: As a minor action, you gain a +2 bonus to checks involving vision and the ability to see invisible creatures. You also halve any miss chance granted by concealment that you must check. If you are the target of an illusion spell, you gain a +3 bonus to the targeted defense. These effects last until the end of the next round. Sustain minor.
4th Valence: As a minor action, you or a creature you touch gain a +3 bonus to checks involving vision and the ability to see invisible creatures. The subject also ignores any miss chance granted by concealment and is immune to the effects of illusions of the 1st valence. If a higher valence illusion targets the subject, it gets a +3 bonus to the targeted defense. These effects last until the end of the next round. Sustain minor.
5th Valence: As a minor action, you or a creature you touch gain a +3 bonus to checks involving vision and the ability to see invisible creatures. The subject also ignores any miss chance granted by concealment and is immune to the effects of illusions of the 2nd or lower valence. If a higher valence illusion targets the subject, it gets a +3 bonus to the targeted defense. These effects last until the end of the next round. Sustain minor.
WIZARD'S DISCERNMENT (Divination)
1st Valence: As a minor action, you gain the ability to see magic within 30' until the end of the next round. Sustain minor.
2nd Valence: As a minor action, you gain the ability to see magic within 40' until the end of the next round. You can also discern whether a creature has a base spell attack of +1 or higher. Sustain minor.
3rd Valence: As a minor action, you gain the ability to see magic within 50' until the end of the next round. In the case of spells, prayers or effects with a valence, you can discern what valence they are. You can also discern whether a creature has a base spell attack of +1 or higher or +5 or higher and which of its non-AC defenses is highest. Sustain minor.
4th Valence: As a minor action, you or a creature you touch gains the ability to see magic within 60' until the end of the next round. In the case of spells, prayers or effects with a valence, you can discern what valence they are. The subject can also discern whether a creature has a base spell attack of +1 or higher or +5 or higher; whether it casts spells or prayers, and if so what the highest valence spell or prayer it can cast; and which of its non-AC defenses is highest. Sustain minor.
5th Valence: As a minor action, you or a creature you touch gains the ability to see magic within 80' for the next minute. In the case of spells, prayers or effects with a valence, you can discern what valence they are. The subject can also discern whether a creature has a base spell attack of +1 or higher or +5 or higher; whether it casts spells or prayers, and if so what the highest valence spell or prayer it can cast; and which of its defenses are highest and lowest. Sustain minor.
Illusion School Spells
Illusions fool the senses.
Journeyman (must be 3rd level wizard, must have Int 11): You gain access to the second valence of each illusion spell you know.
Thaumaturge (must be 5th level wizard, must have Int 12): You gain acccess to the third valence of each illusion spell you know.
Mage (must be 8th level wizard, must have Int 14): You gain access to the fourth valence of each illusion spell you know.
01-20 --- Invisibility
21-40 --- Mirror Image
41-60 --- Phantasmal Image
61-80 --- Phantasmal Killer
81-00 --- Phantom Ally
INVISIBILITY (Illusion)
1st Valence: As a standard action, you become invisible until you attack or the end of the next round.
2nd Valence: As a standard action, you become invisible until you attack or the end of the next round. Sustain minor.
3rd Valence: As a standard action, you touch a willing creature and it become invisible until it attacks, to a maximum of one minute. If you cast this spell upon yourself, you instead use a move action to do so and shift 10' after you become invisible.
4th Valence (recharges on a 15+): As a full action, you touch up to four willing creatures and they become invisible until the end of the next round. You may sustain the effect on two creatures with one minor action.
5th Valence: As a standard action, you touch up to six willing creatures and they become invisible until they attack, to a maximum of one minute.
MIRROR IMAGE (Illusion)
1st Valence: As a standard action, you create a duplicate of yourself that shimmers and shifts position, making it impossible to tell it from you. When a non-area attack targets you, it actually randomly targets you or the image of you. Your image's defenses are all 10, and any damage to it causes it to vanish. The image lasts until the end of the next round. Sustain minor.
2nd Valence (recharges on a 10+): As a standard action, you create 1d3 duplicates of yourself that shimmer and shift position, making it impossible to tell them from you. When a non-area attack targets you, it actually randomly targets you or an image of you. Your images' defenses are all 10, and any damage to an image causes it to vanish. The images last until the end of the next round. Sustain minor.
3rd Valence (recharges on an 18+): As a minor action, you create 1d3 duplicates of yourself that shimmer and shift position, making it impossible to tell them from you. When a non-area attack targets you, it actually randomly targets you or an image of you. Your images' defenses are all 12, and any damage to an image causes it to vanish. The images last until the end of the next round.Sustain minor.
4th Valence (recharges on a 16+): As a minor action, you create 1d4+1 duplicates of yourself that shimmer and shift position, making it impossible to tell them from you. When a non-area attack targets you, it actually randomly targets you or an image of you. Your images' defenses are all 12, and any damage to an image causes it to vanish. The images last until the end of the next round. You may spend one or two minor actions to sustain the images; if you spend two, you also create an additional image, to a maximum of 5.
5th Valence (recharges on a 19+): As a minor action, you create 1d4+1 duplicates of yourself that shimmer and shift position, making it impossible to tell them from you. When a non-area attack targets you, it actually randomly targets you or an image of you. Your images' defenses are all 12, and any damage to an image causes it to vanish. The images last until destroyed, to a maximum of one minute. While at least one image persists, you may spend a minor action to create an additional image 1/round, to a maximum of 6 images.
PHANTASMAL IMAGE (Illusion)
1st Valence: You create an illusion filling a 15' diameter area within 50' of you. The illusion affects only one sense of your choice. When a creature perceives the illusion, make an Intelligence check with a bonus equal to the highest Illusion valence you can cast opposed by the creature's Wisdom check (you choose the dice). If the illusion is missing sensory components (e.g. a slavering wolf that makes no sound) or is especially unbelievable, the creature receives a bonus to its check of from +1 to +5 at the dm's discretion. If you succeed, the creature believes the illusion is real. A creature may spend a minor action 1/round to attempt to disbelieve the illusion by making another opposed check against you. A phantasmal image cannot deal damage but can distract, deceive or fool a creature. The illusion lasts until the end of the next round or until a creature touches it. Sustain minor.
2nd Valence: You create an illusion filling a 20' diameter area within 50' of you. The illusion affects only two senses of your choice. When a creature perceives the illusion, make an Intelligence check with a bonus equal to the highest Illusion valence you can cast opposed by the creature's Wisdom check (you choose the dice). If the illusion is missing sensory components (e.g. a slavering wolf that makes no sound) or is especially unbelievable, the creature receives a bonus to its check of from +1 to +5 at the dm's discretion. If you succeed, the creature believes the illusion is real. A creature may spend a minor action 1/round to attempt to disbelieve the illusion by making another opposed check against you. A phantasmal image cannot deal damage but can distract, deceive or fool a creature. The illusion lasts until the end of the next round or until a creature touches it. Sustain minor. You may spend a move action to case the illusion to move up to 15' or to change its appearance (although it is limited to the senses you have chosen to affect until you create a new illusion).
3rd Valence: You create an illusion filling a 20' diameter area within 60' of you. The illusion affects three senses of your choice. When a creature perceives the illusion, make an Intelligence check with a bonus equal to the highest Illusion valence you can cast opposed by the creature's Wisdom check (you choose the dice). If the illusion is missing sensory components (e.g. a slavering wolf that makes no sound) or is especially unbelievable, the creature receives a bonus to its check of from +1 to +5 at the dm's discretion. If you succeed, the creature believes the illusion is real. A creature may spend a minor action 1/round to attempt to disbelieve the illusion by making another opposed check against you. A phantasmal image cannot deal damage but can distract, deceive or fool a creature. The illusion lasts until the end of the next round and is not dispelled by a touch. Sustain minor. You may spend a move action to case the illusion to move up to 15' or to change its appearance (although it is limited to the senses you have chosen to affect until you create a new illusion).
4th Valence: You create an illusion filling a 25' diameter area within 80' of you. The illusion affects four senses of your choice. When a creature perceives the illusion, make an Intelligence check with a bonus equal to the highest Illusion valence you can cast opposed by the creature's Wisdom check (you choose the dice). If the illusion is missing sensory components (e.g. a slavering wolf that makes no sound) or is especially unbelievable, the creature receives a bonus to its check of from +1 to +5 at the dm's discretion. If you succeed, the creature believes the illusion is real. A creature may spend a minor action 1/round to attempt to disbelieve the illusion by making another opposed check against you. A phantasmal image cannot deal damage but can distract, deceive or fool a creature. The illusion lasts until the end of the next round or until a creature touches it. Sustain minor. You may spend a move action to case the illusion to move up to 15' or to change its appearance (although it is limited to the senses you have chosen to affect until you create a new illusion).
5th Valence: You create an illusion filling a 30' diameter area within 100' of you. The illusion affects five senses of your choice. When a creature perceives the illusion, make an Intelligence check with a bonus equal to the highest Illusion valence you can cast opposed by the creature's Wisdom check (you choose the dice). If the illusion is missing sensory components (e.g. a slavering wolf that makes no sound) or is especially unbelievable, the creature receives a bonus to its check of from +1 to +5 at the dm's discretion. If you succeed, the creature believes the illusion is real. A creature may spend a minor action 1/round to attempt to disbelieve the illusion by making another opposed check against you. A phantasmal image cannot deal damage but can distract, deceive or fool a creature. The illusion lasts until the end of the next round or until a creature touches it. Sustain minor. You may spend a move action to case the illusion to move up to 15' or to change its appearance (although it is limited to the senses you have chosen to affect until you create a new illusion).
PHANTASMAL KILLER (Illusion)
1st Valence: As a standard action, make a spell attack vs. Will against a creature within 20'. If you hit, it perceives a terrifying phantom that no other creatures can see that attempts to devour it. The target takes 1d4 points of lethal Charisma damage.
2nd Valence: As a standard action, make a spell attack vs. Will against a creature within 30'. If you hit, it perceives a terrifying phantom that no other creatures can see that attempts to devour it. The target takes 1d4 points of lethal Charisma damage and ongoing 1d2 lethal Charisma damage (save ends on a 10+).
3rd Valence: As a standard action, make a spell attack vs. Will against a creature within 40'. If you hit, it perceives a terrifying phantom that no other creatures can see that attempts to devour it. The target takes 1d6 points of lethal Charisma damage and ongoing 1d2 lethal Charisma damage (save ends on a 13+).
4th Valence: As a standard action, make a spell attack vs. Will against a creature within 50'. If you hit, it perceives a terrifying phantom that no other creatures can see that attempts to devour it. The target takes 2d4 points of lethal Charisma damage and ongoing 1d3 lethal Charisma damage (save ends on a 15+).
5th Valence (recahrges on a 12+): As a standard action, make a spell attack vs. Will against up to three creatures within 50'. If you hit, each perceives a terrifying phantom that no other creatures can see that attempts to devour it. The target takes 1d4 points of lethal Charisma damage and ongoing 1d3 lethal Charisma damage (save ends on a 15+).
PHANTOM ALLY (Illusion)
1st Valence: As a standard action, you create an illusory ally in one unoccupied square within 50' of you. The phantom ally's defenses are all 10. Enemies cannot enter its space, but any damage causes it to vanish. Allies can use the phantom ally to help determine flanking. The phantom ally remains until the end of the next round. Sustain minor.
2nd Valence: As a standard action, you create an illusory ally in one unoccupied square within 60' of you. The phantom ally's defenses are all 10. Enemies cannot enter its space, but any damage causes it to vanish. Enemies adjacent to the phantom ally grant combat advantage. The phantom ally remains until the end of the next round. Sustain minor.
3rd Valence: As a standard action, you create an illusory ally in an unoccupied space within 60' of you. At your option, the phantom ally may be medium or large sized, filling either one square or four squares. The phantom ally has one defense of your choice of 12; its other defenses are all 10. Enemies cannot enter its space, but any damage causes it to vanish. Enemies adjacent to the phantom ally grant combat advantage, and if an enemy moves away from it without shifting, that enemy takes 1d6 psychic damage. The phantom ally remains until the end of the next round. Sustain minor.
4th Valence (recharges on a 15+): As a standard action, you create up to four illusory allies in unoccupied squares within 60' of you. The phantom allies' defenses are all 10. Enemies cannot enter the space of a phantom ally, but any damage causes it to vanish. Enemies adjacent to a phantom ally grant combat advantage. The phantom allies remain until the end of the next round. Sustain minor.
5th Valence (recharges on an 18+): As a standard action, you create up to six medium or two large illusory allies in unoccupied squares within 60' of you. The phantom allies' defenses are all 12. Enemies cannot enter the space of a phantom ally, but any damage causes it to vanish. Enemies adjacent to a medium phantom ally or wtihin 2 squares of a large phantom ally grant combat advantage. If an enemy adjacent to a medium phantom ally or within 2 squares of a large phantom ally moves without shifting, it takes 1d4 psychic damage and you may maneuver it 10' after it finishes its move action. The phantom allies remain until the end of the next round. Sustain minor.
Transmutation School Spells
While the polymorph school involves changing a creature's form, transmutation spells involve changing the nature or characteristics of a creature or material.
Journeyman (must be 3rd level wizard, must have Str 11 or Dex 11): You gain access to the second valence of each transmutation spell you know.
Thaumaturge (must be 5th level wizard, must have Str 12 or Dex 12): You gain acccess to the third valence of each transmutation spell you know.
Mage (must be 8th level wizard, must have Str 14 or Dex 14): You gain access to the fourth valence of each transmutation spell you know
01-20 --- Disintegrate
21-40 --- Flesh to Stone
41-60 --- Harden Substance
61-80 --- Modify Size
81-00 --- Rock to Mud
DISINTEGRATE (Transmutation)
1st Valence (recharges on a 16+): As a standard action, make a spell attack vs. Fortitude against a creature or object within 50'. If you hit, the target takes 1d8 points of damage that ignores all resistances except insubstantial and those that specifically protect against disintegration.
2nd Valence (recharges on a 16+): As a standard action, make a spell attack vs. Fortitude against a creature or object within 60'. If you hit, the target takes 1d8 points of damage that ignores all resistances except insubstantial and those that specifically protect against disintegration and gains vulnerable all 2 until the end of the next round.
3rd Valence (recharges on a 16+): As a standard action, make a spell attack vs. Fortitude against a creature or object within 60'. If you hit a creature, it takes 2d8 points of damage that ignores all resistances except insubstantial and those that specifically protect against disintegration, plus ongoing 5 damage (save ends on a 10+). If you hit an object, a cube up to 3' on a side is utterly destroyed.
4th Valence (recharges on a 16+): As a standard action, make a spell attack vs. Fortitude against a creature or object within 60'. If you hit a creature, it takes 2d10 points of damage that ignores all resistances except insubstantial and those that specifically protect against disintegration, plus ongoing 5 damage (save ends on a 10+; aftereffect: gain vulnerable 2 all until the end of the next round). If you hit an object, a cube up to 5' on a side is utterly destroyed.
5th Valence (recahrges on a 16+): As a standard action, make a spell attack vs. Fortitude against a creature or object within 60'. If you hit a creature, it takes 2d10 points of damage that ignores all resistances except insubstantial and those that specifically protect against disintegration, plus ongoing 8 damage (save ends on a 15+; aftereffect: gain vulnerable 3 all until the end of the next round). If you hit an object, a cube up to 10' on a side is utterly destroyed.
FLESH TO STONE (Transmutation)
1st Valence: As a standard action, make a spell attack vs. Fortitude against a creature within a range of 30'. If you hit, the target takes 1d4 points of Dexterity damage. If this reduces its Dexterity to 0, the creature is petrified.
2nd Valence: As a standard action, make a spell attack vs. Fortitude against a creature within a range of 40'. If you hit, the target takes 1d6 points of Dexterity damage. If this reduces its Dexterity to 0, the creature is petrified.
3rd Valence: As a standard action, make a spell attack vs. Fortitude against a creature within a range of 50'. If you hit, the target takes 1d6 points of Dexterity damage plus ongoing 1 Dexterity damage and slowed (save ends both on a 15+). If the damage reduces its Dexterity to 0, the creature is petrified.
4th Valence (recharges on a 10+): As a standard action, make a spell attack vs. Fortitude against a creature within a range of 50'. If you hit, you deal 1d6 points of Dexterity damage plus ongoing 1d3 Dexterity damage (save ends on a 15+). If the damage reduces its Dexterity to 0, the creature is petrified.
5th Valence (recharges on a 15+): As a full action, make spell attacks vs. Fortitude against up to three enemies no more than 15' apart from each other. Each enemy hit takes 1d6 points of Dexterity damage plus ongoing 1d3 Dexterity damage and slowed (save ends both on a 15+). If the damage reduces a creature's Dexterity to 0, it is petrified. Alternatively, you can touch a petrified creature and restore it to flesh.
HARDEN SUBSTANCE (Transmutation)
1st Valence: As a full action, you touch an inanimate, nonliving object of medium or smaller size or up to one square of a surface such as a wall, floor, etc. The target gains resist all 3 for one minute.
2nd Valence: As a full action, you touch an inanimate, nonliving object of large or smaller size or up to four square of a surface such as a wall, floor, etc. The target gains resist all 5 for ten minutes.
3rd Valence: You spend ten minutes performing a ritual and touching up to four objects of huge or smaller size or up to twenty squares of a surface such as a wall, floor, etc. The ritual requires components worth 5 gp per square of surface of 25 gp per object protected. The target gains resist all 8 for one hour.
4th Valence (recharges on a 10+): As a standard action, you touch an inanimate, nonliving object of huge or smaller size or up to four square of a surface such as a wall, floor, etc. The target gains resist all 15 until the end of the next round.
5th Valence (recharges on a 15+): As a standard action, you touch an inanimate object or a square of surface such as a wall, floor, etc. The target gains resist all 15 until the end of the next round and is repaired of 3d6 points of damage.
MODIFY SIZE (Transmutation)
1st Valence: As a standard action, you cause an unattended, inanimate, nonmagical object of up to medium size that you touch to either grow or shrink one size category. This effect lasts until the end of the next round. Sustain minor.
2nd Valence: As a standard action, you cause an unattended, inanimate, nonmagical object of up to medium size that you touch to either grow or shrink one size category. This effect lasts for one minute. Alternatively, you can make a spell attack vs. Fortitude against a creature that you touch to cause it to grow or shrink one size category until the end of the next round. A creature that shrinks takes a -2 penalty to melee attacks and damage but gains a +1 bonus to Reflex. Any exceptional reach it has is reduced by 5' and if it becomes tiny or smaller, its attacks without reach require the creature to enter an enemy's square to attack it. A creature that grows gains a +2 bonus to melee damage and a +1 bonus to Fortitude, and if it grows to large or larger size it gains a bonus of 5' to its reach with melee attacks. If you use this spell on a creature, you may sustain the effect with a minor action.
3rd Valence: As a standard action, you cause an unattended, inanimate, nonmagical object of up to medium size that you touch to either grow or shrink up to three size categories. This effect lasts for one minute, but for every 10 gp in ritual components you expend when you cast the spell, the duration increases by ten minutes.
4th Valence: As a standard action, make a spell attack vs. Fortitude against a creature within a range of 30'. If you hit, you cause it to grow or shrink one size category until the end of the next round. A creature that shrinks takes a -2 penalty to melee attacks and damage and a -1 penalty to speed. Any exceptional reach it has is reduced by 5' and if it becomes tiny or smaller, its attacks without reach require the creature to enter an enemy's square to attack it. A creature that grows gains a +2 bonus to melee attacks and damage and Fortitude, and if it grows to large or larger size it gains a bonus of 5' to its reach with melee attacks. Sustain minor.
5th Valence (recharges on a 15+): As a standard action, make a spell attack vs. Fortitude against a creature within a range of 30'. If you hit, you cause it to grow or shrink two size categories until the end of the next round. A creature that shrinks takes a -3 penalty to melee attacks and damage and a -1 penalty to speed but gains a +2 bonus to Reflex and a +2 bonus on skill checks to conceal itself. Any exceptional reach it has is reduced by 10' and if it becomes tiny or smaller, its attacks without reach require the creature to enter an enemy's square to attack it. A creature that grows gains a +2 bonus to melee attacks and a +4 bonus to melee damage and Fortitude. If the creature begins with a reach of 0 and grows to small or larger size, it gains a reach of 5'. If it grows to large size, it gains a reach of 10', and for each additional size category it gains its reach increases by 5'. Sustain minor.
ROCK TO MUD (Transmutation)
1st Valence: As a full action, you cause a layer of natural unworked stone several inches thick to become mud at your touch. You can use this to create a muddy hole up to 3' in diameter and 3' deep in a stone object or create a single square of difficult terrain.
2nd Valence: As a standard action, you cause a layer of stone several inches thick to become mud at your touch. You can use this to create a muddy hole up to 3' in diameter and 3' deep in a stone object or create up to four contiguous squares of difficult terrain (at least one of which must be adjacent to you).
3rd Valence: As a standard action, make a spell attack vs. Fortitude against a creature with the earth keyword within a range of 50'. If you hit, the target suffers a -3 penalty to all defenses (save ends on a 16+).
4th Valence: As a full action, you cause stone you touch to flow like mud and reshape it to suit your design. You can reshape a cube of stone up to 2' on a side as if were as soft as wet clay, molding it with your hands.
5th Valence: As a standard action, you cause a mass of stone to become mud. Using this spell, you can create ten squares of contiguous difficult terrain, create a muddly hole up to 5' in diameter and 5' deep in a stone object or create up to four squares of deep mud. (Any creature that starts its turn in a square of deep mud must make a Dexterity check on 4d6 to move out of the deep mud; any creature entering a square of deep mud immediately loses 15' from its remaining movement for the round.)