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Video Game Conversions-Currently: 18 PrCs, 45 Spells, and 3 Races-Taking Requests
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1488289" data-attributes="member: 748"><p><strong><u>The Saga Magician</u></strong></p><p><strong></strong></p><p><strong>HD-</strong>d4</p><p></p><p><u>Requisites:</u></p><p><em>Skills:</em> Concentration 8 Ranks, Knowledge (Arcana) 8 Ranks, Spellcraft 8 Ranks</p><p><em>Feats:</em> Spell Penetration</p><p><em>Special:</em> Access to 3rd level arcane spells.</p><p></p><p><u>Class Skills:</u></p><p>The Saga Magician’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), and Spellcraft (Int).</p><p><em>Skill Points Per Level:</em> 2+Int Modifier</p><p></p><p>[code]Lvl BAB Fort Ref Will Special Spellcasting</p><p>1 +0 +0 +0 +2 Spell Secret</p><p>2 +1 +0 +0 +3 Spell Secret +1 caster level</p><p>3 +1 +1 +1 +3 Spell Secret +1 caster level</p><p>4 +2 +1 +1 +4 Spell Secret +1 caster level </p><p>5 +2 +1 +1 +4 Spell Secret</p><p>6 +3 +2 +2 +5 Spell Secret +1 caster level</p><p>7 +3 +2 +2 +5 Spell Secret +1 caster level</p><p>8 +4 +2 +2 +6 Spell Secret +1 caster level</p><p>9 +4 +3 +3 +6 Spell Secret </p><p>10 +5 +3 +3 +7 Spell Secret +1 caster level[/code]</p><p></p><p><u>Class Features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> The Saga Magician gains no new weapon or armor proficiency.</p><p><strong>Spell Secrets:</strong> At 1st level, the Saga Magician gains access to a single Spell Secret. The Saga Magician may choose a Rank I spell from any path that he qualifies for (he must meet the requisite of the path to choose a spell, as seen below). Every level thereafter the Saga Magician learns another spell, which he can learn from any previous paths taken (moving up in ranks as he does so) or he can learn the Rank I spell of a new path (assuming he qualifies for it), his choice. These spells are added as extra spells known for the character (to the character's spellbook or mind, depending on if the character is a wizard or sorcerer). Note that the character does not gain any ability to cast the spell if it is of a level higher than the character can cast.</p><p></p><p><u>Spell Paths: </u></p><p><em><strong>Arcane Magic</strong></em></p><p><strong>Requisites:</strong> Skill Focus: Knowledge (Arcana)</p><p><strong>Rank 1:</strong><em> Sabre Arcana</em></p><p><strong>Rank 2:</strong><em> Shield Arcana</em></p><p><strong>Rank 3:</strong><em> Gold Arcana</em></p><p><strong>Rank 4:</strong><em> Grail Arcana </em></p><p><strong>Rank 5:</strong><em> Death Arcana</em></p><p><strong>Rank 6:</strong><em> Fool Arcana</em></p><p><strong>Rank 7:</strong><em> Magician Arcana</em></p><p><strong>Rank 8:</strong><em> Tower Arcana</em></p><p></p><p><strong><em>Evil Magic</em></strong></p><p><strong>Requisites:</strong> Spell Focus (Necromancy)</p><p><strong>Rank 1:</strong><em> Sharp Pain</em></p><p><em></em><strong>Rank 2:</strong><em> Pain Doubler</em></p><p><em></em><strong>Rank 3:</strong><em> Rava Shot</em></p><p><em></em><strong>Rank 4:</strong><em> Death Curse</em></p><p><em></em></p><p><em><strong>Light Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Spell Focus (Evocation)</p><p><strong>Rank 1:</strong><em> Sun Ray</em></p><p><em></em><strong>Rank 2:</strong><em> Starlight Heal</em></p><p><em></em><strong>Rank 3:</strong><em> Flash Fire</em></p><p><em></em><strong>Rank 4:</strong><em> Flash Flood</em></p><p><em></em><strong>Rank 5:</strong><em> Light Sword</em></p><p><em></em><strong>Rank 6:</strong><em> Mega Windblast</em></p><p><em></em></p><p><em><strong>Mind Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Combat Casting</p><p><strong>Rank 1:</strong><em> Mind Heal</em></p><p><em></em><strong>Rank 2:</strong><em> Spellbound</em></p><p><em></em><strong>Rank 3:</strong><em> Vanish</em></p><p><em></em><strong>Rank 4:</strong><em> Lifewave</em></p><p><em></em><strong>Rank 5:</strong><em> Awakening</em></p><p><em></em></p><p><em><strong>Mirage Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Spell Focus (Illusion)</p><p><strong>Rank 1:</strong><em> Black Cat Mirage</em></p><p><em></em><strong>Rank 2:</strong><em> Nightmare Mirage</em></p><p><em></em><strong>Rank 3:</strong><em> Jackal Mirage</em></p><p><em></em><strong>Rank 4:</strong><em> Cockatrice Mirage</em></p><p><em></em><strong>Rank 5:</strong><em> Grim Reaper Mirage</em></p><p><em></em></p><p><em><strong>Mystic Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Spell Focus (Enchantment)</p><p><strong>Rank 1:</strong><em> Fascination</em></p><p><em></em><strong>Rank 2:</strong><em> Phantasm Shot</em></p><p><em></em><strong>Rank 3:</strong><em> Glass Shield</em></p><p><em></em><strong>Rank 4:</strong><em> Mirror Shade</em></p><p><em></em></p><p><em><strong>Realm Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Spell Focus (Conjuration)</p><p><strong>Rank 1:</strong><em> Energy Chain</em></p><p><em></em><strong>Rank 2:</strong><em> Psycho Armor</em></p><p><em></em><strong>Rank 3:</strong><em> Implode</em></p><p><em></em><strong>Rank 4:</strong><em> Psychic Poison</em></p><p><em></em><strong>Rank 5:</strong><em> Vermillion Sand</em></p><p><em></em></p><p><em><strong>Rune Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Spell Focus (Abjuration)</p><p><strong>Rank 1:</strong><em> Victory Rune</em></p><p><em></em><strong>Rank 2:</strong><em> Vitality Rune</em></p><p><em></em><strong>Rank 3:</strong><em> Hide Rune</em></p><p><em></em><strong>Rank 4:</strong><em> Freedom Rune</em></p><p><em></em><strong>Rank 5:</strong><em> Soul Rune</em></p><p><em></em><strong>Rank 6:</strong><em> Wall Rune</em></p><p><em></em><strong>Rank 7:</strong><em> Dwarf Rune</em></p><p><em></em><strong>Rank 8:</strong><em> Stasis Rune</em></p><p><em></em></p><p><em><strong>Shadow Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Blind-Fight</p><p><strong>Rank 1:</strong><em> Power Grab</em></p><p><em></em><strong>Rank 2:</strong><em> Hide Behind</em></p><p><em></em><strong>Rank 3:</strong><em> Shadow Net</em></p><p><em></em><strong>Rank 4:</strong><em> Dark Sphere</em></p><p><em></em><strong>Rank 5:</strong><em> Shadow Servant</em></p><p><em></em></p><p><em><strong>Space Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Skill Focus: Knowledge (the Planes)</p><p><strong>Rank 1:</strong><em> Vapor Blast</em></p><p><em></em><strong>Rank 2:</strong><em> Light Shift</em></p><p><em></em><strong>Rank 3:</strong><em> Dark Shift</em></p><p><em></em><strong>Rank 4:</strong><em> Vortex</em></p><p><em></em><strong>Rank 5:</strong><em> Vanish</em></p><p><em></em><strong>Rank 6:</strong><em> Alter Gravity</em></p><p><em></em></p><p><em><strong>Time Magic</strong></em><strong></strong></p><p><strong>Requisites:</strong> Spell Focus (Transmutation)</p><p><strong>Rank 1:</strong><em> Delay Order</em></p><p><em></em><strong>Rank 2:</strong><em> Time Leap</em></p><p><em></em><strong>Rank 3:</strong><em> Time Eclipse</em></p><p><em></em><strong>Rank 4:</strong><em> Time Twister</em></p><p><em></em><strong>Rank 5:</strong><em> Chaos Stream</em></p><p><em></em><strong>Rank 6:</strong><em> Overdrive</em></p><p><em></em></p><p><em></em></p><p><em><strong><u>New Spells:</u></strong></em></p><p>(Note that if you want to use the spells, but not the PrC itself, I would suggest raising them all up a single spell level to help balance them out)</p><p></p><p><em>Awakening</em></p><p>Transmutation</p><p><strong>Level:</strong> Magician 4 (Mind)</p><p><strong>Components:</strong> None</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 round/3 levels (D)</p><p></p><p>The caster of this spell enters a mystical trance where all his physical abilities scores are temporarily increased. While this spell is in effect the caster gains +8 enhancement bonus to his Strength, Dexterity, and Constitution scores although he is unable to cast any other spells until the duration is up.</p><p></p><p><em>Black Cat Mirage</em></p><p>Illusion (Phantasm) [Fear, Mind-Affecting]</p><p><strong>Level:</strong> Magician 1 (Mirage)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with), then Fortitude partial; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>You create a phantasmal image of a supernaturally frightening black cat. Only the spell’s subject can see the black cat. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d6 points of damage per caster level (maximum 5d6) and become confused (as per the spell, <em>Confusion</em>) for 1d4+1 rounds. Even if the Fortitude save is successful, the subject takes 1d6 points of damage.</p><p>If the subject of a Black Cat Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.</p><p></p><p><em>Cockatrice Mirage</em></p><p>Illusion (Phantasm) [Fear, Mind-Affecting]</p><p><strong>Level:</strong> Magician 6 (Mirage)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with), then Fortitude partial; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>You create a phantasmal image of a supernaturally fearsome cockatrice. Only the spell’s subject can see the cockatrice. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 15d8) and become paralyzed for 1d4+1 days. Even if the Fortitude save is successful, the subject takes 5d8 points of damage.</p><p>If the subject of a Cockatrice Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.</p><p></p><p><em>Death Arcana</em></p><p>Necromancy [Death]</p><p><strong>Level:</strong> Magician 5 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster summons death's spirit with the intent to kill his target. If the caster fails his check against the target's spell resistance, nothing happens, as per usual. If the target fails his fortitude save, he is struck dead. If the target makes his save, he suffers no ill effects, however the caster of this spell takes 1d4 points of permanent ability drain to his Constitution score (no save).</p><p></p><p><em>Death Curse</em></p><p>Necromancy [Death]</p><p><strong>Level:</strong> Magician 5 (Evil)</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature with 75 hp or less</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster of this spell utters a curse against his opponent, wishing that he would die for all to hear within the spell's range. The target of this spell must then make a Fortitude save or die instantly. If the target makes his saving throw, he suffers no ill effects.</p><p></p><p><em>Dwarf Rune</em></p><p>Transmutation</p><p><strong>Level:</strong> Magician 8 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>After tracing the Dwarf Rune in the air, the air around a single target of the caster's choice hardens and makes it harder for the target to strike or even deal damage whenever he makes a melee attack of any kind. The target of this spell effectively receives a -1 penalty per 3 caster levels to any and all melee attack rolls that he makes for its duration.</p><p></p><p><em>Energy Chain</em></p><p>Evocation [Electricity]</p><p><strong>Level:</strong> Magician 1 (Realm)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude partial</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster of this spell lashes another creature within range with a brilliant blue chain of energy. The caster makes a ranged attack roll, adding either his intelligence or charisma modifier (whichever is his primary spellcasting stat) to the roll. If the attack is successful, the creature hit takes 1d8 + 1 point per caster level (maximum 1d8+10) points of electricity damage (no save) and must make a successful Fortitude save or become stunned for 1d4 rounds.</p><p></p><p><em>Fascination</em></p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p><strong>Level:</strong> Magician 1 (Mystic)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard round</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One large or smaller creature</p><p><strong>Duration:</strong> 1d4+1 rounds</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>This spell otherwise functions as per the spell, <em>Charm Person</em>, except with the changes above.</p><p></p><p><em>Flash Fire</em></p><p>Evocation [Light]</p><p><strong>Level:</strong> Magician 4 (Light)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Area:</strong> 30' radius burst</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex Half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster creates a burst of radiant energy that radiates from a point within the spell's range that he can see. All those caught within the area take 1d6 points of fire damage per caster level (maximum 15d6) with a Reflex save for half damage. Undead creatures caught within the area take double damage.</p><p></p><p><em>Flash Flood</em></p><p>Evocation</p><p><strong>Level:</strong> Magician 5 (Light)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 30'</p><p><strong>Area:</strong> 30-ft.-radius emanation, centered on the character</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> See below</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster creates a swirling vortex of magical water around him that appears and disappears in an instant, knocking aside enemies and leaving his allies unscathed. All enemies within the area of this spell take 1d8 points of bludgeoning damage per caster level (maximum 15d8), with a Reflex save for half damage. Furthermore, all enemies affected by this spell must make a Strength check vs. a DC of 20 or be knocked prone. Creatures the caster considers allies are unharmed by this spell. </p><p></p><p><em>Fool Arcana</em></p><p>Transmutation</p><p><strong>Level:</strong> Magician 6 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 30 ft.</p><p><strong>Area:</strong> 30-ft.-radius emanation, centered on the character</p><p><strong>Duration:</strong> 1 minute</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>All damaging attacks (including spells) made by creatures within the radius of this spell, even if their target is some one outside the radius, deals half as much damage as normal (round down). This spell has no effect on healing effects. </p><p></p><p><em>Freedom Rune</em></p><p>Abjuration</p><p><strong>Level:</strong> Magician 5 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>This spell otherwise functions as per the spell, <em>Freedom of Movement</em>, except with the changes above.</p><p></p><p><em>Glass Shield</em></p><p>Abjuration</p><p><strong>Level:</strong> Magician 5 (Mystic)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 minute or until discharged</p><p></p><p>When this spell is cast, an tranluscent aura surrounds the caster. This ward absorbs the next 10 points of damage that would be dealt to the caster, becoming discharged once it absorbs all the damage that it can. When this spell is discharged, the shield breaks into several shards which hurl themselves target that attacked the caster last, dealing 1d4 points of piercing damage per caster level (maximum 20d4 damage), with no save allowed.</p><p></p><p><em>Gold Arcana</em></p><p>Conjuration (Creation)</p><p><strong>Level:</strong> Magician 3 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Effect:</strong> Pile of gold coins</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>The caster creates a pile of gold coins in an empty 10’ x 10’ square equal to approximately 1000 gold per caster level. This gold is completely real in all aspects, and may bear whatever insignia or look however the caster chooses (as long as this change wouldn’t effect its market value), although all of it vanishes at the end of the duration.</p><p></p><p><em>Grail Arcana</em></p><p>Necromancy</p><p><strong>Level:</strong> Magician 4 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature Touched</p><p><strong>Duration:</strong> 1 hour</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>Grail Arcana temporarily suppresses any magical effects reducing one of the subject’s ability scores, all magical effects penalizing the character’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores as well as removes all forms of insanity, confusion, and similar mental effects for the spell’s duration. When the spell’s duration is up, any effects that were suppressed return unless their durations have run out as well (Time spent under the effect of a Grail spell still counts towards the duration of any abilities it suppresses). Grail Arcana does not restore Constitution points lost due to death.</p><p></p><p><em>Grim Reaper Mirage</em></p><p>Illusion (Phantasm) [Fear, Mind-Affecting]</p><p><strong>Level:</strong> Magician 7 (Mirage)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>You create a phantasmal image of a supernaturally realistic grim reaper, wreathed in black flames and carrying his trademark scythe. Only the spell’s subject can see the grim reaper. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject dies of fright. </p><p>If the subject of a Grim Reaper Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.</p><p></p><p><em>Hide Rune</em></p><p>Illusion (Glamer)</p><p><strong>Level:</strong> Magician 3 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>This spell otherwise functions as per the spell, <em>Invisibility</em>, except with the changes above.</p><p></p><p><em>Implode</em></p><p>Evocation [Electricity]</p><p><strong>Level:</strong> Magician 3 (Realm)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster of this spell causes an explosion of energy around his opponent, dealing 1d8 points of electricity damage per level (maximum 10d8), with a Fortitude save for half damage. An opponent who rolls a natural 1 on his save instead dies instantly.</p><p></p><p><em>Jackal Mirage</em></p><p>Illusion (Phantasm) [Fear, Mind-Affecting]</p><p><strong>Level:</strong> Magician 4 (Mirage)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with), then Fortitude partial; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>You create a phantasmal image of a supernaturally fearsome jackal. Only the spell’s subject can see the jackal. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 10d8) and 1d6 + 1 point per 3 caster levels of temporary strength damage. Even if the Fortitude save is successful, the subject takes 3d8 points of damage.</p><p>If the subject of a Jackal Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.</p><p></p><p><em>Life Wave</em></p><p>Evocation [Force]</p><p><strong>Level:</strong> Magician 3 (Mind)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude (Half)</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>The caster of this spell harnesses his internal ki energy and focuses it into a beam of force which he shoots at an opponent within range, requiring a ranged touch attack roll. On a successful hit, this attack deals 3d6 + an additional 2 points of force damage for every point of Constitution its caster has (Fortitude save for half damage). Regardless of whether this attack is successful or not, the caster of this spell takes 1 point of damage per point of Constitution he has.</p><p></p><p><em>Light Sword</em></p><p>Evocation [Light]</p><p><strong>Level:</strong> Magician 7 (Light)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 0'</p><p><strong>Effect:</strong> Swordlike beam</p><p><strong>Duration:</strong> 1 round/level or until discharged (see below)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>A 4-foot-long beam of light roughly resembling an ornate longsword springs forth from the character's hand. The character wields this bladelike beam as if it were a longsword, although he gains proficiency with its use if he does not have it already. Attacks with the light sword are melee touch attacks. The blade deals 4d8 points of damage +1 point per 2 caster levels (maximum +10). Since the sword is immaterial, the character's Strength modifier does not apply to the damage. As a standard action the caster can set it against a foe as if it was a weapon with the <em>dancing</em> property, although at the end of its 3 rounds of dancing (or if the duration is used up before that time has passed) it vanishes.</p><p></p><p><em>Magician Arcana</em></p><p>Illusion (Figment)</p><p><strong>Level:</strong> Magician 7 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 free action</p><p><strong>Range:</strong> Personal; see text</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 min/level (D)</p><p></p><p>This spell creates a single illusionary duplicate of the spell's caster, which acts for all intents and purposes as per the spell, <em>Mirror Image</em>, except that it does not disappear when struck.</p><p></p><p><em>Mega Windblast</em></p><p>Evocation [Light]</p><p><strong>Level:</strong> Magician 9 (Light)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 60'</p><p><strong>Area:</strong> 60-ft.-radius emanation, centered on the character</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> See below</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster creates a swirling whirlwind of magical wind and light around him that appears and disappears in an instant, blinding enemies and leaving his allies unscathed. All enemies within the area of this spell take 1d8+1 points of damage per caster level (maximum 20d8+20), with a Reflex save for half damage. Furthermore, all enemies caught int he area of this spell must (regardless if they take damage from it or not) must make a Will save or become effectively blinded for the next 1d4+1 rounds. Creatures the caster considers allies are unharmed by this spell. </p><p></p><p><em>Mind Heal</em></p><p>Conjuration (Healing)</p><p><strong>Level:</strong> Magician 2 (Mind)</p><p><strong>Components:</strong> None</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>By meditating for a brief amount of time, the caster is able to channel his energy into a healing power within himself. This spell heals the caster of 2d8 points of damage + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat.</p><p></p><p><em>Mirror Shade</em></p><p>Illusion (Figment, Glamer, Shadow)</p><p><strong>Level:</strong> Magician 7 (Arcane)</p><p></p><p>This spell functions as per the spell, <em>Mislead</em>. Unlike the standard spell, however, the illusionary duplicate of the caster created by Mirror Shade is partially real, and is treated as a creature created by a <em>Shadow Conjuration</em> spell, with the caster as the target. The duplicate of the caster does not have the ability to cast spells and possesses the caster's equipment only in appearance.</p><p></p><p><em>Nightmare Mirage</em></p><p>Illusion (Phantasm) [Fear, Mind-Affecting]</p><p><strong>Level:</strong> Magician 2 (Mirage)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with), then Fortitude partial; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>You create a phantasmal image of the subject's nightmares combined into a single, hideous, form. Only the spell’s subject can see the nightmarish beast. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 5d8) and then fall asleep (rules as per the spell, <em>Sleep</em>) for 1d4 minutes. Even if the Fortitude save is successful, the subject takes 2d6 points of damage.</p><p>If the subject of a Nightmare Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.</p><p></p><p><em>Overdrive</em></p><p>Transmutation</p><p><strong>Level:</strong> Magician 9 (Time)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> Personal; see text</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 2d4 rounds (apparent time); see text</p><p>This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 2d4 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. All spells cast that do not target just the caster of this spell while in this state take effect at the end of the duration.</p><p>You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.</p><p>You are undetectable while Overdrive lasts. You cannot enter an area protected by an antimagic field while under the effect of Overdrive.</p><p></p><p><em>Pain Doubler</em></p><p>Enchantment [Evil, Mind-Affecting]</p><p><strong>Level:</strong> Magician 4 (Evil)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Area:</strong> 15' radius burst</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster of this spell enhances his thoughts of hatred and projects them into the brains of his opponents, dealing the target 1d8 subdual damage per caster level (maximum of 15d8 damage) to all targets within its area of effect, with a Will save for half damage.</p><p></p><p><em>Phantasm Shot</em></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Magician 3 (Mystic)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Long (400 ft. + 40 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will partial</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster of this spell conjures a spirit from the plane of shadows and directs it at an opponent, which it flies at unerringly, dealing 1d6 damage per caster level (maximum 10d6), with a Will save for half damage. Furthermore, if the target fails his save, he is shaken for the next 1d4+1 rounds.</p><p></p><p><em>Psychic Poison</em></p><p>Enchantment [Mind-Affecting]</p><p><strong>Level:</strong> Magician 7 (Realm)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area:</strong> One spellcaster</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>On an unsuccessful save, this spell taints the target spellcaster's mind with a contingent mental command (unless this spell is identified by the target with a successful Spellcraft check, as per normal, he is obvlivious to this fact). The next time the target successfully casts an offensive spell, the spell rebounds with its caster (the victim of the Psychic Poison spell) as the target.</p><p></p><p><em>Psycho Armor</em></p><p>Abjuration</p><p><strong>Level:</strong> Magician 2 (Realm)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 minute/level</p><p></p><p>This spell creates an invisible shield of psychic force that grants the caster a +4 resistance bonus to all saving throws against spells for the duration of its effect.</p><p></p><p><em>Rava Shot</em></p><p>Necromancy [Evil, Mind-Affecting]</p><p><strong>Level:</strong> Magician 4 (Evil)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Long (400 ft. + 40 ft./level)</p><p><strong>Target:</strong> One living creature</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster of this spell summons an evil spirit and aims it at a target, making a ranged touch attack. If the attack hits, the target must make a Will save or be possessed by the evil spirit, becoming effectively paralyzed for the duration of the spell. If the spell fails to hit some one or when the duration is up, the evil spirit dissipates.</p><p></p><p><em>Sabre Arcana</em></p><p>Conjuration (Creation) [Force]</p><p><strong>Level:</strong> Magician 2 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One to three creatures</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The caster creates in front of him three shimmering blades of force, and sends them at one or more targets (one target per blade). He makes a ranged touch attack against each target (even if he sends multiple blades at one target), with each successful attack dealing 2d8 points of force damage.</p><p></p><p><em>Sharp Pain</em></p><p>Necromancy [Evil]</p><p><strong>Level:</strong> Magician 3 (Evil)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area:</strong> 15' radius burst</p><p><strong>Duration:</strong> 1d4 rounds</p><p><strong>Saving Throw:</strong> Fortitude negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>This spell causes all targets within its area of effect to experience a sudden amount of agonizing pain, stunning any who fail a Fortitude save for 1d4 rounds.</p><p></p><p><em>Shield Arcana</em></p><p>Abjuration</p><p><strong>Level:</strong> Magician 3 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 minute</p><p></p><p>The caster creates an shimmering shield of force around himself, granting him a Deflection bonus to AC equal to 2 + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat.</p><p></p><p><em>Soul Rune</em></p><p>Abjuration</p><p><strong>Level:</strong> Magician 7 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 round/4 levels</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>For the duration of this spell, the caster of it gains Damage Reduction 20/- and Energy Resistance (All) 20.</p><p></p><p><em>Spellbound</em></p><p>Enchantment [Mind Affecting]</p><p><strong>Level:</strong> Magician 2 (Mind)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Concentration + 1 round</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>By tracing images resembling Kanji letters in the air, the caster of this spell can hypnotize a single target of his choice. If the creature fails his will saving throw, he is effectively stunned for as long as the character concentrates, plus one round afterwards. Sucessfully attacking a creature under the influence of this spell ends the spell immediately.</p><p></p><p><em>Starlight Heal</em></p><p>Conjuration (Healing)</p><p><strong>Level:</strong> Magician 2 (Light)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Living creature touched</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will half (harmless) (see text)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>When laying the character's hand upon a living creature, the character channels energy that cures 1d8 points of damage + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat.</p><p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.</p><p></p><p><em>Stasis Rune</em></p><p>Transmutation</p><p><strong>Level:</strong> Magician 8 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Special</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>After this spell is cast, as an additional cost to this spell the caster may sacrifice up to 1 spell per caster level from his current spells memorized and/or his unused spell slots (depending if he's a wizard or sorcerer or a multiclass). The target of this spell must make a Will save or be held in stasis, as per the spell <em>Temporal Stasis</em>, except the duration of this ability is 1 hour per spell level sacrificed (0th level spells add 30 minutes to the duration) and as noted above.</p><p></p><p><em>Sun Ray</em></p><p>Evocation [Light]</p><p><strong>Level:</strong> Magician 1 (Light)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will partial</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>A ray of light shoots from the caster's hand towards a single opponent, requiring the caster to make a ranged touch attack roll. On a successful hit, the caster deals 1d6 points of fire damage per caster level (maximum 5d6), with no saving throw allowed. Furthermore, a creature who takes damage from this spell must make a Will save or be dazed (-1 penalty to all attack rolls) for 1 round. If the target hit was an undead creature, it takes double damage.</p><p></p><p><em>Tower Arcana</em></p><p>Evocation [Electricity]</p><p><strong>Level:</strong> Magician 7 (Arcane)</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> 30 ft.</p><p><strong>Area:</strong> 30-ft.-radius emanation, centered on the character</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>After this spell is cast, as an additional cost to this spell the caster may sacrifice up to 1 spell per caster level from his current spells memorized and/or his unused spell slots (depending if he's a wizard or sorcerer or a multiclass). Tower Arcana deals 1d6 electricity damage to all targets within the area (excluding the caster) for every spell level sacrificed (0th level spells add +1 damage), with a Reflex save for half damage.</p><p></p><p><em>Vanish</em></p><p>Illusion (Glamer)</p><p><strong>Level:</strong> Magician 3 (Mind)</p><p><strong>Components:</strong> None</p><p><strong>Casting Time:</strong> 1 free action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 round/level</p><p></p><p>This spell otherwise functions as per the spell, <em>Invisibility</em>, except with the changes above.</p><p></p><p><em>Victory Rune</em></p><p>Transmutation</p><p><strong>Level:</strong> Magician 2 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>After tracing the Victory Rune in the air, the caster grants his target a +2 luck bonus to all attack and damage rolls for the duration of this spell.</p><p></p><p><em>Vitality Rune</em></p><p>Necromancy</p><p><strong>Level:</strong> Magician 3 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>After tracing the Vitality Rune in the air, the caster grants his target Fast Healing 3 for the duration of the spell.</p><p></p><p><em>Wall Rune</em></p><p>Transmutation</p><p><strong>Level:</strong> Magician 8 (Rune)</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>After tracing the Wall Rune in the air, the air around a single target of the caster's choice hardens and makes it harder for the target to strike whenever he makes a ranged attack of any kind. The target of this spell effectively receives a -1 penalty per 2 caster levels to any and all ranged attack rolls that he makes for its duration.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1488289, member: 748"] [b][u]The Saga Magician[/u] HD-[/b]d4 [u]Requisites:[/u] [i]Skills:[/i] Concentration 8 Ranks, Knowledge (Arcana) 8 Ranks, Spellcraft 8 Ranks [i]Feats:[/i] Spell Penetration [i]Special:[/i] Access to 3rd level arcane spells. [u]Class Skills:[/u] The Saga Magician’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), and Spellcraft (Int). [i]Skill Points Per Level:[/i] 2+Int Modifier [code]Lvl BAB Fort Ref Will Special Spellcasting 1 +0 +0 +0 +2 Spell Secret 2 +1 +0 +0 +3 Spell Secret +1 caster level 3 +1 +1 +1 +3 Spell Secret +1 caster level 4 +2 +1 +1 +4 Spell Secret +1 caster level 5 +2 +1 +1 +4 Spell Secret 6 +3 +2 +2 +5 Spell Secret +1 caster level 7 +3 +2 +2 +5 Spell Secret +1 caster level 8 +4 +2 +2 +6 Spell Secret +1 caster level 9 +4 +3 +3 +6 Spell Secret 10 +5 +3 +3 +7 Spell Secret +1 caster level[/code] [u]Class Features:[/u] [b]Weapon and Armor Proficiency:[/b] The Saga Magician gains no new weapon or armor proficiency. [b]Spell Secrets:[/b] At 1st level, the Saga Magician gains access to a single Spell Secret. The Saga Magician may choose a Rank I spell from any path that he qualifies for (he must meet the requisite of the path to choose a spell, as seen below). Every level thereafter the Saga Magician learns another spell, which he can learn from any previous paths taken (moving up in ranks as he does so) or he can learn the Rank I spell of a new path (assuming he qualifies for it), his choice. These spells are added as extra spells known for the character (to the character's spellbook or mind, depending on if the character is a wizard or sorcerer). Note that the character does not gain any ability to cast the spell if it is of a level higher than the character can cast. [u]Spell Paths: [/u] [i][b]Arcane Magic[/b][/i] [b]Requisites:[/b] Skill Focus: Knowledge (Arcana) [b]Rank 1:[/b][i] Sabre Arcana[/i] [b]Rank 2:[/b][i] Shield Arcana[/i] [b]Rank 3:[/b][i] Gold Arcana[/i] [b]Rank 4:[/b][i] Grail Arcana [/i] [b]Rank 5:[/b][i] Death Arcana[/i] [b]Rank 6:[/b][i] Fool Arcana[/i] [b]Rank 7:[/b][i] Magician Arcana[/i] [b]Rank 8:[/b][i] Tower Arcana[/i] [b][i]Evil Magic[/i] Requisites:[/b] Spell Focus (Necromancy) [b]Rank 1:[/b][i] Sharp Pain [/i][b]Rank 2:[/b][i] Pain Doubler [/i][b]Rank 3:[/b][i] Rava Shot [/i][b]Rank 4:[/b][i] Death Curse [b]Light Magic[/b][/i][b] Requisites:[/b] Spell Focus (Evocation) [b]Rank 1:[/b][i] Sun Ray [/i][b]Rank 2:[/b][i] Starlight Heal [/i][b]Rank 3:[/b][i] Flash Fire [/i][b]Rank 4:[/b][i] Flash Flood [/i][b]Rank 5:[/b][i] Light Sword [/i][b]Rank 6:[/b][i] Mega Windblast [b]Mind Magic[/b][/i][b] Requisites:[/b] Combat Casting [b]Rank 1:[/b][i] Mind Heal [/i][b]Rank 2:[/b][i] Spellbound [/i][b]Rank 3:[/b][i] Vanish [/i][b]Rank 4:[/b][i] Lifewave [/i][b]Rank 5:[/b][i] Awakening [b]Mirage Magic[/b][/i][b] Requisites:[/b] Spell Focus (Illusion) [b]Rank 1:[/b][i] Black Cat Mirage [/i][b]Rank 2:[/b][i] Nightmare Mirage [/i][b]Rank 3:[/b][i] Jackal Mirage [/i][b]Rank 4:[/b][i] Cockatrice Mirage [/i][b]Rank 5:[/b][i] Grim Reaper Mirage [b]Mystic Magic[/b][/i][b] Requisites:[/b] Spell Focus (Enchantment) [b]Rank 1:[/b][i] Fascination [/i][b]Rank 2:[/b][i] Phantasm Shot [/i][b]Rank 3:[/b][i] Glass Shield [/i][b]Rank 4:[/b][i] Mirror Shade [b]Realm Magic[/b][/i][b] Requisites:[/b] Spell Focus (Conjuration) [b]Rank 1:[/b][i] Energy Chain [/i][b]Rank 2:[/b][i] Psycho Armor [/i][b]Rank 3:[/b][i] Implode [/i][b]Rank 4:[/b][i] Psychic Poison [/i][b]Rank 5:[/b][i] Vermillion Sand [b]Rune Magic[/b][/i][b] Requisites:[/b] Spell Focus (Abjuration) [b]Rank 1:[/b][i] Victory Rune [/i][b]Rank 2:[/b][i] Vitality Rune [/i][b]Rank 3:[/b][i] Hide Rune [/i][b]Rank 4:[/b][i] Freedom Rune [/i][b]Rank 5:[/b][i] Soul Rune [/i][b]Rank 6:[/b][i] Wall Rune [/i][b]Rank 7:[/b][i] Dwarf Rune [/i][b]Rank 8:[/b][i] Stasis Rune [b]Shadow Magic[/b][/i][b] Requisites:[/b] Blind-Fight [b]Rank 1:[/b][i] Power Grab [/i][b]Rank 2:[/b][i] Hide Behind [/i][b]Rank 3:[/b][i] Shadow Net [/i][b]Rank 4:[/b][i] Dark Sphere [/i][b]Rank 5:[/b][i] Shadow Servant [b]Space Magic[/b][/i][b] Requisites:[/b] Skill Focus: Knowledge (the Planes) [b]Rank 1:[/b][i] Vapor Blast [/i][b]Rank 2:[/b][i] Light Shift [/i][b]Rank 3:[/b][i] Dark Shift [/i][b]Rank 4:[/b][i] Vortex [/i][b]Rank 5:[/b][i] Vanish [/i][b]Rank 6:[/b][i] Alter Gravity [b]Time Magic[/b][/i][b] Requisites:[/b] Spell Focus (Transmutation) [b]Rank 1:[/b][i] Delay Order [/i][b]Rank 2:[/b][i] Time Leap [/i][b]Rank 3:[/b][i] Time Eclipse [/i][b]Rank 4:[/b][i] Time Twister [/i][b]Rank 5:[/b][i] Chaos Stream [/i][b]Rank 6:[/b][i] Overdrive [b][u]New Spells:[/u][/b][u][/u][/i] (Note that if you want to use the spells, but not the PrC itself, I would suggest raising them all up a single spell level to help balance them out) [i]Awakening[/i] Transmutation [b]Level:[/b] Magician 4 (Mind) [b]Components:[/b] None [b]Casting Time:[/b] 1 full round [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 round/3 levels (D) The caster of this spell enters a mystical trance where all his physical abilities scores are temporarily increased. While this spell is in effect the caster gains +8 enhancement bonus to his Strength, Dexterity, and Constitution scores although he is unable to cast any other spells until the duration is up. [i]Black Cat Mirage[/i] Illusion (Phantasm) [Fear, Mind-Affecting] [b]Level:[/b] Magician 1 (Mirage) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will disbelief (if interacted with), then Fortitude partial; see text [b]Spell Resistance:[/b] Yes You create a phantasmal image of a supernaturally frightening black cat. Only the spell’s subject can see the black cat. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d6 points of damage per caster level (maximum 5d6) and become confused (as per the spell, [i]Confusion[/i]) for 1d4+1 rounds. Even if the Fortitude save is successful, the subject takes 1d6 points of damage. If the subject of a Black Cat Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack. [i]Cockatrice Mirage[/i] Illusion (Phantasm) [Fear, Mind-Affecting] [b]Level:[/b] Magician 6 (Mirage) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will disbelief (if interacted with), then Fortitude partial; see text [b]Spell Resistance:[/b] Yes You create a phantasmal image of a supernaturally fearsome cockatrice. Only the spell’s subject can see the cockatrice. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 15d8) and become paralyzed for 1d4+1 days. Even if the Fortitude save is successful, the subject takes 5d8 points of damage. If the subject of a Cockatrice Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack. [i]Death Arcana[/i] Necromancy [Death] [b]Level:[/b] Magician 5 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One living creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude Negates [b]Spell Resistance:[/b] Yes The caster summons death's spirit with the intent to kill his target. If the caster fails his check against the target's spell resistance, nothing happens, as per usual. If the target fails his fortitude save, he is struck dead. If the target makes his save, he suffers no ill effects, however the caster of this spell takes 1d4 points of permanent ability drain to his Constitution score (no save). [i]Death Curse[/i] Necromancy [Death] [b]Level:[/b] Magician 5 (Evil) [b]Components:[/b] V [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature with 75 hp or less [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude Negates [b]Spell Resistance:[/b] Yes The caster of this spell utters a curse against his opponent, wishing that he would die for all to hear within the spell's range. The target of this spell must then make a Fortitude save or die instantly. If the target makes his saving throw, he suffers no ill effects. [i]Dwarf Rune[/i] Transmutation [b]Level:[/b] Magician 8 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No After tracing the Dwarf Rune in the air, the air around a single target of the caster's choice hardens and makes it harder for the target to strike or even deal damage whenever he makes a melee attack of any kind. The target of this spell effectively receives a -1 penalty per 3 caster levels to any and all melee attack rolls that he makes for its duration. [i]Energy Chain[/i] Evocation [Electricity] [b]Level:[/b] Magician 1 (Realm) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude partial [b]Spell Resistance:[/b] Yes The caster of this spell lashes another creature within range with a brilliant blue chain of energy. The caster makes a ranged attack roll, adding either his intelligence or charisma modifier (whichever is his primary spellcasting stat) to the roll. If the attack is successful, the creature hit takes 1d8 + 1 point per caster level (maximum 1d8+10) points of electricity damage (no save) and must make a successful Fortitude save or become stunned for 1d4 rounds. [i]Fascination[/i] Enchantment (Compulsion) [Mind-Affecting] [b]Level:[/b] Magician 1 (Mystic) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard round [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One large or smaller creature [b]Duration:[/b] 1d4+1 rounds [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] Yes This spell otherwise functions as per the spell, [i]Charm Person[/i], except with the changes above. [i]Flash Fire[/i] Evocation [Light] [b]Level:[/b] Magician 4 (Light) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Area:[/b] 30' radius burst [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Reflex Half [b]Spell Resistance:[/b] Yes The caster creates a burst of radiant energy that radiates from a point within the spell's range that he can see. All those caught within the area take 1d6 points of fire damage per caster level (maximum 15d6) with a Reflex save for half damage. Undead creatures caught within the area take double damage. [i]Flash Flood[/i] Evocation [b]Level:[/b] Magician 5 (Light) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] 30' [b]Area:[/b] 30-ft.-radius emanation, centered on the character [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] See below [b]Spell Resistance:[/b] Yes The caster creates a swirling vortex of magical water around him that appears and disappears in an instant, knocking aside enemies and leaving his allies unscathed. All enemies within the area of this spell take 1d8 points of bludgeoning damage per caster level (maximum 15d8), with a Reflex save for half damage. Furthermore, all enemies affected by this spell must make a Strength check vs. a DC of 20 or be knocked prone. Creatures the caster considers allies are unharmed by this spell. [i]Fool Arcana[/i] Transmutation [b]Level:[/b] Magician 6 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] 30 ft. [b]Area:[/b] 30-ft.-radius emanation, centered on the character [b]Duration:[/b] 1 minute [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No All damaging attacks (including spells) made by creatures within the radius of this spell, even if their target is some one outside the radius, deals half as much damage as normal (round down). This spell has no effect on healing effects. [i]Freedom Rune[/i] Abjuration [b]Level:[/b] Magician 5 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) This spell otherwise functions as per the spell, [i]Freedom of Movement[/i], except with the changes above. [i]Glass Shield[/i] Abjuration [b]Level:[/b] Magician 5 (Mystic) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 minute or until discharged When this spell is cast, an tranluscent aura surrounds the caster. This ward absorbs the next 10 points of damage that would be dealt to the caster, becoming discharged once it absorbs all the damage that it can. When this spell is discharged, the shield breaks into several shards which hurl themselves target that attacked the caster last, dealing 1d4 points of piercing damage per caster level (maximum 20d4 damage), with no save allowed. [i]Gold Arcana[/i] Conjuration (Creation) [b]Level:[/b] Magician 3 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Effect:[/b] Pile of gold coins [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No The caster creates a pile of gold coins in an empty 10’ x 10’ square equal to approximately 1000 gold per caster level. This gold is completely real in all aspects, and may bear whatever insignia or look however the caster chooses (as long as this change wouldn’t effect its market value), although all of it vanishes at the end of the duration. [i]Grail Arcana[/i] Necromancy [b]Level:[/b] Magician 4 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 full round [b]Range:[/b] Touch [b]Target:[/b] Creature Touched [b]Duration:[/b] 1 hour [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) Grail Arcana temporarily suppresses any magical effects reducing one of the subject’s ability scores, all magical effects penalizing the character’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores as well as removes all forms of insanity, confusion, and similar mental effects for the spell’s duration. When the spell’s duration is up, any effects that were suppressed return unless their durations have run out as well (Time spent under the effect of a Grail spell still counts towards the duration of any abilities it suppresses). Grail Arcana does not restore Constitution points lost due to death. [i]Grim Reaper Mirage[/i] Illusion (Phantasm) [Fear, Mind-Affecting] [b]Level:[/b] Magician 7 (Mirage) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will disbelief (if interacted with) [b]Spell Resistance:[/b] Yes You create a phantasmal image of a supernaturally realistic grim reaper, wreathed in black flames and carrying his trademark scythe. Only the spell’s subject can see the grim reaper. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject dies of fright. If the subject of a Grim Reaper Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack. [i]Hide Rune[/i] Illusion (Glamer) [b]Level:[/b] Magician 3 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] 1 minute/level [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) This spell otherwise functions as per the spell, [i]Invisibility[/i], except with the changes above. [i]Implode[/i] Evocation [Electricity] [b]Level:[/b] Magician 3 (Realm) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude half [b]Spell Resistance:[/b] Yes The caster of this spell causes an explosion of energy around his opponent, dealing 1d8 points of electricity damage per level (maximum 10d8), with a Fortitude save for half damage. An opponent who rolls a natural 1 on his save instead dies instantly. [i]Jackal Mirage[/i] Illusion (Phantasm) [Fear, Mind-Affecting] [b]Level:[/b] Magician 4 (Mirage) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will disbelief (if interacted with), then Fortitude partial; see text [b]Spell Resistance:[/b] Yes You create a phantasmal image of a supernaturally fearsome jackal. Only the spell’s subject can see the jackal. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 10d8) and 1d6 + 1 point per 3 caster levels of temporary strength damage. Even if the Fortitude save is successful, the subject takes 3d8 points of damage. If the subject of a Jackal Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack. [i]Life Wave[/i] Evocation [Force] [b]Level:[/b] Magician 3 (Mind) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude (Half) [b]Spell Resistance:[/b] No The caster of this spell harnesses his internal ki energy and focuses it into a beam of force which he shoots at an opponent within range, requiring a ranged touch attack roll. On a successful hit, this attack deals 3d6 + an additional 2 points of force damage for every point of Constitution its caster has (Fortitude save for half damage). Regardless of whether this attack is successful or not, the caster of this spell takes 1 point of damage per point of Constitution he has. [i]Light Sword[/i] Evocation [Light] [b]Level:[/b] Magician 7 (Light) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] 0' [b]Effect:[/b] Swordlike beam [b]Duration:[/b] 1 round/level or until discharged (see below) [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No A 4-foot-long beam of light roughly resembling an ornate longsword springs forth from the character's hand. The character wields this bladelike beam as if it were a longsword, although he gains proficiency with its use if he does not have it already. Attacks with the light sword are melee touch attacks. The blade deals 4d8 points of damage +1 point per 2 caster levels (maximum +10). Since the sword is immaterial, the character's Strength modifier does not apply to the damage. As a standard action the caster can set it against a foe as if it was a weapon with the [i]dancing[/i] property, although at the end of its 3 rounds of dancing (or if the duration is used up before that time has passed) it vanishes. [i]Magician Arcana[/i] Illusion (Figment) [b]Level:[/b] Magician 7 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 free action [b]Range:[/b] Personal; see text [b]Target:[/b] You [b]Duration:[/b] 1 min/level (D) This spell creates a single illusionary duplicate of the spell's caster, which acts for all intents and purposes as per the spell, [i]Mirror Image[/i], except that it does not disappear when struck. [i]Mega Windblast[/i] Evocation [Light] [b]Level:[/b] Magician 9 (Light) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] 60' [b]Area:[/b] 60-ft.-radius emanation, centered on the character [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] See below [b]Spell Resistance:[/b] Yes The caster creates a swirling whirlwind of magical wind and light around him that appears and disappears in an instant, blinding enemies and leaving his allies unscathed. All enemies within the area of this spell take 1d8+1 points of damage per caster level (maximum 20d8+20), with a Reflex save for half damage. Furthermore, all enemies caught int he area of this spell must (regardless if they take damage from it or not) must make a Will save or become effectively blinded for the next 1d4+1 rounds. Creatures the caster considers allies are unharmed by this spell. [i]Mind Heal[/i] Conjuration (Healing) [b]Level:[/b] Magician 2 (Mind) [b]Components:[/b] None [b]Casting Time:[/b] 1 full round [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Instantaneous By meditating for a brief amount of time, the caster is able to channel his energy into a healing power within himself. This spell heals the caster of 2d8 points of damage + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat. [i]Mirror Shade[/i] Illusion (Figment, Glamer, Shadow) [b]Level:[/b] Magician 7 (Arcane) This spell functions as per the spell, [i]Mislead[/i]. Unlike the standard spell, however, the illusionary duplicate of the caster created by Mirror Shade is partially real, and is treated as a creature created by a [i]Shadow Conjuration[/i] spell, with the caster as the target. The duplicate of the caster does not have the ability to cast spells and possesses the caster's equipment only in appearance. [i]Nightmare Mirage[/i] Illusion (Phantasm) [Fear, Mind-Affecting] [b]Level:[/b] Magician 2 (Mirage) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One living creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will disbelief (if interacted with), then Fortitude partial; see text [b]Spell Resistance:[/b] Yes You create a phantasmal image of the subject's nightmares combined into a single, hideous, form. Only the spell’s subject can see the nightmarish beast. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 5d8) and then fall asleep (rules as per the spell, [i]Sleep[/i]) for 1d4 minutes. Even if the Fortitude save is successful, the subject takes 2d6 points of damage. If the subject of a Nightmare Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack. [i]Overdrive[/i] Transmutation [b]Level:[/b] Magician 9 (Time) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 full round [b]Range:[/b] Personal; see text [b]Target:[/b] You [b]Duration:[/b] 2d4 rounds (apparent time); see text This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 2d4 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. All spells cast that do not target just the caster of this spell while in this state take effect at the end of the duration. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You are undetectable while Overdrive lasts. You cannot enter an area protected by an antimagic field while under the effect of Overdrive. [i]Pain Doubler[/i] Enchantment [Evil, Mind-Affecting] [b]Level:[/b] Magician 4 (Evil) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Area:[/b] 15' radius burst [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will half [b]Spell Resistance:[/b] Yes The caster of this spell enhances his thoughts of hatred and projects them into the brains of his opponents, dealing the target 1d8 subdual damage per caster level (maximum of 15d8 damage) to all targets within its area of effect, with a Will save for half damage. [i]Phantasm Shot[/i] Illusion (Shadow) [b]Level:[/b] Magician 3 (Mystic) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Long (400 ft. + 40 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will partial [b]Spell Resistance:[/b] Yes The caster of this spell conjures a spirit from the plane of shadows and directs it at an opponent, which it flies at unerringly, dealing 1d6 damage per caster level (maximum 10d6), with a Will save for half damage. Furthermore, if the target fails his save, he is shaken for the next 1d4+1 rounds. [i]Psychic Poison[/i] Enchantment [Mind-Affecting] [b]Level:[/b] Magician 7 (Realm) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Area:[/b] One spellcaster [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] Yes On an unsuccessful save, this spell taints the target spellcaster's mind with a contingent mental command (unless this spell is identified by the target with a successful Spellcraft check, as per normal, he is obvlivious to this fact). The next time the target successfully casts an offensive spell, the spell rebounds with its caster (the victim of the Psychic Poison spell) as the target. [i]Psycho Armor[/i] Abjuration [b]Level:[/b] Magician 2 (Realm) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 minute/level This spell creates an invisible shield of psychic force that grants the caster a +4 resistance bonus to all saving throws against spells for the duration of its effect. [i]Rava Shot[/i] Necromancy [Evil, Mind-Affecting] [b]Level:[/b] Magician 4 (Evil) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Long (400 ft. + 40 ft./level) [b]Target:[/b] One living creature [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] Yes The caster of this spell summons an evil spirit and aims it at a target, making a ranged touch attack. If the attack hits, the target must make a Will save or be possessed by the evil spirit, becoming effectively paralyzed for the duration of the spell. If the spell fails to hit some one or when the duration is up, the evil spirit dissipates. [i]Sabre Arcana[/i] Conjuration (Creation) [Force] [b]Level:[/b] Magician 2 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One to three creatures [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes The caster creates in front of him three shimmering blades of force, and sends them at one or more targets (one target per blade). He makes a ranged touch attack against each target (even if he sends multiple blades at one target), with each successful attack dealing 2d8 points of force damage. [i]Sharp Pain[/i] Necromancy [Evil] [b]Level:[/b] Magician 3 (Evil) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Area:[/b] 15' radius burst [b]Duration:[/b] 1d4 rounds [b]Saving Throw:[/b] Fortitude negates [b]Spell Resistance:[/b] Yes This spell causes all targets within its area of effect to experience a sudden amount of agonizing pain, stunning any who fail a Fortitude save for 1d4 rounds. [i]Shield Arcana[/i] Abjuration [b]Level:[/b] Magician 3 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 minute The caster creates an shimmering shield of force around himself, granting him a Deflection bonus to AC equal to 2 + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat. [i]Soul Rune[/i] Abjuration [b]Level:[/b] Magician 7 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 round/4 levels [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No For the duration of this spell, the caster of it gains Damage Reduction 20/- and Energy Resistance (All) 20. [i]Spellbound[/i] Enchantment [Mind Affecting] [b]Level:[/b] Magician 2 (Mind) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One creature [b]Duration:[/b] Concentration + 1 round [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] No By tracing images resembling Kanji letters in the air, the caster of this spell can hypnotize a single target of his choice. If the creature fails his will saving throw, he is effectively stunned for as long as the character concentrates, plus one round afterwards. Sucessfully attacking a creature under the influence of this spell ends the spell immediately. [i]Starlight Heal[/i] Conjuration (Healing) [b]Level:[/b] Magician 2 (Light) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] Living creature touched [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will half (harmless) (see text) [b]Spell Resistance:[/b] Yes (harmless) When laying the character's hand upon a living creature, the character channels energy that cures 1d8 points of damage + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage. [i]Stasis Rune[/i] Transmutation [b]Level:[/b] Magician 8 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 full round [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] Special [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] Yes After this spell is cast, as an additional cost to this spell the caster may sacrifice up to 1 spell per caster level from his current spells memorized and/or his unused spell slots (depending if he's a wizard or sorcerer or a multiclass). The target of this spell must make a Will save or be held in stasis, as per the spell [i]Temporal Stasis[/i], except the duration of this ability is 1 hour per spell level sacrificed (0th level spells add 30 minutes to the duration) and as noted above. [i]Sun Ray[/i] Evocation [Light] [b]Level:[/b] Magician 1 (Light) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will partial [b]Spell Resistance:[/b] Yes A ray of light shoots from the caster's hand towards a single opponent, requiring the caster to make a ranged touch attack roll. On a successful hit, the caster deals 1d6 points of fire damage per caster level (maximum 5d6), with no saving throw allowed. Furthermore, a creature who takes damage from this spell must make a Will save or be dazed (-1 penalty to all attack rolls) for 1 round. If the target hit was an undead creature, it takes double damage. [i]Tower Arcana[/i] Evocation [Electricity] [b]Level:[/b] Magician 7 (Arcane) [b]Components:[/b] V, S [b]Casting Time:[/b] 1 full round [b]Range:[/b] 30 ft. [b]Area:[/b] 30-ft.-radius emanation, centered on the character [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Reflex half [b]Spell Resistance:[/b] Yes After this spell is cast, as an additional cost to this spell the caster may sacrifice up to 1 spell per caster level from his current spells memorized and/or his unused spell slots (depending if he's a wizard or sorcerer or a multiclass). Tower Arcana deals 1d6 electricity damage to all targets within the area (excluding the caster) for every spell level sacrificed (0th level spells add +1 damage), with a Reflex save for half damage. [i]Vanish[/i] Illusion (Glamer) [b]Level:[/b] Magician 3 (Mind) [b]Components:[/b] None [b]Casting Time:[/b] 1 free action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 round/level This spell otherwise functions as per the spell, [i]Invisibility[/i], except with the changes above. [i]Victory Rune[/i] Transmutation [b]Level:[/b] Magician 2 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) After tracing the Victory Rune in the air, the caster grants his target a +2 luck bonus to all attack and damage rolls for the duration of this spell. [i]Vitality Rune[/i] Necromancy [b]Level:[/b] Magician 3 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) After tracing the Vitality Rune in the air, the caster grants his target Fast Healing 3 for the duration of the spell. [i]Wall Rune[/i] Transmutation [b]Level:[/b] Magician 8 (Rune) [b]Components:[/b] S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One creature [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No After tracing the Wall Rune in the air, the air around a single target of the caster's choice hardens and makes it harder for the target to strike whenever he makes a ranged attack of any kind. The target of this spell effectively receives a -1 penalty per 2 caster levels to any and all ranged attack rolls that he makes for its duration. [/QUOTE]
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