Magic

Spells

Beacon of Unrest

   School:       necromancy
   Level:        cleric 2, wizard/sorcerer 2
   Domain:       undeath
   Casting Time: 1 standard action
   Components:   V, S, DF
   Range:        25' + 5' per caster level
   Duration:     1 min per caster level
   Save:         Will, see below

This spell enchants a single creature or object with an unholy aura which attracts and enrages nearby undead. Any uncontrolled undead of 4 HD or less that are able to sense the target (Perception check with +5 circumstance bonus) chase and attack the target. The spell ends when the target is destroyed. Anyone controlling an undead of 4 HD or less that observes the target must make a will save or lose control of that undead for 1d4 rounds. Intelligent undead are immune to this spell.

Earth Bind

   School:       conjuration
   Level:        druid 4
   Domain:       earth
   Casting Time: 1 standard action
   Components:   V, S, DF
   Effect:       A geyser of viscous tar-like mud
   Range:        long (400 ft. + 40 ft./level)
   Duration:     1 round/level
   Save:         Reflex, see below; Spell Resistance no

This spell causes a geyser of tar to burst from the ground beneath a flying creature, compromising its ability to stay aloft. Make a ranged touch attack. If successful the target must make a reflex save immediately and at the beginning of each of its turns to avoid losing any flying ability that depends on the use of wings or similar appendages.

Lightning Rod (formerly Lodestone)

   School:       enchantment
   Level:        cleric 2, wizard/sorcerer 2
   Domain:       earth
   Casting Time: 1 standard action
   Components:   V, S, DF/F
   Range:        25' + 5' per caster level
   Duration:     1 minute per caster level
   Save:         Will, see below

This spell imbues target creature or object with a strong positive electrical charge. Creatures are entitled to a will saving throw to negate the spell's effect. Objects must be of large size or smaller. Any electrical discharge within line of effect and 100' + 20' per caster level will be drawn to the enchanted creature or object instead of its original path. Treat directed discharges such as rays and cones as if they are targeting the enchanted creature or object. Such discharges come to an end upon reaching the enchanted creature or object even if the effect would normally continue traveling. Localized effects such as Shocking Grasp arc to the enchanted creature or object without affecting anything else in their path. The spell ends if the enchanted creature or object is destroyed. The focus for arcane spell casters is a crystal rod and a bit of wool.

Mystic Convergence

   School:       divination
   Level:        cleric 1, wizard/sorcerer 1
   Domain:       community
   Casting Time: 1 hour per caster level increase
   Components:   V, S, DF/F
   Range:        personal
   Duration:     concentration
   Save:         fortitude DC 10 + caster level increase

Using this spell, a group of casters can combine their powers to temporarily increase the effective caster level of one of them. The casters gather in a circle with the recipient of the power in the center. All of the casters in the circle must be either arcane or divine, but not mixed. Each participant must cast Mystic Convergence.

At the end of the hours needed to cast Mystic Convergence, each participant must make a fortitude saving throw with a DC equal to 10 plus the number of hours spent casting. If any of them fails, the spell is ruined. Otherwise, the spell is completed and the recipient gains an insight bonus to caster level equal to the number of other participants up to a maximum of four. This bonus lasts as long as all other participants concentrate on the effect during which time they may only take move actions. Each hour thereafter each participant must make additional fortitude saving throw with a cumulative +1 increase in the DC. Failure ends the spell's effect.

This bonus applies to the effective caster level of any spells cast, magic items created, domain powers, spell resistance and channeling energy.

Slow Person

This spell is identical to the third level spell Slow with the following exceptions:

  • Targets only a single person (humanoid)
  • Is available only to the Witch class
  • Is level 1