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View Full Version : D&D 3.x Other [d20r, Spells] Spells, Alphabetical, "C"



Fax Celestis
2014-08-05, 04:09 PM
Call Lightning
Call Lightning [Electricity, Eternal]
Level: Eternal 3, Raghnialt's Kiss 3, Storm 3, Weather 3
Casting Time: 1 round
Range: Medium (100' + 10'/level)
Effect: One or more 30' long vertical bolts of lightning
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your Caster Level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

Eternal: As above, except the casting time is one standard action and the spell's duration is one round.

Call Lightning Storm
Call Lightning Storm [Electricity]
Level: Raghnialt's Kiss 5, Storm 5, Weather 5
Range: Long (400' + 40'/level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and there is no maximum to the number of bolts you may call.

Calm Animals
Calm Animals [Mind-Affecting, Morale]
Level: Animal 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 level)
Target: Animals within a 30' radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only creatures of the Animal type are affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + your Caster Level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Cause Fear
Cause Fear [Eternal, Morale]
Level: Eternal 1, Fear 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. A creature with more Hit Dice than twice your Caster Level is immune to this effect.
Eternal: As above, except the subject is shaken for 1d4+1 rounds on a failed save or 1 round on a successful one.

Chain Lightning
Chain Lightning [Electricity]
Level: Raghnialt's Kiss 6, Storm 6
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One primary target, plus up to one secondary target/level, each of which must be within Close range (25' + 5'/2 levels) of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per Caster Level (maximum 20d6) to the primary target. After it strikes, lightning can arc to up to a number of secondary targets equal to your Caster Level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within Close range (25' + 5'/2 levels) of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Channeled Fireburst
Channeled Fireburst [Eternal, Fire]
Level: Eternal 6, Fire 6, Sun 6
Casting Time: Varies; see text
Range: Varies; see text
Area: Emanation of varying size; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates a burst of fire that surrounds you and explodes outwards. The magnitude of the burst depends on the amount of time you spend casting the spell.
If you cast this spell as an immediate action, it deals 1 fire damage per Caster Level to all creatures within 5' of you, excluding yourself.
If you cast this spell as a swift action, it deals 1d4 fire damage per Caster Level (maximum 5d4) to all creatures within 5' of you, excluding yourself.
If you cast this spell as a standard action, it deals 1d6 fire damage per Caster Level (maximum 10d6) to all creatures within 10' of you, excluding yourself.
If you cast this spell as a full-round action, it deals 1d8 fire damage per Caster Level (maximum 20d8) to all creatures within 15' of you, excluding yourself.
If you spend two rounds casting this spell, it deals 2d10 fire damage per Caster Level (maximum 30d10) to all creatures within 25' of you, excluding yourself.
You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed. In all cases, a successful Reflex save halves the damage.

Eternal: This spell functions identically when prepared in an eternal spell slot.

Charm
Charm [Mind-Affecting, Morale]
Level: Enchantment 1, Trickery 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Charm makes a Humanoid creature regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

You may voluntarily lower your Caster Level when casting this spell in order to affect different types of creatures, though you must still possess an ability to communicate with those creatures in order for the spell to work.

If you lower your Caster Level by 2, this spell can also affect an Animal, Fey, Magical Beast, or Magical Humanoid.

If you lower your Caster Level by 4, this spell can also affect an Aberration, Avatar, Dragon, Elemental, or Outsider.

Chill Metal
Chill Metal [Cold, Eternal, Metal]
Level: Alchemy 1, Cold 2, Eternal 2, Jotunnskyn 2, Might of Talos 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30' apart; or 25 lbs. of metal/level, none of which can be more than 30' away from any of the rest
Duration: 7 rounds
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.

Eternal: This spell functions identically when prepared in an eternal slot, except its range is "touch" and the target is "one creature's metal equipment or up to 50 lbs. of metal."

Round Metal Temperature Damage
1 Cold None
2 Icy 1d4 points
3-5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None

Chill Touch
Chill Touch [Cold, Entropy, Eternal]
Level: Cold 1, Eternal 1, Thanaturgy
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
You gain a touch attack for the duration of this spell. Touching a creature inflicts 1d6 points of cold damage, plus 1 point of entropic damage per Caster Level (maximum +15). A successful Fortitude save negates the cold damage. You may make a touch attack as part of casting this spell.

Casting another spell while this one is active immediately ends the effect.

Undead creatures you successfully strike with your touch attack do not take the entropic damage but instead must make a Will save or flee, panicked, for 1d3 rounds. As this is not a [Morale] effect, undead are not immune to this panicking.

Eternal: This spell functions identically when prepared as an eternal spell, except the duration is "1 round".

Choking Dust
Choking Dust [Cloud, Earth, Eternal]
Level: Eternal 3, Oreadic Tradition 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: 10' radius burst
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: No
You create a cloud of dust that stifles and chokes creatures within its area. Creatures that are in the area at the time you cast this spell, that begin their turns within the spell's area, or that enter the spell's area must make a Fortitude save or be nauseated for one round. In addition, the cloud of dust is thick enough to block sight to a limited degree. Creatures on opposite sides of the dust cloud that cannot see over it gain concealment from each other.

Eternal: As above, but the casting time is one immediate action and the spell's duration is one round.

Circle of Death
Circle of Death [Death]
Level: Death 6
Casting Time: 1 full-round action
Range: Medium (100' + 10'/level)
Area: 40' radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Circle of death drains the life force and cripples creatures within its area. Creatures within the spell's burst take 1 point of entropic damage per Caster Level. In addition, after damage is inflicted, 1d4 HD worth of living creatures per Caster Level (maximum 20d4) are crippled by the spell's power. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Creatures that fail their saving throws are immediately reduced to -1 HP and are dying.

Clairvoyance
Clairvoyance [Detection, Eternal]
Level: Astrology 3, Eternal 3, Knowledge 3
Casting Time: 10 minutes
Range: Long (400' + 40'/level)
Effect: One magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Clairvoyance creates an invisible magical sensor at a specific location that enables you to see almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike similar [Detection] spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10' radius around the center of the spell's effect. Clairvoyance functions only on the plane of existence you are currently occupying.

Eternal: This spell functions as above, except the duration is reduced to "2 rounds," the casting time is reduced to "1 standard action", and the range is reduced to "Close (25' + 5'/2 levels)".

Clenched Fist
Clenched Fist [Force]
Level: Might 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Effect: 10' hand
Duration: 1 round/level
Clenched fist creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, [Polymorph] effects, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. In addition, the hand can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your Caster Level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round.

The clenched fist can also bull rush an opponent at a +15 bonus on the Strength check.

A clenched fist is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

Directing the spell to a new target is a move action.

Cloud Mind
Cloud Mind [Eternal, Mind-Affecting]
Level: Darkness 4, Eternal 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind.

You are invisible and inaudible to the targeted creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the target's environment. If you attack the targeted creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject's environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Eternal: As above, except the casting time is "1 swift action" and the duration is "1 round".

Fax Celestis
2014-08-05, 04:10 PM
Cloud Mind, Mass
Mass Cloud Mind [Mind-Affecting]
Level: Darkness 7
Target: One creature/level, no two of which may be more than 30' apart
As cloud mind except as noted here. Each creature is affected individually.

Cobra Fangs
Cobra Fangs [Eternal, Poison, Polymorph]
Level: Lernaen 1
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You grow a pair of venomous fangs. These fangs can be used as a bite natural attack, if you do not have one already. If you already possess a bite natural attack, instead increase your effective size category with your bite attack by one size (to a maximum of two size category increases, with other similar size-increasing effects). In either instance, your bite attack is (or becomes) your primary natural attack.
This bite attack deals 1d4 damage. At Caster Level 4 and every four Caster Levels thereafter, your bite attack gains a +1 enhancement bonus (so that a sixteenth level caster's bite attack would be treated as a +4 weapon).

Upon successfully biting an opponent, you may discharge the spell as an immediate action to poison the bitten target. This is an injury poison that has the same DC as this spell, inflicting 1d6 points of damage each round. Staving off the poison requires a number of successful saves equal to the caster's Charisma modifier.

Eternal: You grow a pair of fangs, as above, except you cannot discharge the spell to inflict poison on your opponent, the spell's duration is "1 round", and this spell can be cast as an immediate action.

Cold Snap
Cold Snap [Cold, Eternal]
Level: Eternal 3, Jotunnskyn 3, Raghnialt's Kiss 4
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 20' radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
With a quick motion and a snap of your fingers, the temperature of an area of your choosing within range plummets. Creatures in the area take 1d6 points of cold damage per Caster Level (maximum 10d6). A successful Fortitude save halves the damage.


Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion.

Eternal: As above, except the range is Close (25' + 5'/2 Caster Levels) and the area is reduced to a 10' radius burst.

Command
Command [Mind-Affecting]
Level: Enchantment 1
Casting Time: 1 standard action
Range: Close (25' +5' /2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject is dazed for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.

Command Plants
Command Plants
Level: Plant 3
This spell functions identically to command undead, except it may only affect creatures of the Plant type, and as noted here.

Command Undead
Command Undead
Level: Thanaturgy 2, Undeath 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One undead creature
Duration: 1 day/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell allows you some degree of control over an undead creature. If the targeted creature is intelligent, this spell functions like charm except as delineated here.

A non-intelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Non-intelligent undead won't resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Comprehend Languages
Comprehend Languages [Detection]
Level: High Arcana 1, Knowledge 1, Magic 1, Rune 2
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Cone of Cold
Cone of Cold [Cold, Eternal]
Level: Cold 6, Eternal 6, Jotunnskyn 5, Storm 6
Casting Time: 1 standard action
Range: 60'
Area: Cone-shaped burst
Duration: Instantaneous, plus one round/level; see text
Saving Throw: Reflex half and Fortitude partial; see text
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d8 points of cold damage per Caster Level. A Reflex save halves this damage. A creature damaged by cone of cold that does not successfully make a Reflex save must additionally make a Fortitude save or be immobilized for one round per level. A creature immobilized in this way that takes fire damage equal to twice this spell's Caster Level immediately ends the immobilization.

Eternal: As above, except the damage is measured in d6s and creatures that fail their Reflex save do not have to check to see if they are immobilized.

Confusion
Confusion [Mind-Affecting]
Level: Enchantment 3, Hex 4, Madness 3, Moon 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: All creatures in a 15' radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the targets to become confused (as the status condition), making them unable to independently determine what they will do.

Contact Other Plane
Contact Other Plane [Divination]
Level: Astrology 5
Casting Time: 10 minutes
Range: Personal
Target: You
Saving Throw: None
Spell Resistance: No
You send your mind to another plane of existence in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions: all questions are answered with "yes," "no," "maybe," "never," "irrelevant," or some other one-word answer.

You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two Caster Levels, you may ask one question.

Contacting other planes can be dangerous: planar powers tend to be capricious, resentful beings who do not like to be bothered. The DM should roll percentile dice and reference the table below when answering the caster. In addition, successive castings of this spell (that is, more than the first time in a given 24 hour period) increase the percentile roll by 5 times the number of times the caster has cast the spell in the last 24 hours.

For a result of True, the caster gets a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
For a result of Don't Know, the entity tells the caster that it doesn't know.
For a result of Lie, the entity intentionally lies to the caster.
For a result of Random Answer, the entity tries to lie but doesn't know the answer, so it makes one up.
In all cases, the questioned entity may inflict a geas in line with the contacted entity's goals: roll a second set of percentile dice and compare to the Geas column on the table below. This percentile roll is increased by an equal amount to the initial percentile roll.
Plane Contacted True Answer Don't Know Lie Random Answer Geas
Elemental Plane 01-34 35-62 63-83 84 or greater 96 or greater
Astral Plane 01-44 45-67 68-88 89 or greater 91 or greater
Outer Plane, demideity 01-49 50-70 71-91 92 or greater 86 or greater
Outer Plane, lesser deity 01-60 61-75 76-95 96 or greater 81 or greater
Outer Plane, intermediate deity 01-73 74-81 82-98 99 or greater 76 or greater
Outer Plane, greater deity 01-88 89-90 91-99 100 or greater 71 or greater

Contagion
Contagion [Curse]
Level: Death 3, Hex 3, Thanaturgy 4
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
The touched creature must make a Fortitude save or be immediately afflicted by a disease of your choice (see Afflictions). Use this spell's save DC instead of the disease's typical save DC, and as the disease is magically inflicted there is no incubation period. A successful initial Fortitude save negates the disease entirely, but a failed initial save followed by one or more subsequent successful Fortitude saves does not end the disease: once the disease has been inflicted successfully, it is no longer a magical effect and must be treated as if it were a traditional disease, albeit one with an increased save DC.

Contingency
Contingency [Abjuration, Detection]
Level: High Arcana 6
Casting Time: 10 minutes; see text
Range: Personal
Target: You
Duration: 1 day/level or until discharged (D)
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your Caster Level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Contingency cannot read thoughts or predict the future.

Continual Flame
Continual Flame [Curse, Eternal, Fire, Light]
Level: Eternal 4, Fire 4, High Arcana 2, Moon 3, Promethean Magic 2, Sun 3
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Effect: Magical, heatless flame
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Eternal: As above, except the spell loses the Curse descriptor and its duration is reduced to 1 round/level.

Control Light
Control Light [Darkness, Light]
Level: Darkness 1
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: None 10' cubes, plus three 10' cubes/level
Duration: Concentration, up to 10 min/level; see text
Saving Throw: None
Spell Resistance: No
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell's duration.

Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If you decrease the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Stealth checks (to a maximum of +4 when all the light is gone).

Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

Control Plants
Control Plants [Animation]
Level: Plant 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to 2 HD/level of plant creatures, no two of which may be more than 30' apart.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to control the actions of one or more Plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior. Suicidal or self-destructive commands are simply ignored.

Control Undead
Control Undead [Animation]
Level: Thanaturgy 7, Undeath 6
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to 2 HD/level of undead creatures, no two of which can be more than 30' apart
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them.

Control Vapor
Control Vapor [Animation, Force]
Level: Air 6
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One [Cloud] effect or naturally occurring gaseous mass
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You may halt or prevent the movement of any visible clouds or vapor in a given area distinct from the air around, such as a gaseous weapon, a creature in gaseous form, pyrotechnics, cloudkill, or incendiary cloud. Such enforced immobility may be continued for as long as the caster continues to concentrate on holding the vapor. If such a hold is ever lost, it can never be regained except by use of another spell; the hold is broken and magic expires. The hold prevents gas clouds from altering shape, breaking up, or moving about in any way. Oxygen may pass freely through and about such vapor, dissipating it if its formative magic expires, and allowing (for example) a flammable vapor to burn or explode if it is held by control vapor and attacked with fire. The hold is absolute, even in the face of natural gales or magical gusts of wind, and controlled vapors do not dissipate when assailed by high winds or similar effects.

If the gaseous form is that of an intelligent creature who is normally in control of personal movement, such as a spellcaster under the effects of gaseous form, the affected creature receives a Will saving throw to break the effect each round. If such a saving throw is successful, the spell ends immediately, and the creature is free to move. Until the spell is so broken, a creature in gaseous form cannot move, nor can it change to a non-gaseous form even if it normally has the ability to do so. A creature held by control vapor is effectively paralyzed.
If an effect creating a cloud or vapor ends while that cloud or vapor is being held by this spell, both spells immediately terminate. Note that spectral, ethereal, and insubstantial forms that are not gaseous cannot be affected by this spell.

In addition, with a move action, you may move a held cloud or vapor effect in any direction up to 30'.

Control Water
Control Water [Animation, Water]
Level: Ondinic Tradition 4, Storm 4, Water 4
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: Water in a volume of 10'/level by 10'/level by 2'/level (S)
Duration: 10 minutes/level (D)
Saving Throw: None; see text
Spell Resistance: No
Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per Caster Level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to Caster Level x 10' long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Fax Celestis
2014-08-05, 04:11 PM
Control Weather
Control Weather [Air]
Level: Air 8, Cold 7, Storm 7, Sylphic Tradition 9, Water 7, Weather 7
Casting Time: 10 minutes
Range: 2 miles
Area: 2 mile radius circle, centered on you
Duration: 4d12 hours
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring (coastal area)

Control Winds
Control Winds [Air, Force]
Level: Air 5, Raghnialt's Kiss 5, Storm 5, Sylphic Tradition 5, Weather 5
Casting Time: 1 standard action
Range: 40'/level
Area: 40' radius cylinder, 40' high, centered on you
Duration: 10 minutes/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80' in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
A downdraft blows from the center outward in equal strength in all directions.
An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Strength: For every three Caster Levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.

Corrosive Grasp
Corrosive Grasp [Acid, Eternal]
Level: Might of Talos 2
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You deal 2d6 points of acid damage plus an additional 1d6 per two Caster Levels of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.

Eternal: As above, except measure the dice of damage in d4s.

Create Food and Water
Create Food and Water [Creation]
Level: Creation 3
Casting Time: 10 minutes
Range: Close (25' + 5'/2 levels)
Effect: Food and water enough to nourish three humanoids per level for 24 hours
Duration: 24 hours
The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does. One casting of this spell provides nourishment for three Small or Medium creatures for 24 hours. Creatures larger than Medium (such as as horse) only receive a third as much nourishment per size category: one casting feeds a Large creature for 24 hours (or three Large creatures for 8 hours), one Huge creature for 8 hours, and so on. Creatures smaller than Small don't require as much sustenance, so each casting allows three times as many creatures to feed: one casting feeds 9 Tiny or 27 Diminutive creatures, for instance.

Create Greater Undead
Create Greater Undead [Animation]
Level: Thanaturgy 8, Undeath 7
Casting Time: 1 hour
Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes (object)
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your Caster Level, as shown on the table below.
Caster Level Undead Created
15th or lower Shadow
16th-17th Wraith
18th-19th Spectre
20th or higher Devourer

Create Nightshade
Create Nightshade [Animation]
Level: Undeath 9
Casting Time: 1 hour
Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes (object)
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: nightwings, nightcrawlers, and nightwalkers. The type or types of undead you can create is based on your Caster Level, as shown on the table below.
Caster Level Undead Created
18th or lower Nightwing
19th-20th Nightcrawler
21st or higher Nightwalker

Create Undead
Create Undead [Animation]
Level: Thanaturgy 6, Undeath 5
Casting Time: 1 hour
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
A much more potent spell than animate dead, this spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your Caster Level, as shown on the table below. You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
Caster Level Undead Created
11th or lower Ghoul
12th-14th Ghast
15th-17th Mummy
18th or higher Mohrg

Create Water
Create Water [Creation, Water]
Level: Cold 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Alternatively, this spell can be used to extinguish a non-magical fire of campfire size or smaller. A magical fire of torch size or smaller (such as a continual flame) can also be suppressed by this spell for a number of rounds equal to your Caster Level.

Creeping Doom
Creeping Doom [Summoning]
Level: Animal 7
Casting Time: 1 round
Range: Close (25' + 5'/2 levels) and 100'; see text
Effect: One swarm of centipedes/2 levels
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
When you cast creeping doom, you call forth a mass of centipede swarms (one per two Caster Levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another. You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100' of you. You cannot command any swarm to move more than 100' away from you, and if you move more than 100' from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100').

Crushing Despair
Crushing Despair [Eternal, Mind-Affecting, Morale]
Level: Death 3, Enchantment 4, Eternal 3, Fear 4, Hex 3
Casting Time: 1 standard action
Range: 30'
Area: Cone-shaped burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Eternal: As above, except the range is altered to "Close (25' + 5'/2 levels)", and the spell is a targeted spell that affects a single creature.

Crushing Hand
Crushing Hand [Force]
Level: Might 9
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Effect: One Large hand
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Crushing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, [Polymorph] effects, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. In addition, the hand can push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your Caster Level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), +12 for the hand's Strength score (35), adjusted accordingly for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing hand can also bull rush an opponent at a +18 bonus on the Strength check.
A crushing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

Directing the spell to a new target is a move action.

Crystallize
Crystallize [Cold, Eternal]
Level: Eternal 5, Jotunnskyn 5
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One round/level
Saving Throw: Fortitude partial or Fortitude and Reflex partial
Spell Resistance: Yes
This spell has different effects if it is used on a living or a nonliving creature.

If used on a living creature, the touched creature must make a Fortitude save or be encased in ice and paralyzed for the duration of the spell. In either instance, the touched creature takes 3d6 points of cold damage per round for the duration of the spell from their blood freezing in their veins.

If used on a nonliving creature, the spell functions as above but does not deal ongoing damage. Instead, the creature must make a Reflex save each round or be immobilized.

Eternal: This spell immobilizes its target on a failed Fortitude save. Regardless of the save's outcome, the touched creature takes 1d6 points of cold damage per two Caster Levels.

Cure Critical Wounds
Cure Critical Wounds [Eternal, Healing]
Level: Eternal 5, Healing 4, Life 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, the targeted creature immediately heals an amount of Hit Points equal to three times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to three times their Constitution score, whichever is higher. You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to twice your Hero Value.

Eternal: As above, except the range is reduced to "Touch", and the touched creature heals 5d8 Hit Points, plus your Hero Value.

Cure Critical Wounds, Mass
Mass Cure Critical Wounds [Healing]
Level: Healing 8
Casting Time: 1 standard action
Range: Close (20' + 5'/2 levels)
Target: Up to 1 creature/2 levels, no two of which may be more than 30' apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as cure critical wounds, except as noted here.

Cure Light Wounds
Cure Light Wounds [Eternal, Healing]
Level: Eternal 2, Healing 1, Life 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, the targeted creature immediately heals an amount of Hit Points equal to your highest mental ability score (Intelligence, Wisdom, or Charisma) or to their Constitution score, whichever is higher. You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.

Eternal: As above, except the range is reduced to "Touch", and the touched creature heals 1d8 Hit Points, plus your Hero Value.

Cure Light Wounds, Mass
Mass Cure Light Wounds [Healing]
Level: Healing 5, Life 5
Casting Time: 1 standard action
Range: Close (20' + 5'/2 levels)
Target: Up to 1 creature/2 levels, no two of which may be more than 30' apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as cure light wounds, except as noted here.

Cure Moderate Wounds
Cure Moderate Wounds [Eternal, Healing]
Level: Eternal 3, Healing 2, Life 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, the targeted creature immediately heals an amount of Hit Points equal to one and a half times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to one and a half times their Constitution score, whichever is higher (round down). You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.

Eternal: As above, except the range is reduced to "Touch", and the touched creature heals 2d8 Hit Points, plus your Hero Value.

Cure Moderate Wounds, Mass
Mass Cure Moderate Wounds [Healing]
Level: Healing 6
Casting Time: 1 standard action
Range: Close (20' + 5'/2 levels)
Target: Up to 1 creature/2 levels, no two of which may be more than 30' apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as cure moderate wounds, except as noted here.

Cure Serious Wounds
Cure Serious Wounds [Eternal, Healing]
Level: Eternal 4, Healing 3, Life 3
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, the targeted creature immediately heals an amount of Hit Points equal to twice your highest mental ability score (Intelligence, Wisdom, or Charisma) or to twice their Constitution score, whichever is higher. You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to twice your Hero Value.
Eternal: As above, except the range is reduced to "Touch", and the touched creature heals 3d8 Hit Points, plus your Hero Value.

Cure Serious Wounds, Mass
Mass Cure Serious Wounds [Healing]
Level: Healing 7, War 7
Casting Time: 1 standard action
Range: Close (20' + 5'/2 levels)
Target: Up to 1 creature/2 levels, no two of which may be more than 30' apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as cure serious wounds, except as noted here.