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Jormengand
2016-10-19, 08:40 AM
The Paragon of Duality
You never really learn how to use something until you learn to combine it with something else.


A paragon of duality learns everything there is to know about single school of magic, but this includes its interaction with other schools. A conjurer of duality, then, learns spells from the mighty school of diabolism by learning about the interaction of conjuration and necromancy, and also learns the power of convocation through its interaction with evocation. A necromancer of duality will still learn of diabolism as will an evoker of duality learn of convocation. Through this, a paragon of duality learns to attune one central theme to many purposes.

Adventures: A paragon of duality has a slightly less unhealthy obsession with a single school than some specialists, willing to try other schools to see how they interact. They are always learning, however, and an adventure gives them more than their fair share of targets, willing or otherwise.

Characteristics: A paragon of duality has one specialism, but their spells without exception mix in the powers of another school, allowing them to remain relevant where their speciality is less directly useful.

Alignment: All paragons of duality work with necromancy, but few concentrate on it enough to affect their alignments. In general, a paragon of duality can be any alignment.

Religion: Paragons of duality often worship deities of magic or experimentation.

Background: Paragons of duality often learn alongside wizards, and are trained as specialists but can't help but experiment with the schools they might have neglected. Alternatively, they might find magical power like a sorcerer, but find that it always comes back to a single school, even when they work with others.

Races: Any race can produce paragons of duality, but human flexibility and dwarven inventiveness are the kind of traits that might encourage them. Of course, the high intelligence and dexterity of grey elves serves paragons of duality just as well it does wizards.

Other Classes: Wizards like the experimentation inherent in paragons of duality, and many wish they could learn their spells. Sorcerers, of course, can learn spells that they understand through study, so they are often eager to learn the unique perspective of the paragon of duality. In general, other classes treat them much the same as they might treat wizards of the same specialism.

Role: A paragon of duality has a fair selection of spells, all of which are directed to a similar cause but each of which has its own diversion from that goal, allowing them to specialise without cutting out other options that might have been available to them.

Adaptation: A paragon of duality could be a member of some kind of secret order; for example, necromancers who disguise their spells as one of the other schools of magic. Perhaps necromancy is banned, and there is no good test for necromancy, only a test for each other school. Universal spells are banned partly as they are indistinguishable from necromancy and partly because many of them can emulate or assist with necromancy spells anyway. Paragons of necromancy therefore pass their diabolism spells off as conjurations and their maledictions as enchantments, as there's no way to tell that they are also necromancy. Conversely, in the land where there is one true school of magic, a paragon of that school may be a creature keen to explore other schools but afraid to eschew the sanctioned one - they may even be permitted to explore that school's interactions with other schools. Alternatively, it could be that the spells' schools have no special significance, and scholars are still working to find what connection, if any, they have to the standard schools.

GAME RULE INFORMATION
Paragons of duality have the following game statistics.
Abilities: Intelligence is of the greatest importance to paragons of duality, just as it is to wizards. Similarly, dexterity and constitution are useful to add to their survivability just as for wizards.
Alignment: Any
Hit Die: d4
Starting Age: As wizard.
Starting Gold: As sorcerer

Class Skills
The paragon of duality's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

PARAGON OF DUALITY


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

1st+0+0+0+2Duality Companion22覧覧覧覧
2nd+1+0+0+3Bonus Feat33覧覧覧覧
3rd+1+1+1+3Widened Horizons (1st)442覧覧覧
4th+2+1+1+4Twin Talons553覧覧覧
5th+2+1+1+4Widened Horizons (2nd)6642覧覧覧
6th+3+2+2+5Bonus Feat6653覧覧覧
7th+3+2+2+5Widened Horizons (3rd)66642覧覧
8th+4+2+2+6Meta-Duality66653覧覧
9th+4+3+3+6Widened Horizons (4th)666642覧覧
10th+5+3+3+7Bonus Feat666653覧覧
11th+5+3+3+7Widened Horizons (5th)6666642覧
12th+6/+1+4+4+8School Replacement6666653覧
13th+6/+1+4+4+8Widened Horizons (6th)66666642覧
14th+7/+2+4+4+9Bonus Feat66666653覧
15th+7/+2+5+5+9Widened Horizons (7th)666666642
16th+8/+3+5+5+10Double Attempt666666653
17th+8/+3+5+5+10Widened Horizons (8th)6666666642
18th+9/+4+6+6+11Bonus Feat6666666653
19th+9/+4+6+6+11Widened Horizons (9th)6666666665
20th+10/+5+6+6+12Embodiment of Duality6666666666


Class Features
All of the following are class features of the paragon of duality.

Weapon and Armor Proficiency
Paragons of duality are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with their gestures, which can cause their spells with somatic components to fail.

Spells
Paragons of duality choose a single spell list from the abjurer of duality spell list, the conjurer of duality spell list, the diviner of duality spell list, and so on for each other school of magic (Universal is not counted as a school of magic). For ease, these are written as a single paragon of duality spell list, as all of the spells thereon appear on two different sub-lists. To find out which sub-lists a spell appears on, you can check by the spell school to which it belongs, as follows.

Paragon of duality spells do not belong to any of the normal schools of magic. Instead, they belong to a single combination school. This lends them some advantages compared to normal spells, and also some weaknesses. A spell of the convocation school (conjuration+evocation) will be used as an example of where the school does and does not count as each of its component schools, and will be compared to the spell fire bolt which is a conjuration and an evocation, vision of the omniscient eye which is a divination and an evocation, and teleport which is a conjuration, but the rules are the same for the other dual-schools:


The spell registers as conjuration and evocation under the effects of detect magic. It does not register specifically as being a convocation spell, and so would not be distinguishable from fire bolt save by effects which can tell the specific spell being used.
The spell can be used with the improved counterspell feat to counter either fire bolt or teleport if it is high enough level to do so, but it cannot be used to counter vision of the omniscient eye, nor can teleport or vision of the omniscient eye be used to counter it, but fire bolt can. In general, the spell must be all of the schools of the spell to be countered in this way, so a convocation can counter spells which are no schools except for conjuration and/or evocation (and which aren't universal spells, which can only be countered by other universal spells in this way), and a spell must be at least conjuration and evocation (but could be anything up to all eight schools) to counter it.
A spell or ability which protects against either conjuration spells or evocation spells, or which calls out specifically conjuration spells or evocation spells, even if it doesn't refer to both, will affect the spell. A spell which affects both will only ever affect a single spell once unless it specifies a greater effect for spells which belong to both schools, but an effect that improves conjurations and an unrelated effect which boosts evocations would affect the spell twice. Spell focus is an example of an effect that would not stack, but if one somehow gained greater spell focus in conjuration while having spell focus in evocation (and not in conjuration), the two would stack for a convocation. Similarly, a diabolism (conjuration and necromancy) would be affected by corpsecrafter (which alters necromancy spells) and spell focus in conjuration.


To find out which list a spell belongs to, you can look at its combination school and find out which two schools that combination is made up of. That spell belongs to the spell lists of both those schools. For example, every convocation spell ever to come to be belongs to both the conjurer of duality and evoker of duality spell lists. However, the spells fire bolt and firestride exhalation do not, because even though they are conjuration and evocation spells, they are not convocation spells.

A paragon of duality knows every spell on the chosen spell list, and casts spells as a sorcerer does, except that intelligence is used in place of charisma and that the spells cast are both arcane and divine - they are subject to arcane spell failure as they are arcane spells, but otherwise they are treated as both.

The combination schools are as follows:


AbjConDivEncEvoIluNecTra
AbjAdjurationPrecognitionInhibitionProtectionInter ventionSacramentWarding
ConAdjurationExhortationPetitionConvocationReplica tionDiabolismMorphism
DivPrecognitionExhortationCogitationExhibitionOnei rismSeanceRetribution
EncInhibitionPetitionCogitationCoercionDeceptionMa ledictionAnimation
EvoProtectionConvocationExhibitionCoercionIllumina tionEffigyDestruction
IluInterventionReplicationOneirismDeceptionIllumin ationApparitionSilhouette
NecSacramentDiabolismSeanceMaledictionEffigyAppari tionAnimism
TraWardingMorphismRetributionAnimationDestructionS ilhouetteAnimism


Adjuration holds people to a limited set of actions, allowing you to force them to perform specific actions or prevent them from attacking you.
Animation brings nonsentient objects into motion, or compels your enemies to act through physical force rather than subtle mental influence.
Animism is the control of, or assault on, the souls of living beings, or beings which were once living and retain, or are, the souls of the creature they once were.
Apparitions are much like phantasms, but rather than having a single effect and then going away, they stick around as though they had been summoned or raised.
Coercion spells are a direct assault on a creature's mind. If enchantment is picking the lock on someone's mind, coercion is bashing down the door.
Cogitation allows for super-fast rationalisation, thought, and understanding. Enchanters or conjurers of duality can look at a language they have never seen and learn the meaning in moments, or decipher a hidden message just by looking at it.
Convocation creates lasting forms of energy, allowing a pillar of fire to rise while its creator becomes living lightning.
Deception tricks people. Their beliefs are changed, and what they see changes to match; they see an illusion and their worldview reforms to suit it.
Destruction is its own explanation, causing life to become death and structure to become ruin. Proud stone towers collapse into rubble and creatures go up in flames.
Diabolism is the use of demons for one's bidding. It has a subschool, possession, but also allows calling of demons to serve the user. Possession effects are ones which force a demon into a creature's body, allowing some degree of control of that body (whether by the caster or otherwise).
Effigy spells are ones which affect one creature through another creature or object: the archetype of effigy is the standard voodoo doll, and this school of magic allows the pins in the doll to come to life in the victim.
Exhibition allows you to reveal the results of your divinations to other creatures, or project a message outwards. Alternatively, you can use your divinations as the targetting equipment for a powerful attack.
Exhortation is an appeal made to a creature to aid you, or a forceful attempt to bring a creature or object, willing or otherwise, to you.
Illumination is the control of light, allowing you to make devastating attacks which blind your foes, or plunge entire continents into darkness.
Inhibition dissuades people mentally from their goal, suggests to them another course of action, or leads them astray by suggesting the impossible. If all else fails, it crushes their spirit until they choose to stop.
Intervention convolutes things, it targets some creature and places impedements to their goal, or chooses some other creature and foils plans to harm them. To use intervention is to confound someone, somewhere, in some action.
Malediction is a fancy way of referring to curses: these are abilities which plague a creature in some way and are generally difficult to remove.
Morphism refers to the changing of one's form, or in this case merging one's form into that of a summoned creature, potentially allowing you to remain unharmed no matter how much damage the morph sustains.
Oneirism is the manipulation of dreams, allowing you to transmit messages between sleeping creatures or even bring a creature's nightmare to life.
Petition is a wide call for creatures to answer to you, to come to your aid, or to rally to your cause; using the power of petition allows you to send a rallying cry to those who would never normally even hear you out without leaving your seat.
Precognition allows you to protect yourself or other creatures with foreknowledge of events that are to come. Further, while neither divination nor abjuration have strong aggressive potential, the combination can be devastating, flooding a creature's mind with warnings against their untimely (and inevitable) demise.
Protection is the creation of physical impediments to harm: walls and shields of energy that block the attacks of those who wish to harm the allies of the caster.
Replication allows you to copy creatures, spells or abilities, enabling you to use abilities that are beyond your grasp, but within another creature's.
Retribution is an odd sort of divination, which only seeks to influence what happens after the event: by retaliating in full force. The weak points left by an opponent's attack are automatically exploited.
Sacrament guards one's soul, and wards against those with ill intent. It is used by necromancers to ensure that their undead are protected from the machinations of clerics, and by abjurers to ensure that they can protect all creatures, alive or dead.
Seance is the act of speaking to the spirits of the dead. They have the power to serve you or impart wisdom to you, allowing valuable information to be obtained or armies to be defeated.
Silhouette is the physical manipulation of shadows, allowing a creature to be strangled by the darkness or even forced to fight their own shadow in battle.
Warding is the ability to create safeguards which impede magical and physical assault on a creature, usually by changing the attack in a way that makes it less harmful.

Duality Companion (Ex)

A paragon of duality has access to a companion exactly like a druid's animal companion, except that it is chosen from the paragon of duality companion list. As the companion's hit dice advance, it gains an additional hit die of each type that it is whenever it would normally gain two hit dice. For example, a fey dragon companion belonging to a 3rd-level paragon of duality gains a fey hit die and a dragon hit die over and above those hit dice given in its base statistics.

Bonus Feats
Paragons of duality gain bonus feats at levels 2, 6, 10, 14, and 18. These bonus feats can be chosen from among item creation feats and metamagic feats, in both cases for which the paragon of duality meets the prerequisites, or for feats with "Two-weapon" in the name.

Widened Horizens (Ex)
At every second level after first, the paragon of duality learns an extra spell from a part of the Paragon of Duality spell list which would not normally be known, of the level indicated on Table: The Paragon of Duality. For example, an Abjurer of Duality could at fifth level take the spell Merge with Creature I.

Twin Talons (Ex)
From fourth level, whenever the paragon of duality wields two weapons, treat the paragon of duality class as having the medium base attack bonus progression to determine attack bonus and the maximum number of attacks that can be made.

Meta-Duality (Ex)
From eighth level, whenever the paragon of duality uses a spell with two metamagic feats, so long as each metamagic feat adjusts the spell slot by at least one level, the total adjustment is reduced by 1. This ability does not stack with any ability that reduces or replaces metamagic spell slot adjustments.

School Replacement (Ex)
From twelfth level, the paragon of duality can treat any effect that would affect schools of any specific school as affecting schools of any other school instead or as well. For example, spell focus now affects all spells, and corpsecrafter now affects undead created by any school of magic and not just necromancy (which is useful with the fell animate metamagic, for example).

Double Attempt (Ex)
From sixteenth level, the paragon of duality makes all d20 rolls twice and takes the better result.

Embodiment of Duality (Na)
From twentieth level, the paragon of duality takes on a second creature type, gaining all of that type's listed immunities. If the paragon of duality is any type other than undead or deathless and is also a construct, add the living construct subtype. You cannot take on:

- The animal type if you have an intelligence greater than 2 or are a dragon or a magical beast or a vermin.
- The construct type if you are an elemental.
- The deathless type if you are undead or are evil or have the evil subtype.
- The dragon type if you are an animal or a magical beast or a vermin.
- The elemental type if you are a construct.
- The fey type if you are a giant or if your size is larger than medium.
- The giant type if you are a fey, a humanoid or a monstrous humanoid or if your size is smaller than large.
- The humanoid type if you are a giant or a monstrous humanoid.
- The magical beast type if you are an animal or a dragon or a vermin.
- The monstrous humanoid type if you are a giant or a humanoid.
- The ooze type if you have an intelligence score.
- The undead type if you are deathless or are good or have the good subtype.
- The vermin type if you are an animal or a dragon or a magical beast or if you have an intelligence score.


Paragon of Duality Spell List

0lvl

Adjur

Moment of Peace: Creatures stop what they're doing long enough to talk.
Trip Trap: Creature may be knocked prone or drop held items.

Anima

Control Self: Force drags you out of harm's way.
Telekinetic Fist: Throw a punch... literally.

Animi

Detect Souls: Detect the presence or absence of souls in the area.
Soulstrike: Lash out against ethereal or incorporeal foes.

Appar

Blade of Thoughts: Conjure dagger to fight with.
Figment Doll: Diminutive doll does menial tasks for you.

Coerc

Force Hand: Target becomes more sure of their actions.
Mind Knock: Target may take minor mental damage.

Cogit

Moment of Thought: You and allies take 1 round/level (apparent time) to discuss strategy.
Speed-read: All reading is five times faster.

Convo

Ignite: Object or creature might Catch on Fire.
Liquid Lightning: Create liquid that deals electricity damage when thrown or drunk.

Decep

Look Again: Convince person to re-check evidence and believe the new result.
Mind Patch: Fixes minor problems with your deception.

Destr

Hammer: Strike a single creature or object for 1d3 bludgeoning damage and break glass.
Topple: Knock over stacked objects.

Diabo

Hellfire: Attack deals 1d6 damage to enemy and 1d3 damage to you.
Summon Lemure: Summons a lemure but no way to control it.

Effigy

Cloth Shield: Create a toy out of cloth to take damage for you.
Distract: Distract any creature at a crucial moment.

Exhib

Depict: Recall and show an image of a creature.
Photograph: You blink, and copy what you were looking at onto paper.

Exhor

Erika's Beckoning: You move a creature 5 feet towards you.
Sudden Grab: You try to disarm a creature with your intelligence.

Illum

Ari'El's Red Mark: Laser sight makes attacking a target easier.
Dazzlebeam: Beam of light dazzles creatures.

Inhib

Calanthe's Effortless Charm: Opponents can't attack you and you can't do anything.
Cover Moderate Wounds: You don't look as injured.

Inter

Artificial Difficulty: Task looks harder than it is.
Falter: Creature reconsiders action long enough to take penalties.

Maled

Bear Curse: Ignore curses for a while.
Minor Curse: Creature takes -1 penalty on most rolls for a while.

Morph

Merge with Minor Creatures: Summon a lizard, rat, toad or weasel to merge with.
Subsume Item: Item vanishes into your body for 1 round/level.

Oneir

Dream Message: Pass short message to sleeping creature without waking them.
Flashback: Eerie image flashes before a target's eyes.

Petit

Cry for Aid: Scream can be heard at great range.
Whispered Supplication: Send out cosmic plea for a cantrip you don't know.

Preco

Percieve Intent: Work out what a creature might do next.
Trajectory: Improve your aim by observing object's flight path

Prote

Siphon Strike: Take a single attack for ally.
Sudden Shielding: +4 AC against one attack.

Repli

Carbon Copy: Create exact copy of a document.
Rebuild: Make a second copy of broken object rather than repairing the old one.

Retri

Backlash: Next attacker takes 1d3 points of damage.
Opportune Moment: Next Attack of Opportunity deals 1d6 more damage.

Sacra

Last Rites: Destroy a dead body of a willing creature.
Smite Undead: Gain single-use smite ability vs undead creatures.

Seance

Last Words: Creature can speak for 1 round/level after death.
Speak with Undead: Undead can understand you.

Silho

Darkening: Shadows become even darker.
Move Shadow: Shadows move under your control.

Wardi

Minor Dispulsion Ward: You are protected from a single harmful cantrip.
Splinter Shield: Crystal ward shatters when you are attacked weakly, protecting you.

1st

Adjur

Flock Together: Two objects or creatures or one of each are attached tight.

Anima

Animate Weapon: Weapon attacks on its own for a while.

Animi

Summon Minor Spirit: Summon spiritual lizard, rat, toad or weasel.

Appar

False Truth: Object appears to be an illusion when inspected.

Coerc

Mind Spike: Creature takes mental damage.

Cogit

Instinctive Awareness: +5 to perception-based skills.

Convo

Wield Energy: Your attacks deal damage of one energy type.

Decep

Falsehood: Creature believes false information until shown evidence.

Destr

Lascutter: Laser cuts through wood and some metals.

Diabo

Lemure Servant: Summon and control a lemure.

Effigy

Needle Doll: Focus can repeatedly hurt specific creature.

Exhib

Scope Sight: A creature gets +15 to next attack roll.

Exhor

Call to Hand: Grab an unattended object.

Illum

Beam of Light: Beam deals fire damage.

Inhib

Cover Critical Wounds: You look a lot less injured.

Inter

Brittleness: Object becomes fragile and may break easily.

Maled

Nonresistance: Creature takes additional damage from attacks.

Morph

Merge with Creature I: Merge with a creature from the Summon Monster I list.

Oneir

Restful Sleep: Sleep heals creatures more.

Petit

Humble Supplication: Send out cosmic plea for a 1st-level spell you don't know.

Preco

Quick Reactions: Gain a bonus to armour class and reflex saves.

Prote

Guardian Shell: Shell protects against some damage.

Repli

Charicature: Copy of creature looks like them but has no special abilities.

Retri

Counterattack: Readied attack deals extra damage.

Sacra

Soul Warden: Soul cannot be attacked directly.

Seance

Soul of One: Ask one person one question and ask that question once ever.

Silho

Grab from Shadows: If you can touch object's shadow, move that object.

Wardi

Exhaustion Shield: Drain more resources from magical and psionic attackers.

2nd


Adjur

Trianna's Chainstrike: Conjure chains to wrap around creatures.

Anima

Kinetic Trap: Objects come to life and slam into intruders.

Animi

Sammael's Visage: Gain a power of a ghost.

Appar

Phantasmal Dancer: Phantasm distracts a creature.

Coerc

Secret Surrender: Creature gives information they are focussed on keeping from you.

Cogit

Analysis: Gain a piece of information about a creature.

Convo

Volcanic Sphere: Rolling ball of magma knocks foes back and explodes.

Decep

Forger's Hand: +20 on forgery and decipher script checks.

Destr

Wallcrash: Smash through building parts.

Diabo

Impiety: Summon an imp to serve you.

Effigy

Positive Feedback: Create likeness of a person to allow allies to help by proxy.

Exhib

Shared Experience: Show allies what you can sense.

Exhor

Joshua's Tether: Grab a creature and attempt to pull them to you.

Illum

Mirror Force: Creates a small mirror that can bounce your illumination spells.

Inhib

Shadow of Nothing: Fake signs of creature's passing.

Inter

Close Counter: Counter a spell immediately but lose next standard action.

Maled

Animals' Curse: Ability score reduced by 4.

Morph

Merge with Creature II: Merge with a creature from the Summon Monster II list.

Oneir

Awaken: Creature wakes up for a moment then may return to sleep.

Petit

Trembling Supplication: Send out cosmic plea for a 2nd-level spell you don't know.

Preco

Detect Hostile Intent: You can detect hostile creatures within 30 feet of you, just like the Detect Hostile Intent power.

Prote

Shielding Screen: +6 shield bonus to AC lasts a long time.

Repli

Serial Strike: Make melee or ranged attack that's a copy of an attack that was just made.

Retri

Body of Fire: Flames burn attackers.

Sacra

Drain Guard: Prevent energy drain.

Seance

Spirit Messenger: Dead creature sends message if willing.

Silho

Shadow Companion: Your shadow separates and helps you.

Wardi

Depower Spell: Spell is less effective.

3rd


Adjur

Hold Oath: Creature may make promise; if so they are physically forced to keep it.

Anima

Animate Corpse: Corpse rises as an animated object

Animi

Summon Spirit I: Summon Monster I with the Ghost template.

Appar

Illusory Walkways: Stairs and bridges work for some creatures but not others.

Coerc

Force Mind: Intimidate with bonus.

Cogit

Pieces of the Puzzle: Work out links between information.

Convo

Summon Elemental: Summon an elemental to fight for you.

Decep

Implicit Lie: Creature believes a single thing that isn't true.

Destr

Killbeam: Attack just deals damage.

Diabo

Body Possession: Demon animates corpse.

Effigy

Lead Pendant: Slow any creature.

Exhib

Transparency: Object is transparent to everyone.

Exhor

Grappling Hand: Grapple creature from afar or pull self onto object.

Illum

Ring Gates: Creates focus that moves beam about.

Inhib

Prevention Force: Ban one action.

Inter

Doubt: Creature takes penalty which decreases over time.

Maled

Archetype of Cursing: More powerful version of Bestow Curse

Morph

Merge with Creature III: Merge with a creature from the Summon Monster III list.

Oneir

Lucid Waking: Creature thinks they're dreaming.

Petit

Courageous Supplication: Send out cosmic plea for a 3rd-level spell you don't know.

Preco

Lightning Reactions: Bonus to AC and reflex saves; evasion.

Prote

Barricade Portal: Locks a portal, makes it stronger, and can't be unlocked or knocked.

Repli

Serial Spell: Cast a copy of another spell by spending the required spell slot as well as this one.

Retri

Shield of Thorns: Creatures in combat with you take damage.

Sacra

AEther Wall: Material creatures can pass through wall on ethereal plane

Seance

Assembly Node: Touched point becomes a node in a communication network

Silho

Shadowmorph Object: Get a half-real version of object.

Wardi

Block Attack: Attack deals no damage to you.

4th


Adjur

Reinstate Magic: Return dispelled spell of 4th level or below.

Anima

Hurl Enemy: Throws an enemy about.

Animi

Vampire Blade: Steal enemy's soul to gain health.

Appar

Wall of Illusion: Illusory wall really does block creatures, if they believe.

Coerc

Mind Hammer: Creature takes mental damage and if it would run out of ability score, you control it for a while.

Cogit

Erika's Immense Scrutiny: Identify everything about object's structure.

Convo

Smoke Burst: Attack deals damage and reduces accuracy.

Decep

Mind Wipe, Lesser: Creature forgets recent events and invents new ones.

Destr

Blood Lance: Attack steals opponent's hit points.

Diabo

Summon Barbazu: Summon a bearded devil.

Effigy

Living Doll: When a creature takes damage, so does its ally.

Exhib

Firesight: Invisible creatures Catch On Fire.

Exhor

Vacuum Pull: Strong winds pull towards your hand.

Illum

Holy Lance: Fires a beam of light that deals a lot of damage.

Inhib

Calanthe's Innocence: Creatures try to focus attacks on someone other than targeted creature.

Inter

Ari'El's Sabotage: Item is misplaced or appears broken at crucial time.

Maled

Curse of Thorns: Creature takes all damage it deals.

Morph

Merge with Creature IV: Merge with a creature from the Summon Monster IV list.

Oneir

Suspended Animation: Fast healing but can't act.

Petit

Pious Supplication: Send out cosmic plea for a 4th-level spell you don't know.

Preco

Consequence: Learn consequences of a specific action.

Prote

Modular Armour: Armour is magical and can add enchantments.

Repli

Storm Bolts: Fire a bolt for each spell cast this turn.

Retri

Erika's Watchhound: Construct dog attacks creatures which attack you or it.

Sacra

Mind Cure: Removes mental ability damage and mind-affecting afflictions.

Seance

Out of Body Experience: Leave body to look around.

Silho

Noone's Shadow Warrior: Your shadow separates and gains warrior levels.

Wardi

Shield Dome: Damage taken within shield is halved.

Jormengand
2016-10-19, 08:41 AM
5th


Adjur

Force into Ruin: Creature must behave recklessly.

Anima

Animate Creature: Creatures gain extra abilities much like some animated objects.

Animi

Summon Spirit II: Summon Monster II with the Ghost template.

Appar

Stay Strong: Creature appears immune to all damage.

Coerc

Antony's Interrogation: Creature answers questions truthfully or is physically and mentally tortured.

Cogit

Extrapolate: See through things without needing actually to see through.

Convo

Thrumming Sphere: Sphere of energy knocks opponents back and deals sonic damage.

Decep

Object Impermanence: Creatures who see you and look away forget about you.

Destr

Gjallarhorn: Blast of force and sound levels walls.

Diabo

Chains of Possession: Summon a Kyton.

Effigy

Stone Warden: Statue takes damage for you and explodes to save you from death effects.

Exhib

Shared Scrying: As scrying, but allies can look too.

Exhor

Gatestone: Stone can be teleported to once, then shatters.

Illum

Lens Focus: Creates lens which causes your light spells to deal more damage.

Inhib

Lethargy: More powerful slow effect.

Inter

Degrading Aura: Everything in area appears worthless and fragile.

Maled

Red Mist: Creature attacks any creature near it.

Morph

Merge with Creature V: Merge with a creature from the Summon Monster V list.

Oneir

Ari'El's Catatonia: Creature falls asleep for a long time or until a condition is met.

Petit

Impetuous Supplication: Send out cosmic plea for a 5th-level spell you don't know.

Preco

Eye of Guidance: See everything in detail that gives a +20 to skill checks.

Prote

Centre Split: Take damage as though everything were only half real.

Repli

Class Act: Copy a single class feature.

Retri

Eye for an Eye: Attackers take effect of their own attacks on subject.

Sacra

Spiritual Release: Creature's soul is reforged, untrapped, and allowed to pass on.

Seance

Locate Spirit: Find a specific spirit or ethereal being.

Silho

Shadow Salesman: Turn an item into the money it sells for or money into an item that costs up to two thirds as much.

Wardi

Reflection Shield: Attack damages user instead of you.

6th


Adjur

Timeshackle: Creature is massively slowed.

Anima

Supreme Animation: Animate more objects.

Animi

Free Spirit: Creature rises as a ghost.

Appar

Blade of Realities: Sword shows people the futility of their existence.

Coerc

Mental Strength: Fight using your mental abilities.

Cogit

Solve: Riddle or puzzle is solved if you have enough information.

Convo

Force of Nature: As summon nature's ally II, but it's a force effect.

Decep

Mind Wipe: Creature forgets events chosen by you and invents new ones.

Destr

Obliterating Blast: Deal damage and the damage can't be prevented.

Diabo

Bone Titan: Summon an Osyluth

Effigy

Burn at the Stake: Deal fire damage to any creature.

Exhib

Cartographer's Will: Create a map of the surrounding area.

Exhor

Joshua's Living Armoury: You and allies equip selves with items telekenetically.

Illum

Barbs of the Sun: Beam traps creatures it hits.

Inhib

Inferiority Complex: Creature believes actions are not effective.

Inter

Fallen Hero: Allies of creature appear to die.

Maled

Pariah: Creature is everyone's enemy.

Morph

Merge with Creature VI: Merge with a creature from the Summon Monster VI list.

Oneir

Gift of Sleep: Sleep-immune creatures or creatures who don't sleep at all go to sleep anyway.

Petit

Righteous Supplication: Send out cosmic plea for a 6th-level spell you don't know.

Preco

Witness the End: Creatures glimpse judgement day and are dazed, confused or frightened.

Prote

Protection from Everything: Gain damage reduction, AC bonus, save bonuses, spell resistance and energy resistance.

Repli

Serial Species: Polymorph into creature even if it's outside its scope.

Retri

Vengeance: Creature becomes more powerful at low health.

Sacra

Graveguard: Creature's body and soul are protected by ghost warriors.

Seance

Prophecy: Most important information that you need is given to you, even if it's not what you're after.

Silho

Shadowmorph Creature: Get a half-real version of creature.

Wardi

Draining Shield: Attack heals you instead of damaging you.

7th


Adjur

Bind into Service: Creature forced to serve you, but retains own capabilities.

Anima

Foewielder: Telekinetically use an enemy as a weapon.

Animi

Summon Spirit III: Summon Monster III with the Ghost template.

Appar

Face your Fears: Creatures see their own worst fears in illusion.

Coerc

Overcome Mind Blank: Use mind-affecting abilities on mindless or mind blanked creatures.

Cogit

Erika's Contemplation: Re-shuffle spell slots remaining.

Convo

Prismatic Weapon: Weapon deals variety of effects on hit.

Decep

Paranoia: Creature attacks allies.

Destr

Kinetic Bombardment: Attack deals massive amounts of damage but is very inaccurate.

Diabo

Fiendish Possession: Call a devil to possess a creature.

Effigy

Puppet Master: Control a creature from afar.

Exhib

Surveillance: You set up a screen that can see into another area.

Exhor

Group Gatestone: Everyone in a group can teleport to stone once before it dies.

Illum

Trishot: Splits beam into three more beams going left, right and straight ahead.

Inhib

Fauxcurse: Target believes self to be ill or under a terrible curse.

Inter

Ari'El's Phantasmal Wardens: Illusory creatures appear to fight and deal a lot of damage.

Maled

Decrepify: Creature's movement, attack bonus, damage dealt and armour class are halved.

Morph

Merge with Creature VII: Merge with a creature from the Summon Monster VII list.

Oneir

Dream of Reality: Act normally while resting.

Petit

Holy Supplication: Send out cosmic plea for a 7th-level spell you don't know.

Preco

Seven Steps Ahead: Dodge seven attacks against you.

Prote

Cast Through Time: Creature is banished to where it was an hour ago.

Repli

Teletransporter: Creatures teleport and heal.

Retri

Mark of Cain: Subject is avenged sevenfold when attacked.

Sacra

Inviolable Aura: Creatures near target are immune to harm but target can't be protected.

Seance

Circle of Friends: Speak with multiple creatures.

Silho

Greater Shadow Salesman: As shadow salesman, but items buy and sell at normal buying price.

Wardi

Sammael's Spellbreaker: Dispels a spell without a check.

8th


Adjur

Crushing Prison: Creature can't move and is slowly crushed.

Anima

Sammael's Tsunami: Water rises to attack foes.

Animi

Sammael's Exorcism: Remove soul from a creature's body

Appar

Phantasmal Army: Creatures appear and fight unless disbelieved.

Coerc

Mind War: You and opponent take opposing will saves; opponent takes mental damage for losing.

Cogit

Ego Escape: Cast spells from outside of body.

Convo

Form of the Five: Become a roiling mass of energy.

Decep

Greater Mind Wipe: Creature forgets events of your choice and believes new information of your choice.

Destr

Antony's Iconoclasm: Destroys every religious symbol or structure in range.

Diabo

Barbed Warrior: Summon a Hamatula.

Effigy

Synecdoche: Use a piece of a creature's body to inflict effects on the whole creature.

Exhib

Speak With Creature: As sending but no word limit.

Exhor

Dark Presence: Apply effect of elder evil presence to an area.

Illum

Divine Light: An exceptionally powerful light attack.

Inhib

Power Drain: Casting or manifesting costs extra slots or points.

Inter

United we Stand: Teleport to ally and negate attack against them.

Maled

Noone's Master Curse: Curse causes all Bestow Curse options.

Morph

Merge with Creature VIII: Merge with a creature from the Summon Monster VIII list.

Oneir

Ari'El's Infectious Hibernation: Creature gets sequester effect, and creatures who find them are sequestered too.

Petit

Fervent Supplication: Send out cosmic plea for an 8th-level spell you don't know.

Preco

Resolve Intent: Find out what will happen if creatures attempt what they intend upon.

Prote

Shield Warden: Summon a Shield Guardian.

Repli

Storm of Spells: Cast a standard-action spell for each spell cast this turn.

Retri

Blood Feud: Target has obvious, unmaskable mark; if killed, killer subject to familicide.

Sacra

Anchor to the AEther: Creature becomes ethereal without chance to save.

Seance

Ghostly Imbuement: Gain many abilities of a ghost without leaving your body.

Silho

Dark Assassin: Creature fights their own shadow.

Wardi

Castle of Peace: Attacks within area are negated.

9th


Adjur

Commandeer: You choose the targets of a spell.

Anima

World Wakes: Animate massive boulders, mountains and trees.

Animi

Ghostly Projection: Your spirit is freed from your body and can return when defeated or before.

Appar

Retroactive Illusion: Illusory duplicate is and isn't you.

Coerc

Cerebral Storm: Creatures in area take mental damage and are forced to submit to your will if they would be knocked out.

Cogit

Knowledge Overload: Take massive mental damage to know everything about any creature.

Convo

Volcano: Creates a volcanic eruption.

Decep

Total Simulation: Creature believes whatever you want, forever.

Destr

Ruination of Cities: Destroy a city.

Diabo

Lord of Cania: Summon a gelugon.

Effigy

Noone's Perdition: Kill any creature.

Exhib

Fractal Vision: Model represents surrounding area in microcosm.

Exhor

Bring Me the Stars: Acquire any object that exists.

Illum

A Light that Never Goes Out: Create a source of light that cannot be put out by any means whatever.

Inhib

Depression: Creature doesn't take actions.

Inter

Mage's End: End all nearby magic.

Maled

Albatross' Curse: 200 hit dice of undead rise and attack the subject.

Morph

Merge with Creature IX: Merge with a creature from the Summon Monster IX list.

Oneir

Summon Dreamheart: Copy the dreamheart onto another plane, or create an equivalent.

Petit

Exalted Supplication: Send out cosmic plea for a 9th-level spell you don't know.

Preco

Retroactive Knowledge: Replay situation with newfound knowledge.

Prote

True Shield of the Faithful: Shield has many hit points and pays to protect against status effects.

Repli

Gnusto: Copy any spell into spells known but only one at a time.

Retri

Feel My Pain: Creature takes effects of attacks for you.

Sacra

Soulstorm: Ghosts deal damage, possess and cause weather effects.

Seance

Speak with Deity: Divine being answers questions for you.

Silho

Noone's Shadow Master: Your shadow separates and gets all your remaining spells.

Wardi

Immortal Coil: You are immortal.

Jormengand
2016-10-19, 08:42 AM
Spell Descriptions (Adjur-Coerc)

Adjur

0lvl

Moment of Peace
Adjuration
Level: Paragon 0
Components: V, S
Casting Time: 1 immediate action
Range: Unlimited.
Target: Creatures in combat with you.
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Each creature takes a moment to talk.

All creatures in the combat, friend or foe, stop what they're doing for a moment, getting a moment to speak. Out of all creatures in combat, you choose the order for them to speak, and each one in turn spends their round of six seconds doing nothing but talking. You cannot change the order once creatures have begun speaking. You are yourself included in the order of speaking. Once each creature has had a chance to speak, the spell ends and initiative order resumes as normal.

Trip Trap
Adjuration (Creation)
Level: Paragon 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: 10 foot tripwire
Duration: 1 minute/level
Saving Throw: Reflex negates and reflex partial.
Spell Resistance: No.
You create a tripwire that may knock a creature over.

You create a 10 foot tripwire between two points that you can reach (you are permitted to move during the casting just enough to touch them, and will probably have to if your reach is less than 5 feet). The search and disable device DC to find and disable the trap are equal to the reflex save DC, but dealing any damage with any attack breaks the tripwire.

A creature who crosses the tripwire gets a reflex save to negate the effect in its entirety, otherwise they drop each item they are holding. A creature who fails the first save must take a second; failing both saves knocks the creature prone. In any case, the tripwire breaks when crossed. A creature who deliberately avoids stepping through the tripwire can bypass it without setting it off without any check or save of any kind.

1st

Flock Together
Adjuration [Force]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Two objects or creatures touched and also touching each other.
Duration: 1 hour per level
Saving Throw: Fortitude negates (object) (potentially harmless) (see text)
Spell Resistance: Yes (object)
Two objects become stuck together tightly.

Two touched objects, or one touched object and one touched creature, or two touched creature, must save or be stuck together (a creature may potentially save twice if they would be stuck to an object they are attending). Creatures may take another save each round to unstick themselves from an object or creature but objects, even attended ones, cannot save again if they fail the first save.

A creature stuck to the floor cannot move from the square they are in and is flat-footed.

2nd

Trianna's Chainstrike
Adjuration (Creation) [Force]
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: 60 feet
Area: 60-foot cone originating from you.
Duration: 1 round/level
Saving Throw: Reflex Partial (see text)
Spell Resistance: None
Whirling chains of force entangle enemies

Creatures in the area are entangled by the force of the chains, which bind them and hinder their movement. Creatures who fail their reflex saves are held immobile by the chains. Either way, creatures get a new save each round to end the effect.

3rd

Hold Oath
Adjuration
Level: Paragon of Duality 3
Components: V
Casting Time: 1 minute
Range: Touch
Target: Willing creature touched
Duration: 1 year + 1 month/level
Saving Throw: None
Spell Resistance: No
A creature states an intended course of action, and cannot deviate from it.

Hold oath allows a creature to make a statement which that creature must then follow. It can only be used on a willing target, not a sleeping one, and the spell fails if the target is charmed or compelled into saying anything specific. The creature makes its intent clear using natural language or sign language, and the spirit of the wording rather than its literal meaning is observed by the spell.

The creature is physically incapable of deviating from the statement if it is possible not to, and must attempt to remedy the situation if they are in breach of it. For example, a creature who promises to stay within 100 feet of a specific person at all times may be unable to keep up if that person acquires a horse or casts a flying spell, but the oath-holder must still attempt to enter the space within 100 feet of them, even if this involves going back to get something that will speed them up to catch up.

Nothing short of a wish or miracle can end this commitment when made.

4th

Reinstate Magic
Adjuration
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard actions
Range: 120 feet
Effect: Dispelled spell effect that fits within area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You restore a spell that has been dispelled

Choose a fourth- or lower-level spell that has been countered and cast a spell that's a copy of that spell except as noted above, or choose a fourth- or lower-level spell that has been dispelled and reinstate it from that point in its duration. Either way, the spell must have been active within the last minute.

5th

Force into Ruin
Adjuration
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You force a creature to be reckless in combat.

The targeted creature cannot use any abilities which protect it against anything (except by killing or disabling the aggressor) and attacks each turn if able.

6th

Timeshackle
Adjuration
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You slow a creature without affecting it directly, preventing it from resisting.

The creature you target acts as though staggered and takes a -2 penalty to AC, reflex saves and attack rolls, and its speed is halved.

7th

Bind into Service
Adjuration
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 minute
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
As you cast this spell, a creature is forced to obey you - physically.

The target creature forevermore obeys your orders, with limitations. You can only give it orders of the type which have an obvious metric other than time by which they can be considered complete, and you cannot give multifaceted orders, or lists of orders. Each time you give an order, that creature obeys you until that order's resolution, but is also free to act within the bounds of that order, meaning that they can choose how to approach a particular task and needn't display any regard for your safety. The creature isn't under any compulsion not to harm you, however, and can act as it will once its task is completed (until you give it a new one).

Remove curse, limited wish, wish or miracle can remove this effect.

8th

Crushing Prison
Adjuration [Force]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes
A crushing prison is a great cage of force that pushes in on a creature.

The target creature takes a fortitude save. If that creature fails, it is held immobile by the prison. Either way, it takes 1d6 points of damage per round as the prison pushes in on it.

9th

Commandeer
Adjuration
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100 ft + 10 ft/level) (see text)
Effect: Spell is redirected as you choose
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You take control of a spell as it is being cast.

You immediately alter a spell being cast by a creature in range, so that its parameters are chosen by you exactly as they would be by the caster. For example, a creature casting bestow curse may be trying to inflict a -6 penalty to one creature's strength, when you redirect the spell to another creature and make it give the target a -6 penalty to the target's constitution, or back on the caster and make them lose half their actions. All parameters must be legal for the creature to have cast the spell, meaning that the entire effect of the spell must be in range of the original caster (but not necessariliy within medium range of you).

Anima

0lvl

Control Self
Animation
Level: Paragon 0
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You rely on your magic to stop you doing something stupid.

You gain a +2 bonus to all saves and checks related to physical self-control, such as constitution checks to keep running, skill checks requiring bodily control such as sleight of hand or balance, most reflex saves, and so forth, but never attack or damage rolls or your armour class. Control Self is useless to prevent mental effects such as suggestion spells.

Telekinetic Fist
Animation [Force]
Level: Paragon 0
Components: None
Casting Time: 1 standard action or one full-round action, see text.
Range: Close (25 ft + 5 ft/2 levels)
Target: One or more creatures in range, see text.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You lash out and hit a creature outside of your reach.

You choose a single creature and lash out your fist at them, and they take damage as though struck by your unarmed strike if you succeed on a ranged touch attack roll. If you cast this spell as a full-round action, you can attack as though making a full attack action with these ranged touch attack unarmed strikes.

1st

Animate Weapon
Animation
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You allow a weapon you possess to attack on its own.

You cause the touched weapon to fly about and attack on its own. It moves at a speed of 20 feet, flying with perfect maneuverability, and can attack as though it had a strength of 10 and a dexterity of 10. It can be attacked like a creature of its own size (not necessarily the size of its intended wielder) rather than a creature having to sunder it. If the weapon is a projectile weapon, your ammunition container for that weapon can be animated too. If the weapon can be thrown, it still can't throw itself and must make melee attacks (shuriken are ammunition and can't be animated with this spell).

2nd

Kinetic Trap
Animation
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 minute
Range: Touch; see text
Target: 1 object/level touched; see text
Duration: 1 day/level or until discharged
Saving Throw: None.
Spell Resistance: No
You animate some objects on a trigger, so they come to life for a brief moment when a creature reaches a designated spot.

You choose a set of objects, which can be no larger than medium, to fly towards a particular point when a creature enters that point, which you designate when you cast the spell. When a creature enters that location, each of those objects is hurled towards that point (unless it is affixed to something too large for the spell to move both of them as one). An attack roll is made for each one with a bonus equal to your caster level; if the attack hits, it deals 1d6 points of damage irrespective of the size of the object. Each object takes half its hit points in damage, plus another 1d6, even if it misses.

You cannot target objects that are attended by a creature who is not you, but during the casting of the spell you can walk around the room touching the objects you need to touch to make the spell work.

3rd

Animate Corpse
Animation
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You cause a creature to rise from the dead, by lifting it up physically.

You animate a corpse, making it half-undead and half-construct. The creature becomes halfway between zombie or skeleton (as appropriate - you cannot make a corpse that could have been a zombie into a skeleton) and animated object.

The creature can only have hit dice up to your caster level; excess hit dice are lost. Half of the remaining hit dice (rounding down) are undead hit dice; the rest are construct hit dice. Apply the changes listed in the skeleton or zombie template, except for the hit dice and that the creature's type is undead construct. At the end of the duration the creature reverts to its usual, dead state. Unlike with spells that actually animate the creature as a typical undead, this spell does not make further spellcasting on the creature

4th

Hurl Enemy
Animation [Force]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You throw a creature around the room.

You use your telekinetic abilities to move a creature about the room. Each round as a standard action (including the one you cast the spell, using the same action with which you did so) you can choose a creature within 100 feet, then that creature takes a will save. If it fails, you drag that creature up to five feet for each size category it is below gargantuan (colossal and gargantuan creatures don't move), deal 1d6 points of damage per two levels to it, and knock it prone. You can't drag it into a square that's occupied by another creature or an impassable object, but you can throw them through squares occupied by a creature - other creatures dodge out of the way.

5th

Animate Creature
Animation
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1 willing creature/level.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You give creatures a spark of the energy that animates objects as constructs.

The creatures targeted gain several benefits for the duration: they take on the construct type and lose the living construct subtype if they have it, while keeping their original type or types. This allows them to keep their own immunities if they have them, and although it deprives them of their constitution score, they gain extra hit points by size.

The creatures also gain the natural armour bonus and slam attack of an animated object of their size (Diminutive slams deal 1d2 damage, fine slams deal 1 damage, neither form has a natural armour bonus). They additionally move 10 feet faster than normal when travelling across land, just as animated objects tend to be fast for their size and number of legs.

6th

Supreme Animation
Animation
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Target: Two small objects per caster level; see text
You animate more objects than many others would manage

Supreme animation works just like animate objects, except as noted above.

7th

Foewielder
Animation [Force]
Level: Paragon of Duality 7
You pick up your enemies and hurl them at one another.

Foewielder works just like hurl enemy, except as noted above and that you can throw enemies into or through each other. You can either throw the creature into another, in which case they take damage, and are stopped in the last legal space before the creature struck, or through another, in which case they pass through one or more other creatures. A creature only takes damage from being thrown once, but each creature that they pass through or are thrown into takes the same damage. You can also use this to damage structures such as gates, but you can't throw a creature through the space of a closed gate the same way that you can throw them through a creature.

Creatures must be thrown in a straight line, so you can't circle around and hit multiple people with a curved path; further, no creature can be hit twice by a single throw. To throw a creature, if the throw does not end in an impact, the final space must be free and reachable within the distance. If the throw ends in an impact with a creature or object, then the closest square of that creature or object's space must be reachable and the space before that creature or object must be free.

8th

Sammael's Tsunami
Animation
Level: Paragon of Duality 8
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft + 40 ft/level) and see text.
Effect: One tsunami
Duration: Instantaneous
Saving Throw: Reflex partial, Fortitude partial, see text
Spell Resistance: No.
A great wave rises from the water and destroys all in its path.

You choose a point in the spell's range to be the initiation point of the spell. Once you have done this, the spell's range is treated as infinite (do not ignore parts of the tsunami which move out of long range). Then, the tsunami, 40 ft/level wide, 20 ft/level long and 10 ft/level tall, starts to move inwards. It travels inwards 4d6 miles, crushing anything in its path. This travel is at the speed of 100 feet/round, meaning that creatures and objects will be within the tsunami for multiple rounds.

The tsunami deals 1d6 points of damage per level to each creature or object in the area that it impacts and knocks creatures prone, with a reflex save halving the damage and allowing the creature to stay standing if they also pass a fortitude save. Creatures and objects already within the tsunami take half this damage each round, meaning that theyso saving reduces the damage to a quarter of the total.

When the tsunami passes, it still leaves areas flooded to a depth of 1 foot/level, so creatures are liable to drown if they cannot swim.

9th

World Wakes
Animation
Level: Paragon of Duality 9
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft + 40 ft/level)
Target: Up to one colossal object in range.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You awaken trees, boulders, and even the tops of mountains

You animate a number of colossal objects, none of which is more than ten million cubic feet (100 feet by 100 feet by 100 feet, or equivalent), and which are natural. These objects then fight as colossal animated objects, with a few key differences. The object's space can be up to 100 feet (assuming that the object even has a square space, but either way, the largest dimension is the vertical one), and it may have attacks appropriate for its size and shape, such as a tree using its roots much like 6 tentacle attacks. Each of these objects also recieves a +20 bonus to its strength and to its dexterity and to its natural armour bonus to AC.

Animi

0lvl

Detect Souls
Animism
Level: Paragon 0
Duration: Concentration, up to 3 rounds.
You detect the souls of creatures, living or dead, who have, had or are souls.

You detect souls exactly like detect undead with the obvious differences that entail from detecting souls instead of undead creatures as well as those given above (the aura strength is based on the hit dice of the soul's owner, or the soul itself). Generally, only living creatures and intelligent undead have or are souls. Outsiders are monist: they do not have a separate body and soul and cannot be detected by this spell.

This power comes with risk: rather than good creatures being stunned by high-HD undead, good creatures are stunned by high-HD evil souls, evil creatures by good souls, lawful neutral creatures by chaotic souls, chaotic neutral creatures by lawful souls, and neutral creatures by souls which are in no way neutral. To stun a creature, the soul need only have at least 4 more hit dice than the caster has character levels.

Soulstrike
Animism [Fire]
Level: Paragon 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: 1 incorporeal or ethereal creature.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire a blast of flame into the aether.

The target creature takes 1d6 points of fire damage if you hit it with a ranged touch attack, even though you can't normally attack creatures on other planes. Much like a force effect, the soulstrike is 100% likely to damage incorporeal creatures.

1st

Summon Minor Spirit
Animism (Summoning)
Level: Paragon of Duality 1
You summon a ghost to aid you in your plight.

Summon minor spirit works much like summon monster I except that the available animals are lizard, rat, toad and weasel, and that the creature acquires the ghost template, with one of the special effects given on it. Ignore the requirements for the template.

2nd

Sammael's Visage
Animism
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become possessed by a ghost, and take on a power possessed by a ghost.

You gain one of the special abilities of a ghost: corrupting gaze, corrupting touch, draining touch, frightful moan, or horrific appearance, for the duration.

3rd

Summon Spirit I
Animism (Summoning)
Level: Paragon of Duality 3
You call upon a ghost to do your bidding.

Summon spirit I works just like summon minor spirit except that the base creature is chosen from the summon monster I list.

4th

Vampire Blade
Animism (Healing)
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You empower a weapon to heal its wielder by draining life from the victim..

Whenever the wielder of the equipped weapon deals damage to another creature during the duration, the user gains half that many hit points, with any excess above the normal maximum becoming temporary hit points which last for the spell's duration. The vampire blade only works when fighting creatures with two or more hit dice; weaker creatures aren't strong enough for their life to power it.

5th

Summon Spirit II
Animism (Summoning)
Level: Paragon of Duality 5
You call upon a more powerful ghost to do your bidding.

Summon spirit II works just like summon minor spirit except that the base creature is chosen from the summon monster II list and that it has two of the ghost's special abilities.

6th

Free Spirit
Animism
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You return a creature to life as a ghost, ready to do your will.

When you cast this spell, you raise a creature as a ghost; you must have a vaguely intact corpse. The creature returns as a ghost, with three of the ghost special abilities. It is not under your control, but you can give it a general purpose and it does not attack you or your allies.

The creature must be of a type that can be raised as a ghost, and excess hit dice above your caster level are lost for the duration of the spell.

7th

Summon Spirit III
Animism (Summoning)
Level: Paragon of Duality 7
You call upon an even more powerful ghost to do your bidding.

Summon spirit III works just like summon minor spirit except that the base creature is chosen from the summon monster III list and that it has three of the ghost's special abilities.

8th

Sammael's Exorcism
Animism
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living non-outsider creature touched or intelligent corporeal undead touched.
Duration: Instantaneous and 10 minutes/level
Saving Throw: Will partial
Spell Resistance: Yes
You attempt to tear a creature's soul from their body, killing them instantly.

The creature who is the target of the spell must take a will save or die as their soul is pulled from their body; they then appear as a ghost just as though you had used free spirit on them if they can be turned into a ghost. A creature who passes the save still takes 1d6 points of damage per level as their soul is tossed about.

9th

Ghostly Projection
Animism
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent or until discharged; see text.
You free yourself of your corporeal shackles, and roam as a ghost.

You take on the ghost template, leaving your corporeal body behind. Your body is protected, much as a sequester spell, from all other creatures. While you are in this ghostly form, you have a separate hit point total from your body, which is determined anew each time you cast the spell, and you begin at full hit points. Your body is considered to be resting while you are in ghost form.

If your ghost form would be destroyed, you wake up in your body and the spell ends. You can also do this manually by returning to your body deliberately. If the body form would be destroyed, you actually become a ghost; even if you make a new body or you have a clone, you can't return to that body. You must be resurrected normally.

If you can't be a ghost because you're the wrong type, ignore this and apply the template anyway. If you can't be ghost because you're incorporeal, add the ghost template except that the resulting creature is material corporeal instead of ethereal incorporeal, and then your ethereal form is sequestered instead.

Appar

0lvl

Blade of Thoughts
Apparition
Level: Paragon 0
Components: V, S
Casting Time: 1 swift action
Range: Personal
Effect: Dagger appears in your hand
Duration: 1 minute/level
A dagger appears in your hand, the stuff of shadows and reality.

A dagger appears in your hand when you cast the spell and disappears when the duration expires. The dagger cannot be used to hold any weight, for example to pin a bowstring in place so that it fires when the duration expires, and is obviously not real. The dagger can be the subject of spells that enhance weapons just like a real dagger.

Figment Doll
Apparition
Level: Paragon 0
Components: V, S
Casting Time: 1 minute
Range: 5 feet.
Effect: Illusory doll obeys your orders
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You create a living caricature of a humanoid to do some tasks for you.

You create a mindless diminutive construct with strength 6, dexterity 10 and wisdom and charisma 1, which acts on your behalf, moving with its speed of 15 feet to perform the tasks you require of it. It only understands relatively simple tasks, of the calibre of picking up an object and putting it in a location. It cannot use skills even if they can be used untrained, and cannot deal damage even if possessed of a weapon strong enough that it normally could.

1st

False Truth
Apparition (Glamer)
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Unattended object, or part thereof, of no greater than 10 cubic feet/level
Duration: 1 minute/level
Saving Throw: Will belief
Spell Resistance: No
You make an object seem to be an illusion.

You make an object, or part of an object, appear to be an illusion. For example, you can make it look as though a bridge has a gaping hole in it, and as though you've put an illusory bridge section over it, by making part of the bridge appear to be an illusion. Creatures who pass their will saves believe that the object is real.

2nd

Phantasmal Dancer
Apparition (Phantasm)
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Phantasm distracts creatures.
Duration: 1 round/level
Saving Throw: Will belief
Spell Resistance: No
You call upon a lasting dancer who repeatedly impedes creatures.

The spell creates a pseudo-creature, vaguely humanoid in size and shape, which dances around the room, whirling tassels through the spaces within its reach. It moves as you direct, moving up to 30 feet each turn. Creatures cannot move through its square and opponents treat squares adjacent to it as difficult terrain, meaning that it can stop creatures partway through their movement and its whirl of tassels can stop creatures in the middle of their charges: a creature who attempts to move into the phantasm's space or an enemy who attempts to charge through the tassels' spaces is stopped before entering that space and wastes the rest of that action.

A creature who believes that the phantasm is real can understand that it is likely to be affected by the tassels. Creatures who see the illusion block or slow down a creature can tell that it is real.

3rd

Illusory Walkways
Apparition (Shadow)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: 100 feet
Effect: Illusory walkway, 10 feet wide and no more than 20 feet/level long
Duration: Duration chosen on casting, up to 1 round/level
Saving Throw: Will belief
Spell Resistance: No
Those who believe in the power of the walkways can walk across them.

You create a thin, horizontal walkway that can carry creatures who believe in its power. The walkway is no impedement to creatures trying to cross it horizontally, even if they believe in it, so it cannot be used as a wall. Creatures can stand on or walk across the walkway, which also needn't be in one section (although any section of the walkway less than 20 feet long counts as 20 feet). These can then be used as bridges or platforms, or as stairs or ladders (in which case the walkway can have flaps in the middle of the walkway bent out to serve as steps).

Creatures who do not believe in the illusion assume that any creatures moving across the walkway have some other method of moving across, and disbelievers cannot use the walkway. Creatures who do believe can use the walkways, or they can choose to fall through them. They can even land on one, then immediately fall through it, possibly splitting a single long fall into several that can be mitigated with jump or tumble checks. A creature can even jump up through the platform from underneath, then land on top of it after completing a jump that takes their whole body through.

4th

Wall of Illusion
Apparition (Shadow) [Force]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft, + 10 ft/level)
Effect: Illusory wall, 20 ft/level long, 5 ft thick, 10 ft tall.
Duration: 1 minute/level
Saving Throw: Will disbeilief
Spell Resistance: No
A wall of force springs up to block you opponents, unless they realise it's an illusion.

A wall, completely immune to damage, appears at the location you designate and blocks creatures who believe, as well as their possessions and unattended objects, except for ammunition or throwing weapons launched by a creature who disbelieves in the wall and magical items which pass their own saves.

Creatures who disbelieve in the wall can move through with their belongings (even magical items which believe in the wall). They can also fire spells and ranged weapon attacks through the wall, and even see through it, although creatures on the other side still have concealment.

5th

Stay Strong
Apparition
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing Creature Touched
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No
A creature appears to take no damage from attacks.

The chosen creature appears to be immune to attacks of any kind against that creature. Creatures get their will save to disbelieve this the first time an attack is made that hits that creature.

The illusion is sophisticated enough to make everything else appear consistent with this - arrows bounce off, abilities that drain life from one creature and give it to another seem to do nothing in the way of healing, and so forth. This might make other creatures believe that they have, or do not have, some condition that was removed or inflicted by attacking the creature.

6th

Blade of Realities
Apparition (Phantasm) [Fear, Mind-affecting]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level and instantaneous.
Saving Throw: Will disbelief, then fortitude partial and reflex partial.
Spell Resistance: No
A malevolent spirit inhabits your blade, showing creatures just a glimpse of the horrors that await them.

Your weapon - blade or otherwise - gains the power to slay any creature it strikes outright. This power is gained for 1 round/level and slays creatures with an instantaneous duration.

First, you must successfully hit a creature. That creature is then offered up visions of their place in the universe, showing them the futility of their existence. The creature gets a will save to disbelieve these illusions, failing which they can attempt to pull back before the vision consumes them, rolling a fortitude save and a reflex save. Failing both causes death; failing a single one of the saves but not the other causes 3d6 points of damage. Creatures only need to save once per round against this effect from a single weapon, but

7th

Face your Fears
Apparition (Phantasm) [Mind-affecting, see text]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature/level in range
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
The targets of your spell find themselves confronted with their worst nightmare.

Each creature targeted must take two will saves: one as a fear effect to prevent being panicked, and the other to prevent being nauseated. If the first save is failed the creatures are still shaken, and if the second is failed they are still sickened. All four effects last for the spell's duration if they apply.

8th

Phantasmal Army
Apparition (Phantasm)
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Illusory army deals real damage unless disbelieved.
Duration: 1 round/level
Saving Throw: Will belief or disbelief.
Spell Resistance: No
You appear to summon up an army, and those who believe that you just did are assailed by the creatures.

You conjure up a small army - 10 creatures from the summon monster IV list - which immediately fight enemies under your control as though you had cast that spell, except that all of the creatures summoned are illusions.

Creatures are subjected to conflicting information about the status of the creaures as illusory or otherwise. A creature who passes their will save is able to choose whether or not to believe in the creatures, and failing causes this to be chosen at random instead. Either way, a creature who believes in the army can attack and be attacked by them just like normal creatures. A creature who disbelieves is ineffective against them but they also won't attack that creature. Further, creatures who don't believe the illusions can walk through or be walked through by the illusions, or even share a space with them, though if either of two creatures sharing a space in this way is attacked by believers or other illusions, a single attack roll is made and compared to both occupants' ACs to determine whether it hits one or both. If a creature starts believing in the illusions while inside one, both creature and illusion lose hit points equal to the illusion's remaining hit point total.

9th

Retroactive Illusion
Apparition
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: You
Duration: 1 hour per level or until discharged.
You create a copy of yourself, or maybe not. You'll decide later.

You split into two copies of yourself. One is real, and one is an illusion, but you do not need to decide immediately which is which. Track their hit points, spells known, and so forth separately. Each one is in a state of potentiality, and their attacks are only half real until they move back into actuality at the end of the spell's duration. No save is required for this halving to occur. Because the creatures are only half real, attacks against them are only half likely to hit.

At the end of the spell's duration, or at any other time before, you can choose one of those creatures to become the real one and the other one to be the illusion. The illusion becomes fully unreal (and now allows a will save to disbelieve it) for the rest of the duration, if any. The real version works like the normal continuity of your existence.

Coerc

0lvl

Force Hand
Coercion (Compulsion) [Mind-affecting]
Level: Paragon 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature.
Duration: 1 round.
Saving Throw: Will negates
Spell Resistance: Yes
A creature of your choice makes their mind up about the course of action they are considering.

A creature who is considering an action and believes it to be the best, even if they are unsure, moves to undertake that action. They only spend the next round under any compulsion, but may not question their prior decisiveness in future rounds anyway.

Mind Knock
Coercion [Mind-affecting]
Level: Paragon 0
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You launch an inelegant strike against the mind of a creature.

If you hit with a ranged touch attack, Mind Knock deals 1 point of damage to each of intelligence, wisdom and charisma.

1st

Mind Spike
Coercion [Mind-affecting]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You launch a blast of energy at the target that knocks them out of their mind.

You launch a spike of mental force at the enemy. Choose intelligence, wisdom, or charisma. The creature takes 1d6 points of damage of the chosen type, plus 1 per 2 levels.

2nd

Secret Surrender
Coercion (Compulsion) [Mind-affecting]
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: Very Close (10 ft + 5 ft/4 levels)
Target: One creature
Duration: 1 round.
Saving Throw: Will negates
Spell Resistance: Yes
A creature bursts out the information that it's trying to keep from you.

The target spends the entirety of its next turn doing nothing but telling you whatever information it is specifially attempting to hide from you, or the information it most wants to prevent you from knowing. If it doesn't have any information it doesn't want to give you, then it is confused for the round instead.

3rd

Force Mind
Coercion
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: Any number of creatures in range.
Duration: See text
Saving Throw: None
Spell Resistance: No
You intimidate a creature badly

You make an intimidate check with a +40 bonus. The creature you intimidated remains intimidated for an extra minute for each point by which you passed if you changed their attitude, or an extra round for each point by which you passed if you shook them. You can demoralise a target with this special intimidate check so long as you're in the spell's range, not only so long as you threaten them.

4th

Mind Hammer
Coercion [Mind-affecting]
Level: Paragon of Duality 4
Duration: Instantaneous and 1 round/level
You deal a finishing blow to a creature, and convert it to your cause.

Mind hammer works just as mind spike, except that a creature who has an ability score reduced to 0 in this way serves as a creature under your control for 1 round per level before falling unconscious (if that creature has its ability scores healed, it immediately regains its ability to act normally, though).

5th

Antony's Interrogaction
Coercion [Mind-affecting]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will half
Spell Resistance: Yes
The target must answer questions correctly or be tortured by the spell's power.

Each round, you can ask the subject one question that it must either answer correctly, or take 2 points of damage to intelligence, wisdom and charisma and 2d6 points of true damage instead of answering. True damage cannot be prevented, mitigated or resisted by any means except by passing the will save to halve the damage (a new save is taken each time) or by answering the question correctly, and it affects even creatures normally immune to the spell's effects.

The damage is not taken if the creature doesn't know the answer, so long it says so. Otherwise, the damage is taken unless the answer it gives is true in spirit - the spell is not fooled by excessive literalism but nor does it use it to make excuses to deal more damage.

6th

Mental Strength
Coercion
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Your physical body fights using your mental abilities.

Your base strength becomes equal to your base strength or your charisma, whichever is higher. Your base dexterity becomes equal to your base dexterity or your intelligence, whichever is higher. Your base constitution becomes equal to your base constitution or your wisdom, whichever is higher. Any hit points gained in this way are treated as temporary hit points and are lost first even though hit points from a bonus to your constitution aren't usually temporary hit points.

Any change your ability scores is reflected by a temporary bonus equal to the difference between the current base value of your relevant physical ability score and the current actual value of your relevant mental ability score. For example, a 15th-level character with a base constitution of 8 and a base wisdom of 14, wearing items which increase both ability scores by 4, end up with their base constitution changing from 8 to 18, a +10 bonus. The +4 bonus from the item is then applied to the constitution score. The creature's actual constution therefore changes from 12 to 22, which is also a +10 bonus, and the creature gains 75 temporary hit points.

7th

Overcome Mind Blank
Coercion
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You can target normally-immune foes to full effect with this ability.

You can affect creatures normally immune to mind-affecting and/or scrying abilities with abilities of one or both of those natures, most notably overcoming the effects of mind blanks, but also allowing you to affect creatures with some other protection, or even mindless creatures (as most creatures which are considered mindless are still capable of some level of thought and even object permanence). If you try to take control of an undead creature under some other creature's control, you need opposed charisma checks to see who actually controls the creature.

This spell also overcomes immunity to abilities which require will saves, even with some kind of rider on this ability.

8th

Mind War
Coercion
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates/see text
Spell Resistance: Yes
You mentally fight a creature, the battle playing out in an instant.

You take a will save, adding the spell saving throw DC to your save result. Your target then takes an ordinary will save. For every single point that creature rolls below your result, that creature takes 1d6 points of true damage. True damage cannot be prevented, resisted or mitigated by any means (short of passing the will save). For this special will save, even rolling a natural 20 does not guarantee success, but neither does a natural 1 guarantee failure (for your will save to set the DC, there is no special effect of rolling a natural 20 or 1 either).

9th

Cerebral Storm
Coercion
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Effect: Storm mentally damages enemies in range and may turn them to your cause.
Duration: 1 round/level
Saving Throw: Will partial.
Spell Resistance: No.
You conjure a whirlwind of thought, pummelling your enemies with a storm of ideas.

Each enemy in range must pass a will save during each round at the start of that creature's turn or take 1d6 points of damage to each mental ability score. A creature who has an ability score reduced to 0 in this way serves you for the rest of the duration, just as if struck by a mind hammer to this effect.

Jormengand
2016-10-19, 08:43 AM
Spell Descriptions (Cogit-Exhib)

Cogit

0lvl

Moment of Thought
Cogitation
Level: Paragon of Duality 0
Components: V
Casting Time: 1 swift action
Range: Close (25 ft + 5 ft/level)
Target: Allies in range.
Duration: 1 round/level (apparent time)
Saving Throw: None
Spell Resistance: No
Suddenly, the world stops, and you and your allies discuss your strategy.

Moment of Thought is an exceptionally limited variant of time stop: you and your allies spend 1 round/level of time to do nothing except talk verbally with each other. Creatures who cannot speak for some reason can still move their mouths the normal amount, allowing them to mouth words if they are normally capable of doing so.

Speed-read
Cogitation
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
For the duration, your reading speed is accelerated

For the duration of the spell, you can read or study any written text five times as fast as normal.

1st

Instinctive Awareness
Cogitation [Mind-affecting]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You acquire a heightened awareness for the duration.

For the duration of the spell you get a +5 bonus to listen, search, sense motive and spot checks.

2nd

Analysis
Cogitation
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 swift action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You look at a creature and find out some information about it.

You can choose a single piece of numerical information about a creature, such as its armour class, flat-footed armour class, strength, fortitude bonus, fly speed, or balance skill bonus, plus another piece of information per 3 levels. You can also gain numerical information that is not a game statistic, such as the creature's age, but only information directly about the creature itself.

3rd

Pieces of the Puzzle
Cogitation [Mind-affecting]
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You use the information that you have access to in order to determine the truth.

You immediately work out which pieces of information you have access to are relevant to a particular matter, and the general way in which they might be relevant. You do not gain any information which could not eventually have been gained from extreme thought.

4th

Erika's Immense Scrutiny
Cogitation
Level: Paragon of Duality 4
You learn copious amounts about a single creature.

This spell works just like analysis, except that the DM reveals the creature's monster entry to you.

5th

Extrapolate
Cogitation [Mind-affecting]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You work out what is on the other side of walls and fill in conversations you cannot hear.

You can see and hear normally through walls, even if they contain materials which would normally block divinations - in effect, you are not actually seeing or hearing anything, only deducing what is occurring on the other side.

6th

Solve
Cogitation [Mind-affecting]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantanous
You instantly solve a puzzle, given the right information.

You immedaiately obtain the solution to a puzzle or mystery if you have enough information, or if you don't, as close to the solution as possible with the information available.

7th

Erika's Contemplation
Cogitation
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
You reorganise all of your remaining spells.

Add together the total number of levels of spells you have available. Then, lose all non-cantrip spell slots and regain non-cantrip spell slots of the same or lower total level, and such that you have no more spells per day of a particular level than you started with. For example, if you had a single ninth-level spell, you could split it into 3 3rd-level spells or a 7th- and a 2nd-level spell, but perhaps not into 9 1st-level spells.

8th

Ego Escape
Cogitation
Level: Paragon of Duality 8
Components: None.
Casting Time: 1 standard action
Range: Very Long (800 ft + 80 ft/level)
Target: Space in range
Duration: 1 round/level (D)
You can cast spells from a location you aren't in.

Your mind escapes your body and becomes the focal point for your spells, while your body is locked motionless into whatever position it was in when you cast the spell. You can cast spells as though you were in the chosen space. Your body gains DR 10/- and resistance to everything 10, as well as a +10 bonus to AC, but is otherwise vulnerable to attack. Your mind, however, is immune to being attacked, It also has a fly speed equal to highest base speed, and perfect maneuverability.

9th

Knowledge Overload
Cogitation
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will half
You scour the realities for all information on a single creature.

Choose any creature. You only need to be able to identify them uniquely, not know anything about them.

Assuming you name a viable creature, you take 3d6 points of damage to each of intelligence, wisdom and charisma. This damage is halved on a successful will save. Whether or not you are knocked unconscious, you know everything there is to know about this creature. Pertinent details are brought immediately to your attention, but a little thought can bring up any piece of information about that creature's life, statistics, or even their personal true name.

Only one creature's information can be stored in this way at a time, but your ordinary memory still works as normal.

Convo

0lvl

Ignite
Convocation [Fire]
Level: Paragon of Duality 0
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Object or creature touched
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
You reach out and ignite someone.

The touched creature or object Catches on Fire, and stays on fire until the flames are put out. Ignite doesn't work on non-flammable materials.

Liquid Lightning
Convocation (Creation)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: Vial of liquid lightning
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create liquid lightning, a dangerous substance to the touch.

You create enough liquid lightning to fill a potion vial. When the liquid lightning is thrown on a creature, it deals a single point of electricity damage before discharging. If a creature actually drinks it, it deals 1d3 points of electricity damage + 1 per level instead.

1st

Wield Energy
Convocation [See text]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Your attacks are imbued with a type of energy

Choose an energy type; your attacks deal 1d6 extra damage of that type on a successful hit. This applies to manufactured and natural weapons equally. Whatever type you choose, this is a spell of that type.

2nd

Volcanic Sphere
Convocation (Creation) [Fire]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Effect: Lava ball rolls out to end of range.
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
You roll a ball of lava towards your foes, knocking them away.

The volcanic sphere - not actually quite made of lava, but close enough to do some serious damage - drags enemies back that it hits, moving foes along its line of effect to give it space to move. A creature who is struck by the sphere must take a fortitude save or be knocked back a square, and takes 1d6 points of fire damage and 1d6 points of bludgeoning damage either way. The sphere may force a creature to take up to 6 saves, one for each square the sphere tries to enter. Finally, the sphere explodes, dealing 1d6 points of fire damage, plus 1d6 per five levels, to each adjacent creature.

3rd

Summon Elemental
Convocation (Summoning) [see text of summon monster I]
Level: Paragon of Duality 3
You summon an elemental to fight.

This spell works like summon monster I except as noted as above and that it can summon any type of small elemental.

4th

Smoke Burst
Convocation [Air, Fire]
Level: Paragon of Duality 4
Components: V, F (A quarterstaff)
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous and 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No.
You fire a burning, smoking blast of energy at a creature.

You point your staff at the creature you wish to target, and fire a projectile that deals 1d6 points of fire damage per level (maximum 20d6) and grants all creatures concealment against the creature. A successful reflex save halves the damage and negates the concealment.

5th

Thrumming Sphere
Convocation (Creation) [Sonic]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Fairly Long (200 ft + 20 ft/level)
Effect: Huge sphere of sonic energy
Duration: 1 round/level
Saving Throw: Reflex partial.
Spell Resistance: No
You create a thrumming ball of manifest sound.

You conjure a huge-sized, spherical ball of sonic energy. The sphere remains suspended in whatever point you place it, and is essentially a solid object. Creatures who touch the ball take 1d6 points of sonic damage per two levels and are deafened for 1d6 rounds (even if this is longer than the remaining duration.. Creatures who pass the reflex save take half damage and are only deafened for one round.

You can move the sphere up to 30 feet once per round as a free action. The sphere bull rushes creatures exactly like a forceful hand does when pushed into them, and even if it fails it deals damage (and stops next to the creature it damaged).

6th

Force of Nature
Convocation [Force]
Level: Paragon of Duality 6
You create a creature made purely of force.

Force of nature works like summon nature's ally II except that it's a force effect, so the resulting creature is immune to damage, can harm creatures on coexistent planes, and deals untyped damage. It can't be moved out of the square it's in, or moved through, by other creatures either.

7th

Prismatic Weapon
Convocation
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon Touched
Duration: 1 round/level
Saving Throw: See text of prismatic spray
Spell Resistance: See text
Your weapon is imbued with the power of the seven colours

The touched weapon deals a randomly-chosen effect out of the effects given in the prismatic spray spell, including the roll twice and combine result, upon striking a creature. Spell resistance is rolled individually for each hit, and applies to creatures struck, not the weapon.

8th

Form of the Five
Convocation [Acid, Cold, Electricity, Fire, Sonic]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You become imbued with the power of all five energy types.

You become an elemental and your equipment is subsumed into your body. You gain immunity to energy. You get a slam attack appropriate to your size and can make a full attack with it as though it were manufactured. Any contact between you and another creature - a touch attack, a natural attack, or each round of a grapple - deals 2d6 points of damage of each energy type. Further, you gain the ability to make a breath weapon attack which deals the same damage in a 60 ft cone.

9th

Volcano
Convocation [Fire]
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 minute
Range: Very Long (800 feet + 80 ft/level)
Effect: One volcano.
Duration: See text.
Saving Throw: See text.
Spell Resistance: No.
It's a volcano; what do you expect?

A crater, full of lava and 20 feet across, appears at a location within range. Creatures are entitled to a reflex save to get out of the way, otherwise they fall into a pit of magma. The crater, and the surrounding 120 feet of land, starts to rise to form a small hill over the next 6 rounds, dealing 40d6 points of damage to each building, or discrete damageable part of a building, on top of it each of these rounds. Then, the crater erupts, causing choking smoke to move out of the crater at a speed of 300 feet/round for 20 rounds, and lava to move out at the comparatively leisurely pace of 60 feet/round for 20 rounds. Each creature in the smoke must take a fortitude save each round or be staggered in that round.

The lava produced by this spell is nonmagical, so it goes through antimagic fields much like the results of instantaneous conjurations.

Decep

0lvl

Look Again
Deception (Compulsion) [Mind-affecting]
Level: Paragon of Duality 0
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Until discharged
Saving Throw: Will negates
Spell Resistance: Yes
The creaure you target becomes less sure of itself

The creature re-checks a specific piece of information chosen by you, and believes the new evidence even if it has changed from what they previously believed. This allows you to alter something and convince a creature to look at it again. The creature waits until it has a reasonable opportunity, rather than dropping everything it's doing immediately.

Mind Patch
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes
A creature ignores minor problems with their beliefs.

The target instinctively ignores oddities, or minor contradictions, within your bluffs, or evidence that seems to contradict it. Hard evidence and obvious contradictions are not affected.

1st

Falsehood
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A creature believes something untrue that they've no reason to doubt.

The target believes a single peice of information of your choice which they otherwise might have been unsure on. The spell doesn't help when the evidence against the information becomes clear.

2nd

Forger's Hand
Deception
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You become a master at forgeries.

You get a +20 bonus on decipher script and forgery checks for the duration.

3rd

Implicit Lie
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 3

This spell works just like falsehood except that it works even if the creature previously had an opinion, even justified by evidence. If the creature later sees convincing evidence against your deception, they recieve a new save for each individual piece of evidence presented.

4th

Mind Wipe, Lesser
Deception [Mind-affecting]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Willing (or unconscious) creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You erase a creature's recent memories.

You choose a length of time equal to or less than one year per caster level, and also equal to or less than the creature's age. That creature forgets everything they learned during that time - spells, skill ranks, levels, and ordinary memories. The creature automatically invents new memories to fill the gap, but these memories don't refer to any real creatures about whom the creature did not know at the time of the last remaining memory. Powerful evidence that the memories are fake allows the creature to recall its memories.

5th

Object Impermanence
Deception (Glamer)
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Creatures forget about you when they can no longer percieve you.

You remove the concept of your own object permanence - that is, you remove the idea that you continue to exist when creatures can't percieve you. Whenever a creature stops being able to percieve you, that creature forgets your passing entirely. This means that creatures can lose understanding of how a creature came to die if you killed that creature, not even thinking that it might have been an invisible creature, for example. They don't necessariliy consider that you, or anyone else, might possibly still be there.

6th

Mind Wipe
Deception [Mind-affecting]
Level: Paragon of Duality 6
This mind-wipe is more accurate in what exactly it replaces.

Mind wipe works like lesser mind wipe except as noted above and that rather than just removing memories holistically, you can choose a type of memory to be replaced. Because you can't actually view the memories, you must either be aware of the specific memories you want to remove already, or choose a specific category of memories to remove. These are still replaced with random, appropriate memories.

7th

Paranoia
Deception (Charm) [Mind-affecting]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The creature chosen believes all creatures to be its enemy.

The chosen creature becomes hostile towards its own allies (as chosen by you) and unfriendly towards all other creatures, and acts accordingly. It regains its initial attitude after the duration expires.

8th

Mind-wipe, greater
Deception [Mind-affecting]
Level: Paragon of Duality 8
You choose types of memory to replace, and what with.

Greater mind wipe works like mind wipe except as noted above and that you choose the memories that replace the memories that are removed.

9th

Total Simulation
Deception (Glamer) [Mind-affecting]
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
The creature touched believes whatever you want and acts accordingly.

When you cast this spell, you gain complete and utter control of the creature by influencing its senses so that it always believes that it is doing something unrelated to what it is actually doing. This means that it cannot be affected by attacks which rely on vision, but because your simulation can make the creature's opponents appear where your opponents are, the creature automatically senses creatures as though it had blindsight. There is no chance to give it extra will saves to end the effect.

Destr

0lvl

Hammer
Destruction [Force]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature or object.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire a blast of force at a creature or object.

You launch a blast of force. If you succeed on a ranged touch attack, you deal 1d3 points of damage to the target, or shatter it immediately if it is made of glass.

Topple
Destruction
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One stack of objects
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You topple a stack of objects

You knock over the target stack, spreading the objects all over the place.

1st

Lascutter
Destruction [Light]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 full-round action
Range: 5 ft
Effect: Laser cuts through objects
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
You fire a laser beam at an object.

You create a laser that can cut incisions in immobile objects (and also through unconscious or dead creatures). The laser deals 5d6 points of damage per round and ignores hardness, but most of the damage is usually wasted as it only makes thin cuts, of up to 5 feet in length per round. You cannot move from your space in any round you wish to use the lascutter.

2nd

Wallcrash
Destruction
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
You become able to smash through most objects.

You get a +10 bonus to your next strength check to break an object.

3rd

Killbeam
Destruction
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Once creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You deal damage, without frills or extras.

The killbeam deals 1d6 points of damage per level to the target creature.

4th

Blood Lance
Destruction
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Once creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You drain a creature's life.

The blood lance deals 1d6 points of damage to the target per level, and heals you for half the damage dealt.

5th

Gjallarhorn
Destruction [Sonic]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: 100 feet
Target: Walls and buildings in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You damage buildings and walls with a blast of sound

You open your mouth, and a sound like a deep horn comes out. Each building, section of a building, wall or section of a wall in range takes 1d6 points of damage per level, ignoring hardness.

6th

Obliterating Blast
Destruction
Level: Paragon of Duality 6
You obliterate the target creature.

Obliterating blast works just like killbeam except as above, that the damage is 2d6/level and that the spell deals true damage, which cannot be prevented, resisted or mitigated by any means.

7th

Kinetic Bombardment
Destruction [Force]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: 10 miles
Effect: Random bombardments scattered through the area.
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No.
You pull items from orbit and slam them into the ground with high speed and abysmal accuracy.

Each round, you choose a place within range, and then randomly determine a location 1d100-1d100 squares away from the chosen location in a random direction (rather than choosing one of the eight grid directions, the direction is 1d400 gradians clockwise from north - there are 400 gradians in a circle). Then, every creature within 100 feet of the chosen location takes 1d6/level points of force damage as an object tumbles down from space and slams into the location. Creatures with evasion can't possibly evade the entire attack and take a quarter of the damage even if they pass the save.

Buildings near the impact take 3d6/level force damage, ignoring their hardness, while anyone or anything actually impacted by the falling projectile takes 10d6/level force damage, and is extremely unlucky.

8th

Antony's Iconoclasm
Destruction [Force]
Level: Paragon of Duality 8
Components: V, S, M (A holy symbol)
Casting Time: 1 minute
Range: 1 mile
Target: Each holy symbol or religious structure in range.
Duration: Instantaneous
Saving Throw: Fortitude partial (Object)
Spell Resistance: No.
This powerful spell seeks out and destroys symbols of faith.

Each holy symbol and religious structure in the area is destroyed. Attended holy symbols - even those unsuitable for use as divine foci - or occupied structures (or those of either which are intelligent) can take a fortitude saving throw, but they still take 1d6 points of force damage per level, ignoring hardness, if they pass.

A holy symbol destroyed in this way shatters into fragments, dealing 1d6 points of slashing damage to each creature within 5 feet of it and an additional 1d6 to a creature wearing or holding it (This damage is dealt by the holy symbol, so silver holy symbols will bypass DR/silver). A holy symbol which is drawn on paper is simply destroyed along with the paper; so too is the fate of those inscribed on most other surfaces. A holy symbol on a cliff face will not bring down the cliff, but a little of the face of the cliff crumbles. Incredibly durable materials such as adamantine will resist, and only a minute layer (invariably not enough to deal any real damage to the adamantine) will fall off.

A holy symbol tattooed on a creature explodes off them, dealing them 2d6 points of force damage, whereas a symbol only inked on merely reddens the skin as it leaves, just like rubbing it off with a pumice stone. Any kind of birthmark is not treated as a religious symbol and the spell ignores it. The creature can take the fortitude save for its symbol.

A religious structure's collapse is treated as a cave-in for a creature inside. Creatures in a doorway to the outside of the building are almost invariably (Reflex DC 5) able to abandon the building fast enough to avoid being trapped.

9th

Ruination of Cities
Destruction [Sonic]
Level: Paragon of Duality 9
Components: V, S
Casting Time: 10 minutes
Range: 1 mile
Target: One city
You lay low an entire city.

Ruination of cities works like Gjallarhorn except that it affects every wall or building in the city and deals 3d6 damage per level.

Diabo

0lvl

Hellfire
Diabolism [Fire]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You wield the flames of hell, which is no safe task.

Hellfire deals 1d6 points of fire damage to the target and 1d3 points of true damage to you. True damage cannot be prevented, resisted or mitigated by any means.

Summon Lemure
Diabolism (Summoning)
Level: Paragon of Duality 0
You summon a lemure, but can't control it.

This spell works as summon monster I except as above and that it summons a lemure and you can't control it.

1st

Lemure Servant
Diabolism
Level: Paragon of Duality 1
You summon a lemure that you have the power to control.

This spell works as summon monster I except as above and that the spell summons a lemure.

2nd

Impiety
Diabolism (Summoning)
Level: Paragon of Duality 2
You call upon an imp to serve your cause.

This spell works as summon monster I except as above and that the spell summons an imp.

3rd

Body Possession
Diabolism (Possession)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Corpse Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A demon possesses the touched creature's body

The creature touched rises with a demon possessing it, acting much like a zombie or skeleton as appropriate except that its type is outsider undead [Chaotic, Demon, Evil], that any hit dice above your caster level are lost for the duration, and that half its hit dice (rounding down) are outsider hit dice, and that it has an intelligence score of 10. The creature is controlled by you.

4th

Summon Barbazu
Diabolism (Summoning)
Level: Paragon of Duality 4
You summon a mighty bearded devil

This spell works as summon monster I except as above and that the spell summons a barbazu.

5th

Chains of Possession
Diabolism (Summoning)
Level: Paragon of Duality 5
You summon a kyton to serve you

This spell works as summon monster I except as above and that the spell summons a kyton.

6th

Bone Titan
Diabolism (Summoning)
Level: Paragon of Duality 6
A bone demon joins your cause

This spell works as summon monster I except as above and that the spell summons an osyluth.

7th

Fiendish Possession
Diabolism (Possession
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The chosen creature is possessed by a demon

A demon possesses the creature touched. The creature becomes controlled by you, becomes an outsider [Chaotic, Demon, Evil] in addition to its other types, and that half its racial hit dice (if any, rounding down) become outsider hit dice.

8th

Barbed Warrior
Diabolism (Summoning)
Level: Paragon of Duality 8
A hamatula is summoned to serve you.

This spell works as summon monster I except as above and that the spell summons a hamatula.

9th

Lord of Cania
Diabolism (Summoning)
Level: Paragon of Duality 9
This most powerful of spells brings a gelugon to the field

This spell works as summon monster I except as above and that the spell summons a gelugon.

Effigy

0lvl

Cloth Shield
Effigy
Level: Paragon of Duality
Components: V, S, M (Part of your body)
Casting Time: 1 standard action
Range: Personal
Effect: Doll takes damage for you.
Duration: 1 minute or until discharged
You make a doll to take damage for you.

You create a doll with hardness 1 and 3 hit points. Damage to you is redirected to it until enough damage is dealt to destroy it.

Distract
Effigy
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: Infinite
Target: Any creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You distract a creature at an important time.

Any creature of your choice takes a -2 penalty on their next d20 roll.

1st

Needle Doll
Effigy
Level: Paragon of Duality 1
Components: V, S
Casting Time: 10 minutes
Range: Infinite
Target: Any creature
Duration: One day or until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes
You jab a doll, causing pain in a creature.

You may put one needle per level in the doll created by the spell, which appears in your hand. Each needle you put in causes the target to be sickened for 1 round. A new save is allowed aganist each needle.

2nd

Positive Feedback
Effigy
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 minute
Range: Infinite
Target: Any creature
Duration: One day or until uischarged
Saving Throw: None
Spell Resistance: No
You create a focus that can be used to aid a creature in their time of need.

You create a small trinket which can be targeted by spells as though it were the creature you target. If it is, the target may accept the spell, causing it to affect them but destroying the trinket, or deny it, rendering the spell worthless.

3rd

Lead Pendant
Effigy
Level: Paragon of Duality 3
Range: Infinite
Target: Any Creature
You slow a single creature down from afar.

This spell works like slow except as noted above.

4th

Living Doll
Effigy
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Two creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You link two creatures so they feel each other's pain.

Whenever an effect would damage one or both of the creatures targeted, each one takes the higher amount of damage.

5th

Stone Warden
Effigy
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 hour
You create a stone creature to take damage for you.

This spell works much like cloth shield, except as noted above and that you create a massive stone statue with hardness 20 and 10 hit ponints/level to take damage for you. The statue is of huge size and can't reasonably be moved. The stone itself is worthless (and anyway ends when the spell does).

6th

Burn at the Stake
Effigy [Fire]
Level: Paragon of Duality
Components: V, S
Casting Time: 10 minutes
Range: Infinite
Target: Any Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You create a model of your target and cast it into the flames.

The target takes 1d6 points of fire damage per level (maximum 20d6).

7th

Puppet Master
Effigy
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 day
Range: Infinite
Target: Any Creature
Duration: One day
You take control of a creature from afar.

This spell works like dominate monster except as noted here.

8th

Synecdoche
Effigy
Level: Paragon of Duality 8
Components: V, S, F (Part of the target's body)
Casting Time: 1 minute
Range: Infinite
Target: Any Creature
Duration: One day
Saving Throw: None
Spell Resistance: Yes
You use a tiny bit of a creature's body as substitute for that creature.

The focus becomes imbued with a semblance of the creature's life, and you can target it as though it were the creature in order to affect the creature instead, even if that creature's out of range of the spell you use to do so.

9th

Noone's Perdition
Effigy
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 hour
Range: Infinite
Target: Any Creature
Duration: One day or until discharged
Saving Throw: Will Partial
Spell Resistance: No
You crush a creature's existence.

The target dies. A target who passes the save instead takes half their current hit point total, plus five points (minimum 0 total), in true damage. True damage cannot be prevented, resisted or mitigated in any way.

Exhib

0lvl

Depict
Exhibition
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 standard action
Range: 5 ft
Effect: Depictive copy of creature.
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
You show a recollection of a creature.

You depict a creature from your memory. The illusion does not appear to be real, but does portray the creature as accurately as you remember them.

Photograph
Effigy
Level: Paragon of Duality 0
Components: None.
Casting Time: 1 standard action
Range: Touch
Target: One sheet of paper or similar.
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No
You copy what you can see onto a piece of paper.

You blink, and whatever you would have seen had you kept your eyes open is transferred to the paper.

1st

Scope Sight
Effigy
Level: Paragon of Duality 1
Components: V, S
Range: Close (25 ft + 5 ft/level)
Target: One creature.
You grant a creature the power to aim their next attack.

This spell works like true strike except as noted above and that the creature only gets a +15 bonus.

2nd

Shared Experience
Effigy
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 standard action
Range: Touch and infinite
Target: Allies touched, up to 1 per level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You share your perceptions with another creature.

You share your raw sensory input with another creature or creatures, allowing them to make their own skill checks to interpret that input, such as spot, search and listen checks.

3rd

Transparency
Effigy
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object Touched
Duration: 1 round/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The chosen object becomes transparent to all.

The touched object becomes transparent, allowing you and your allies to see through, but also allowing the same to all other creatures.

4th

Firesight
Exhibition
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: 60 ft
Area: 60 ft cone
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Your burning gaze sets creatures alight.

Each creature who would enter your line of vision but is invisible, or has some kind of spell or other effect that obscures them from you (short of hiding behind a physical object) Catches on Fire. This fire is enough to reveal them to you and other creatures.

5th

Shared Scrying
Exhibition (Scrying)
Level: Paragon of Duality 5
Your allies withness your scrying.

This spell works just like scrying except that your allies can look into your scrying focus and see through the sensor.

6th

Cartographer's Will
Exhibition
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 minute
Range: Up to 1 mile; see text.
Area: 1 mile radius emanation from you, see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a map of the surroundings in just a minute

You create a perfectly accurate map of the surrounding area, which shows in intricate detail the types of materials, the locations of buildings, and even the insides of buildings. Mobile objects are not counted (assuming that they really do move at all regularly), nor are creatures. Every named location has a name written on it on the map, usually the most common name among the languages you speak.

Unlike most divinations, the spell cannot be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt, but any of those counts as 10 feet for the purposes of the spell's maximum range.

7th

Surveillance
Exhibition (Scrying)
Level: Paragon of Duality 7
Components: None
Casting Time: 2 standard actions and up to 1 hour, see text
Range: Touch and see text
Effect: Sensor sees into area permanently.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You visit two locations, one to see into the other, and keep watch over them.

To cast this spell, you take a standard action to touch one of two relevant locations. You then have an hour (in which no actions are needed to continue casting) to move through whatever means to the other of the two locations, and touch it. Locations can be points in space. Once you have touched the second location, the casting is complete - one of the locations, chosen by you, becomes a screen that can look into the other location as though through scrying.

8th

Speak with Creature
Exhibition
Level: Paragon of Duality 8
Duration: Up to 1 minute/level
You have a longer conversation with a creature.

This spell works just as sending except that there is no word limit and you and the target can speak freely for the duration of the spell.

9th

Fractal Vision
Exhibition
Level: Paragon of Duality 9
Components: V, S
Effect: Model of surrounding area
Duration: Instantaneous and permanent, see text.
You create a living, moving model of the surroundings

This spell works like cartographer's will except that it creates a scale model of the surroundings, that creatures can choose which parts of the model to look through as though they were transparent to see inside, and that until the spell is dispelled, moving objects and creatures are represented on the model and any damage to the model repairs itself.

Jormengand
2016-10-19, 08:44 AM
Spell Descriptions (Exhor-Preco)

Exhor

0lvl

Erika's Beckoning
Exhortation (Calling)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You pull a creature towards you.

The target moves 5 feet directly towards you. If the creature can't end movement in a square that fulfils this, the spell fails.

Sudden Grab
Exhortation (Calling)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/2 levels)
Target: One object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You make a grab for an object you can see.

The target object goes to your hand. If it's in the possession of another creature you must make a disarm check, using intelligence instead of strength and your caster level instead of your base attack bonus, to achieve this.

1st

Call to Hand
Exhortation (Calling)
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Very Long (800 ft + 80 ft/level)
Target: One unattended object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You grab an item from across the room

The object chosen appears in your hand. You can use this spell even if you don't have line of effect to the object or can't see it, so long as you know what square it's in.

2nd

Joshua's Tether
Exhortation (Creation)
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
You grab a creature with a tether that entangles them and may pull them to you.

The creature you target is entangled. Also, each turn as a free action, you may pull them towards you five feet unless they pass a reflex save.

3rd

Grappling Hand
Exhortation (Creation)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature or object
Duration: See text
Saving Throw: None
Spell Resistance: No
You fire a hand that grapples an object or creature.

This spell can work like sudden grab except as noted above, or can grapple a creature from afar in the same manner (and lasts until the grapple is over) or can be used to pull yourself onto an object that can't be lifted to you, such as part of a building. You may need a climb check to grab onto it, of the same DC as would be used to climb it normally.

4th

Vacuum Pull
Exhortation
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: 60 ft cone
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: See text
You cause strong winds to pull towards you.

You cause a hurricane-force wind to pull towards you, causing medium or smaller creatures to be blown towards you, large creatures to be knocked down towards you, and huge or larger creatures to be checked and unable to move away from you. Use the spell save DC instead of the normal hurricane DC. In addition, by casting this spell near a structure, you can deal 1d6 points of damage per round to it, ignoring hardness.

5th

Gatestone
Exhortation (Teleportation)
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Effect: Gatestone appears in your possession
Duration: Until discharged
You create stone that you can teleport to.

You create a small pyramidal stone that can be teleported to once during the duration. You can only have one gatestone at once, but they are practically indestructible until used. They are too small to have any practical use.

6th

Joshua's Living Armoury
Exhortation (Calling)
Level: Paragon of Duality 6
Target: 4 unattended objects/level
You equip yourself and your allies

This spell works just like call to hand except that you can place the items in your own hands, equpped to your body, in your allies' hands, or equipped to your allies' bodies. The allies to be equipped must be within 60 feet of you.

7th

Group Gatestone
Exhortation (Teleportation)
Level: Paragon of Duality 7
You create a gatestone that can be used by multiple people.

This spell works like gatestone, except that you choose up to one creature per level to be able to teleport to the gatestone before it is destroyed. Each creature can only make one teleport to the gatestone. You can have one gatestone and one group gatestone available for you to teleport to at once.

8th

Dark Presence
Exhortation [Evil]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: 1 mile
Area: Half-mile radius sphere.
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: See text
You call a small fragment of an elder evil's presence to a location

Choose an elder evil. The effect of that elder evil's presence is applied to the chosen location.

9th

Bring me the Stars
Exhortation (Calling)
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Infinite
Target: Any object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You acquire any object in existence.

You gain any single object. If the object is attended, you must make a disarm check, using your intelligence modifier instead of your strength modifier and your caster level instead of your base attack bonus. Otherwise, the object goes to you, regardless of line of effect, local conditions, or even it being on a different plane.

Illum

0lvl

Ari'El's Red Mark
Illumination [Light]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No
You mark a creature, making it easier to shoot at.

The target creature gets a -2 penalty to AC.

Dazzlebeam
Illumination [Light]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: 30 ft
Area: 30 ft line
Duration: 3 rounds
Saving Throw: Reflex negates
Spell Resistance: Yes
Creatures are dazzled by the light.

Each creature on the line is dazzled unless they pass a reflex save.

1st

Beam of Light
Illumination (Beam) [Fire, Light]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: 60 ft line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Creatures on the line are burned by the beam.

Each creature on the line takes 1d4 points of fire damage per level (maximum 5d4)

2nd

Mirror Force
Illumination [Force, Light]
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Swift Action
Range: Medium (100 ft + 10 ft/level)
Effect: Medium Mirror
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a mirror to bounce beams off.

You create a double-faced mirror. Any illumination line spell you fire at it reflects off just like a normal beam of light, possibly allowing a creature to be hit twice or for you to hit creatures you can't see.

3rd

Ring Gates
Illumination [Force, Light]
Level: Paragon of Duality 3
Effect: Two medium rings
You create gates that make a beam go in one and out of the other.

You create two rings, each with a front and a back. Any illumination beam you fire through one's front comes out the other's back, and vice versa, which may change its direction.

4th

Holy Lance
Illumination (Beam) [Light]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: 120 ft
Area: 120 ft line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Your beam deals a lot of damage.

Each creature hit by the holy lance takes 1d6 points of damage per level.

5th

Lens Focus
Illumination [Force, Light]
Level: Paragon of Duality 5
Effect: Focus empowers beams
You create a focus for your beams

Lens focus works just like ring gates and mirror force, but it creates an omnidirectional focus that empowers (as the feat) any beam fired through it. The damage is doubled if the spell is doubly empowered.

6th

Barbs of the Sun
Illumination [Light]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: 120 ft
Area: 120 ft line
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
You fire a beam of barbed light which entangles creatures.

All creatures hit by the beam are entangled, and must take a fortitude save each time they move, attack, or cast a spell with a somatic component. Failure indicates that they take 1 point of damage per level.

7th

Trishot
Illumination [Force, Light]
Level: Paragon of Duality 7
Effect: Focus splits beams into three
You create an object which splits a beam into three

Trishot works like mirror force except that it creates an omnidirectional focus. Whenever a beam goes through the focus, two copies of the remainder of the beam are produced, one going 90 degrees to the left and one 90 degrees to the right.

8th

Divine Light
Illumination (Beam) [Light]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: 240 ft
Area: 240 ft line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire an exceptionally powerful beam of light.

Each creature struck by the beam takes 1d8 points of damage per level and catches on fire.

9th

A Light that Never Goes Out
Illumination [Light]
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Effect: Lantern eternally lights up area.
Duration: Permanent
Saving Throw: Reflex partial (See text)
Spell Resistance: No
You create a lantern of unstoppable light.

The light that never goes out is a lantern which broadcasts light in all directions. No darkness, not even magical darkness, can stop it. The lantern's brightness can be increased or decreased by you, making it dim enough to conceal or bright enough to blind creatures who fail their reflex save for 1d6 hours (those who pass are blinded for a round and dazzled for 1d6 hours).

Inhib

0lvl

Calanthe's Effortless Charm
Inhibition
Level: Paragon of Duality 0
Components: V, S
You charm foes into not attacking.

This spell works like sanctuary except that it is broken on any action by the target creature.

Cover Moderate Wounds
Inhibition [Mind-affecting]
Level: Paragon of Duality 0
Duration: 1 minute/level
Saving Throw: Will disbelief
A creature appears less injured

This spell works like cure moderate wounds except that the effects of the spell are not real; they only serve to make the creature seem less injured.

1st

Cover Critical Wounds
Inhibition [Mind-affecting]
Level: Paragon of Duality 1
Duration: 1 minute/level
Saving Throw: Will disbelief
A creature appears a lot less injured

This spell works like cure critical wounds except that the effects of the spell are not real; they only serve to make the creature seem less injured.

2nd

Shadow of Nothing
Inhibition [Mind-affecting]
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: Items in range.
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures believe that there are signs of another creature's passing.

Any creature who investigates the area becomes convinced that all the items in the area bear signs of a specific creature having passed.

3rd

Prevention Force
Inhibition (Compulsion) [Mind-affecting]
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You choose an action to prevent in a particular creature.

The target creature cannot perform the specified action. The action must be specific, such as making weapon attacks or casting spells or jumping.

4th

Calanthe's Innocence
Inhibition [Mind-affecting]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Creatures attempt to attack creatures other than the subject.

Creatures attempt to prioritise other opponents over the target if they fail a will save.

5th

Lethargy
Inhibition (Compulsion) [Mind-affecting]
Level: Paragon of Duality 5
Target: One creature
You slow down a creature to a crawl

Lethargy works like slow except as noted above and that the creature takes the effect of being slowed even if it passes its save; if not, it takes a -5 penalty on attack rolls, AC and reflex saves and its speed is reduced to one quarter, and it can only take one move or standard action every two turns.

6th

Inferiority Complex
Inhibition [Mind-affecting]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Permanent or 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
A creature believes itself to be ineffective.

The creature targeted believes that all actions it takes of a specific type chosen by you do not have any effect. If the will save is passed this lasts 1 round/level, otherwise it lasts forever.

7th

Fauxcurse
Inhibition [Mind-affecting]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Target: One creature
Duration: Permanent or 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You cause a creature to believe it is under a terrible curse.

The target believes it is under some kind of curse, such as a bestow curse or mark of justice or some kind of malediction spell, or has some kind of terrible illness. It may cease actions to prevent the curse from triggering or remain in bed to recover from illness. If the will save is passed this lasts 1 round/level, otherwise it lasts forever.

8th

Power Drain
Inhibition
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will partial
Spell Resistance: Yes
Each time the creature wishes to cast, it spends extra resources.

Each time the creature casts a spell, manifests a power, or uses a spell-like ability, that creature takes a will save. If that creature fails, counter that ability unless that creature spends another spell slot of the same or higher level, or power points equal to the number of points to manifest that power, or another use of that spell-like ability.

9th

Depression
Inhibition [Mind-affecting]
Level: Paragon of Duality 9
A creature of your choice becomes depressed and refuses to act.

This spell works like the microcosm power except that it can't be augmented and the creature, rather than being lost in its own fantasy, loses the will to take actions. Nothing short of a miracle, wish or reality revision can end the spell.

Inter

0lvl

Artificial Difficulty
Intervention (Glamer)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object Touched
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell Resistance: No
The object looks harder or more dangerous to use.

The object you have chosen appears more difficult and dangerous to use. For example, a sturdy bridge may look splintered and unstable.

Falter
Intervention [Mind-affecting]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
A creature of your choice begins to have doubts.

Doubts plague your target, who takes a -3 penalty on all rolls for the duration.

1st

Brittleness
Intervention
Level: Paragon of Duality 1
Components: V
Casting Time: 1 Standard Action
Range: Touch
Target: Object Touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (Object)
The chosen object becomes fragile.

The touched object's hardness is halved, then reduced by 5 (minimum 0). If it could support weight, it can only support half as much. The break DC of the object is reduced by 5.

2nd

Close Counter
Intervention
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 free action
Range: Personal
Target: You
Duration: Instantaneous
You counter a spell instantly.

You counter a spell at any time, without needing to ready an action. You must also provide the method to do so, such as a dispel magic spell; close counter only allows you to do so when you would otherwise be unready. Lose your next standard action.

3rd

Doubt
Intervention
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/level)
Target: One creature/level
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
Creatures begin to doubt themselves.

Each creature takes a penalty to all rolls equal to the number of remaining turns of the effect. A successful save halves the effect's duration.

4th

Ari'El's Sabotage
Intervention
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object touched
Duration: Up to 1 day/level until discharged, then 1 minute/level
Saving Throw: None
Spell Resistance: No
An object is inoperable at a crucial moment.

The next time a creature has an urgent need for the object, it is inoperable. If little, it cannot be found; if big it refuses to operate. Big objects with no mechanical parts are unaffected.

5th

Degrading Aura
Intervention
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Target: Objects in range
Duration: 1 hour/level
Saving Throw: Will disbelief
Spell Resistance: No
Items in the area are degraded.

The area looks to be full of worthless, useless objects. Items that might have had value appear broken and fragile; books are illegible and so forth.

6th

Fallen Hero
Intervention
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Area: 60 ft cone
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Each creature believes its allies in the cone to have been killed.

You blast out psychic energy from your hands, and each opponent in the cone believes that its allies are dead, and other enemies of yours damaged, by the psychic energy. The illusion makes creatures appear to act differently in line with this, but does not obscure their actual location.

7th

Ari'El's Phantasmal Wardens
Intervention (Figment)
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Effect: 1 illusion per level.
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell Resistance: No
A group of creatures appear to attack and deal damage.

A single large creature per level appears to fight against intruders. Each attack appears to deal 3d6+12 damage, and the creatures make 4 attacks per round with their greatswords or greatbows. They seem to shrug off most effects and fight on in spite of damage. The illusion makes projectiles appear to work consistently with the illusions.

8th

United we Stand
Intervention (Teleportation)
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Infinite
Target: 1 willing creature
Duration: Instantaneous and 1 round/level
Saving Throw: None
Spell Resistance: No
You teleport to an ally and shield them from harm.

You teleport adjacent to an ally you can identify uniquely, and that creature gains 10 temporary hit points per level.

9th

Mage's End
Intervention
Level: Paragon of Duality 9
Components: V, S
Range: 120 ft
Target: 120 ft radius burst emanating from you.
You end nearby magic

This spell works like mage's disjunction except that all spells, spell-like abilities and supernatural abilities with a duration are ended and that magic items aren't affected. Antimagic fields are destroyed automatically.

Maled

0lvl

Bear Curse
Malediction
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
You carry the weight of curses

You ignore all curses, such as item curses or spells such as bestow curse or other maledictions, for the duration. If those curses have durations, they are not paused while this spell is active, they are just ineffective.

Minor Curse
Malediction
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You curse a creature with some minor annoyance or misfortune.

The chosen creature takes a -1 penalty on all d20 rolls and damage rolls.

This spell can only be removed by the kind of effects that remove curses.

1st

Nonresistance
Malediction
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The chosen creature takes more damage.

The target's damage reduction of all types and resistance to everything is reduced by 5, which can reduce it to a negative value (if the creature does not have a value of DR/-, it gets DR -5/-).

This spell can only be removed by the kind of effects that remove curses.

2nd

Animals' Curse
Malediction
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You make a creature weaker in some area.

The chosen creature takes a -4 penalty to the chosen ability score.

This spell can only be removed by the kind of effects that remove curses.

3rd

Archetype of Cursing
Malediction
Level: Paragon of Duality 3
You use a more powerful version of bestow curse.

This spell works like bestow curse except that the penalty on ability scores is -9, the penalty on certain rolls is -6, and the chance that the creature does nothing is 75%.

This spell can only be removed by the kind of effects that remove curses.

4th

Curse of Thorns
Malediction
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The creature chosen takes damage equal to the amount it deals.

Whenever the creature deals damage to another creature, it takes true damage equal to the amount of damage that the target actually took. True damage cannot be prevented, mitigated or resisted by any means.

This spell can only be removed by the kind of effects that remove curses.

5th

Red Mist
Malediction
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will Partial
Spell Resistance: Yes
The creature you choose can barely restrain itself against attacking whatever it can.

Each round, the creature chosen must take a will save or unload its most powerful attack against the nearest creature to itself, not including itself, any familiar it might have, or any creature riding or ridden by it.

This spell can only be removed by the kind of effects that remove curses.

6th

Pariah
Malediction
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You cause a creature to be everyone's enemy.

Each round, every creature within 30 feet of the chosen creature must take a will save or unload its most powerful attack against that creature. No creature can treat that creature as an ally or target them with beneficial spells.

This spell can only be removed by the kind of effects that remove curses.

7th

Decrepify
Malediction
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You cause a creature to suffer badly.

The creature's movement speed, attack bonus, damage dealt and armour class are all halved if positive.

This spell can only be removed by the kind of effects that remove curses.

8th

Noone's Master Curse
Malediction
Level: Paragon of Duality 8
You launch a very powerful curse upon your opponent.

This spell works just like bestow curse except that all eight possible curses (a -6 penalty to each ability score, a -4 penalty to certain rolls, and a 50% chance to lose its turn) are inflicted at once, and that only a wish, miracle, or reality revision can end the spell.

9th

Albatross' Curse
Malediction
Level: Paragon of Duality 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Until Discharged
Saving Throw: None
Spell Resistance: Yes
"They groaned, they stirred, they all uprose,
Nor spake, nor moved their eyes;
It had been strange, even in a dream,
To have seen those dead men rise."
- The Rime of the Ancient Mariner

Dead creatures who come to be within 60 feet of the target creature are raised as skeletons or zombies, as appropriate, which do nothing but attempt to hunt down the caster. They have access to greater teleport and discern location at will.

This spell can only be removed by wish, miracle or reality revision.

Material component: A crossbow bolt.

Morph

0lvl

Subsume Item
Morphism
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object touched
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: No
You subsume an object you own into your body.

An object in your possession merges into your body. It is unuseable in that state, but when the spell is dismissed the object can appear in your hand or worn by you.

Merge with Minor Creatures
Morphism (Summoning)
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You summon a creature, then merge with it.

You summon a lizard, rat, toad or weasel to merge with, and take on a dual form with it. You retain your own hit dice and type, and also take on those of the summoned creature. You take on the combined hit point total, the physical abilities of the creature, the mental abilities of yourself, the speeds of the creature, the size of the creature, the natural armour and weapons of the creature, and the physical shape of the creature. You subsume equipment that doesn't fit on the new form.

Special attacks that don't depend on form are retained by you, while those which depend on form switch to the creature's set of special attacks that depend on form. The same is true of special qualities.

1st

Merge with Creature I
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster I list.

2nd

Merge with Creature II
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster II list.

3rd

Merge with Creature III
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster III list.

4th

Merge with Creature IV
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster IV list.

5th

Merge with Creature V
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster V list.

6th

Merge with Creature VI
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster VI list.

7th

Merge with Creature VII
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster VII list.

8th

Merge with Creature VIII
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster VIII list.

9th

Merge with Creature IX
Morphism
Level: Paragon of Duality

This spell works just like merge with minor creatures except that the creature is drawn from the summon monster IX list.

Oneir

0lvl

Dream Message
Oneirism
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Minute
Range: Extremely Long (1600 ft + 160 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You send a sleeping creature a message.

You send a message of up to 25 words to a sleeping creature. The creature doesn't wake up or have a chance to react until they are awake, and isn't granted any ability to send a response.

Flashback
Oneirism [Fear, Mind-affecting]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round
Saving Throw: Will partial
Spell Resistance: Yes
An eerie image passes before the target's eyes.

The creature sees a grotesque or frightening image flash before their eyes. They are panicked if they fail a will save. Either way, the image gives all other creatures concealment from them.

1st

Restful Sleep
Oneirism
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Up to 1 creature/level touched
Duration: 10 hours
Saving Throw: None
Spell Resistance: No
You guarantee more restful sleep.

If creatures rest wholly within the duration, the sleep is twice as effective.

2nd

Awaken
Oneirism
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Extremely Long (1600 ft + 160 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You give a creature the chance to wake up and observe its surroundings, then return to sleep.

The creature wakes up. At the end of the duration, that creature can either choose to go back to sleep, and complete the rest with no ill effects from the spell, or stay awoken. In essence, this allows a creature to look around and check that it is safe to return to sleep.

3rd

Lucid Waking
Oneirism [Mind-affecting]
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You convince a creature that it is dreaming and none of this is real.

The target is convinced that it is dreaming. How it reacts to this will depend on the creature.

4th

Suspended Animation
Oneirism
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Willing creature touched
Duration: Up to 1 minute/level
Saving Throw: None
Spell Resistance: No
A creature heals quickly but can't take actions.

The target gets fast healing 1 for a duration chosen by you, but can't act for that duration.

5th

Ari'El's Catatonia
Oneirism
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: Until discharged.
Saving Throw: Will negates (Potentially harmless)
Spell Resistance: Yes
You knock a creature unconscious until an event of your choice takes place.

The chosen creature falls unconscious, and does not age or need sustenance. The spell ends upon a specific event (which can be the passage of a length of time) chosen by you on casting. The creature is not protected from attacks.

6th

Gift of Sleep
Oneirism (Compulsion) [Mind-affecting]
Level: Paragon of Duality 6
You send creatures to sleep, even if they can't sleep.

This spell works as sleep, except that it works on all creatures.

7th

Dream of Reality
Oneirism
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 8 hours
You sleep while awake.

You gain the benefits of a full night's rest at the end of the spell's duration. You can also actually rest at the same time.

8th

Ari'El's Infectious Hibernation
Oneirism
Level: Paragon of Duality 8
After many long and fruitless debates about the workings of the sequester spell, archmage Ari'El made this spell to show their colleagues the error of their ways.

Ari'El's Infectious Hibernation works just like sequester, except that whenever a creature looks at the target's location without some means of seeing invisible creatures, or if they physically trip over the target or accidentally hit or kick them, or are otherwise affected, even indirectly, by the fact that the creature has been sequestered, they share in that creature's fate, though fortunately the entire spell ends at the end of the duration.

9th

Summon Dreamheart
Oneirism
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Extremely long (1600 ft + 160 ft/level)
Effect: The dreamheart
Duration: 1 round/level
Saving Throw:
Spell Resistance: No.
You summon up the dreamheart - or at least, a very accurate copy.

You create a copy of the dreamheart - a roiling mass of energy a half-mile in diameter that deals 5 points of damage of each energy type per round, and also happens to be a hurricane. If the dreamheart doesn't exist in your setting, then the spell still works - some other reason for this can be invented to taste.

Petit

0lvl

Cry for Aid
Petition
Level: Paragon of Duality 0
Components: V
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Effect: Scream audible by all in range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You scream, and all around turn to hear.

Each creature in range hears your scream and knows whence it came.

Whispered Supplication
Petition (Supplication)
Level: Paragon of Duality 0
Components: None
Casting Time: 1 Free Action
Range: Personal
Target: You
Duration: Instantaneous
You can cast a single spell that you don't know.

Choose a spell of the zero level. Then, there is a 35% chance you can cast that spell, a 15% chance you can cast a random spell of the same level with a similar effect, a 25% chance you can cast a random spell of the same level and school, and a 25% chance you can cast a random spell of the same level. If you do, you then do so immediately. If not, you've wasted your spell and cannot attempt any other supplications until the next round.

1st

Humble Supplication
Petition (Supplication)
Level: Paragon of Duality 1

This spell works like whispered supplication, except you can choose a spell of up to 1st level.

2nd

Trembling Supplication
Petition (Supplication)
Level: Paragon of Duality 2

This spell works like whispered supplication, except you can choose a spell of up to 2nd level.

3rd

Courageous Supplication
Petition (Supplication)
Level: Paragon of Duality 3

This spell works like whispered supplication, except you can choose a spell of up to 3rd level.

4th

Pious Supplication
Petition (Supplication)
Level: Paragon of Duality 4

This spell works like whispered supplication, except you can choose a spell of up to 4th level.

5th

Impetuous Supplication
Petition (Supplication)
Level: Paragon of Duality 5

This spell works like whispered supplication, except you can choose a spell of up to 5th level.

6th

Righteous Supplication
Petition (Supplication)
Level: Paragon of Duality 6

This spell works like whispered supplication, except you can choose a spell of up to 6th level.

7th

Holy Supplication
Petition (Supplication)
Level: Paragon of Duality 7

This spell works like whispered supplication, except you can choose a spell of up to 7th level.

8th

Fervent Supplication
Petition (Supplication)
Level: Paragon of Duality 8

This spell works like whispered supplication, except you can choose a spell of up to 8th level.

9th

Exalted Supplication
Petition (Supplication)
Level: Paragon of Duality 9

This spell works like whispered supplication, except you can choose a spell of up to 9th level.

Preco

0lvl

Percieve intent
Precognition
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You observe a creature and what it might do next.

You find out the target's immediate intentions.

Trajectory
Precognition
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round
You observe an object's possible flight path, improving your aim.

You get a +5 bonus to your next attack roll with a ranged weapon.

1st

Quick Reactions
Precognition
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You react quickly.

You get a +4 dodge bonus to armour class and reflex saves.

2nd

Detect Hostile Intent
Precognition
Level: Paragon of Duality 2
You detect hostile creatures

This spell works just like the power of the same name.

3rd

Lightning Reactions
Precognition
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You predict attacks before they hit you.

You get a +8 dodge bonus on reflex saves and to your armour class, as well as the evasion class feature as a rogue.

4th

Consequence
Precognition
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
You learn the immediate consequences of an action.

You learn what the consequences over the next minute per level for you would be of an action.

5th

Eye of Guidance
Precognition
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You see in minute detail, giving you benefits to skills.

You get a +20 insight bonus on all skill checks.

6th

Witness the end
Precognition
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1 creature/level in range
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You offer creatures a glimpse of their judgement, and they react differently to the results.

Good creatures are dazed by pleasure, neutral creatures confused by conflict and evil creatures frightened by torment.

7th

Seven Steps Ahead
Precognition
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
You automatically dodge the next seven attacks.

You dodge the next 7 attacks - whether magical or physical - against you, even if you're immune to them. Don't roll a save against the attack: you can't choose not to dodge an attack if you save against it (or at all).

8th

Resolve Intent
Precognition
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
You predict the future, so long as everyone acts as they intend to.

You find out the events of the next day per level, assuming everyone acts under the intent they had when you started casting. Your own actions, however, are almost guaranteed to change some aspects of this.

9th

Retroactive Knowledge
Precognition
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
You see into the future far enough that you decide that it would be a good idea to cast this spell.

When you cast this spell, you are taken back 1 round/level. You can then replay the previous situation with the new knowledge you have - everything is the same as it was back then, minus the spell slot. In effect, what really happens is that you retroactively become in the position of having cast the spell, so technically you don't actually travel in time. Either way, any rolls that are made to do the same thing at the same time get the same result, but as creatures will inevitably change their actions, new rolls can be made for the new actions.

Jormengand
2016-10-19, 08:45 AM
Spell Descriptions (Prote-Wardi)

Prote

0lvl

Siphon Strike
Protection
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Immediate Action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You take the effects of an attack for a creature

You redirect an attack from another creature to you.

Sudden Shielding
Protection
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous
You bring up a shield to stop one attack

You get a +4 shield bonus to AC against one attack.

1st

Guardian Shell
Protection
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
A shell protects against damage.

You gain 5 temporary hit points per level. While any remain, you gain DR/- equal to half your level (minimum 1).

2nd

Shielding Screen
Protection
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
You give a creature a screen of protection

The affected creature gets a +6 deflection bonus to AC.

3rd

Barricade Portal
Protection
Level: Paragon of Duality 3
You hold a door tight shut.

This spell works like hold portal except that knock is ineffective and that the DC increase is +20, not +5.

4th

Modular Armour
Protection
Level: Paragon of Duality 4
You create armour that protects a creature.

This spell acts just like mage armour except that the armour has an enhancement bonus of 1, plus 1 per 4 levels, or the equivalent in special abilities. As a standard action, the abilities can be changed to any allowable combination.

5th

Centre Split
Protection
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Attacks against you are half real.

Attacks against you deal 50% of the total damage they would normally deal. Non-damaging effects are only 50% likely to affect you.

6th

Protection from Everything
Protection
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You are protected against all attacks.

You get a +10 bonus to AC, +5 to all saving throws, DR 20/-, resistance to everything 20 and spell resistance 11 plus your caster level which only applies to hostile spells.

7th

Cast Through Time
Protection
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: 25 ft + 5 ft/level
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You force a creature to the location it was in an hour ago.

The target goes to wherever that creature was an hour ago, regardless of local conditions.

8th

Shield Warden
Protection (Summoning)
Level: Paragon of Duality 8
You summon a shield guardian

This spell works just like summon monster I except that the creature summoned is a shield guardian.

9th

True Shield of the Faithful
Protection
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Effect: Shield protects you and allies in range
Duration: 1 minute/level or until discharged.
Saving Throw: None
Spell Resistance: No
A shield protects your allies.

You create a shield that has 20 hit points per level. It also has the shrug off (http://www.giantitp.com/forums/showthread.php?428437-quot-Stand-back-boy-and-let-me-show-you-war!-quot-(3-5-class-PEACH)) class creature. It uses its hit points to defend you and your allies in range from attacks and status effects by taking the damage instead of you and paying its hit points to remove your status effects.

Repli

0lvl

Carbon Copy
Replication
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Document Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You copy a document, word for word

You create and exact copy of a document no longer than one page/level.

Rebuild
Replication
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Broken object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You destroy an object and create a new one.

You destroy a broken object and make a new object that's a copy of that object. The copy lacks any magical powers.

1st

Charicature
Replication (Summoning)
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Minute
Range: Fairly Short (50 ft + 5 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You create a copy of a creature without any special abilities.

Choose a creature in range. You create a copy of that creature, except that the copy doesn't have the ability to do anything beyond move, talk, and pick up objects (it can't even attack), that the copy dies when it takes any damage, and that the copy is under your control.

2nd

Serial Strike
Replication
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: As attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You make a weapon attack that was a copy of an attack that you just witnessed.

You make a weapon attack (manufactured or natural, including unarmed strikes) that's a copy of a weapon attack that you just saw happen within the last round, even though you don't necessarily have the weapon. The attack is essentially made as written in the creature's attack entry. You can choose new targets for the attack.

3rd

Serial Spell
Replication
Level: Paragon of Duality 3
Components: None
Casting Time: Free action
You copy a spell and choose new targets.

This spell works just like serial strike except that you copy a single spell. To do so, you must actually spend the action and the spell slot, but you need not know the spell you wish to cast.

4th

Storm Bolts
Replication (Creation)
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Effect: 1 bolt per spell just cast.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a bolt for each spell that was just cast, and fire them off.

For each spell that was cast within your presence since the start of the last round, you create a bolt that deals 1d6 points of damage per 2 levels, and then you fire all of the bolts at creatures in range, needing a ranged touch attack to hit with them.

5th

Class Act
Replication
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You copy a creature's class feature.

You copy a single class feature the target has, and can use it as though your level in that class were your caster level. You can't copy a class feature that you wouldn't be able to access yet at that level.

6th

Serial Species
Replication
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You polymorph into the same race as the chosen creature.

This spell works as polymorph directed at you, except that the transformation is into the race of the target creature, even if that creature is of the wrong type, and that the level limit is 20th.

7th

Teletransporter
Replication (Creation, Teleportation)
Level: Paragon of Duality 7
You destroy yourself and your allies, remaking them elsewhere.

This spell works just like greater teleport except that each creature regains hit points equal to twice your caster level as well.

8th

Storm of Spells
Replication
Level: Paragon of Duality 8
You fire off a spell for each spell that was cast in the last round.

This spell works just like storm bolts except that instead of making bolts, you cast spells with a casting time of 1 standard action or less by expending the slot as normal.

9th

Gnusto
Replication
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Scroll touched
Duration: Permanent until re-cast.
Saving Throw: None
Spell Resistance: No
You copy a spell onto your spellbook, except that you don't use a spellbook.

You learn the spell on the scroll. You forget it when you cast this spell again.

Retri

0lvl

Backlash
Retribution
Level: Paragon of Duality
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute or until discharged
You retaliate against your next attacker.

The next creature to attack you within the next minute takes 1d3 points of damage.

Opportune Moment
Retribution
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute or until discharged
You deal more damag when you catch a creature off-guard.

The next attack of opportunity you make deals 1d6 extra points of damage.

1st

Counterattack
Retribution
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous and 1 round
You prepare a powerful attack

You ready an attack. If the attack connects, it deals an extra 1d6 points of damage per level (maximum 5d6).

2nd

Body of Fire
Retribution
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You are set alight, and damage attackers.

Your body burns bright with fire. Creatures within your reach who attack you take 1d6 points of fire damage, plus 1 per level (maximum 1d6+10)

3rd

Shield of Thorns
Retribution
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
Creatures near you take damage.

At the start of each of your turns, so long as you did not use the delay action on your previous turn, each adjacent creature takes 1d6 points of damage per 2 levels (maximum 10d6)

4th

Erika's Watchhound
Retribution
Level: Paragon of Duality 4
You summon a dog to attack creatures who are aggressive towards you.

This spell works like summon monster I except that it summons a dog, which is a construct (living construct) in addition to its other type, and is advanced to 6 animal and 6 construct hit dice, and that the dog only acts in order to attack the last creature that attacked you or it.

5th

Eye for an Eye
Retribution
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You shall award eye for eye, tooth for tooth, blow for blow, wound for wound.

Each creature that deals damage to the target takes true damage equal to the amount of damage the target ultimately took. True damage cannot be prevented, mitigated or resisted in any way.

6th

Vengeance
Retribution
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The creature you choose becomes more powerful as it takes damage.

The creature touched deals 10% more damage for every 5% of its health total it is missing, or has in nonlethal damage, or some combination.

7th

Mark of Cain
Retribution
Level: Paragon of Duality 7
Let it be known that whoever harms Cain, he will be avenged sevenfold.

Mark of Cain works just like Eye for an Eye except that the effect deals seven times as much damage.

8th

Blood feud
Retribution
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level
Saving Throw: Will see text
Spell Resistance: No
The chosen creature becomes marked with the power of overwhelming vengeance.

The creature takes on an obvious mark that cannot be hidden. A creature who deliberately kills the creature, or forces another creature to do so, suffers along with their family.

That creature takes a will save, and if they fail, they die. Failure also indicates that each of their living siblings, parents or children must take this save or suffer the same fate and inflict it upon their next of kin in the same way - the process repeats up to 10 times.

9th

Feel my Pain
Retribution
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You redirect attacks to a hostile target.

Hostile effects that would affect you are redirected to the target.

Sacra

0lvl

Last Rites
Sacrament
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You destroy a corpse

You destroy the target corpse.

Smite Undead
Sacrament
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
You gain the ability to smite undead.

You get one use of smite evil, using undead instead of evil and intelligence instead of charisma and caster level instead of paladin level.

1st

Soul Warden
Sacrament
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Up to 1 creature/level touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The targets' souls are immune to attack.

The targets are immune to attacks which affect their souls directly.

2nd

Drain Guard
Sacrament
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Up to 1 creature/level touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The touched creatures cannot have their energy drained.

The targets are immune to energy drain and negative levels.

3rd

AEther Wall
Sacrament
Level: Paragon of Duality 3
You create an aetherial wall.

This spell works just like wall of force but only affects incorporeal and ethereal creatures.

4th

Mind Cure
Sacrament
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The creature is mentally healed.

This spell ends mind-affecting harmful abilities and mental ability damage and drain.

5th

Spiritual Release
Sacrament
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Infinite
Effect: One soul
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You allow a creature to pass on.

A dead creature who for some reason cannot pass onto the afterlife now can - their soul is freed, remade, or repaired as appropriate.

6th

Graveguard
Sacrament
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse Touched
Duration: 1 month/level
Saving Throw: None
Spell Resistance: No
Creatures who would disturb the target's body or soul are fought by ghostly spirits.

If any creature tries to damage the target's body or soul, four sacred watcher giant owls manifest and attack that creature.

7th

Inviolable Aura
Sacrament
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 Standard Action
Range: Touch and 60 ft
Target: Willing creature touched and allies within 60 ft of that creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You place a ward on a creature which prevents damage to your allies, apart from that one.

Allies within 60 feet of the target are immune to damage, but the creature cannot themself benefit from the effect of an inviolable aura.

8th

Anchor to the AEther
Sacrament
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Once creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You cast a creature into the aether.

The target becomes ethereal.

9th

Soulstorm
Sacrament
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 Standard Action
Range: 60 ft
Area: 60 ft emanation centred on you.
Duration: Instantaneous and 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You cause a storm of ghosts to whirl about.

Each enemy in the area takes 1d6 points of damage per level and must take a will save or be possessed for 1 round/level.

Seance

0lvl

Last Words
Seance
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One corpse
Duration: Until creature has been dead for 1 round/level
Saving Throw: None
Spell Resistance: No
A creature talks after death.

The creature can hear and speak for the duration as it did in life.

Speak with Undead
Seance
Level: Paragon of Duality 0
You can talk to undead

This spell works just like speak with animals only with undead instead of animals.

1st

Soul of One
Seance
Level: Paragon of Duality 1
Components: V, S
You talk to a creature

This spell works like contact other plane to an inappropriate elemental plane, but no check is required, only one question can be asked, and you can only ask each question with this question once ever.

2nd

Spirit Messenger
Seance
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse Touched
Duration: Until discharged
Saving Throw: None
Spell Resistance: No
You send a petitioner as a messenger

The creature's soul, if willing, returns as a petitioner and seeks out a creature of your choice to deliver them a message, then returns to its afterlife.

3rd

Assembly Node
Seance
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Point touched
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
You set up a communications network.

The touched location becomes one of many locations each of which can access all others, allowing creatures in any of those locations to communicate with those in any other. You can only maintain one such node per level.

4th

Out of Body Experience
Seance
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Your soul flies about without your body.

Your incorporeal soul can travel at a speed of 60 feet flying with perfect maneuverability while leaving your body behind. It observes things just as your body would, and can also tell if your body would be able to sense something new.

5th

Locate Spirit
Seance
Level: Paragon of Duality 5
You find a spirit.

This spell works as locate creature except that it finds souls. This means it can find most living and some undead creatures and also find souls that have left the body.

6th

Prophecy
Seance
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
You gain important information.

You are given a short summary of the most important information for you to know at this point.

7th

Circle of Friends
Seance
Level: Paragon of Duality 7
You speak with multiple creatures

This spell works like sending except you can send to up to 1 creature/2 levels, and creatures can respond in an order chosen by you. You can choose whether the creatures can hear each other or not.

8th

Ghostly Imbuement
Seance
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
You gain many abilities of a ghost.

You take on the ghost template, except that you remain material, your type doesn't change, and you can't possess creatures.

9th

Speak with Deity
Seance
Level: Paragon of Duality 9
You speak with divine beings to get accurate answers.

This spell works like commune except that each question goes to all deities and the most accurate response is relayed to you, and that you can ask questions with longer answers than yes or no.

Silho

0lvl

Darkening
Silhouette [Darkness]
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Shadows in range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Shadows become even darker

All areas of shadowy illumination in the area become totally dark.

Move Shadow
Silhouette
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: Shadows in range
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You move shadows about in range.

You move the shadows in range to different locations, but cannot change the total number of shadowy squares.

1st

Grab from Shadows
Silhouette
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
You can grab objects by touching their shadows.

If you are touching an object's shadow, you can manipulate it as though you were actually touching it.

2nd

Shadow Companion
Silhouette
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: Your shadow
Duration: 1 minute/level
Your shadow becomes a servant.

Your shadow separates, and becomes a first-level commoner version of you, allowing it to perform menial tasks. If it is killed, you go without a shadow until you've rested.

3rd

Shadowmorph Object
Silhouette (Shadow)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Object Touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You get a half-real version of an object.

You get a half-real, mundane version of the object - any numerical benefit of the object or damage dealt by it is halved, and any non-numerical benefit is half likely to function.

4th

Noone's Shadow Warrior
Silhouette
Level: Paragon of Duality 4
Your shadow becomes a mighty warrior.

This spell works like shadow companion except that the companion has a number of warrior levels equal to your caster level, rather than a commoner level.

5th

Shadow Salesman
Silhouette
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Minute
Range: Personal
Target: You
Duration: Instantaneous
You meet for a moment with a shadow salesman.

You can make as many trades as you like with a shadow salesman who offers you half the market price of an item you wish to sell, and who sells items for one and a half times as much money.

6th

Shadowmorph Creature
Silhouette (Shadow)
Level: Paragon of Duality 6
You copy a creature, half-real

This works like shadowmorph object except that it affects a creature, not an object. The creature's HD cannot be more than your caster level.

7th

Greater Shadow Salesman
Silhouette
Level: Paragon of Duality 7
You trade with a slightly fairer salesman.

This works like shadow salesman except that the items are traded at normal value.

8th

Dark Assassin
Silhouette
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will and Fortitude Negates
Spell Resistance: Yes
A creature fights their own shadow.

The target's shadow separates, and gains all of that creature's abilities, before trying to kill its owner. A creature who passes both saves is spared from this. If the shadow is defeated then the creature goes without a shadow until it has rested.

9th

Noone's Shadow Master
Silhouette
Level: Paragon of Duality 9
Your shadow copies your power

This spell works like shadow companion except that your shadow has all your levels and abilities.

Wardi

0lvl

Minor Dispulsion Ward
Warding
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
You counter a single cantrip directed at you.

The next harmful cantrip that would harm you is countered.

Splinter Shield
Warding
Level: Paragon of Duality 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
You are protected from slight hits.

The next attack that would do 5 or fewer points of damage to you deals none.

1st

Exhaustion Shield
Warding
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level
You drain more resources from magical and psionic attackers

Each spell or power directed at you is countered unless the attacker spends another spell slot (any level) or an extra power point.

2nd

Depower Spell
Warding
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 Immediate Action
Range: Short (25 ft + 5 ft/2 levels)
Target: Creature casting a spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The chosen spell deals minimum damage.

Each variable, numeric effect of the chosen spell is minimised.

3rd

Block Attack
Warding
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous
You block a single attack

A single attack deals no damage to you.

4th

Shield Dome
Warding
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 Standard Action
Range: 15 ft
Target: 15 ft emanation, centred on you.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The dome protects creatures within.

Creatures in the area take half as much damage from all effects.

5th

Reflection Shield
Warding
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
An attack damages the aggressor instead of you.

The attack being directed against you hurts the user instead of you.

6th

Draining Shield
Warding (Healing)
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: Instantaneous
The next attack heals you rather than harming you.

The attack being made against you heals you instead of dealing damage.

7th

Sammael's Spellbreaker
Warding
Level: Paragon of Duality 7
You dispel a spell without recourse or saves.

This spell works like dispel magic except that it works without needing to roll.

8th

Castle of Peace
Warding
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Building touched
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
Creatures cannot attack within the building.

Negate the effect of any attack made within the buidling.

9th

Immortal Coil
Warding
Level: Paragon of Duality
Components: V, S
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 day/level (D)
You are afforded temporary immunity.

The first time during the duration that you would die, instead immortal coil restores the you to perfect state and grants immunity to the type of effect that would have killed you for the rest of the duration.

Some creatures use this spell and deliberately have their acolytes attempt to kill them with normal damage to render themselves immune for the duration, but you can't have more than one instance of immortal coil active at once.

Undead, constructs and deathless can use this spell, and it triggers when they would be destroyed.

Jormengand
2016-10-19, 08:46 AM
Duality Companion

A duality companion has all the qualities of both their types (with the appropriate subtypes) and are affected by effects that specifically target either (such as hold person and favoured enemy). Duality companions always use the fractional base attack bonus and saves (http://www.orfinlir.de/3/Fractional%20Base%20Bonuses) special rules, even if the rest of the campaign does not.

Drakoid
Tiny Construct Dragon (Fire, Light, Living Construct)
Hit Dice: 1d10+1d12 (12 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 50 ft. (Average)
Armor Class: 16, (+3 Dex, +3 Natural Armour) touch 13, flat-footed 13
Base Attack/Grapple: +1/-7
Attack: Claw +3 melee (1d3) or Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4) and two claws -2 melee (1d3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Laser Breath
Special Qualities: None
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 10, Dex 16, Con 10, Int 6, Wis 6, Cha 6
Skills: You choose.
Feats: You choose.
Environment: Companion only
Organization: Companion only
Challenge Rating: 1
Treasure: None
Alignment: Always between true neutral and as owner.
Advancement: As companion.
Level Adjustment: -
The drakoid looks like a very mechanically-enhanced wyrmling. It can barely pick up objects in its claws.

Combat Abilities

Laser Breath (Ex)
The drakoid has a mouth-mounted laser cannon which also feeds off the dragon's natural breath. The laser can be used once every 1d4 rounds as a 30 foot line that deals 1d6 fire damage per dragon hit die and 1d4 damage per construct hit die (the damage from construct hit dice is untyped). Against undead or creatures harmed by light, the laser's untyped damage is doubled.

Rat Elemental
Tiny Large Elemental Animal (Extraplanar, Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 15 feet
Armor Class: 12, (-1 size, +3 dex) touch 12, flat-footed 9
Base Attack/Grapple: +1/+6
Attack: Swarm (1d6 plus disease) or slam +4 melee (2d6+1)
Full Attack: Swarm (1d6 plus disease) or slam +4 melee (2d6+1)
Space/Reach: 10 ft./0 ft. and 10 ft, see text
Special Attacks: Disease, distraction
Special Qualities: Dual Size, Half damage from slashing and piercing, low-light vision, scent, swarm traits.
Saves: Fort 6+, Ref +5, Will -1
Abilities: Str 12, Dex 17, Con 12, Int -, Wis 8, Cha
Skills: None.
Feats: None.
Environment: Companion only
Organization: Companion only
Challenge Rating: 1
Treasure: None
Alignment: True Neutral.
Advancement: As companion.
Level Adjustment: -
This creature looks vaguely humanoid from a distance on a dark night, but even the most superficial of inspection reveals it to be made of a writhing mass of rats.

A rat elemental is essentially a large mass of rats, forming some kind of tornado of stacked rodents.

Combat Abilities

Dual Size
To attack a rat elemental is to swing one's weapon throught the whole mass, but to be attacked by one is to be swarmed by the individual rats. The elemental is treated as a swarm of tiny creatures when attacking, and a large creature when defending, except that its slam attack has a 10 foot reach (and the damage is calculated for a large creature).

Swarm (Ex)
A rat elemental deals 1d6 points of damage per vermin hit die on a swarm attack.

Disease (Ex)
Filth fever預ny attack, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its square must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills
Rat elementals are made of rats, and share with them these properties:

Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Servitor
Medium Humanoid Construct (Human, Living Construct)
Hit Dice: 1d10+1d8+4 (14 hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 16 (+6 armour), touch 10, flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Hydraulic Claw +3 melee (1d10+2/*4 Piercing) or Missile Launcher +1 ranged (1d10/*3 Piercing)
Full Attack: Hydraulic Claw -3 melee (1d10+2/*4 Piercing) and Missile Launcher -9 ranged (1d10/*3 Piercing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappling Claw
Special Qualities: Innately Armoured
Saves: Fort +2, Ref +2, Will -2
Abilities: Str 14, Dex 10, Con 14, Int 6, Wis 6, Cha 6
Skills: You choose.
Feats: You choose.
Environment: Companion only
Organization: Companion only
Challenge Rating: 1
Treasure: None
Alignment: Always between true neutral and as owner.
Advancement: As companion.
Level Adjustment: -
A servitor is an armoured cyborg, humanity partly obscured by gears and pumps. Its hands hold weapons already, but can also pick up, but not wield, objects.

A servitor is still a human, just a heavily-modified one, and gets a bonus feat at first level, 4 bonus skill ranks at first level, and 1 bonus skill rank at each other level.

Combat Abilities
Grappling Claw (Ex)
Whenever the servitor hits with its claw, it may attempt to start a grapple as a free action without making a separate touch attack or provoking an attack of opportunity.

Innately Armoured (Ex)
The servitor has a +6 armour bonus to AC as well as the natural armour bonus that it will get as its owner gains levels.