S Spells

Sable Dance
Transmutation [Earth]
Level: Asn 3, Rgr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
You become as the dust, able to transform into the swirling sands of a desert wind & reform instantly a short distance away.
When you cast this spell, you gain one shift per caster level. You may expend one shift to transport yourself 10’ in any direction as a swift action, although there must be a discernible means for air to pass from where you stand to your intended destination.

You may use this ability as an immediate action, but doing so costs you two shifts. Shifting does not provoke an attack of opportunity. You may shift into or out of an antimagic field.

If you are struck by or pass through a water effect while this spell is active, the spell ends immediately & you take 4d10 points of damage.

When you have no more shifts available, this spell is discharged.

Material Component: Powdered onyx, sand & 25gp worth of ruby dust.

Sacred Aura
Abjuration [Good, Lawful]
Level: Pal 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A brilliant divine radiance surrounds you, protecting you from attacks, granting you resistance to spells cast by hostile creatures, & causing hostile creatures to falter when they strike you. This aura has four effects.

First, you gain a +4 deflection bonus to AC & a +4 resistance bonus on saves.

Second, you gain spell resistance of 20 plus your Charisma modifier against chaotic spells, evil spells & spells cast by chaotic &/or evil creatures.

Third, the aura blocks possession & mental influence, just as protection from evil does.

Finally, if a creature succeeds on a melee attack against you, the offending attacker falters (dazed for one round, Will save allows either a standard action or a move action) & is either blinded (Fortitude save negates, as blindness/deafness, but against sacred aura's save DC) or slowed (Will save negates, as slow, but against sacred aura's save DC) at your discretion.

Focus: A diamond from the plane you are not native to, worth at least 2,500gp.

Sanctify
Evocation [Good]
Level: Clr 8
Components: V, S, M, F, DF
Casting Time: 24 hours
Range: Touch
Area: 120’ radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
This spell makes a particular site, building, or structure a holy site. This has five major effects.

First, the entire area of the spell is affected as though by hallow & consecrate.

Second, the area is permeated by a prayer effect that treats all good creatures as allies & all evil creatures as enemies.

Third, living creatures within the area of effect are permitted Fortitude saving throws against any necromancy effect & any ability that imitates a necromancy effect, as well as ability drain, death effects & energy drain, even if the effect in question would not ordinarily permit a saving throw. Good creatures within the area are allowed a Will save to resist the effects of blasphemy. An unholy aura within a sanctified area protects only a 10’ radius, & its duration is halved.

Fourth, evil outsiders may not enter the area warded by this effect, unless they make a successful Will save.

Finally, you may choose to fix up to one spell effect per six caster levels to the sanctified site. Such spell effects last for one year & function throughout the entire site, regardless of the normal duration & area or effect. You may designate whether the effects apply to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment, & can make separate designations for each effect. At the end of the year, the chosen effects lapse, but can be renewed or replaced simply by casting this spell again.

Spell effects that may be tied to a sanctified site include aid, bane, bless, break enchantment, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, forbiddance, freedom of movement, imbue with spell ability, invisibility purge, lesser restoration, mass owl’s wisdom, neutralize poison, protection from energy, remove curse, remove disease, remove fear, resist energy, silence, spell resistance, symbol of persuasion, symbol of sleep, tongues, & zone of truth. Saving throws & spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

An area can receive only one sanctify spell (& its associated spell effects) at a time. This spell counters but does not dispel vitiate; it does, however, dispel desecrate & unhallow.

Material Component: Herbs, oils, & incense worth at least 2,500gp, plus 1,000gp per level of the spells to be included in the hallowed area. Additionally, you require a font or basin of holy water that you yourself have blessed.

Focus: A holy relic of your faith or a diamond of at least 10,000gp value.

Savage Strength
Transmutation
Level: Blk 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You add power to your attacks through sheer ferocity, giving an unpredictable strength to your every strike. Your melee attacks deal an additional 1d6 points of damage while this effect is active.

Saving Grace
Abjuration
Level: Pal 2
Components: S, DF
Casting Time: 1 immediate action
Range: Close (25’ + 5’/2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Throwing out a hand, you extend your strength & divine grace to protect an ally against an imminent attack. You confer your Fortitude, Reflex & Will bonuses to the subject, as well as a deflection bonus to AC equal to your Charisma bonus, if any. The subject may use the better of his or her current save bonuses & deflection bonus or those you confer.

The duration of this effect cannot be extended in any fashion.

Scarlet Scandal
Enchantment (Charm) [Mind-Affecting]
Level: Betrayal 3, Brd 3
Components: V, S, M, DF
Casting Time: 1 round
Range: Special
Target: One creature (special)
Duration: Special
Saving Throw: Will negates (special)
Spell Resistance: Yes (special)
You cause rumors & scandal to brew, suspicion & distrust to foment, & the whole to settle in a malicious web anchored to one unfortunate.

When you cast this spell, you decide at what speed you wish the suspicion to spread. The resultant range & power of the spell is based on this:

{table=head]Duration|Progress|Range|Save DC Bonus
1 round/level|Immediate|60’|-1
1 minute/level|1 round|10’/level|+0
10 minutes/level|1 minute|30’/level|+1
1 hour/level|10 minutes|100’/level|+2
1 day/level|1 hour|300’/level|+3
1 week/level|1 day|1,000’/level|+4[/table]

Each time the period of progress elapses, sentient creatures in range must make a Will save or have their attitudes toward the subject shift one step towards hostile. If 1 round/level is the selected duration, then creatures failing the Will save shift down two steps. Longer durations increase the DC of the Will save.

Though those that succeed on their saving throws (or whose spell resistance has blocked the spell) do not have their attitudes magically changed, the hostility of others is likely to breed rumors & an atmosphere of distrust that may make things more difficult for the subject regardless of magic. These side effects are entirely natural, & may very well persist when the spell ends.

See enchantment reveals the spell as a bright red web trailing off in all directions from the subject. Greater remove curse will end this effect, but greater dispel magic & the like cannot, as the effects of the spell are spread far from their point of origin.

Material Component: A doll of the subject in a red silk net valued at 25gp.

Scour
Evocation
Level: Cleansing 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Area: 10’ radius
Duration: Concentration plus 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You bring into being an immobile, hemispherical energy field that damages unclean creatures. The field affects oozes, vermin, & any creature that can transmit poison or disease as an extraordinary ability. Any creature that the field affects takes 1d8 points of damage per round +1 point per caster level (maximum +10). Creatures that can cast poisoning spells, but have no inherent poisoned attack, are not affected by this field.

Scourge
Evocation
Level: Blk 2, Punishment 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25’ + 5’/2 levels)
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Spell Resistance: Yes
With little more than an outstretched hand & a disapproving glare, you can pummel a creature with stinging blows, seemingly from nowhere. These invisible strikes deal 2d8 points of non-lethal damage +2 points per caster level (maximum +40).

Afterward, the target is left shaken for 1 hour unless they make a successful Will save; this effect does not affect creatures that are immune to fear. While shaken in this manner, your target receives a -2 penalty on their level checks to resist Intimidate attempts initiated by you.

Material Component: A small strip of leather.

Scrabbling Disgorge
Conjuration (Summoning)
Level: Blk 4, Drd 5
Components: V, S, M, A
Casting Time: 1 standard action
Range: Personal
Effect: Summoned insect swarms filling the area
Duration: Concentration + 1 round/level
A truly horrifying spell, this effect has you force from your gullet a river of crawling, writhing insects. The swarms rush forth & fill the area, striking as you will, provided you can control them.

When the spell is cast, you immediately bend over & retch; from your open mouth issues forth a torrent of insects in a swarm. The type of swarm summoned is random & determined by the table below:

{table=head]d4|Level 7-10|Level 11-14|Level 15-17|Level 18+
1|1 spider swarm|1d2 spider swarms|1d3 spider swarms|1d6 spider swarms
2|1d3 spider swarms|1d6 spider swarms|1 locust swarm|1d2 locust swarms
3|1 locust swarm|1d2 locust swarms|1d4 locust swarms|1 centipede swarm
4|1d4 locust swarms|1 centipede swarm|1d2 centipede swarms|Roll twice (15-17)[/table]

Concentrating on the spell is a standard action that provokes attacks of opportunity. Each round that you maintain concentration, you belch forth additional swarms. Swarms form 5’ in front of you & do not distract you in any fashion.

You may direct summoned swarms as a free action, but you may direct no more than your Wisdom bonus.

It is estimated that as many as 10% of true ghuls possess the power to produce this effect once per day.

Material Component: An almasti’s egg or an egg that has been allowed to rot & ferment over two weeks. Consuming either deals 1d4 Constitution damage & forces a Concentration check to avoid losing the spell. A ghul may ignore this component.

Alignment Component: Any non-good.

See Enchantment
Divination
Level: Brd 2, Sor/Wis 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
This spell makes your eyes glow a soft blue & allows you to see certain magical auras within 120’ of you. The effect is similar to that of a detect magic spell, but this effect does not require concentration & discerns aura location, nature & power more quickly.

You can perceive certain magical auras & spells while this effect is active. Specifically, if a creature is under a mind-affecting effect, you can see a blue glow (charms), a yellow glow (compulsions) or a violet glow (phantasms) in their eyes. Fascinated creatures have a prismatic glow in their eyes, while shaken, frightened & panicked creatures' eyes have a green glow.

Certain other spells provide alternate visual stimuli, which may be easily recognizable. Sleep, for example, shows an illusory image of rose petals circling the subject’s head.

If you can peer into a creature’s eyes for 1 round, you may make a Spellcraft check (DC 15 + spell level) to determine the exact spell effect active, as long as it is one you are familiar with. In either event, the same Spellcraft check will reveal, fairly accurately, the caster level of the effect. The DM should roll 1d6-3 & add the result to the actual caster level.

This spell can be made permanent with a permanency spell.

Set Fate
Evocation
Level: Destiny 3, Sor 5
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100’ + 10’/level)
Target: One willing creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Invoking the mysterious powers of fate, you forge a wordless contract between fortune & a creature willing to accept its price. With the words “Your fate is sealed!” this contract comes into effect.

The subject automatically succeeds on its next saving throw. In exchange, however, the subsequent saving throw that subject makes, no matter how long after the casting of this spell, will be an automatic failure.

The subject understands the contract in simple terms, e.g. “You will succeed now, at a price of failure later,” & mentally decides whether to accept or not; this is a free action.

Attempts by either caster or subject to manipulate Fate's bargain, such as forcing a negligible saving throw upon the subject after the success or wasting the boon & preserving the curse, may result in unexpected consequences. The power of Fate is not to be trifled with, nor taken lightly.

Set fate can only be revoked via miracle or wish. No worshiper of Daq, Zaia or the Darshan can revoke set fate in any fashion.

Shield of Resolve
Abjuration
Level: Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You fill a shield with your strong resolve, imbuing it with a +2 sacred bonus to AC & a +1 sacred bonus to saving throws made by the bearer.

Sidaru’s Solemn Silence
Enchantment (Compulsion) [Mind-Affecting]
Level: Peace 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: All creatures within 10’/level
Duration: Concentration + 1 round/level; see text
Saving Throw: Fortitude; see text
Spell Resistance: No
All living creatures within range become paralyzed & frozen in place. They are aware & can breathe normally, but cannot take any actions except speech. They are not permitted a saving throw to negate this effect.

All non-living creatures (such as constructs or the undead) must make a successful Fortitude save or be instantly destroyed. Those that make their save are pushed to the edge of the spell’s area of effect, taking 1d6 points of damage for every 10’ so pushed. All creatures that remain within the area are automatically subject to the effects of a calm emotions spell for the duration of this spell.

Creatures within the spell’s area of effect cannot cast spells until the spell ends, unless they make a caster level check against you; you gain a +4 circumstance bonus on this check. Spells of the Healing descriptor are exempt from this restriction, & can be cast freely, but not against the undead.

A flying creature that is so frozen will not fall from where they have been frozen. A swimming creature so frozen will not drown if their head is above the surface.

You are exempt from this spell’s effects, & may act freely. If you make any aggressive action towards a creature, either living or non-living, then the spell immediately ends. Aggressive actions include attacking a creature, grappling a creature, targeting a creature with a damaging spell, or forcing a creature to make a saving throw (harmless spells not count for this last clause).

Material Component: An olive branch.

Skew Fate
Evocation
Level: Brd 0, Sor 0
Components: V, S
Casting Time: 1 immediate action
Range: Close (25’ + 5’/2 levels)
Target: One creature
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: No
You impose on the target a -3 penalty to its next saving throw.

Solidify Cloud
Transmutation [Air]
Level: Clr 5, Drd 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 minute
Range: Close [25’ + 5’ per 2 caster levels]
Area: up to four 5’ squares/level (shapeable)
Duration: 1 hour/level (dismissible)
Saving Throw: None
Spell Resistance: No
You cause a cloud to coagulate on top into a firm floating surface that can be walked upon. The top of the cloud becomes a perfectly flat level plane, with the rigidity of soft earth (hardness 0). Walking on a solidified cloud does not normally require a Balance check. Each square of a solidified cloud can support up to 500 pounds at any one time; any more than that, then the overtaxed squares fail for 1 round, dumping their contents into the sky below. Solidified clouds are opaque, so they provide cover & concealment for the creatures standing on them relative to anything below. From below, a solidified cloud only appears slightly thicker than normal (DC25 to Spot).

The surface moves with the cloud, which can be controlled with control winds spell; a strong wind (21+ MPH) is needed to push the cloud 10’ per round; a severe wind (31+ MPH) is needed to push the cloud 20’ per round; a windstorm-force wind (51+ MPH) is needed to push the cloud 40’ per round. Hurricane-force winds (75+ MPH) will destroy a solidified cloud. A solidified cloud can be made permanent with a permanency spell (minimum caster level 14th, 3,000XP cost).

Material Components: A pinch of dust & a pumice stone.

Song of Serenity
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 6, Peace 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Area: 30’-radius emanation
Duration: Concentration, plus 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes creatures within the emanation area (or those who enter it, including yourself) to become incapable of attacking. Affected creatures cannot take any action (including the casting of spells) that would require an attack roll, would directly deal damage to another creature, or would force another creature to make a saving throw. All other actions are allowed, even those that might cause injury indirectly. Creatures outside of the area are able to act normally with regard to the creatures within the area of effect. Creatures that leave the area are free to attack as they choose.

Soul Blank
Necromancy [Evil]
Level: Sor/Wiz 9
Components: V, U
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours
As mind blank, but unlike that safer abjuration, soul blank defeats divination & enchantment magics by suppressing one’s own soul. This evil act accords several powerful protections, though at tremendous risk.

Bereft of a soul, there is nothing for standard necromantic effects to strike against, rendering you immune to all death effects & spells with the Death descriptor (with the exception of destruction, which attacks the body). You are immune to any form of fear (including supernatural fear) & any effects that would alter your alignment. Without a soul to blight, you are immune to curses, including but not limited to bestow curse & bestow greater curse. You cannot be a victim of a magic jar, nor can you cast said spell. Eyebite does not affect you. Other effects that require a target with a soul fail to function on you.

However, without your soul at hand, you cannot use it to perform any spells that would require it within you. You are considered a valid target for halt undead & control undead. Living things perceive you as being unnatural, & your own behavior becomes alien, resulting in a -8 penalty on any Charisma-based check to deal with other creatures.

Most dangerously, spells with the Healing descriptor fail to work on you, & if you should die, your soul will not return to your body, rendering you unable to be raised, resurrected, or otherwise returned to life. Though you may rise as some undead creature, until such time as that takes place no form of magic can restore you to life, not even wish or miracle.

Unique Component: You must currently have your soul in order to be able to suppress it. Undead creatures cannot cast this spell.

Sparkling Jewels of the Seven Sands
Evocation [Acid, Cold, Electricity, Fire, Force, Light, Sonic]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Effect: Sparkling prismatic bolts of magic
Duration: Instantaneous (see text)
Saving Throw: See text
Spell Resistance: Yes
Casting a handful of jewels into the air, you fill them with blinding power, causing them to shatter into magical bolts that cascade down on your foes.

The surge of blinding light creates a burst that dazzles all foes within 60’ of you at the time you cast this spell for 1 round. You create 1d4 bolts plus 2 bolts per level; even numbers of acid, cold, electric, fire, force & sonic bolts, with the remainder allocated top-to-bottom on the table below. You can divide these bolts as you like among any number of targets. The effects of each bolt vary:

{table=head]Bolt|Damage|Special|Save
Fire|1d10 |-|-
Cold|1d6|Slow 1 round (+1 round per added bolt)|Reflex
Electric|1d8|Daze (+1 DC per added bolt)|Will
Acid|1d4|1d4 acid damage next round |Fortitude
Sonic|1d6|-|-
Force|1d4+1|-|-[/table]

You can direct a maximum of half your bolts (rounded down) to any one target. A Reflex save negates the slowing effect of the cold bolts; a Will save (whose DC increases by 1 per additional electric bolt striking the same target) negates the daze effect of the electric bolts; a Fortitude save negates the next-round damage of the acid bolts (the first round of damage still applies).

Material Components: Seven gems of different colors, each valued at 100gp.

Spectral Slayer
Necromancy [Death, Evil]
Level: Murder 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100’ + 10’ level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (see text), then Fortitude partial (see text)
Spell Resistance: See text
You craft a spectral image of the most fearsome creature imaginable to the subject simply by forming the subject’s nebulous fears into something that its conscious mind will unwillingly put a face to. The slayer is formed from death magic & the power of necromantic fear, & appears to the subject while remaining invisible to all others. The target first gets a Will save to overcome the killing fear of the slayer’s “attack”. If that save fails, the spectral slayer strikes down the target, which dies from fear.

Unlike a phantasmal killer, however, a spectral slayer is no illusion, but rather an impulse shaped from killing magics & given face by the victim’s fears. If the save succeeds, the slayer’s victim imprints this visage upon it, giving it corporeal form & visibility. The slayer becomes a wraith, with an additional 20 hit points & a +4 bonus to attack rolls, skill checks & saving throws. The Fortitude save to resist the wraith’s Constitution drain is made at this spell’s DC. It acts to strike down the nearest living creature, with a preference for the spell’s subject, & can perceive the living with pinpoint accuracy regardless of obstacles or misdirecting effects.

The slayer is considered a construct for all intents & purposes; thus, it cannot be turned or rebuked, nor is it affected by spells or effects that selectively harm the undead. At the end of the spell’s duration, or if it is killed, the slayer melts into a tarry stain on the ground.

If the subject of a slayer’s attack succeeds in mentally resisting & is wearing a helm of telepathy, the entity can be turned upon you. You must then resist it or become subject to its lethal fear attack.

Squall
Evocation [Air]
Level: Storm 4, Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: Cylinder (5’ radius/level, 50’ high)
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a windstorm (approximately 70 mph) that originates from you, affecting all creatures in its path.

A Small or smaller creature on the ground is knocked down & rolled 1d4×10’, taking 1d4 points of nonlethal damage per 10’. If flying, a Small or smaller creature is blown back 2d6×10’ & takes 2d6 points of nonlethal damage due to battering & buffeting. Medium creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10’. Large or Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5’. Gargantuan or Colossal creatures may move normally within a squall.

A squall can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -8 penalty on Listen checks within a squall. Ranged weapon attacks are impossible, & even siege weapons have a -4 penalty on attack rolls.

The force of the squall is powerful enough to bring down branches, if not whole trees. Candles, torches, & similar unprotected flames are automatically extinguished. Even protected flames, such as those of lanterns, have a 75% chance of being extinguished.

In addition to the effects noted, a squall can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn awnings or hangings, heel over a small boat, & blow gases or vapors to the edge of its range.

Stairs of Madrasah
Transmutation
Level: Brd 4, Clr 5, Wiz 5
Components: V, S, M, F
Casting Time: 1 full-round action
Range: Personal
Effect: Phantom staircase in an extradimensional space
Duration: 1 minute/level
Creating the Madrasah’s stairs is one of the most mysterious feats of magic possible in all of the Kamala. You cause one stair per caster level to appear, with the first being underneath yourself. Each stair is as wide as your space, five times as long, & made of a shimmering translucent magical force. The world seems to dissolve in the direction of the staircase, revealing a starry, midnight blue emptiness save the stairs ahead. Each stair is a magical construct capable of supporting any amount of weight.

At the end of the topmost stair is a gold & sapphire door that leads to an impenetrable room of impossible size, capable of holding up to 100 creatures of the caster’s size. This door may only be opened from the outside by the caster, & only when standing on the topmost stair. The room within is impenetrable to anything short of wish or Hatma’s keys, & can be used to recuperate or regroup. Neither spells nor attacks nor senses can pass the threshold, & it may only be stepped across by any given creature once per round. Only those that the caster permits can enter the threshold.

In addition to benefits gained from fighting from an advantageous position, allies of the caster gain a +2 bonus to attack rolls, damage rolls, skill checks & saving throws while on the stairs. Opponents of the caster take a -2 penalty to such rolls while on the stairs.

When the spell ends, the stairs vanish one by one, beginning at the top & going down, one per round. Creatures on a vanished stair reappear at the bottom & take 6d6 points of damage. Any unattended object left on the stairs or in the chamber may well vanish forever.

Material Component: A sapphire valued at 100gp.
Focus: A small golden pyramid or ziggurat valued at 500gp.

Stinging Breeze
Evocation [Air]
Level: Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 20’
Area: Line from your hand
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A line of penetrating wind projects from your hand. You must succeed on a ranged touch attack with the line to deal damage to a target. The wind deals 1d3 points of cold damage, plus 1 point of damage per level (maximum +10).

Stoic Valor
Abjuration
Level: Pal 4, Resolve 6
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: Up to one creature/level, no two of which can be more than 30’ apart
Duration: 1 minute
You take up the mantle of a defender, enduring blows against your allies in their place. For each creature you choose to include when you cast stoic valor, you gain a buffer of 30 temporary hit points; these hit points last until the spell’s duration ends. Hit point damage dealt to any of the creatures you have chosen to protect is dealt to you instead until the spell’s duration has elapsed or you have been slain. You may not include hostile or mindless creatures in this protection, nor may you include creatures under a compulsion effect.

Material Component: A cotton sash.

Storyteller
Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
Level: Brd 2
Components: V, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Target: One creature
Duration: Concentration
Saving Throw: Will disbelief (only if interacted with)
Spell Resistance: No
You begin telling a tale of the encounter your foe is participating in, embellishing wildly to change the nature of the battle the subject perceives. Though the subject has a chance to disbelieve the story being told, if it listens to you it will be led into the phantasmal fight, where its opponents are greater & its own skills are weaker. The victim of this effect suffers a -5 circumstance penalty to attack rolls, damage rolls, AC, skill checks & Reflex saving throws for as long as it can hear your story. Each time it attacks an enemy, makes a Reflex save or is struck, however, the subject gets a new chance to disbelieve the story, as what it should be experiencing is at odds with what has happened.

Material Component: 3 colored silks, one of which is embroidered.

Storyteller, Mass
Illusion (Phantasm) [Language-Dependent, Mind-Affecting]
Level: Brd 6
Components: V, M
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Target: Up to one creature/level, none of whom can be more then 30’ from any other
Duration: Concentration + 1 round/level
Saving Throw: Will disbelief (only if interacted with)
Spell Resistance: No
As storyteller, but affects multiple foes. The Will save to disbelieve the illusion from interaction is made at a -4 penalty, as the phantasm is compelling.

Material Component: 6 colored silks, all of which are embroidered.

Stroke of Judgment
Evocation [Good, Lawful]
Level: Pal 2
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
You imbue your next attack with power & authority bestowed from your deity. The next successful attack you make has twice the critical threat range (this stacks with keen edge, Improved Critical, etc.). It is also treated as having the holy & axiomatic weapon properties. If you strike an evil or chaotic creature with a weapon that has this effect upon it, then it gains 1 negative level. After you succeed on an attack, the spell is discharged.

Sunya’s Supreme Smite
Evocation
Level: Power 9
Components: V, S, DF, X
Casting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Area: Cylinder (20’ radius, 100’ high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
You create a vertical column of destructive force roaring downward from above, blasting everything within range. All creatures within range must make a Fortitude save or immediately die. A creature that makes their saving throw is still pushed to the edge of the effect, taking 1d6 points of damage for every 5’ so pushed. All objects within range take 1d6 points of force damage per caster level (maximum 30d6); this damage ignores hardness.

This effect negates any magical protection or barrier, such as an antimagic field, prismatic sphere, prismatic wall, or wall of force. The only known means of protecting oneself from this spell is the use of Akasha’s awesome aura.

XP Cost: 500XP.