Spells

On this page you will find a comprehensive list of custom spells that are available for use within the world of Énelya.

**Note:** These spells are highly experimental and subject to change!

## Pillar Eruption

**School** conjuration (creation) [earth]; **Level** cleric/oracle 4, druid 5, magus 4, shaman 5, sorcerer/wizard 4, summoner 4, unchained summoner 4; **Elemental School** earth 4

CASTING

**Casting Time** 1 standard action

**Components** V, S, M/DF (a handful of gravel mixed with sulfur)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Effect** one medium-sized pillar with a height of 10 feet + one additional pillar per 3 caster levels (maximum 5 pillars at 12th level)

**Duration** instantaneous

**Saving Throw** Reflex negates; **Spell Resistance** no

DESCRIPTION

You strike the ground with your palm and instantly make a number of pillars erupt around you. These pillars take up one 5-foot square and are 10 feet high. They have hardness 8 and a number of hit points equal to 10 times your caster level (up to a maximum of 120 at 12th level). A *disintegrate* spell can be used to completely destroy a pillar. If you do not have solid ground around you, such as dirt or stone, the spell automatically fails.

These pillars can erupt from any square you designate within range. If a pillar erupts under a creature, that creature has to make a Reflex save. On a failed save, the creature is launched 60 feet into the air. It suffers the normal effects of falling down (taking 1d6 damage per every 10 feet fallen) and is knocked prone. On a successful save, the creature can step aside on any free square around the pillar. This movement does not provoke an attack of opportunity and is completely free.

A launched creature lands adjacent to the pillar that launched it, on a square chosen by you. If that square is occupied, the occupying creature must make a Reflex save. On a failed save, the falling creature lands on top of them, knocking them prone and causing them to suffer the same fall damage. On a successful save, the occupying creature can step aside on any free square around them. This movement does not provoke an attack of opportunity and is completely free.

All pillars erupt simultaneously and you must designate them beforehand. All falling creatures take an equal amount of fall damage. One pillar can only launch medium-sized or smaller creatures into the air. You need to use four pillars in order to launch a large-sized creature into the air. Flying creatures can avoid the fall damage by beginning to fly as an immediate action after launching; this causes them to stop in the air just as they reach their highest point.

## Force Vacuum

**School** evocation [force]; **Level** magus 4, psychic 4, sorcerer/wizard 4

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Area** 10-ft.-radius

**Duration** instantaneous

**Saving Throw** Fortitude partial; **Spell Resistance** yes

DESCRIPTION

You clap your hands together in a forceful motion and mentally target an area within range. A brief, booming explosion of force happens at the center of this area and pulls creatures towards it like a vacuum. All creatures within the spell's radius are pulled to the center and take 1d4 force damage per caster level (maximum 10d4 at 10th level). In addition, all creatures who get pulled to the center take an additional 1d6 bludgeoning damage for each other creature pulled with them as they are forcefully slammed against one another. For example, if four creatures fail their saves and are pulled to the center, they would each take an additional 3d6 bludgeoning damage. You designate how the creatures are placed around the center, the only requirement is that they are clumped up and as centered as possible. A successful Saving Throw negates the pull effect and halves the damage.

## Rupturing Burst

**School** necromancy [evil, pain]; **Level** cleric/oracle 6, shaman 6, witch 6; **Domain** blood 6

CASTING

**Casting Time** 1 standard action

**Components** V, S, M/DF (two sharp pieces of metal)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Target** one living creature/4 levels, no two of which can be more than 30 ft. apart

**Duration** instantaneous

**Saving Throw** Fortitude partial or Fortitude half; see text; **Spell Resistance** yes

DESCRIPTION

As you cast this spell, you make rapid slashing motions with your fingertips and cause rupturing internal wounds to your chosen targets. They immediately take slashing damage equal to your caster level as well as 4d6 bleed and are also fatigued for as long as the bleed from this spell lasts. The slashing damage from this spell bypasses all damage reduction. If the chosen targets are able to fully negate the slashing damage by other means such as full immunity, they also negate the bleed effect. The bleed can only be stopped by magical healing of 4th level or higher, such as *Cure Critical Wounds* or a Heal check with a DC equal to 20 + your caster level. *Dispel Magic* and *Greater Dispel Magic* work as normal. Each time these bleeding targets move or are moved 5 feet, the bleed damage increases by 1d6 as their wounds rupture further. The maximum amount of bleed damage dice that can be accumulated is equal to your caster level (maximum 20d6). A successful Saving Throw negates the increasing bleed damage.

Alternatively, you can squeeze tightly with your hands and burst the blood vessels within chosen creatures that are affected by bleed. They immediately roll their total amount of bleed damage dice from all different effects (such as bleed dice that deal ability damage instead of hit point damage) and take that amount of damage. The range of this effect and the method of targeting is the same as above. A successful Saving Throw halves this damage.

## Mind Encounter

**School** illusion (phantasm) [fear, mind-affecting]; **Level** bard 5, inquisitor 5, psychic 6, sorcerer/wizard 6, summoner 5, unchained summoner 6, witch 6; **Domain** madness 6; **Subdomain** nightmare 6, thought 6

CASTING

**Casting Time** 1 standard action

**Components** V, S, M/DF (broken piece of a mirror)

EFFECT

**Range** medium (100 ft. + 10 ft./level)

**Target** one living creature

**Duration** 1 round/level (D); see text

**Saving Throw** Will negates; see text; **Spell Resistance** yes

DESCRIPTION

You attack the mind of your target and make them see an illusory battlefield. Your target then perceives themselves as being attacked by dark phantoms in wicked forms. In reality, they are fighting and damaging themself or their allies. If your target fails their initial Will save, they become shaken and flat-footed against their enemies for as long as the spell lasts and on their next turn, they roll 1d4. This is the amount of attacks they must then make against themself or adjacent allies on their turn. They must designate one attack against themself and each different ally adjacent to them, prioritizing themself first. These attacks are made as a full-attack action. If your target does not have a high enough Base Attack Bonus to make the required attacks, they make as many as they can. If they can reach the required number of attacks by using a feat, a class ability or a magic item, they must use it. They cannot fight defensively during this spell. The caster of this spell chooses which allies are attacked and in which order.

At the end of each of their turns, the subject of this spell may attempt a new saving throw to end the effect. In addition, they make a 5-foot step in a random direction if they fail on this save as they desperately try to dodge the endless phantoms in their head. On each subsequent turn spent under the effects of this spell, they repeat the above process.

The target of this spell is barred from interaction with the real world as long as they are stuck in this illusion. All allies within the real world are perceived as aggressive phantoms in their mind and their actions trigger attacks of opportunity from the target as normal. Enemies are ignored as they are non-existent within this illusion.

Allies can also try to shake off the illusion. As a standard action, an adjacent ally can grant the target of this spell a new saving throw. This save is made with a +2 bonus. If this saving throw succeeds, the effect immediately ends. If this saving throw fails, the target of the spell must make an attack of opportunity against the ally that granted them the save.

## Ball of Pure Chaos

**School** evocation [chaotic, force]; **Level** magus 5, sorcerer/wizard 5, witch 5; **Domain** chaos 5

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Target** one creature and up to two secondary targets; see text

**Duration** instantaneous

**Saving Throw** Will half; **Spell Resistance** yes/no; see text

DESCRIPTION

A ball made up of a mishmash of force energy and vibrant colors springs forth from your hand. This ball deals 1d20 force damage per 3 caster levels (maximum 5d20 at 15th level) and applies a random secondary effect for 1 round. Roll 1d10 on the following chart;

1. The target is hasted.
2. The target turns invisible.
3. The target is healed for 1d8+5 hit points.
4. Nothing happens.
5. The target is dazzled.
6. The target is sickened.
7. The target is staggered.
8. The target is nauseated.
9. The target is paralyzed.
10. The target is dazed.

After dealing damage and applying the condition, there's a 50% chance that the ball will bounce to a secondary target. It always chooses the closest target to be affected, whether it is an enemy, an ally or even yourself, but this target must be within 30 feet or the ball will just fly away in a random direction. If two or more targets are equally close, roll randomly to determine the target. The damage of the ball is reduced by 1d20 and the save DC is reduced by 1. A third bounce has a 25% chance to occur, with same rules as above (the damage and save DC reductions stack).

A successful Saving Throw negates the random condition and halves the damage, but the target can choose if he wants to negate the condition or not. The damage from the ball must always be rolled for and it cannot be affected by effects that change variables such as Maximize Spell. This spell has a 50% chance to pierce through spell resistance.

## Multicast

**School** evocation; **Level** magus 4, sorcerer/wizard 4, witch 4

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** personal

**Target** you

**Duration** until the end of your next turn; see text

DESCRIPTION

You target yourself with a surge of magical energy that is unleashed shortly. When you cast an evocation spell other than Multicast within the end of your next turn that is of equal spell level or lower than Multicast, the effects of that spell are duplicated; a second copy of that spell is launched from your body. This secondary copy affects the same area and targets as the original.

If you do not cast another evocation spell within the end of your next turn, Multicast is automatically dismissed. You can prepare Multicast in higher level slots in order to use it together with higher level spells. Only the base level (or the level of the slot it is prepared in) of Multicast is accounted for when determining what spells it can be used together with; Metamagic feats (other than Heighten Spell) do not increase its level in this regard. Multicast uses the level of the duplicated spell when determining effects dependent on it, such as save DC. Any metamagic feats are also duplicated as long as they do not cause Multicast to exceed your maximum spell level.

## The Phantom Knight

**School** conjuration (calling); **Level** cleric/oracle 7, shaman 7, sorcerer/wizard 7, summoner 6, unchained summoner 7, witch 8; **Domain** void 7, glory 7; **Subdomain** honor 7; **Mystery** outer rifts 7

CASTING

**Casting Time** 1 round

**Components** V, S, M (a dose of shadow essence and gold dust worth 300 gp), F/DF (a miniature phantom knight worth 5000 gp)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Effect** one personal phantom knight

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

When you learn this spell and create its focus component, you gain a personalized phantom knight that serves you in times of great trouble. By using your magical knowledge, you form a deep connection with a single phantom knight, one of many stalwart and lonely protectors that traverse the space between the Ethereal Plane and the Shadow Plane. You gain knowledge of its name and summon the knight by shouting it; after a short while, a dark rift opens and your phantom knight rides forth on its phantom steed and arrives under your command.

After summoning your phantom knight, it asks you for a task to perform. Usually phantom knights are content with a simple task such as striking down a single greater foe or a group of enemies; they are eternal warriors in search of great glory after all. Should you ask for more complex tasks or tasks that require more time, the phantom knight may ask for a greater reward for its services, such as some kind of personal sacrifice on your part. Whatever the case, the phantom knight always asks to be released back to the Ethereal Plane after it has completed the task you have requested. Should you not grant its release, the phantom knight will be greatly angered, but it will never personally attack you. However, it might seek revenge in some other way should you anger it too much and strain the relationship. A phantom knight may even grow agitated if you request its services multiple times in a short period or give it menial tasks that it does not find worthy. The phantom knight can remain under your calling for 1 day per caster level and will immediately return to the Ethereal Plane once this time has passed, whether its task has been completed or not.

Phantom knights are powerful beings that can exist in both the Ethereal Plane and the Material Plane. When they are in the Material Plane or another plane that is not the Ethereal Plane, they exist in an incorporeal form, though they can switch to their ethereal form at will. They are unique outsiders with the phantom, extraplanar and incorporeal subtypes. The powers of a phantom knight grow along your own magical power, as seen below.

**Phantom Knight**

LN Large outsider (phantom, extraplanar, incorporeal)

**Init** equal to yours + 8; **Senses** darkvision 60 ft.

DEFENSE

**AC** 22, touch 22, flat-footed 18 (+8 deflection (+4 from Cha, +4 + ? from phantom shield), +4 Dex)

**hp** ? (1d10+2 times your caster level)

**Fort** +10 + ?, **Ref** +12 + ?, **Will** +10 + ? (+4 against mind-affecting)

**Defensive Abilities** incorporeal, ethereal form, blurred figure **Immune** bleed, death effects, disease, fear, poison, sleep

OFFENSE

**Speed** fly 120 ft. (good)

**Melee** phantom lance (melee touch) +? (?d?+?+4 force, x3) or phantom longsword (melee touch) +? (?d?+?+4 force, 19-20/x2)

**Space** 20 ft.; **Reach** 5 ft.

**Special Attacks** ability strike, natural armaments

STATISTICS

**Str** —, **Dex** 18, **Con** 14, **Int** 12, **Wis** 14, **Cha** 18 (+1 to one chosen ability score per 4 caster levels)

**Base Atk** equal to caster level; **CMB** Base attack bonus + 6; **CMD** 10 + Base attack bonus + 12

**Feats** Arcane Strike (dependent on your caster level), Improved Initiative, Mounted Combat, Ride-by Attack, Spirited Charge, one additional feat per 4 caster levels

**Skills** Unspent skill points equal to 4 times your caster level

Class skills: Bluff, Diplomacy, Fly, Knowledge (planes), Perception, Ride, Sense Motive, Stealth and two other skills chosen by you which must be selected from your own class skills

**Languages** Common, one additional language known by you per 4 caster levels

SPECIAL ABILITIES

**Ethereal Form (Su):**
As a move action that does not provoke attacks of opportunity, a phantom knight can turn ethereal. The form lasts for up to 1 minute and can be reverted as a free action. This ability is usable once every 10 minutes.

**Blurred Figure (Ex):**
The form of a phantom knight is hard to perceive because of its shifting nature and phantom knights are considered to be under the constant effect of a *Blur* spell.

**Ability Strike (Su):**
As a full-round action that does not provoke attacks of opportunity, a phantom knight can perform a devastating strike against a chosen creature. The phantom knight attacks a target within reach and if the attack hits, its weapon damage dice are doubled and it also deals 1d4 ability damage which changes to 1d8 on a critical hit. This is a negative energy effect. When you create your phantom knight, you choose which ability score it can deal damage to. At 18th caster level, the phantom knight gains a second Ability Strike. You must choose a different ability score for this secondary Ability Strike. It otherwise functions identically to the normal Ability Strike.

**Natural Armaments (Ex):**
Even if they would seem like manufactured weapons, the phantom lance and longsword wielded by a phantom knight act like natural weapons, meaning that a phantom knight can only make a single attack during its turn regardless of its base attack bonus. It cannot wield the lance and longsword simultaneously or attack with both during the same turn; it can however switch between them as a free action. A phantom knight adds its Charisma modifier to attack and damage rolls made with these weapons. A phantom knight always has a phantom lance but you can choose to swap its longsword for something else; it must be a melee weapon and usable with one hand as the other hand of a phantom knight is always occupied by its shield. You can choose any martial weapon you like and the phantom knight will always be proficient with whatever weapon you choose. Alternatively, you may also choose an exotic weapon if your phantom knight has the *Exotic Weapon Proficiency* feat. If you can make a two-handed weapon usable with one hand through feats or other means, you may choose it. In addition, increase the damage dice of the phantom knight's weapons by one step for every 4 caster levels you have.

**Scaling Powers (Ex):**
A phantom knight's powers within the Material Plane are directly connected to the powers of its caller. Its number of hit dice, feats and skill points increase with your own caster level and the power of its weapons and saves grow as well. You choose how new feats and skill points are distributed, as well as the periodic ability score increases. A phantom knight has two good saves and one bad save; you choose these together with other features when you create your personal phantom knight. The two good saves have a bonus equal to half your caster level and the one bad save has a bonus equal to one third your caster level. The enhancement bonus of its lance, longsword and shield is increased by +1 for every three caster levels. You can choose to apply magical enchantments to its weapons and shield with these increases, with the same rules as regular magic weapons and armor. Applying these enchantments costs no gold and they must be applied immediately when a phantom knight is created and whenever its enhancement bonus increases. Once these choices have been made, they cannot be changed.

**Phantom Steed (Ex):**
Although the phantom knight is riding a phantom horse, it can never be dismounted and they both act together as one unit. This does not increase the phantom knight's natural reach or damage dice as the knight itself is still regarded as a medium-sized unit.

**Release From Service (Ex):**
If your personal phantom knight ever perishes (reduced to 0 or fewer hit points), you immediately roll its hit dice (without a Constitution modifier) and apply the resulting total as force damage to yourself. However, you cannot directly die from this damage and can only be reduced up to a negative number of hit points equal to your Constitution score -1 at which point you are dying and within one round of death. After that, the miniature phantom knight under your possession shatters into countless little pieces and you must then make a new focus component from scratch. You lose memory of the name of the phantom knight that perished, as will everyone else who interacted with that particular knight. You do however gain a unique scar that represents your past relationship with that phantom knight. You contact a different phantom knight after finishing your new focus, should you cast the spell again. This allows you to build a completely new phantom knight by applying its skill points, feats, ability score increases, save bonuses, weapon enchantments, ability damage and armaments again.

## Mimic Material

**School** transmutation; **Level** bard 4, cleric/oracle 4, druid 3, magus 4, sorcerer/wizard 4; **Domain** artifice 4; **Elemental School** metal 4, void 4, wood 4

CASTING

**Casting Time** 1 standard action

**Components** V, S, M/DF (iron powder, sawdust and a piece of leather)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Target** one weapon, one armor, or 50 projectiles (all of which must be together at the time of casting) per x caster levels; see text

**Duration** 10min./level

**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object)

DESCRIPTION

You briefly change the material of a chosen weapon, armor or a stack of 50 projectiles to another. Each object targeted by this spell has its material changed according to your choosing. It gains all the usual benefits of this mimicked material, except for masterwork quality. The chosen objects must be applicable to the chosen material (for example, you cannot change the material of a quarterstaff to adamantine). If a chosen object is already made of a special material, it retains those properties while also gaining all the benefits and drawbacks of the new material. Similar bonuses do not stack (such as the the increases to maximum Dexterity bonus from both noqual and mithral armor) and only the highest bonus applies. If cast on a weapon already affected by Mimic Material, the spell automatically fails.

Materials have varying caster level costs, as some of them are harder to mimic than to others. This affects the number of targets the spell can potentially have. When choosing materials, the total cost of materials cannot exceed your caster level. The costs are shown below;

**1 caster level:** abysium, aszite, bone, bronze, blood crystal, cold iron, cryptstone, darkleaf cloth, darkwood, dructhite, eel hide, elysian bronze, gold, greenwood, living steel, obsidian, siccatite, silver, stone, sunsilver, viridium, whipwood
**2 caster levels:** blight quartz, inubrix, fire-forged steel, frost-forged steel, noqual, silversheen, spiresteel, sunsilk, voidglass, wyroot
**3 caster levels:** adamantine, horacalcum, mindglass, mithral, singing steel
Anyone even remotely familiar with the materials this spell mimics can easily tell apart mimicked objects and their genuine counterparts. This spell only affects manufactured weapons, armors and projectiles. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purposes of this spell.

### Mimic Material, Lesser

**School** transmutation; **Level** bard 2, cleric/oracle 2, druid 1, magus 2, sorcerer/wizard 2; **Domain** artifice 2; **Elemental School** metal 2, void 2, wood 2

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** object touched

**Target** one weapon, one armor, or 50 projectiles

**Duration** 1min./level

**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object)

DESCRIPTION

This spell functions as *mimic material*, except for the changes above.

## Elemental Split

**School** transmutation (polymorph); **Level** alchemist 7, magus 7, sorcerer/wizard 7; **Elemental School** air 7, earth 7, fire 7, water 7; **Mystery** elemental 7

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (all four elements in some form)

EFFECT

**Range** personal

**Target** you

**Duration** 1min./level (D)

DESCRIPTION

This spell functions as *elemental body II*, except that you split into all four elementals instead of just one. All of them are immune to bleed damage, critical hits, and sneak attacks and gain DR 5/—, but each elemental has hit points equal to half your current hit points. After casting, one elemental takes your character's place and the other three are placed in unoccupied adjacent squares of your choosing. If there is not sufficient room, the casting of the spell fails.

When an elemental reaches 0 hit points or fewer, it vanishes and is destroyed. If all four elementals are destroyed, the spell ends and you take the place of the last destroyed elemental (if multiple elementals were destroyed simultaneously, you choose which place to take). If there are still elementals remaining when the spell ends or you dismiss it, you take the place of an elemental of your choosing. After the spell ends or you dismiss it, all damage taken by the elementals is added together (damage beyond 0 hit points is not counted) and halved; you immediately take this amount of damage yourself.

For the duration of this spell, you gain 3 additional move actions per turn. For each elemental destroyed, you lose one of these additional move actions. You divide all of your actions between all elementals during your turn (they effectively act as one unit even when split into four bodies) and they cannot perform more actions than would be normally allowed (for example, a single elemental cannot perform three move actions, unless the third move action is from another source such a different spell or a class ability). Each form also has additional special abilities and can use combat maneuvers as well as their slam attack as a move action (as in they can perform a single combat maneuver or a single slam attack as a move action). You may also perform a full-round action with a single elemental by using your standard action as well as one move action.

* **Air Elemental:** As *elemental body II* except it gains the *Air Mastery* extraordinary ability. Can create a whirlwind as a move action.
* **Earth Elemental:** As *elemental body II* except it gains the *Earth Mastery* extraordinary ability. Slam has its damage dice doubled.
* **Fire Elemental:** As *elemental body II* except burn has its damage dice doubled. Can cause all adjacent creatures to catch fire as a move action (Reflex negates).
* **Water Elemental:** As *elemental body II* except it gains the *Drench* extraordinary ability. Can create a vortex as a move action.

### Elemental Split II

**School** transmutation (polymorph); **Level** alchemist 8, magus 8, sorcerer/wizard 8; **Elemental School** air 8, earth 8, fire 8, water 8; **Mystery** elemental 8

DESCRIPTION

This spell functions as *elemental split*, except that it also allows you to split into a large air elemental, large earth elemental, large fire elemental, and large water elemental. All of them are immune to bleed damage, critical hits, and sneak attacks and gain DR 10/—, but each elemental has hit points equal to half your current hit points.

* **Large Air Elemental:** As *elemental split* except that it gains a +2 size bonus to its Strength, +4 size bonus to its Dexterity, and a +4 natural armor bonus. In addition, slam has its damage dice doubled.
* **Large Earth Elemental:** As *elemental split* except that it gains a +6 size bonus to its Strength, a -2 penalty to its Dexterity, a +2 size bonus to its Constitution, and a +6 natural armor bonus.
* **Large Fire Elemental:** As *elemental split* except that it gains a +4 size bonus to its Dexterity, a +2 size bonus to its Constitution, and a +4 natural armor bonus. In addition, burn has its damage dice tripled (instead of doubled).
* **Large Water Elemental:** As *elemental split* except that it gains a +2 size bonus to its Strength, a -2 penalty to its Dexterity, a +6 size bonus to its Constitution, and a +6 natural armor bonus. In addition, slam has its damage dice doubled.

## Reshape

**School** transmutation; **Level** magus 4, psychic 4, sorcerer/wizard 4, witch 4

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** creature touched

**Target** one creature

**Duration** 1min./level

**Saving Throw** Fortitude or Will negates (see text); **Spell Resistance** yes

DESCRIPTION

You focus intensely and reshape the physical and mental abilities of a creature. When casting this spell, choose two different ability scores on your target and swap them with each other. This only swaps their natural ability scores and any inherent bonuses attached to these ability scores.

This spell can have both a mental and physical toll upon the chosen creature. If you are swapping only physical ability scores, the spell requires a Fortitude save. If you are swapping only mental ability scores, it requires a Will save instead. If you are swapping a physical ability score and a mental ability score, the target can choose whether to negate the spell with a Fortitude save or a Will save.

## True Permanency

**School** universal; **Level** sorcerer/wizard 9 **Domain [subdomain]** Magic [rites] 9; **Bloodline** astral 9; **Mystery** time 9

CASTING

**Casting Time** 1 minute

**Components** V, S, M (double the diamond dust of *permanency*)

DESCRIPTION

This spell functions as *permanency*, except for the changes above. In addition, spells made permanent with *true permanency* are immune to *dispel magic* and *greater dispel magic*. They can only be removed with a *miracle* or *wish* spell, or by using *mage's disjunction* which has a 2% chance per caster level of removing them.

Note that making spells permanent through *true permanency* costs twice the listed amount on *permanency*. The GM may allow other, more powerful spells to be made permanent with *true permanency*.

## Gravity Well, Greater

**School** transmutation; **Level** druid 7, sorcerer/wizard 6

DESCRIPTION

This spell functions as *gravity well*, except that the targeted creature weighs thrice as much as normal, becomes fatigued, and any flying target has its maneuverability worsened by three steps and plummets to the ground unless it succeeds at a DC 30 Fly check to remain in the air.

In addition, at the beginning of each of its turns, a creature being affected by *greater gravity well* must succeed at a Fortitude save or be knocked prone. A flying or swimming creature that fails its save falls or sinks 10 feet instead.

## Summon Phantom Warriors

**School** conjuration (summoning); **Level** cleric/oracle 4, shaman 4, sorcerer/wizard 4, summoner 4, unchained summoner 4, witch 5; **Domain** void 4, glory 4; **Subdomain** honor 4 **Mystery** outer rifts 4

CASTING

**Casting Time** 1 round

**Components** V, S, M, (a sprinkle of shadow essence and gold dust worth 50 gp), F/DF (a miniature phantom warrior troop worth 200 gp)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Effect** one summoned phantom warrior troop

**Duration** 1 round/level (D)

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You summon forth a group of long forgotten warriors that seek to fight one last battle under your command. This spell functions as *summon monster*, except that you can only summon a phantom warrior troop. In addition, the abilities and statistics of the summoned troop are highly dependent on your caster level, unlike most summoning spells.

**Phantom Warrior Troop**

LN Medium outsider (phantom, extraplanar, incorporeal, troop)

**Init** +3; **Senses** darkvision 60 ft.; Perception +6

DEFENSE

**AC** 15, touch 15, flat-footed 11 (+1 deflection (from Cha), +1 dodge, +3 Dex)

**hp** ? (1d6+1 times your caster level (maximum 12d6+12)

**Fort** +3 + 2/3 caster level (maximum +8), **Ref** +8 + 2/3 caster level (maximum +8), **Will** +5 + 2/3 caster level (maximum +8) (+4 against mind-affecting)

**Defensive Abilities** incorporeal, troop traits **Immune** bleed, death effects, disease, fear, poison, sleep

OFFENSE

**Speed** speed 30 ft.

**Melee** troop (1d4 per 4 caster levels + caster level (maximum 3d4+12) force)

**Space** 20 ft.; **Reach** 5 ft.

**Special Attacks** haunting

STATISTICS

**Str** —, **Dex** 16, **Con** 10, **Int** 10, **Wis** 14, **Cha** 12 (+1 to one chosen ability score per 4 caster levels)

**Base Atk** equal to caster level (maximum +12); **CMB** Base attack bonus + 10; **CMD** 10 + Base attack bonus + 10

**Feats** Dodge, Lightning Reflexes, one additional feat per 4 caster levels (maximum three additional feats) chosen from the following; Agile Maneuvers, Combat Reflexes, Fleet, Great Fortitude, Improved Lightning Reflexes, Iron Will, Lunge, Mobility, Toughness

**Skills** Perception +6, Stealth +10

**Languages** Common

SPECIAL ABILITIES

**Haunting (Ex):**
When a phantom warrior troop damages a creature with whom it shares a space, the damaged creature is shaken for one round. The creature must suffer hit point damage from the attack in order to be affected by this ability.

## Antiarcane Field

**School** abjuration; **Level** cleric/oracle 7, sorcerer/wizard 7

CASTING

**Casting Time** 1 standard action

**Components** V, S, M/DF (pinch of powdered tin or tin filings)

EFFECT

**Range** 10 ft.)

**Area** 10-ft.-radius emanation, centered on you

**Duration** 10 min./level (D)

**Saving Throw** none; **Spell Resistance** see text

DESCRIPTION

This spell functions as *antimagic field*, except that it only affects arcane magical effects.

## Antidivine Field

**School** abjuration; **Level** cleric/oracle 9, sorcerer/wizard 5

CASTING

**Casting Time** 1 standard action

**Components** V, S, M/DF (pinch of powdered copper or copper filings)

EFFECT

**Range** 10 ft.)

**Area** 10-ft.-radius emanation, centered on you

**Duration** 10 min./level (D)

**Saving Throw** none; **Spell Resistance** see text

DESCRIPTION

This spell functions as *antimagic field*, except that it only affects divine magical effects.