Undine Spells
Undines have access to the following spells.
School: transmutation [] (water)Domain:
Level: Arcanist: 1; Bloodrager: 1; Cleric: 1; Druid: 1; Hunter: 1; Oracle: 1; Ranger: 1; Sorcerer: 1; Warpriest: 1; Witch: 1; Wizard: 1
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: willing creature touched
Description: The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water.
The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. If the opponent or the target is touching the ground, the target takes a –4 penalty on attack and damage rolls.
School: abjuration [] ()Domain:
Level: druid: 1; witch: 1; hunter: 1
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you
Description: You radiate the unearthly grace of a nereid.
You radiate the unearthly grace of a nereid. If you’re not wearing armor, you gain a deflection bonus to your AC and CMD equal to your Charisma bonus (maximum +3). The maximum increases by 1 for every 6 levels you possess (maximum +6 at 18th level).
School: enchantment [charm] (mind-affecting,sonic)Domain:
Level: bard: 3; skald: 3; druid: 4; sorcerer: 4; wizard: 4; arcanist: 4; summoner: 4; witch: 4; hunter: 4
Components: V, S
Casting time: 1 standard action
Range: 300 ft.
Duration: concentration + 1 round/level (D)
Saving Throws: Will negates
Spell Resistance: yes
Target: all creatures within a 300-ft.-radius burst centered on you
Description: This spell creates an unearthly and infectious song that seductively summons all who hear it.
This spell creates an unearthly and infectious song that seductively summons all who hear it. Nixie's lure affects a maximum of 24 Hit Dice of creatures. Creatures in the area who fail their saves are lured by the song and move toward you using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, the creatures each receive a second saving throw to end the effect before moving into peril. Creatures lured by the spell's song can take no actions other than to defend themselves. A victim within 5 feet of you simply stands still and for the duration of the spell remains fascinated.
School: necromancy [] (curse,evil)Domain:
Level: sorcerer: 1; wizard: 1; arcanist: 1; witch: 1
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature
Description: The target loses its body's natural ability to breathe automatically.
The target loses its body's natural ability to breathe automatically. As long as it remains conscious and is able to take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including sleeping) or unable to take physical actions, it stops breathing, must hold its breath, and might begin to suffocate. Creatures that do not have to breathe are immune to this spell.