Occult Adventures | Spells

Spells

Akashic Form

School: necromancy [] ()
Domain:
Level: Psychic: 9
Components: V, S
Casting time: 1 hour
Range: personal
Duration: 24 hours
Saving Throws: no
Spell Resistance: no
Target: you

Description: Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death.

You create a perfect record of your physical body in the Akashic Record at the time the spell is cast. This record includes your current hit point total, physical ability scores (Strength, Dexterity, and Constitution), and any conditional modifiers or conditions such as ability damage to physical ability scores, disease, negative levels, and poison. If at any point within the duration of the spell you are reduced to fewer than 0 hit points or are slain by a death effect that is not mind-affecting, you can immediately let your current physical body die and assume the record of your physical body on your next turn. When this happens, your corpse disappears, and you can either resume the place of your dead body (already wearing any clothing still attached to the corpse) or appear in any place you've been within 500 feet of where your corpse lies (but without any of your gear).

You still retain your original mind, and therefore don't regain any spells. You are still under any mental influences and energy drain effects you were under when you recalled the record of your physical body, but don't retain any physical effects such as bleed damage or poison (unless you suffered from these conditions at the time the spell was cast). Spells affecting you when you store a record of yourself abide by their normal durations. For example, if you were affected by cat's grace when you created the record and you restore your body 1 hour later, you won't be under that effect anymore since its duration has already expired. This spell doesn't allow you to avoid dying of old age. Casting this spell again replaces any previous version you cast; you can't store more than one copy of yourself in the Akashic Record.

Analyze Aura

School: divination [] ()
Domain:
Level: Medium: 2; Mesmerist: 3; Occultist: 2; Psychic: 3; Spiritualist: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration, up to 1 round/level
Saving Throws: none
Spell Resistance: no
Target: one creature or object

Description: Read a creature's or an object's alignment, emotion, health, and magic auras.

You peer into the aura of one target creature or object, gaining valuable information about its condition and nature. Each round, choose one of the target's four auras. This spell functions similarly to the read aura occult skill unlock, but doesn't require checks and returns results on all the target's auras in an instant.

Alignment Aura

You study the target's spiritual nature to determine its alignment. You also learn the type and power of its alignment aura, as detect evil.

Emotion Aura

The colors playing within the target's aura reveal its emotional state, granting valuable insight into its psyche. You learn a general summary of the target's current disposition, as well as its attitude toward any other creatures within 30 feet of it. For the duration of the spell and for 1 hour afterward, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks you attempt against the target. Objects do not have emotion auras, except intelligent weapons and similar sentient oddities.

Health Aura

The flow of vital force animating the target becomes plainly visible, giving you insight into its physical condition. You know whether the target is unharmed or wounded, whether it is poisoned or diseased, and whether it is under any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, or unconscious. Further, your insight into the overall strength of the target's vital force reveals the total number of points available in its ki pool, grit pool, or similar resource. Objects and most undead creatures don't have health auras.

Magic Aura

You determine the number and power of all magical auras on the target (as detect magic to determine a magic aura's power), as well as the school of each aura. You can attempt Knowledge (arcana) or Spellcraft skill checks to determine the school or identify properties of a magic item, as normal. If cast on an item, analyze aura cuts through the obfuscation of the magic aura spell.

Anticipate Thoughts

School: divination [] (mind-affecting)
Domain:
Level: Bard: 2; Skald: 2; Inquisitor: 2; Magus: 2; Mesmerist: 2; Psychic: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: Will partial
Spell Resistance: yes
Target: one creature

Description: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

This spell taps into the target's mind so you get an impression of the actions it will take. You gain a +2 insight bonus to AC against the target's attacks. If the target fails its Will save, you also see how the target will react to your attacks, and the bonus applies on your attack rolls and damage rolls against the target. These bonuses apply only while the target is within range of the spell, though if it goes out of range, the bonuses return once it's back in range. Whenever the target misses you with an attack, the spell's bonuses increase by 1 until the spell ends (to a maximum of +5).

Apport Animal

School: conjuration [teleportation] ()
Domain:
Level: Druid: 3; Medium: 3; Mesmerist: 3; Psychic: 3; Ranger: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Summoner: 3; Witch: 3; Hunter: 3
Components:
Casting time:
Range:
Duration:
Saving Throws: Will negates
Spell Resistance: yes
Target: one touched animal of Tiny or smaller size

Description: Send or receive a Tiny or smaller animal via teleportation.

This spell functions like apport object except the target is an animal. Only normal, nonmagical creatures of the animal type can be teleported.

Apport Object

School: conjuration [teleportation] ()
Domain:
Level: Bard: 2; Skald: 2; Medium: 2; Mesmerist: 2; Occultist: 2; Psychic: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V
Casting time: 1 standard action
Range: touch
Duration: instantaneous or 1 hour/level
Saving Throws: Will negates (object)
Spell Resistance: yes (object)
Target: one touched object of up to 1 lb. and 1 cu. ft.

Description: Send or receive a small object via teleportation.

This spell allows you to instantaneously transport a small nonliving object from one location to another. There are two ways to use the spell: sending allows you to immediately send an object held in your hands to a nearby location, while receiving permits you to cast the spell ahead of time on an object and summon it to your location at a later time.

Sending

: If you choose to send the object elsewhere, the spell functions like teleport object, except the size of the object is limited and the distance it can travel is equal to only 25 feet + 5 feet per 2 levels. You can't transport an object to the Ethereal Plane. You can send the held object to any square within range, and you don't need line of sight to the target location. You can place the object in the open or inside a container, a pocket, or even someone's hand. If there isn't room in the space you select (either because the space chosen is too small or because there is already something else there), or if the person doesn't want or isn't expecting the object in his hands, it appears on the ground within the target's square instead. You can transport the object to an elevation above the floor as long as the destination is within the spell's total distance limit.

Receiving

You can prepare an object ahead of time to apport it to yourself by casting the spell upon it and assigning a mental trigger to complete the spell. You don't need line of sight to the object to apport it to you, but the object must be within a distance equal to 25 feet + 5 feet per 2 levels. Completing the spell is a swift action that has the same restrictions as a thought spell component. You can apport an object in this way even if someone holding the object is unwilling to let you take it. Once you apport the object, the spell ends.

You can't send or receive an object into a space that is protected by an antimagic field, globe of invulnerability, or similar effect that keeps magical effects out; if you attempt to do so, the spell is lost.

Aura Alteration

School: illusion [] ()
Domain:
Level: Medium: 3; Mesmerist: 3; Occultist: 3; Psychic: 4; Spiritualist: 4
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 day/level (D)
Saving Throws: Will negates (harmless, object)
Spell Resistance: yes
Target: one object or willing creature

Description: Masks a creature's or an object's alignment, emotion, health, and magic auras.

You mask and manipulate the target creature's or object's aura, confounding those who would attempt to discern helpful information from it using the read aura occult skill unlock or the analyze aura spell. You can change each of the following four auras with one casting of aura alteration.

Alignment Aura

You can change the target's apparent alignment to thwart spells that detect alignment, such as detect evil. You can alter the alignment by up to one step on each alignment axis, but can't make the creature appear to have a diametrically opposed alignment. For instance, you couldn't make a lawful evil character appear to be chaotic or good. You can also adjust the power of the alignment aura up or down in level by a number of steps equal to 1/2 your level or fewer.

Emotion Aura

Your manipulations mask the true emotions of the target, instead depicting any combination of colors on the emotional spectrum that you wish. Creatures attempting Bluff, Diplomacy, Intimidate, or Sense Motive checks against the target receive no bonuses on their checks based on information gleaned from the target's aura.

Health Aura

You adulterate the target's aura to mask the condition of its physical body, revealing instead a wounded status, poison or disease status, and conditions of your choice. You likewise mask the target's available ki points or similar resources, manipulating its aura to suggest any number within the range normally available to the target.

Magic Aura

You alter a creature or item's magic aura so that it registers to detect magic (and spells with similar capabilities, like analyze aura) as though it were nonmagical, a magic item of a kind you specify, or the subject of a spell you specify. A single casting of aura alteration is sufficient to mask all of the magic auras on the target. If an object bearing aura alteration has identify cast on it or is similarly examined, the examiner recognizes the aura is false and detects the object's actual qualities if he succeeds at a Will save. If a targeted item's own aura is overwhelming, aura alteration can't alter it.

Aversion

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Bard: 2; Skald: 2; Druid: 3; Mesmerist: 2; Occultist: 2; Psychic: 2; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3; Hunter: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 day/level
Saving Throws: Will partial
Spell Resistance: yes
Target: one creature

Description: Cause the target to avoid an object or location.

You plant a revulsion in the mind of the subject, causing her to avoid an object or location. You must choose a specific object or place. A location chosen in this way can be no larger than a cube measuring 50 feet on a side. The aversion is entirely in the target's mind, so the chosen object or location itself isn't subject to any magical effect. If the target fails her saving throw, she can't come within 60 feet of the chosen object or place. She makes every reasonable effort to avoid the object of the aversion, but will not put herself in danger in order to maintain the aversion. For example, if the object of the aversion is a bridge but a forest fire is closing in and will likely kill the target, she ignores the aversion and crosses the bridge to save herself. If the target must ignore the conditions of the aversion, she is nauseated until she is no longer violating the aversion.

If the target succeeds at her saving throw, she is instead sickened while within 60 feet of the object or place, but isn't compelled to stay away from it.

Awaken Construct

School: transmutation [] ()
Domain:
Level: Cleric: 7; Oracle: 7; Warpriest: 7; Occultist: 5; Psychic: 6; Shaman: 6; Sorcerer: 7; Wizard: 7; Arcanist: 7
Components: V, S, M (herbs and oils worth 2,000 gp per HD of target), DF
Casting time: 24 hours
Range: touch
Duration: instantaneous
Saving Throws: Will negates
Spell Resistance: no
Target: mindless construct touched

Description: Grant a construct humanlike sentience.

You amplify the animating force of a construct to more closely resemble a true soul, granting the construct humanlike sentience. To do so, you must succeed at a Spellcraft check (DC = 15 + the construct's current Hit Dice). If the construct's master (if any) is present, this is an opposed Spellcraft check. You have no special empathy or connection with a creature you awaken—it is a free-willed creature. Golems previously under another creature's control, either as shield guardians or a golem crafter's creations, break all connections with that creature.

Roll 3d6 to determine the Intelligence score of the awakened construct, and increase its Charisma score by 2d6. It gains feats and skill points according to its new Intelligence score, and the skill points are assigned appropriately for its function, as determined by the GM.

An awakened construct speaks one language that its creator spoke, plus one additional language that its creator knew per point of the construct's Intelligence bonus (if any). Its alignment is determined by the GM, but is usually within one step of its creator's alignment. This spell doesn't function on a construct with an Intelligence score.

Babble

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Bard: 2; Skald: 2; Mesmerist: 2; Psychic: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature; see text

Description: Target becomes nauseated and causes nearby creatures to become fascinated.

This spell causes the target to break into a fit of bizarre, uncontrollable babbling. The target also becomes nauseated. If the target succeeds at its save, the effects end. If not, the creature continues babbling and is nauseated for the entire duration.

Creatures within 30 feet of the subject that can hear the target's babbling must succeed at a Will save or become fascinated for as long as the babbling persists. Once a creature's fascination ends, it can't become fascinated by the same instance of babble again.

Creatures with an Intelligence score of 2 or lower aren't affected by this spell.

Bilocation

School: conjuration [creation] ()
Domain:
Level: Psychic: 8; Sorcerer: 9; Wizard: 9; Arcanist: 9
Components: V
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throws: none
Spell Resistance: no
Effect: one duplicate

Description: Exist in two places at once.

The spell creates an identical copy of you, along with everything you wear and carry, anywhere you choose within range; you exist in two places at once until the spell ends. You and the duplicate use the same statistics and share the same resources. If the duplicate takes damage, for example, you deduct the damage from your hit point total. Similarly, if your duplicate expends a charge or daily use from a magic item you both wield, the charge or daily use is expended from the item you carry. If you or the duplicate drops or gives away something you're carrying, the item disappears from the other body as well. This spell doesn't duplicate artifacts; any you possess remain on you.

You perceive sensory information from your body and that of your duplicate simultaneously. The spell enables you to process the sensations so you don't find them disorienting.

When you take any action, you choose which of your bodies performs the action, but both bodies share the same pool of actions. For instance, if you take a standard action to cast a spell, you can use either body as the point of origin, but the other body can't also take a standard action that round. Likewise, if your duplicate takes a full-round action, you couldn't take a standard or move action. Both bodies can take any number of free actions as usual; for example, both bodies could say different things or each drop a different item. If either body doesn't move during the round, that body can either take a 5-foot step or move your speed once as a free action.

The two bodies are affected by attacks, spells, and effects as though they were one person, taking the worse effect when applicable (for example, if the bodies would be subject to differing effects due to being at different ranges). If both bodies are in the area of the same fireball, you would attempt the saving throw only once and take the damage only once. If one body is targeted by hold person, both would become paralyzed on a failed save. Both bodies count as a single creature for effects that target a specific number of creatures, and they can't be chosen more than once for such effects. You do count your other body as another creature for most combat effects, such as flanking or determining cover. However, you don't count as two unique creatures for the purposes of teamwork feats or effects you use that can target only creatures other than yourself.

Any magical effect with a duration affecting you has its duration halved while you're bilocating. For example, the hold person spell mentioned above would lose 2 rounds' worth of duration per round until your duplicate disappeared. If you were under an eagle's splendor effect that had 1 minute remaining when you cast bilocation, the effect would end after 5 rounds instead of 10. An effect shortened in this way lasts a minimum of 1 round total, and if an effect that lasts an odd number of rounds has 1 round remaining, it has its full effect on both of your bodies for that round.

When the spell ends, you decide whether you or your duplicate disappears. If you disappear, you become your duplicate. If you are carrying artifacts when you do this, they transfer with your consciousness.

Burst Of Adrenaline

School: transmutation [] ()
Domain:
Level: Mesmerist: 1; Psychic: 1; Spiritualist: 1
Components: V, S
Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Target: you

Description: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.

You draw upon your body's inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on Strength, Dexterity, or Constitution, you can cast this spell to gain a +8 enhancement bonus to Strength, Dexterity, or Constitution for that roll, but you are fatigued for 1 round afterward.

Burst Of Insight

School: transmutation [] ()
Domain:
Level: Medium: 1; Mesmerist: 1; Psychic: 1; Spiritualist: 1
Components: V, S
Casting time: 1 immediate action
Range: personal
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Target: you

Description: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

You plumb the depths of your mind for insight, leaving you momentarily frazzled. When you are about to make a d20 roll based on Intelligence, Wisdom, or Charisma, you can cast this spell to gain a +8 enhancement bonus to Intelligence, Wisdom, or Charisma for that roll, but you are dazed for 1 round afterward.

Call Spirit

School: conjuration [calling] ()
Domain:
Level: Cleric: 5; Oracle: 5; Warpriest: 5; Medium: 3; Shaman: 5; Spiritualist: 5
Components: V, S
Casting time: 10 minutes
Range: 10 ft.
Duration: concentration
Saving Throws: Will negates; see text
Spell Resistance: no
Effect: call the spirit of a single deceased humanoid creature

Description: Make the spirit of one creature manifest.

You attempt to cause the spirit of a specific individual to manifest from its final resting place. You must request the spirit's presence by speaking its name.

Unwilling spirits can resist the summons by succeeding at a Will save. If the chosen spirit resists your call, another spirit with malevolent intent almost always takes its place, intent on deceiving you. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to the creature whose spirit you wish to call.

Knowledge

KnowledgeWill Save Modifier
Name only†+15
Secondhand (you have heard of the subject)+10
Firsthand (you met the subject in life)+5
>Familiar (you knew the subject well)+0
† You must have at least a name the creature was called in life.

Connection

ConnectionWill Save Modifier
Likeness or picture–2
Possession or garment–4
Body part, lock of hair, nail clipping, etc.–10
Different alignment+4

A successfully called spirit manifests as a wispy, vaporous form that vaguely resembles the form the deceased creature had in life. The spirit has the physical attributes of an unseen servant and is capable of minor physical manipulations, with the ability to speak in quiet, ghostly whispers in whatever languages the creature knew while it was alive. The spirit isn't an undead creature, and isn't beholden to its caller. Whether you summoned the chosen spirit or a deceitful replacement, the spirit can refuse to answer your questions or attempt to deceive you using Bluff, though in either case these spirits can speak about only what they knew in life and have no knowledge of events that occurred after their deaths. Malevolent spirits might take advantage of their limited physical abilities to cause terrifying spectacles designed to scare the caster.

You must concentrate on maintaining the spell (as a standard action) in order to ask questions at the rate of one per round. You can ask a total of one question per caster level; the spirit answers each during the same round. When the spell ends, the spirit's ectoplasmic form fades and the soul returns to its rest. This spell can't call the spirits of creatures that are currently undead.

Calm Spirit

School: necromancy [] ()
Domain:
Level: Cleric: 2; Oracle: 2; Warpriest: 2; Medium: 1; Shaman: 2; Spiritualist: 2
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute or 1 round/level; see text
Saving Throws: Will negates or none; see text
Spell Resistance: yes
Target: one incorporeal undead creature or haunt

Description: Postpone hostile action by a haunt or incorporeal undead.

This spell temporarily calms agitated haunts and incorporeal undead such as ghosts. You have no control over the affected creatures, but calm spirit postpones hostile action by the affected spirits for the duration of the spell. Entities so affected cannot take violent actions or do anything destructive, including triggering persistent haunt abilities, though they can defend themselves. Any aggressive action against or damage dealt to a calmed spirit or haunt immediately ends the effect.

Haunts do not receive a saving throw against the spell, but the caster must succeed at a caster level check whose difficulty is equal to at least 10 + the haunt's CR in order to temporarily calm the angry entity. The spell's duration changes to concentration (up to 1 round/level) when affecting a haunt.

Catatonia

School: necromancy [] ()
Domain:
Level: Alchemist: 2; Investigator: 2; Bard: 2; Skald: 2; Cleric: 3; Oracle: 3; Warpriest: 3; Medium: 2; Mesmerist: 2; Psychic: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Spiritualist: 2; Witch: 3
Components: S
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level (D)
Saving Throws: none
Spell Resistance: yes
Target: willing creature touched

Description: Make a willing target appear to be dead.

You touch the target and place it into a deathlike state that persists for the duration. The target appears to be dead, and any creature that interacts with the target must succeed at a DC 20 Heal check to recognize it is actually alive.

Until the spell ends, the target counts as if it were dead for the purpose of resolving any effects that target or affect only living creatures, but it doesn't count as undead. The subject is helpless, and can still be killed normally.

Any effect that would bring the creature back to life or animate it as an undead fails, but ends the catatonia. The target can be affected by spells that affect only objects, including animate objects (if the creature is Small) and teleport object. However, anything that would cause the body to change form (such as shrink item) fails and ends the catatonia. This doesn't prevent the effects of spells that simply deal damage or otherwise destroy objects.

Charge Object

School: transmutation [] ()
Domain:
Level: Medium: 1; Mesmerist: 1; Occultist: 1; Psychic: 1; Spiritualist: 1
Components: V, S
Casting time: 10 minutes
Range: touch
Duration: permanent
Saving Throws: none; see text
Spell Resistance: no
Target: object touched

Description: Infuse psychic energy and ownership history into an item.

You charge an item with minor psychic energy. The item can be detected by the detect psychic significance spell. If you wish, you can imprint the item with your ownership history. Spells such as object reading and uses of the psychometry occult skill unlock can reveal any information about yourself you impart into the object, including your name, alignment, profession, and a summary of your experiences with the item. You can't impart false information into the object, but you can omit any details you'd prefer not to divulge. If the target object is already psychically charged, you can add more information to it, but you can't use charge object to erase existing psychic information.

Cognitive Block

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Medium: 2; Mesmerist: 2; Psychic: 3
Components: V
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature

Description: Add a thought component to all of the target's spells.

You create a mental block in the target's mind, impeding the flow of his mental spellcasting process and forcing him to incorporate a thought component into any spell or spell-like ability he uses. This is in addition to any other components the spell already requires, and doesn't replace the verbal component. Spell-like abilities require this thought component, even though they normally don't need spell components.

As usual with thought components, this addition increases the DC of any concentration checks the target attempts by 10 unless the target takes a move action to center his mind and satisfy the spell's thought component.

Condensed Ether

School: transmutation [] ()
Domain:
Level: Psychic: 4; Sorcerer: 5; Wizard: 5; Arcanist: 5; Spiritualist: 3
Components: V, S, M (crushed amber)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute/level
Saving Throws: none
Spell Resistance: no
Target: 20-ft.-radius spread

Description: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.

You condense the substance of the Ethereal Plane as it interpenetrates the Material Plane. This thickened planar conjunction slows movement through the area to a crawl. Creatures moving through condensed ether (even incorporeal creatures), move at only half their normal speed and can't take 5-foot steps. This slowing of movement doesn't stack with solid fog or similar effects. Creatures within condensed ether take a –2 penalty to Armor Class and on Reflex saves, and condensed ether prevents effective ranged weapon attacks. Even magic rays and similar ranged attacks suffer a 20% miss chance on attacks into or passing through condensed ether. This miss chance is not based on concealment, and Blind-Fight, true seeing, and similar effects do not reduce it.

Contagious Zeal

School: enchantment [compulsion] (emotion,mind-affecting)
Domain:
Level: Bard: 2; Skald: 2; Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 3; Psychic: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Spiritualist: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one creature

Description: Grant bonuses and temporary hit points that spread from creature to creature.

The target gains a +2 morale bonus on attack rolls and weapon damage rolls, 1d6 temporary hit points, and a +4 morale bonus on saving throws against fear effects and to the DC of Intimidate checks attempted against her. Once per round, the target can select one other creature to gain this bonus as well. The chosen creature can be no farther from the target than 25 feet + 5 feet for every 2 caster levels you possess, and a creature can't be selected more than once in this way. Such allies gain only the bonuses and temporary hit points; they don't continue to spread it to other creatures. The additional creatures' bonuses and temporary hit points share the original spell's duration, so when that duration ends, all affected creatures lose their bonuses and any remaining temporary hit points from this spell.

Create Mindscape

School: illusion [phantasm] (mind-affecting)
Domain:
Level: Medium: 4; Mesmerist: 4; Psychic: 4; Sorcerer: 5; Wizard: 5; Arcanist: 5
Components: V, S
Casting time: 1 round
Range: long (400 ft. + 40 ft./level)
Duration: 10 minutes/level
Saving Throws: Will disbelief; see text
Spell Resistance: yes
Target: one creature

Description: Form an immersive mindscape.

You create an immersive mindscape that the minds of both you and another creature enter together. You choose whether the mindscape is overt or veiled, and whether it's harmless or harmful. You can choose any shape and size trait, as well as any gravity trait (though you can't make it so the gravity is so strong it harms creatures within). The mindscape has normal time, no alignment traits, and normal magic.

You designate where both you and your subject appear. You don't need line of sight to draw the subject creature into the mindscape, but you must be aware of its presence within range. If you target an area with more than one sentient creature and you have never seen any of the creatures before (for example, if you know a group of soldiers is inside a barracks but you can't see them through the door), the subject of this spell is selected at random. If you have seen firsthand the creature you wish to target (continuing the example, if you spied the sergeant entering the room moments before), you can select it unerringly from among all the creatures. You must appear somewhere in your mindscape, though it's relatively easy to shield yourself from the view of any other creatures inside if they don't realize they're in a mindscape. You must also create a method of exit from the mindscape when you cast this spell, and that method must be possible to achieve based on the traits of the mindscape, even if it is obscure or difficult. The GM decides whether a method of escape is reasonable. Anything that would be a reasonable method of waking from a dream during deep sleep could allow one to leave a mindscape.

More creatures than the initial two can enter an existing mindscape, typically through the use of the mindscape door spell. You can create illusory creatures within the mindscape, but you're able to direct or concentrate on only one at a time. Only this creature is believable; any others largely remain silent or speak generic, repetitive phrases.

As is normal with mindscapes, you and any other creatures within the mindscape are unable to take actions within the real world, and your bodies lose their Dexterity bonuses to AC.

If you choose to create a veiled mindscape, the first time another creature interacts with the environment, it can attempt a Will save to disbelieve the effect. Disbelieving a mindscape reveals to that creature that it's within a mindscape and gives it the knowledge needed to leave the mindscape, but doesn't free it from the mindscape. For example, if you create a mindscape that takes the form of a parlor inside a stately mansion, and your target creature succeeds at its Will save, it gains the understanding that walking out the front door of the mansion allows it to return to its physical body, but it must actually move through the mental landscape of the mansion to reach the front door and exit in order to flee the mindscape. If the mindscape is overt, the creature automatically knows how to exit if it so chooses.

This spell ends at any time that you choose to depart the mindscape, freeing the target as well. Any creature that drops below 0 hit points while inside the mindscape returns to its body. If this happens to you, the spell also ends, freeing anyone still inside.

Create mindscape can be made permanent with a permanency spell by a caster of 12th level or higher at a cost of 10,000 gp. You and other creatures aware of a permanent mindscape can come and go using the mindscape door spell.

Decrepit Disguise

School: illusion [glamer] ()
Domain:
Level: Bard: 1; Skald: 1; Medium: 1; Mesmerist: 1; Occultist: 1; Psychic: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1
Components: V
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./level)
Duration: 1 day/level
Saving Throws: none (object) or Will disbelief (if interacted with)
Spell Resistance: no
Target: one object of no more than 10 cu. ft./level

Description: Make an object seem worthless.

You make an object seem like a worthless version of itself. A masterwork or magic sword could seem to be a useless, rusting, discarded blade, and a luxurious throne could appear to be a decrepit wooden chair. If used against an attended object, the wielder can immediately attempt a Will save to disbelieve the effect. decrepit disguise counters and dispels quintessence.

Decrepit disguise can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.

Deja Vu

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Bard: 1; Skald: 1; Mesmerist: 1; Psychic: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1
Components: V
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 2 rounds
Saving Throws: none
Spell Resistance: yes
Target: one creature

Description: Make a creature repeat its actions.

You reach into the target's mind and put its thought processes into a temporary loop. Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that. The creature must take the same type of actions in the same order (for example, making a full attack, casting a specific spell, withdrawing, attempting a bull rush combat maneuver, or activating a magic item) and must act against the same target or targets, but doesn't have to make exactly the same choices (such as using Power Attack when attacking, moving exactly 15 feet, or choosing "drop" for the command spell). If the circumstances would prevent the target from repeating an action, such as if the target of its attack is dead or the target cannot cast the same spell again, the target instead becomes confused until the spell ends. A creature currently affected by deja vu can't be targeted with another deja vu spell. A creature affected by deja vu can't delay, and if it readies an action on its first turn, it must ready the same action on its second turn.

Demand Offering

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Antipaladin: 1; Bard: 2; Skald: 2; Inquisitor: 2; Mesmerist: 1; Occultist: 2; Psychic: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V, S
Casting time: 1 standard action
Range: 5 ft.
Duration: instantaneous or 1 round
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature

Description: Make a creature give you an object it's holding.

A creature that fails its save uses an immediate action to hand you whatever object it's currently wielding or holding. If the target doesn't have an immediate action available, it uses a move action at the beginning of its next turn to hand you the object. If it's currently holding or wielding more than one item, determine randomly which item it gives you. If you're no longer adjacent to the creature when it has to give you the item, the spell ends with no effect. A creature that isn't holding an item when you cast this spell is unaffected.

Detect Mindscape

School: divination [] ()
Domain:
Level: Medium: 2; Mesmerist: 2; Psychic: 2; Sorcerer: 3; Wizard: 3; Arcanist: 3
Components: V, S
Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 minute/level (D)
Saving Throws: Will negates; see text
Spell Resistance: no
Area: cone-shaped emanation

Description: Sense the presence and attributes of mindscapes.

This spell functions similarly to detect thoughts, allowing you to sense when one or more creatures' consciousnesses are inside a mindscape. The amount of information revealed depends on how long you study a particular subject.

First Round

You sense the presence or absence of a mindscape. At least one of the creatures inside the mindscape must be within the cone-shaped area for you to detect the mindscape.

Second Round

You sense the number of consciousnesses inside the mindscape. Not all of the creatures within the mindscape must be standing inside the cone-shaped area of the spell for you to count them; only one is required to get this reading. However, you can't determine the location of the creatures if you can't see the creatures themselves. You sense their presence only in an abstract way.

Third Round

You sense an image of what's taking place inside the mindscape. The creature controlling the mindscape can sense your efforts, and if it does not wish you to view the mindscape, it can prevent this viewing with a successful Will save. Otherwise, you perceive the visuals remotely, as if watching through a window. If a creature has disguised itself, you see only the creature's mental mask (not its true form).

Each round, you can turn to detect mindscapes in a new area. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

If you are within a mindscape when you cast this spell, you become aware you're in a mindscape. On the second round, you can still detect how many consciousnesses are inside, but you don't get the image of the mindscape in the third round.

Detect Psychic Significance

School: divination [] ()
Domain:
Level: Medium: 0; Mesmerist: 0; Occultist: 0; Psychic: 0; Spiritualist: 0
Components: V, S
Casting time: 1 standard action
Range: 40 ft.
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Area: 40-ft.-radius burst, centered on you

Description: Find psychically charged items.

You detect the presence of psychically significant items in your vicinity. Such items are those that might have significant psychic imprints or histories that can be read by the psychometry occult skill unlock, or items under the effects of the charge object or implant false reading spells. Items within range that contain significant psychic energy spark a recognition in your mind's eye, but no other information is imparted. This spell doesn't automatically detect magic items or strongly aligned items, though such items often have storied histories and might have had previous owners who possessed psychic abilities.

Divide Mind

School: enchantment [] (mind-affecting)
Domain:
Level: Psychic: 9
Components: V
Casting time: 1 standard action
Range: personal
Duration: 1 minute
Saving Throws: none
Spell Resistance: no
Target: you

Description: Partition your mind, allowing you to roll twice on Will saves and Int checks, and to take extra mental actions.

You partition your mind to maximize your mental power. Until the spell ends, you roll twice and use the higher result for all Will saves, Intelligence checks, and Intelligence-based skill checks. In addition, as a swift action you can have your second mind perform any purely mental action that normally requires a standard action or a move action. This includes casting psychic spells, using spell-like abilities, and concentrating on spells. Spells and spell-like abilities cast or used by your secondary mind this way can't exceed 5th level.

Dream Council

School: illusion [phantasm] (mind-affecting)
Domain:
Level: Bard: 6; Skald: 6; Medium: 4; Mesmerist: 5; Psychic: 6; Sorcerer: 7; Wizard: 7; Arcanist: 7
Components: V, S
Casting time: 1 standard action
Range: unlimited
Duration: see text
Saving Throws: Will negates
Spell Resistance: yes
Target: one or more living creatures

Description: Communicate with multiple sleeping creatures.

This spell functions as dream, but you and the target of your dream can converse in a limited fashion as long as the recipient is also asleep. You can send or receive a number of dream messages equal to your caster level. Each message can be up to 25 words long or a single vague image that can't convey fine details such as words. You can send and receive these dream messages with a single target or multiple targets, but each message you send or receive counts against the total number of messages allowed. Sending a message takes 1 round. The spell ends and you wake up when you run out of messages.

If you use dream council to send a message to a sleeping creature that has dream or dream council prepared (or is able to cast it spontaneously or as a spell-like ability), the recipient can expend one of your allotted messages to cast that spell while remaining asleep. This uses up that creature's prepared spell, spell per day, or spell-like ability use as normal. Instead of replying to your message, that character is able to enter your dreamscape. If the sleeping recipient has the Lucid Dreamer feat, it can enter your dreamscape without casting either of those spells. While in the original caster's dreamscape, those involved in the council can interact with one another and that dreamscape for 10 minutes for each message remaining. When that time elapses, the spell ends.

Dream Scan

School: divination [] (mind-affecting)
Domain:
Level: Bard: 6; Skald: 6; Medium: 4; Mesmerist: 5; Psychic: 5; Sorcerer: 6; Wizard: 6; Arcanist: 6
Components: V, S
Casting time: 1 standard action
Range: unlimited
Duration: see text
Saving Throws: Will negates
Spell Resistance: yes
Target: one living creature

Description: Read a dreaming creature's thoughts.

This spell functions as dream, but rather than sending a message to a sleeping target, you can instead read the target's thoughts. The target must be asleep for you to perform a dream scan, though if the target isn't asleep, you can wait in a trance until your target falls asleep. Once the target is asleep, you can concentrate in order to read its surface thoughts as if using detect thoughts. You can continue concentrating for up to 1 minute per caster level.

Instead of reading surface thoughts, you can choose to scan the target's dreams and subconscious mind for the answers to questions. For every minute you spend concentrating, you can obtain the answer to one question, though the answers might be brief, cryptic, or repetitive. The target is entitled to a new Will save to end the dream scan each time you ask it a question. Otherwise, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier. If it fails its Bluff check, you gain the information you desire. If it succeeds at its check, you gain no information. If it succeeds at its check by 5 or more, you misinterpret the target's dreams—you draw a false conclusion of the target's choice and believe that wrong answer to be true.

Unlike with dream, you can't cast this spell on another creature to have it serve as your messenger.

Dream Travel

School: conjuration [teleportation] (mind-affecting)
Domain:
Level: Mesmerist: 6; Psychic: 6
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level (D)
Saving Throws: Will negates
Spell Resistance: yes
Target: you and one creature/level

Description: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature's body on the plane where it lies sleeping.

You and the other targets of the spell are physically drawn from the Material Plane into the Dimension of Dreams on a voyage into the dreams of a creature you designate. In the Dimension of Dreams, you move through a swirling sea of thoughts, desires, and emotions created by the minds of dreamers everywhere to reach your destination dreamscape. Reaching the destination dreamscape takes 1 hour. At any point before the spell's duration ends, you can dismiss the spell to return to where you started on the Material Plane. The connection between dreams and reality is inherently tenuous, and your ability to arrive precisely where you mean to is dependent on your familiarity with the dreamer you're trying to find. To determine how accurate your arrival is at the end of your dream travel, roll d% on the following table.

Familiarity

FamiliarityOn TargetOff TargetOtherDreamscape Mishap
Very familiar1–9798–99100
Somewhat familiar1–9495–9798–99100
Known creature1–8889–9495–9899–100
Not well known1–7677–8889–9697–100
False identity81–9293–100

Familiarity

"Very familiar" means that you have had contact using dream, dream council, dream scan, or a similar spell within the past 24 hours with the creature whose dreamscape you are trying to locate. "Somewhat familiar" means that you have had contact with the dreaming character using one of those spells at least once in the past. "Known creature" means that while you know the creature whose dreamscape you're trying to locate, you have not connected to its dreams with those spells. "Not well known" is a creature you have heard of, know by name and true identity, but have never met.

"False identity" means that whether or not you have met the creature, you know it only through a false identity. When trying to locate the dreamscape of a creature known to you through a false identity, roll 1d20 + 80 on the table to obtain your results (instead of rolling d%), since there is no way for you to pinpoint the correct dreamscape.

On Target

You travel to the correct creature's current dreamscape.

Off Target

You travel to an area near the target dreamscape on the Ethereal Plane.

Other Dreamscape

You travel to a similar creature's dreamscape on the Dimension of Dreams.

Dream Voyage

School: conjuration [teleportation] (mind-affecting)
Domain:
Level: Psychic: 9
Components:
Casting time:
Range:
Duration:
Saving Throws:
Spell Resistance:

Description: As dream travel, but with more flexibility and able to affect more creatures.

This spell functions as dream travel, but you and your companions travel through the Dimension of Dreams in a fantastical vehicle of your own devising that halves the travel time. Only you can pilot the vessel, and you can do so even if you aren't inside it. Your psychic vehicle buffers minds from the intense emotional tides of the Dimension of Dreams, rendering everyone inside immune to harmful emotion and fear effects. Unlike with dream travel, there is no chance the vessel arrives off target. In addition, you need not have met the target creature, but in that case you must have at least a reliable description of it. However, if you attempt to travel there with insufficient or incorrect information, you do need to roll, using the false identity entry from dream travel.

Creatures that disembark from your vehicle can either enter the dreamscape or exit to the plane where the dreamer's body lies, arriving within 1 mile of the dreamer's body. All creatures that disembark from the vehicle onto a plane at the same time arrive in the same place. The dreamer can't prevent the dream voyagers from entering its dream, but can attempt a Will save to prevent a group of creatures from exiting to the plane where its body resides.

The psychic vehicle remains in the dream for the remainder of the spell's duration, even if it's unoccupied. A creature adjacent to the dreamer can reenter the dream vessel as a full-round action through an illusory portal only subjects of the spell can see. You can return the vessel to the point where you cast dream voyage to allow any number of passengers to return to that plane, and can return it to the dream again. Either of these trips takes the same amount of time as the initial travel, and can be done any number of times within the spell's duration. If the vessel moves out of a dreamscape, companions left behind can't return to the vessel by being near the dreamer. If a companion is killed, its body doesn't return to the dream voyage unless you carry it with you, just like any other object.

If the dreamer awakens while the dream vessel is still in its dream, it can allow the dream travelers to exit or not (as with dream travel). The dream vessel remains intact in the Dimension of Dreams for the spell's duration even if it's untethered from a dream. It drifts through dreams when this happens, and you can't pilot it to another dream (even a dream of the initial dreamer if that creature begins dreaming again). If you dismiss the spell at any time, you and all subjects within the dream vessel return to where you started on the Material Plane.

You can increase the number of companions you can bring on a dream voyage to 10 creatures per caster level, though to do so you must increase the casting time, maintaining your concentration and touching up to 6 creatures per round as a full-round action. If your concentration is disrupted before you touch all of the targets, the spell is wasted and has no effect. Once you have touched all of your companions, the dream voyage begins; however, its duration is reduced to 1 hour.

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