LV7呪文翻訳

エンジェル・フォーム 呪文7 Angel Form

 ポリモーフ 
Source Secrets of Magic pg. 89 1.1
体系 
発動 >>、動作、音声
持続時間 1分

天上の領域を思い起こしながら、君は中型のエンジェルの戦闘形態に変身する。この呪文の発動を行う際、バリッシー、コーラル、モナディック・デーヴァ、モヴァニック・デーヴァから1つを選ぶこと。コーラルを選んだなら、戦闘形態は小型である。この形態でいる間、君はエンジェルとセレスチャルの特性を得る。この戦闘形態には両手があり、操作アクションを使うことが出来る。君はこの呪文を「解除」することが出来る。

君は選んだ形態に係わらず、下記のステータスと能力を得る:

  • AC=22+レベル 防具判定ペナルティと速度減少を無視すること
  • 一時的ヒット・ポイント40点と悪ダメージへの弱点10点
  • 暗視
  • 君が選んだ戦闘形態に固有の1つ以上の攻撃。君はそれらに修得である。君の攻撃修正値は+25で、記載されたダメージを使う。近接攻撃は筋力に基づいており(例えば、衰弱状態の計算をする目的のため)、遠距離攻撃は敏捷力に基づいている。もし、君の攻撃修正が所定の素手打撃や武器について高いなら、代わりにそれを使ってよい
  • 〈運動〉修正値+25、君自身の修正値の符尾が高いのでなければ

君はまた、選んだエンジェルの種別に応じて特殊能力を得る:

  • バリッシー 速度30フィート、飛行速度40フィート; 嘘と幻術を探知するための知覚修正値+26(君自身の修正値の方が高いのでなければ); 近接 scimitar (forceful, sweep), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good.
    Choral Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; Melee fist (agile), Damage 2d6+12 bludgeoning plus 1d6 good; Ranged piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and deafened for 1 round on a critical hit.
    Monadic Deva Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls; Melee holy mace (shove), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good.
    Movanic Deva Speed 30 feet, fly 40 feet; resistance 10 to negative; Melee bastard sword (two-hand d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good.
    Heightened (9th) Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33.

Blightburn Blast
Spell 7
This Spell may contain spoilers from the Extinction Curse Adventure Path
UncommonDiseaseEvocation
Source Pathfinder #155: Lord of the Black Sands pg. 73
Traditions arcane, occult, primal
Cast >>,somatic, verbal
Range 15-foot cone
Saving Throw basic Fortitude
You channel a blast of powerful blightburn radiation from your hands. You deal 4d6 poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell’s level, and the disease’s save DC uses the caster’s DC.

Contingency
Spell 7
Abjuration
Source Core Rulebook pg. 326 3.0
Traditions arcane
Bloodline phoenix
Deities Nalinivati, Valmallos
Cast 10 minutes (material, somatic, verbal)
Duration until the next time you make your daily preparations.
You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast contingency, such as choosing a damage type for resist energy. During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a Ready action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast contingency again, the newer casting supersedes the older.
Heightened (8th) You can choose a spell of 5th level or lower.
Heightened (9th) You can choose a spell of 6th level or lower.
Heightened (10th) You can choose a spell of 7th level or lower.

Control Sand
Spell 7
This Spell may contain spoilers from the Extinction Curse Adventure Path
UncommonEarthEvocation
Source Pathfinder #155: Lord of the Black Sands pg. 73
Traditions arcane, primal
Cast >>,somatic, verbal
Area 5-foot emanation
Duration sustained up to 1 minute
You whip up a small sandstorm around your body. When a creature starts its turn in the area or moves into the area, it must succeed at a Fortitude save or become dazzled for as long as it remains in the area; it is then temporarily immune to this dazzling effect for 10 minutes.

Choose one of the following additional effects when you cast this spell. On subsequent rounds, you can switch to a different effect once per round as a free action triggered by sustaining the spell.
Sand Shield You create a magical shield made of sand. The sand shield provides no benefit to AC, but it does allow you to use the Shield Block reaction and acts as a shield for this purpose. The sand shield has Hardness 14, 21 Hit Points, and no Broken Threshold; when the shield’s HP are reduced to 0, you can’t use its Shield Block reaction again until the next time you Sustain the Spell and choose the sand shield effect.
Sandblast You direct a jet of sand at a single target. One creature of your choice within 30 feet takes 8d6 slashing damage (basic Reflex save). On a critical failure, the creature is also dazzled for 1 minute.
Sandstorm The area of the spell expands to a 30-foot emanation, and any creature that starts its turn in the area or moves into the area takes 6d4 slashing damage (basic Reflex save) and must hold its breath or begin suffocating.
Heightened (+1) Increase the sand shield’s Hardness by 2 and its Hit Points by 1, the sandblast damage by 1d6, and the sandstorm damage by 1d4.

Corrosive Body
Spell 7
AcidPolymorphTransmutation
Source Secrets of Magic pg. 97 1.1
Traditions arcane, primal
Cast >>,somatic, verbal
Duration 1 minute
You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet.
Heightened (9th) Creatures touching you take 4d6 acid damage instead of 3d6, your unarmed attacks deal 2d4 additional acid damage, and you gain 5d6 temporary HP.

Cosmic Form
Spell 7
PolymorphTransmutation
Source Secrets of Magic pg. 98 1.1
Traditions divine, primal
Cast >>,somatic, verbal
Duration 1 minute
You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell.

You gain the following statistics and abilities regardless of the form that you choose:
AC = 21 + your level. Ignore your armor check’s penalty and Speed reduction.
20 temporary Hit Points.
Darkvision.
One or more attacks specific to the battle form you use. You’re trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead.
Athletics modifier of +25, unless your own is higher.
You also gain specific abilities based on the stellar body:
Moon Speed 30 feet, fly 50 feet; Melee fist (agile, reach 10 feet), Damage 2d4+10 bludgeoning plus 1d6 fire; Ranged moonbeam (range 90 feet), Damage 2d4+10 fire; this form’s fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either Strike, the target is stupefied 2 for 1 round.
Sun Speed 30 feet, fly 50 feet; Melee fist (agile, reach 10 feet), Damage 2d6+10 fire plus 1d6 persistent fire; Ranged sunbeam (range 90 feet), Damage 1d6+10 fire plus 1d6 persistent fire; on a critical hit with either Strike, the target is dazzled for 1 round.

Deity’s Strike
Spell 7
EvocationForce
Source Secrets of Magic pg. 99 1.1
Traditions divine
Cast >>,somatic, verbal; Requirements You have a deity.
Range 500 feet; Targets 1 creature (see text)
A manifested version of your deity’s favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals 7d12 force damage, or double damage on a critical hit.

After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful). Your target and any other creatures within the area of the spell take 5d6 damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn’t create a shock wave.
Heightened (9th) The force damage increases by 1d12 and the alignment damage increases by 1d6.

Dimensional Lock
Spell 7
UncommonAbjuration
Source Core Rulebook pg. 329 3.0
Traditions arcane, divine, occult
Spell List elemental
Cast >>,somatic, verbal
Range 120 feet; Area 60-foot burst
Duration until the next time you make your daily preparations.
You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn’t stop the creature from departing when the summoning ends.

Divine Decree
Spell 7
Evocation
Source Core Rulebook pg. 331 3.0
Traditions divine
Bloodlines angelic, demonic, diabolic
Cast >>,somatic, verbal
Range 40 feet; Area 40-foot emanation
Saving Throw Fortitude; Duration varies
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude save. Creatures with an alignment that matches the one you chose are unaffected by the spell. Those that neither match nor oppose it treat the result of their saving throw as one degree better and don’t suffer effects other than damage.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is enfeebled 2 for 1 minute.
Critical Failure The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it’s paralyzed for 1 minute; on a critical failure, it dies.
Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.

Divine Vessel
Spell 7
MorphTransmutation
Source Core Rulebook pg. 331 3.0
Traditions divine
Cast >>,somatic, verbal
Duration 1 minute
You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity’s servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

If you were Medium or smaller, you become Large, as the effects of enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits.
40 temporary Hit Points.
A fly Speed equal to your Speed.
Weakness 10 to the alignment opposite the one you chose.
A +1 status bonus to saves against spells.
Darkvision.
Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type.
One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.
Heightened (9th) The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes.

Duplicate Foe
Spell 7
Conjuration
Source Core Rulebook pg. 334 3.0
Traditions arcane, occult
Bloodline shadow
Deity Brigh
Cast >>>,material, somatic, verbal
Range 30 feet; Targets 1 enemy of level 15 or lower
Saving Throw Fortitude; Duration sustained up to 1 minute
You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target’s attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target’s special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target’s normal damage but don’t apply added effects, since it doesn’t have special abilities. The spell automatically ends if the duplicate’s Hit Points drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command.

The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It’s not a living creature, and it can never regain its lost Hit Points in any way.

Critical Success You fail to create a duplicate.
Success The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.
Failure The duplicate works as described.
Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP.

PFS StandardEclipse Burst
Spell 7
ColdDarknessNecromancyNegative
Source Core Rulebook pg. 334 3.0
Traditions arcane, divine, primal
Cast >>,somatic, verbal
Range 500 feet; Area 60-foot burst
Saving Throw Reflex
A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus 8d4 additional negative damage to living creatures. Each creature in the area must attempt a Reflex save.

If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage and becomes blinded by the darkness for an unlimited duration.
Heightened (+1) The cold damage increases by 1d10 and the negative damage against the living increases by 1d4.

Energy Aegis
Spell 7
Abjuration
Source Core Rulebook pg. 335 3.0
Traditions arcane, divine, occult, primal
Spell List elemental
Bloodlines elemental, genie
Cast 1 minute (material, somatic, verbal)
Range touch; Targets 1 creature
Duration until the next time you make your daily preparations.
You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.
Heightened (9th) The resistances increase to 10.

Entrancing Eyes
Spell 7
This Spell may contain spoilers from the Extinction Curse Adventure Path
UncommonEnchantmentMentalVisual
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
Traditions arcane
Cast >>,somatic, verbal
Area 30-foot emanation centered on you
Duration sustained up to 1 minute
Your eyes glow with an entrancing radiance that captivates those who meet your gaze. Any creature that ends its turn within the emanation must attempt a Will save.

Critical Success The target is unaffected and becomes immune to this particular casting of the spell.
Success The target is unaffected.
Failure Until the end of its next turn, the target is stupefied 2 and fascinated.
Critical Failure Until the end of its next turn, the target is stupefied 4, fascinated, and can’t take reactions. In addition, all creatures and objects other than you are concealed from the target.

During any round you Sustain the Spell, you can use a single action, which has the manipulate trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already fascinated by your entrancing eyes before its save, a failed save causes it to be paralyzed for 1 round. You can’t use this action to focus on the same creature more than once per round.

Ethereal Jaunt
Spell 7
UncommonConjurationTeleportation
Source Core Rulebook pg. 336 3.0
Traditions divine, occult
Cast >>,somatic, verbal
Duration sustained up to 1 minute
You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can’t see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down).

You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can’t affect the Material Plane, and you can’t be affected by the Material Plane except by force effects and abjurations originating there.

When the spell ends, you return to the Material Plane. If you’re in the air, you fall (unless you can fly), and if you’re inside an object, you’re pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.

If you cast this spell when not on the Material Plane, it is lost.
Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes.

Fiery Body
Spell 7
FirePolymorphTransmutation
Source Core Rulebook pg. 337 3.0
Traditions arcane, primal
Spell List elemental
Deities Lubaiko, Moloch, Touch of the Sun
Cast >>,somatic, verbal
Duration 1 minute
You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage.

Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell; the casting is reduced from 2 actions to 1.

In fire form, you have a fly Speed of 40 feet and don’t need to breathe.
Heightened (9th) Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet.

Finger of Death
Spell 7
DeathNecromancy
Source Core Rulebook pg. 338 3.0
Traditions divine, primal
Bloodlines undead, psychopomp
Cast >>,somatic, verbal
Range 30 feet; Targets 1 living creature
Saving Throw basic Fortitude
You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.
Heightened (+1) The damage increases by 10.

Force Cage
Spell 7
EvocationForce
Source Advanced Player’s Guide pg. 219 2.0
Traditions arcane, occult
Cast >>>,material, somatic, verbal
Range 30 feet; Area 1 cube 20 feet on each side
Saving Throw Reflex; Duration sustained up to 1 minute
You create an immobile, invisible prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it’s pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails.

The cage has AC 10, Hardness 20, and 40 Hit Points, and it’s immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can’t pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited.

Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a disintegrate spell of any level, or by contact with a rod of cancellation or sphere of annihilation.

Frigid Flurry
Spell 7
ColdEvocationWater
Source Secrets of Magic pg. 108 1.1
Traditions arcane, primal
Spell List elemental
Cast >>,somatic, verbal
Area line up to 120 feet
Saving Throw basic Reflex
You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air’s ambient moisture into a flurry of jagged shards. The flurry deals 9d6 cold damage and 9d6 slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell’s magic or that the GM decides would affect snow.
Heightened (+1) The cold and slashing damage each increase by 1d6.

PFS StandardInexhaustible Cynicism
Spell 7
EmotionEnchantmentMental
Source Secrets of Magic pg. 111 1.1
Traditions arcane, divine, occult
Cast >>,somatic, verbal
Range 30 feet; Targets up to 5 creatures
Saving Throw Will
You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn’t treat anyone as an ally (in case its friends were replaced by an impostor), and doesn’t believe anything it’s told (in case of lies, though this doesn’t mean the creature automatically believes the opposite either). It doesn’t even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to Recall Knowledge.

Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it.

Critical Success The creature is unaffected.
Success The creature is affected for 1 round.
Failure The creature is affected for 1 minute.
Critical Failure The creature is affected for 1 hour.

Leng Sting
Spell 7
This Spell may contain spoilers from the Agents of Edgewatch Adventure Path
UncommonNecromancyPoison
Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 80
Traditions arcane, occult
Cast >>,somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
You use the power of nightmares to magically replicate the venomous attack of the aberrant and cunning Leng spiders. You deal 2d6 piercing damage to the touched creature and afflict it with Leng spider venom. If the target takes piercing damage, they must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes 2d6 poison damage.
Failure The target is afflicted with Leng spider venom at stage 1.
Critical Failure The target is afflicted with Leng spider venom at stage 2.

Leng Spider Venom (incapacitation, poison) Level 13; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and drained 1 (1 round); Stage 2 3d6 poison damage and drained 2 (1 round); Stage 3 4d6 poison damage, drained 2, and confused (1 round)

Magnificent Mansion
Spell 7
UncommonConjurationExtradimensional
Source Core Rulebook pg. 349 3.0
Traditions arcane, occult
Deities Abadar, Adanye, Findeladlara, Isis, Mammon
Cast 1 minute (material, somatic, verbal)
Range 30 feet
Duration until the next time you make your daily preparations.
You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell’s range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door.

Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they’re capable of crossing planes.

A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they’re visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.

Mask of Terror
Spell 7
EmotionFearIllusionMentalVisual
Source Core Rulebook pg. 350 3.0
Traditions arcane, occult, primal
Bloodlines draconic, wyrmblessed
Deities Jaidz, Urgathoa
Cast >>,somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 minute
The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.

Success The creature is unaffected.
Failure The creature becomes frightened 2 before using its action.
Critical Failure The creature becomes frightened 2, and its action fails and is wasted.
Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

Maze of Locked Doors
Spell 7
This Spell may contain spoilers from the Agents of Edgewatch Adventure Path
UncommonConjurationExtradimensionalIncapacitationTeleportation
Source Pathfinder #158: Sixty Feet Under pg. 77
Traditions arcane, occult
Cast >>,somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration sustained
The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, Athletics DC 30 to Force Open) secured with average locks (DC 25 Thievery, 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). Teleportation effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level teleportation effects require the caster to succeed at a counteract check against your spell DC or they fail.

Critical Success The target is unaffected.
Success The target is trapped for 1 round, or until it bypasses 1 door.
Failure The target is trapped for 1 minute, or until it bypasses 2 doors.
Critical Failure The target it trapped for 10 minutes, or until it bypasses 3 doors.

Momentary Recovery
Spell 7
ConjurationTeleportation
Source Dark Archive pg. 106
Traditions arcane, occult
Cast >>,somatic, verbal
Range 60 feet
You instantly teleport yourself and any items you’re wearing or holding from your current space to a clear space within range that you can see. If this teleportation would bring another creature with you—even if you’re carrying it in an extradimensional container—the spell is lost. After you vanish but before you arrive, you can take up to 2 actions (or the number of actions you spent to cast momentary recovery, if it was fewer than 2 actions). You can’t target any other creatures or objects with anything during these actions and any effect with a duration that you create during these actions ends immediately when you arrive. After you arrive, you are slowed 1 until the end of your next turn.

Moonburst
Spell 7
This Spell may contain spoilers from the Strength of Thousands Adventure Path
UncommonColdEvocationLightPositive
Source Pathfinder #172: Secrets of the Temple City pg. 77
Traditions divine, primal
Cast >>,somatic, verbal
Range 500 feet; Area 60-foot burst
Saving Throw Reflex
A powerful globe of chilling moonlight explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d10 additional positive damage to undead creatures. Moonburst’s cold damage is silver damage for the purposes of weaknesses, resistances, and the like. Each creature and object in the area must attempt a Reflex save.

Critical Success The creature or object is unaffected.
Success The creature or object takes half damage.
Failure The creature or object takes full damage.
Critical Failure The creature or object takes full damage. If it’s a creature, it’s blinded for an unlimited duration.

If the globe overlaps with an area of magical darkness, moonburst attempts to counteract the darkness effect.
Heightened (+1) The cold damage increases by 1d10, and the positive damage against undead increases by 1d10.

Plane Shift
Spell 7
UncommonConjurationTeleportation
Source Core Rulebook pg. 357 3.0
Traditions arcane, divine, occult, primal
Spell List elemental
Cast 10 minutes (focus, material, somatic, verbal)
Range touch; Targets 1 willing creature, or up to 8 willing creatures joining hands
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.

The spell is highly imprecise, and you appear 1d20x25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn’t provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

Possession
Spell 7
UncommonIncapacitationMentalNecromancyPossession
Source Core Rulebook pg. 358 3.0
Traditions occult
Deity Fumeiyoshi
Cast >>,somatic, verbal
Range 30 feet; Targets 1 living creature
Saving Throw Will; Duration 1 minute
You send your mind and soul into the target’s body, attempting to take control. The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer.

While you’re possessing a target, your own body is unconscious and can’t wake up normally. You can sense everything the possessed target does. You can Dismiss this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature’s initiative count.

Critical Success The target is unaffected.
Success You possess the target but can’t control it. You ride along in the body while the spell lasts.
Failure You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target’s turns, it attempts another Will save. If it fails, it’s controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.
Critical Failure You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.
Heightened (9th) The duration is 10 minutes, and you can physically enter the creature’s body, protecting your physical body while the spell lasts.

Power Word Blind
Spell 7
UncommonAuditoryEnchantmentMental
Source Core Rulebook pg. 358 3.0
Traditions arcane
Cast >,verbal
Range 30 feet; Targets 1 creature
Duration varies
You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target’s level.

11th or Lower The target is blinded permanently.
12th–13th The target is blinded for 1d4 minutes.
14th or Higher The target is dazzled for 1 minute.
Heightened (+1) The levels at which each outcome applies increase by 2.

Prismatic Armor
Spell 7
Abjuration
Source Secrets of Magic pg. 122 1.1
Traditions arcane, occult
Cast >>,somatic, verbal
Range touch; Targets 1 willing creature
Duration 1 minute
You wrap the target in armor made of multicolored light. It functions as chromatic armor that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is blinded rather than dazzled.
Heightened (9th) The resistances increase to 10 each.

Prismatic Spray
Spell 7
EvocationLight
Source Core Rulebook pg. 360 3.0
Traditions arcane, occult
Bloodline imperial
Cast >>,somatic, verbal
Area 30-foot cone
A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.
Prismatic Spray
1d8 Color Save Effects (Traits)
1 Red Reflex 50 fire damage (fire)
2 Orange Reflex 60 acid damage (acid)
3 Yellow Reflex 70 electricity damage (electricity)
4 Green Fortitude 30 poison damage and enfeebled 1 for 1 minute (poison)
5 Blue Fortitude Affected as if by flesh to stone
6 Indigo Will Confused, as the warp mind spell (mental)
7 Violet Will Slowed for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation)
8 Potent beam – Affected by two beams – roll twice, rerolling any duplicates or results of 8

Project Image
Spell 7
IllusionMental
Source Core Rulebook pg. 360 3.0
Traditions arcane, occult
Deity Nyarlathotep (The Crawling Chaos)
Cast >>,somatic, verbal
Range 30 feet
Duration sustained up to 1 minute
You project an illusory image of yourself. You must stay within range of the image, and if at any point you can’t see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can’t benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.
Heightened (+2) The maximum duration you can Sustain the Spell increases to 10 minutes.

Regenerate
Spell 7
HealingNecromancyPositive
Source Core Rulebook pg. 363 3.0
Traditions divine, primal
Cast somatic, verbal
Range touch; Targets 1 willing living creature
Duration 1 minute
An infusion of positive energy grants a creature continuous healing. The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can’t die from damage and its dying condition can’t increase to a value that would kill it (this stops most creatures from going beyond dying 3), though if its wounded value becomes 4 or higher, it stays unconscious until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.

Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell’s duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.
Heightened (9th) The regeneration increases to 20.

Retrocognition
Spell 7
Divination
Source Core Rulebook pg. 365 3.0
Traditions occult
Deities Dwarven Pantheon, Pillars of Knowledge, Zohls
Cast 1 minute (material, somatic, verbal)
Duration sustained
Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don’t play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.
Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.
Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.

Return to Essence
Spell 7
This Spell may contain spoilers from the Strength of Thousands Adventure Path
RareAbjuration
Source Pathfinder #173: Doorway to the Red Star pg. 77
Traditions arcane, divine, occult
Cast >>,somatic, verbal
Range 120 feet; Targets one magically sealed or warded doorway or chest
You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a counteract check against the target spell or magical effect that wards or seals a doorway or chest, such as lock, or against a spell or effect that deals damage or delivers secondary effects when it’s opened, such as glyph of warding. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower.
Heightened (8th) You can restore an expended spell slot of 4th level or lower.
Heightened (9th) You can restore an expended spell slot of 5th level or lower.
Heightened (10th) You can restore an expended spell slot of 6th level or lower.

Reverse Gravity
Spell 7
UncommonEvocation
Source Core Rulebook pg. 365 3.0
Traditions arcane, occult
Deity Otolmens
Cast >>>,material, somatic, verbal
Range 120 feet; Area 20-foot radius, 40-foot-tall cylinder
Duration 1 minute
You reverse gravity in the area. Creatures and objects that aren’t secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.

When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell’s area is subjected to normal gravity again.

Shadow Raid
Spell 7
IllusionShadow
Source Secrets of Magic pg. 129 1.1
Traditions arcane, occult
Cast >>>,material, somatic, verbal
Range 120 feet; Area 30-foot burst
Saving Throw basic Reflex or Will (target’s choice); Duration 1 minute
You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing 3d8 damage of the type you chose to any enemy that ends its turn in the area. All creatures are concealed to enemies in the area, as the illusory shadows swarm over them and block light.

A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends.
Heightened (9th) The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8.

Spell Turning
Spell 7
UncommonAbjuration
Source Core Rulebook pg. 371 3.0
Traditions arcane
Deity Abraxas
Cast >>,somatic, verbal
Duration 1 hour
This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can’t affect spells that aren’t targeted (such as area spells).

If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.

Sunburst
Spell 7
EvocationFireLightPositive
Source Core Rulebook pg. 376 3.0
Traditions divine, primal
Spell List elemental
Cast >>,somatic, verbal
Range 500 feet; Area 60-foot burst
Saving Throw Reflex
A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to all creatures in the area, plus 8d10 additional positive damage to undead creatures. Each creature in the area must attempt a Reflex save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes full damage and becomes blinded permanently.

If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect.
Heightened (+1) The fire damage increases by 1d10, and the positive damage against undead increases by 1d10.

Telekinetic Bombardment
Spell 7
Evocation
Source Dark Archive pg. 107
Traditions arcane, occult
Cast >>,somatic, verbal
Range 500 feet; Area 10-foot burst or 30-foot line
Saving Throw Reflex
You grasp a piece of the landscape—such as a tree, carriage, or piece of masonry—and lob it in your foe’s direction. Your missile crashes down in either a 10-foot burst (for most missiles) or a 30-foot line (for something long and tall, like a tree or a ship’s mast), dealing 14d6 bludgeoning damage and turning its area into difficult terrain as it breaks into rubble. All creatures in the area must attempt a Reflex save. If the area is a line, it doesn’t have to start from your square but can instead start anywhere in range, as long as the entire area remains within range.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is knocked prone.
Critical Failure The creature takes double damage, is knocked prone, and is stunned 1.
Heightened (+1) The damage increases by 2d6.

Tempest of Shades
Spell 7
IncarnateNecromancy
Source Secrets of Magic pg. 135 1.1
Traditions arcane, divine, occult
Cast >>>,material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet.

Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects.

Critical Success The creature is unaffected
Success The creature is drained 1.
Failure The creature is drained 2.
Critical Failure The creature is drained 3.

Depart (emotion, fear, mental) Howl of Eternity The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt Will saves with the following effects.

Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 3.
Critical Failure The creature is frightened 3. It’s also fleeing for 1 round or until it’s no longer frightened, whichever comes first.

Time Beacon
Spell 7
Divination
Source Gods & Magic pg. 111 2.0
Traditions arcane, occult
Deities Shyka, Yog-Sothoth
Cast >,material
Duration until the end of your turn
You create a beacon in time, intending to return to it if things go wrong. You can cast time beacon on only your turn. Keep careful track of everything that happens this turn after you cast time beacon. At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can’t return. After returning to the time beacon, the spell ends.

True Target
Spell 7
DivinationFortunePrediction
Source Core Rulebook pg. 379 3.0
Traditions arcane, occult
Deity Demon Bringers
Cast >,verbal
Range 60 feet; Targets 4 creatures
Duration until the start of your next turn
You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.

Unfettered Pack
Spell 7
Abjuration
Source Core Rulebook pg. 379 3.0
Traditions primal
Spell List elemental
Bloodline nymph
Deities The Endless Road, Yuelral
Cast >>,somatic, verbal
Range 30 feet; Targets up to 10 creatures
Duration 1 hour
You free those who travel alongside you from environmental hindrances. Targets don’t take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties.
Heightened (9th) The targets also ignore greater difficult terrain from environmental properties.

Visions of Danger
Spell 7
AuditoryIllusionVisual
Source Core Rulebook pg. 381 3.0
Traditions occult
Bloodline fey
Cast >>>,material, somatic, verbal
Range 500 feet; Area 30-foot burst
Saving Throw Will; Duration 1 minute
An illusion of horrific creatures fills the spell’s area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage (basic Will save) to each creature that’s inside the burst when it’s created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.
Heightened (+1) The mental damage increases by 1d8.

Volcanic Eruption
Spell 7
EvocationFire
Source Core Rulebook pg. 382 3.0
Traditions primal
Spell List elemental
Deity Yamatsumi
Cast >>,somatic, verbal
Range 120 feet; Area 5-foot radius, 80-foot tall cylinder
Saving Throw Reflex
The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a –10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they’re encased, but they don’t take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.

Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is encased.
Critical Failure The creature takes double damage and is encased.
Heightened (+1) The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6.

Warp Mind
Spell 7
EmotionEnchantmentIncapacitationMental
Source Core Rulebook pg. 383 3.0
Traditions arcane, occult
Bloodlines aberrant, hag
Deities Conqueror Worm, Nethys, Xhamen-Dor
Cast >>,somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will
You scramble a creature’s mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind’s effects happen instantly, so dispel magic and other effects that counteract spells can’t counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects.

Critical Success The target is unaffected.
Success The target spends the first action on its next turn with the confused condition.
Failure The target is confused for 1 minute.
Critical Failure The target is confused permanently.

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