LV8呪文翻訳

オール・イズ・ワン=ワン・イズ・オール 呪文8 All is One, One is All Spell 8

レア 死霊術
Source Legends pg. 64
協会メモ オール・イズ・ワン=ワン・イズ・オールの対象がこの呪文によるヒット・ポイントの割り当てに同意しない場合、その対象は同意しない対象となり、その対象とそのヒット・ポイントは呪文の効果から除外される。呪文は残っている対象に継続して効果を及ぼすことができる。
体系 、始原
発動 >>>、物質、動作、音声
距離 60フィート
対象 君と10体までの同意する生きている味方

君は対象達の本質と生命力を一つに溶かし込み、それから一瞬のうちに元の構成要素へと分離させる。対象を分離させた際、任意の数の対象の位置をその他の対象の位置と入れ替えてもよい。更に、君は痛みという重荷を共有するために生命の精髄の分配を組み替えることができる。君が選んだ全ての対象のヒット・ポイントを好きに分配すること。ただし、どの対象も1ヒット・ポイント未満になることはできず、最大ヒット・ポイントより多いヒット・ポイントを分配することもできない。

アンティマジック・フィールド 呪文8 Antimagic Field Spell 8

レア 防御術
Source Core Rulebook pg. 318 4.0
体系 、信仰、霊妙
発動 >>>、物質、動作、音声
範囲 君に影響を与えている10フィート拡散
持続時間 1分まで維持可能

君は全ての魔法を対象となる範囲から取り除き、呪文やその他の魔法の機能を妨害する。呪文は範囲を貫通することができず、魔法のアイテムはその中で機能を停止する。また、範囲内の者は誰も呪文の発動や魔法能力の使用ができない。同じように、ディスペル・マジックのような呪文はこの呪文より高いレベルでなければこのフィールドに影響を与えることができない。魔法の効果はフィールド外部に通り過ぎた瞬間から効果を再開する。例えば、フィールドの片側から放たれた光線は、反対側にいるクリーチャーを対象に取ることができる(術者と対象が両方ともフィールド外部にいるなら)。招来されたクリーチャーはちかちかと光って消滅するが、フィールドが移動するか終了すれば再び出現する。運用されている魔法のアイテムは機能を停止するが、運用されたままであり、フィールドを出れば機能を再開する。極致アイテムによって強化された能力値はフィールド内でも抑制されない。アンティマジック・フィールドよりも高いレベルの呪文はその効果を克服し、フィールド内のクリーチャーはその呪文を発動することもできる。

このフィールドは魔法のみを妨害するため、+3ロングソードはロングソードとしては機能し続ける。魔法によって作成されたクリーチャー(ゴーレムのような)はアンティマジック・フィールド内で通常通りに機能する。

ボイル・ブラッド 呪文8 Boil Blood Spell 8

 火
Source Secrets of Magic pg. 92 1.1
体系 秘術、始原
呪文リスト エレメンタル
発動 >>、動作、音声
距離 60フィート
対象 1体のクリーチャー
セーヴィング・スロー 頑健

君は敵の血液を熱し、血管中で沸騰させる。対象は頑健セーヴを伴う10d10点の火炎ダメージを受ける。体内に血液を持つ生きていないクリーチャー(ヴァンパイアのような)は影響を受けるかもしれないが、血液を持たないクリーチャーは耐性を持つ。

クリティカル 対象は影響を受けない
成功 対象は半分のダメージを受ける
失敗 対象は完全なダメージを受け、吸精2になる
ファンブル 対象は2倍のダメ児を受け、吸精3になる

増強 (+1) ダメージは1d10点、増える

バーニング・ブロッサムズ 呪文8 Burning Blossoms Spell 8

 火 植物
Source Secrets of Magic pg. 93 1.1
体系 秘術、始原
呪文リスト エレメンタル
神格 アランダートArundhat
発動 >>>、動作、音声
距離 120フィート
範囲 半径30フィート、高さ100フィートの円筒
セーヴィング・スロー 意志
持続時間 1分

形のない空洞の樹木が地面から芽吹き、高くそびえたつように成長し、燃えるような情熱を放って見る者を魅了する。樹木の根元は1つの正方形を占め、100フィート上方まで成長し、その枝は30フィート外側にまで伸びてこの呪文の円筒状の範囲を形成する。この樹木はそれから、白熱する炎を燃え上がらせる、白く繊細な花々を咲かせる。枝々がゆるやかに風に揺れると、花びらが炎のを浴びせながら地面に舞い散る。枝の下で手番を終了したクリーチャーは燃えさかる花弁によって6d6点の火炎ダメージを受ける。

この樹木を目視することができる敵は、たとえ呪文の範囲外にいたとしても意志セーヴを試みなければならない。これは感情、、視覚効果である。樹木に魅了されたクリーチャーは、それぞれの手番において少なくともアクションの1つを使ってこの樹木に向かって移動しなければならない。

クリティカル クリーチャーは影響を受けず、24時間、一時的耐性を持つ
成功 クリーチャーは影響を受けず、まだ樹木を目視することができるなら手番の終了時に新しいセーヴを試みなければならない
失敗 クリーチャーは次の手番の終了時まで樹木に恍惚状態である。もし、それからまだ樹木を目視することができるなら再びセーヴを試みなくてはならない
ファンブル クリーチャーは呪文が終了するまで樹木に恍惚状態である。樹木の火炎ダメージは恍惚状態を終わらせない。その他の敵対的行動は通常通りに恍惚を終わらせる。もし恍惚が終了したとしても、それからまだ樹木を目視することができるならクリーチャーは手番の終了時に新しいセーヴを試みなくてはならない

増強 (+1) ダメージは1d6点、増える

キャンティクル・オヴ・エヴァーラスティング・グリーフ 呪文8 Canticle of Everlasting Grief Spell 8

聴覚 呪い 感情  恐怖 
Source Secrets of Magic pg. 94 1.1
体系 秘術、霊妙
発動 >>、動作、音声
距離 120フィート
対象 1体のクリーチャー
セーヴィング・スロー 意志
持続時間 さまざま

君は純粋な悲しみから抽出されたメロディを作り出し、対象が大切にしていたものの全てを失うことが避けられないということを、対象だけに聞こえるように伝える。対象は意志セーヴを試みなくてはならない。

クリティカル 対象は影響を受けない
成功 対象は5d6点の精神ダメージを受け、恐れ1となる。そして1ラウンドの間、状況ボーナスあるいはステータス・ボーナスを得ることができない
失敗 対象は10d6点の精神ダメージを受け、恐れ3となる。そして1週間の間、状況ボーナスあるいはステータス・ボーナスを得ることができない
ファンブル 対象は20d6点の精神ダメージを受け、恐れ4となる。そしてこの呪いが破壊されるまで、状況ボーナスあるいはステータス・ボーナスを得ることができない。呪いが残存している間、対象の味方もまた、対象の15フィート以内にいる限り、状況ボーナスあるいはステータス・ボーナスを得ることができない

クローン・コンパニオン 呪文8 Clone Companion Spell 8

召喚術
Source Secrets of Magic pg. 96 1.1
体系 始原
発動 >>>、物質、動作、音声
距離 30フィート
対象 君の相棒
持続時間 1分まで維持可能

君は自分の相棒のクローンを作る。このクローンはその元と共に戦い、元のクリーチャーのアクションを真似する。このクローンは君の相棒の隣に出現し、同じステータスを持つ。

君が相棒に「命令」をするたびに、相棒とクローンの双方が2アクションを得る。クローンは常に、君の相棒の直後に行動し、君の相棒が使ったのと同じアクションを同じ順番で使わなければならない。しかし、別の位置への「歩行」や違う対象を取っての「打撃」などアクションを違う方法で使うことができる。もし、クローンがアクションを真似することが出来ない状況であるなら、結果を出さずにそのアクションを行い、そのアクションは失われる。クローンは1日に限られた数しか使うことができないアクションを使うことはできない。

クローンは本当に生きているわけではなく、いかなる方法でも治癒することはできない。もし、クローンが0ヒット・ポイントになったなら、即座に破壊され、クローン・コンパニオンは即座に終了する。

ダリュージ 呪文8 Deluge Spell 8

この呪文はExtinction Curse Adventure Pathのネタバレを含むかもしれない
アンコモン  
Source Pathfinder #156: The Apocalypse Prophet pg. 76
体系 秘術、始原
発動 >>、動作、音声
距離 500フィート
範囲 40フィート爆発

君は一瞬で消える破壊的な豪雨を解き放つ。範囲内の全ての飛行するクリーチャーは50フィートか、地面や堅固な表面にぶつかるまで下降する。地面や堅固な表面にぶつかったクリーチャーは落下したフィートに等しい殴打ダメージを受け(クリーチャーは落下ダメージは負わない)、伏せ状態になる。呪文によって地面に落下させられた飛行していたクリーチャーを含めた地上のクリーチャーは反応セーヴに成功しなければ範囲の中心から50フィート、押しやられる。

範囲内のもろい構造物は倒壊する。GMは、ダリュージによる結果について、もっと広範囲の効果を判断する。

増強(+1) 範囲は10フィート増え、飛行するクリーチャーは追加で10フィート、下降する

デヴァウラー・ライフ 呪文8 Devour Life Spell 8

この呪文はExtinction Curse Adventure Pathのネタバレを含むかもしれない
アンコモン 即死  死霊術 負のエネルギー
Source Pathfinder #156: The Apocalypse Prophet pg. 76
体系 >>、信仰、霊妙
発動 >>、動作、音声
距離 30フィート
対象 1体の生きているクリーチャー
セーヴィング・スロー 基本頑健

君は対象の生命力を完全に消費しようとする。対象は基本頑健セーヴを伴う60点の負のエネルギー・ダメージを受ける。もし、このダメージによって対象が0ヒット・ポイントになるなら、対象は即座に死亡する。君は対象が受けた負のエネルギー・ダメージ(抵抗やその類のものを適用した後)の半分に等しいヒット・ポイントを回復する。超過した治癒量は一時的ヒット・ポイントとなるが、1分後に失われる。

増強 (+1) ダメージは10点、増える

ディスアピアランス 呪文8 Disappearance Spell 8

幻術
Source Core Rulebook pg. 330 4.0
体系 秘術、霊妙
血脈 影
発動 >>、物質、動作
距離 接触
対象 1体のクリーチャー
持続時間 10分

君はクリーチャーを他人の感覚から覆い隠す。対象は未探知状態となる。この未探知は視覚に限らず、あらゆる感覚に対してのもので、観察者がどのような明瞭な、あるいは不明瞭な感覚を持っているかに関わらず透明とみなされることができるようにする。「捜す」によって、乱れた塵を見つけたり、音波のスペクトラムの空隙を聞き分けたり、それ以外の方法で探知できないクリーチャーの存在を発見するその他の方法を発見することによって対象を発見することは可能である。

ディサーン・ロケーション 呪文8 Discern Location Spell 8

アンコモン 探知 占術
Source Core Rulebook pg. 330 4.0
体系 秘術、信仰、霊妙
発動 10分(物質、動作、音声)
距離 無制限
対象 1体のクリーチャーあるいは1つの物体

君は対象の正確な場所の名称(建物、共同体、国を含めて)と存在している次元界を知る。

君は個人的に目撃したことがあるか、一つの重要な所有物を持っているか、肉体の一部を持っているクリーチャーのみを対象にすることができる。クリーチャーを対象にできるのは、そのクリーチャーを直接見たことがあるか、そのクリーチャーの重要な持ち物の1つを持っているか、その体の一部を持っている場合のみである。物体を対象とするには、それに触れたことがあるか、その破片を持っている必要がある。ディサーン・ロケーションより低いレベルの探知や占術に対する防御は、たとえそれが通常ブロックする機会があるものであったとしても、自動的に克服する。

Divine Armageddon Spell 8

Necromancy Negative Positive
Source Secrets of Magic pg. 100 1.1
Traditions divine
Cast >>、somatic, verbal
Range 120 feet; Area 60-foot burst
Saving Throw basic Fortitude
You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take 10d6 negative damage and 10d6 alignment damage (good, evil, lawful, or chaotic), chosen from among the alignments your deity has. If your deity is true neutral, increase the negative damage by 4d6 instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell.

Divine Aura Spell 8

Abjuration Aura
Source Core Rulebook pg. 331 4.0
Traditions divine
Bloodlines angelic, demonic, diabolic
Cast >>、somatic, verbal
Area 10-foot emanation; Targets allies in the area
Duration sustained up to 1 minute
Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area.

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. The bonuses granted by the spell increase to +2 against attacks by—and effects created by—creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good). These bonuses increase to +4 against effects created by such creatures that attempt to impose the controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura.

When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be blinded for 1 minute. It’s then temporarily immune for 1 minute.

The first time you Sustain the Spell each round, the divine aura’s radius grows 10 feet.

Divine Inspiration Spell 8

Enchantment Mental
Source Core Rulebook pg. 331 4.0
Traditions divine
Bloodline wyrmblessed
Cast >>、somatic, verbal
Range touch; Targets 1 willing creature
You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had Refocused.

Dream Council Spell 8

Illusion Mental Sleep
Source Core Rulebook pg. 333 4.0
Traditions arcane, occult
Deity Nyarlathotep (The Crawling Chaos)
Cast 10 minutes (somatic, verbal)
Range planetary; Targets up to 12 creatures you know by name and have met in person
Duration 1 hour
When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don’t choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.

Earthquake Spell 8

Earth Evocation
Source Core Rulebook pg. 334 4.0
Traditions arcane, primal
Spell List elemental
Deities Magrim, Zevgavizeb
Cast >>、somatic, verbal
Range 500 feet; Area 60-foot burst
Duration 1 round
You shake the ground, topple creatures into fissures, and collapse structures.

The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.
Shaking Ground The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks.
Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 15 Athletics to Climb.
Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; each creature caught in a collapse must attempt a Reflex save to avoid it.

Falling Sky Spell 8

Evocation Incapacitation
Source Dark Archive pg. 105
Traditions arcane, occult
Cast >>、somatic, verbal
Range 120 feet; Area 60-foot tall, 30-foot radius cylinder
Extraordinary telekinetic pressure smashes down through the area, battering creatures within it to the ground. All flying creatures in the area descend to the bottom of the spell’s area, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling damage if they fall 60 feet. They take this falling damage even if the spell’s area is entirely in the air and they don’t hit the ground, as they concuss against the bottom of the spell’s area at great speed. Creatures on the ground and within the spell’s area, including flying creatures forced to the ground, must attempt Fortitude saves.

Horrid Wilting Spell 8

Necromancy Negative
Source Core Rulebook pg. 344 4.0
Traditions arcane, primal
Spell List elemental
Bloodline undead
Cast >>、somatic, verbal
Range 500 feet; Targets any number of living creatures
Saving Throw basic Fortitude
You pull the moisture from the targets’ bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.
Heightened (+1) The damage increases by 1d10.

Hypnopompic Terrors Spell 8

Rare Emotion Fear Illusion Incapacitation Mental
Source Monsters of Myth pg. 89
Traditions occult
Cast >>、somatic, verbal
Range 30 feet; Targets up to 10 creatures
Saving Throw Will
You send a wave of nightmarish visions crashing over your targets, leaving them paralyzed by fear. These visions inflict real wounds on vulnerable targets, dealing 6d12 mental damage. If you target a sleeping creature, it wakes up as it attempts the save but takes one degree of success worse than the result it rolled on its save.

Critical Success The target is unaffected.
Success The target is frightened 2 and takes half the mental damage.
Failure The target is frightened 2, is paralyzed for 1 round, and takes the full mental damage.
Critical Failure The target is frightened 2, is paralyzed for 2 rounds, and takes double the mental damage.

Maze Spell 8

Conjuration Extradimensional Teleportation
Source Core Rulebook pg. 350 4.0
Traditions arcane, occult
Bloodline imperial
Deities Baphomet, Nethys
Cast >>、somatic, verbal
Range 30 feet; Targets 1 creature
Duration sustained
You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze. The possible outcomes are as follows.
Critical Success The target escapes and the spell ends.
Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.
Failure The target makes no progress toward escape.
Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is.

Teleportation magic doesn’t help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.

Mind Blank Spell 8

Uncommon Abjuration
Source Core Rulebook pg. 351 4.0
Traditions arcane, occult
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Duration until the next time you make your daily preparations
Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than its actual level. On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.

Moment of Renewal Spell 8

Healing Necromancy
Source Core Rulebook pg. 353 4.0
Traditions divine, primal
Bloodlines nymph, phoenix
Cast >>、somatic, verbal
Range touch; Targets up to 6 creatures
The targets experience a day’s worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn’t shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.

Monstrosity Form Spell 8

Polymorph Transmutation
Source Core Rulebook pg. 353 4.0
Traditions arcane, primal
Cast >>、somatic, verbal
Duration 1 minute
You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:
AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction.
20 temporary Hit Points.
Darkvision.
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
Athletics modifier of +30, unless your own modifier is higher.
You also gain specific abilities based on the type of monster you choose:
Phoenix Speed 30 feet, fly Speed 90 feet; Melee beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee talon (agile, reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura.
Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; Melee jaws (reach 10 feet), Damage 2d12+20 piercing; Melee stinger (agile, reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee body (reach 10 feet) Damage 2d8+20 bludgeoning; Inexorable You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You’re also immune to being immobilized and ignore difficult terrain and greater difficult terrain.
Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee jaws (reach 15 feet), Damage 2d12+20 piercing; Melee tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake (move) You extend your spines and Swim or Stride. Each creature you’re adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).
Heightened (9th) You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33.

Polar Ray Spell 8

Attack Cold Evocation
Source Core Rulebook pg. 358 4.0
Traditions arcane, primal
Cast >>、somatic, verbal
Range 120 feet; Targets 1 creature
You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target.

Critical Success The target takes double damage and is drained 2.
Success The target takes full damage and is drained 2.
Heightened (+1) The damage increases by 2d8.

Power Word Stun Spell 8

Uncommon Auditory Enchantment Mental
Source Core Rulebook pg. 359 4.0
Traditions arcane
Cast >、verbal
Range 30 feet; Targets 1 creature
Duration varies
You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target’s level.

13th or Lower The target is stunned for 1d6 rounds.
14th–15th The target is stunned for 1 round.
16th or Higher The target is stunned 1.
Heightened (+1) The levels at which each outcome applies increase by 2.

Prismatic Wall Spell 8

Abjuration Light
Source Core Rulebook pg. 360 4.0
Traditions arcane, occult
Bloodlines draconic, elemental
Deity Yuelral
Cast >>>、material, somatic, verbal
Range 120 feet
Duration 1 hour
You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall’s light must attempt a Will save; they’re dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.

A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.

The wall as a whole is immune to counteracting effects of the wall’s level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can’t be affected until the previous color is counteracted. Counteracting a color wall removes that color’s effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell.

Prying Survey Spell 8

This Spell may contain spoilers from the Extinction Curse Adventure Path
Uncommon Divination Scrying
Source Pathfinder #156: The Apocalypse Prophet pg. 76
Traditions arcane, occult
Cast 1 minute (material, somatic, verbal)
Area 120-foot emanation
Duration 1 hour
You create eight invisible, floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can’t move through barriers, and they don’t follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends.

As a single action, which has the concentrate trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you Seek visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the Scout and Search activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your Perception modifier. You can have only one prying survey in effect at a time.
Heightened (10th) The area increases to a 500-foot emanation.

Punishing Winds Spell 8

Air Evocation
Source Core Rulebook pg. 361 4.0
Traditions primal
Spell List elemental
Cast >>>、material, somatic, verbal
Range 100 feet; Area 30-foot radius, 100-foot-cylinder
Duration sustained up to 1 minute
Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell’s winds takes bludgeoning damage as though it had fallen.

The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.

Scintillating Pattern Spell 8

Illusion Incapacitation Visual
Source Core Rulebook pg. 367 4.0
Traditions arcane, occult
Deity Nalinivati
Cast >>、material, somatic
Range 120 feet; Area 20-foot burst
Saving Throw Will; Duration sustained up to 1 minute
A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern’s area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn’t need to attempt new saves.

Success The creature is unaffected.
Failure The creature is confused for 1d4 rounds.
Critical Failure The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.

Spirit Song Spell 8

Force Necromancy
Source Core Rulebook pg. 372 4.0
Traditions occult
Bloodline psychopomp
Cast >>、somatic, verbal
Area 60-foot cone
Saving Throw basic Fortitude
Your eldritch song sends pulsing waves of ethereal energy to attack creatures’ spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures’ spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target’s body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren’t harmed by the song. The song doesn’t harm creatures that have no spirit, such as constructs.
Heightened (+1) The damage increases by 2d6.

Spiritual Epidemic Spell 8

Curse Necromancy
Source Core Rulebook pg. 372 4.0
Traditions divine, occult
Bloodline hag
Cast >>、somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration varies
You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it’s affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way.

Critical Success The target is unaffected.
Success The target is enfeebled 2 and stupefied 2 for 1 round.
Failure The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently.
Critical Failure The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently.

Summon Archmage Spell 8

Conjuration Incarnate
Source Secrets of Magic pg. 131 1.1
Traditions arcane
Cast >>>、material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet.

Arrive (evocation, force) Archmage’s Amplification The archmage arrives in a fierce burst of magical force, automatically dealing 3d4+3 force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the shield spell. The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage’s influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster’s turn), it doesn’t decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell’s maximum duration was 3 rounds or longer.

Depart (abjuration) Archmage’s Rebuke The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is stupefied 2 for 1 round, and if it’s currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell.

Summon Deific Herald Spell 8

Conjuration Incarnate
Source Secrets of Magic pg. 131 1.1
Traditions divine
Cast >>>、material, somatic, verbal; Requirements You have a deity.
Range 100 feet
Duration until the end of your next turn
Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity’s herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity’s alignment.
Lawful Good: Arrive (enchantment, good, lawful) Aura of Retribution While within 100 feet of the herald, you and your allies gain the champion’s Retributive Strike reaction; Depart Holy Smite The herald casts 5th-level divine wrath (choosing good) in a 100-foot emanation.
Neutral Good: Arrive (enchantment, good) Aura of Redemption While within 100 feet of the herald, you and your allies gain the champion’s Glimpse of Redemption reaction; Depart Merciful Healing The herald casts the 3-action version of 5th-level heal with a radius of 100 feet. This spell targets only you and your allies.
Chaotic Good: Arrive (chaotic, enchantment, good) Aura of Liberation While within 100 feet of the herald, you and your allies gain the champion’s Liberating Step reaction; Depart Radiating Freedom The herald affects you and all your allies within 100 feet with freedom of movement. The duration is reduced to 3 rounds.
Lawful Neutral: Arrive (abjuration, lawful) Defy Chaos You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; Depart Order’s Wrath The herald casts 5th-level divine wrath (choosing lawful) in a 100-foot emanation.
Neutral: Arrive (transmutation) Quickening Ripple You and each ally within 100 feet of the herald are quickened while the herald is present, and can use the additional action to Step, Stride, or Strike; Depart Sapping Beam The herald casts 6th-level enervation in a 100-foot line.
Chaotic Neutral: Arrive (abjuration, chaotic) Defy Law You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; Depart Chaos Hammer The herald casts 5th-level divine wrath (choosing chaotic) in a 100-foot emanation.
Lawful Evil: Arrive Aura of Iron While within 100 feet of the herald, you and your allies gain the champion’s Iron Command reaction; Depart Unholy Blight The herald casts 5th-level divine wrath (choosing evil) in a 100-foot emanation.
Neutral Evil: Arrive Aura of Selfishness While within 100 feet of the herald, you and your allies gain the champion’s Selfish Shield reaction; Depart Infinite Despair The herald casts 5th-level crushing despair in a 100-foot cone.
Chaotic Evil: Arrive Aura of Vengeance While within 100 feet of the herald, you and your allies gain the champion’s Destructive Vengeance reaction; Depart Weapon Hurricane The herald casts 5th-level weapon storm in a 100-foot cone, using d12 for the die size.

Summon Irii Spell 8

Rare Conjuration Incarnate
Source Dark Archive pg. 182
Traditions arcane, occult
Cast >>>、material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You cast your spell, whisper your words of power, and find that an irii is already here—indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii.
Fate The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it; Arrive (divination, fortune, lawful, prediction) Decree the Immutability of Time While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, Perception check, saving throw, or skill check get a 10 instead; Depart (divination, misfortune, prediction) Observe the Inevitability of Destiny Each enemy within a 30-foot emanation must attempt a Will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, Perception check, saving throw, or skill check, it gets a 10 instead.
Fortune The fortune stands before you with its golden horns and moth-scale wings, a sly smirk on its elfin face; Arrive (chaotic, divination, fortune, prediction) Decree the Chaos of Infinity While within 30 feet of the fortune, you and your allies roll twice and take the higher roll on all damage rolls, Perception checks, and saving throws; Depart (divination, misfortune, prediction) Sunder Eternity’s Authority Each enemy within a 30-foot emanation must attempt a Will save. A creature that fails its save must roll twice and take the lower result on all damage rolls, Perception checks, and saving throws until the end of its next turn.

Uncontrollable Dance Spell 8

Enchantment Incapacitation Mental
Source Core Rulebook pg. 379 4.0
Traditions arcane, occult
Bloodlines aberrant, fey
Deities Ashava, Hathor, Kofusachi
Cast >>、somatic, verbal
Range touch; Targets 1 creature
Saving Throw Will; Duration varies
The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can’t use reactions. While affected, the creature can’t use actions with the move trait except to dance, using the Stride action to move up to half its Speed.

Critical Success The target is unaffected.
Success The spell’s duration is 3 rounds, and the target must spend at least 1 action each turn dancing.
Failure The spell’s duration is 1 minute, and the target must spend at least 2 actions each turn dancing.
Critical Failure The spell’s duration is 1 minute, and the target must spend all its actions each turn dancing.

Undermine Reality Spell 8

This Spell may contain spoilers from the Extinction Curse Adventure Path
Uncommon Illusion Incapacitation Shadow
Source Pathfinder #156: The Apocalypse Prophet pg. 76
Traditions arcane, occult
Cast >>、somatic, verbal
Range 500 feet; Targets one creature
Duration varies
You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasi-real, its Strikes deal half damage, it can’t critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw.

Critical Success The target is unaffected.
Success The target is quasi-real until the end of its next turn.
Failure The target is quasi-real for 1 minute. At the end of each of its turns, it can attempt another Will save, ending the spell on a success.
Critical Failure The target is quasi-real for an unlimited duration.

Unrelenting Observation Spell 8

Divination Scrying
Source Core Rulebook pg. 379 4.0
Traditions arcane, occult
Deities Abraxas, Kols
Cast >>、somatic, verbal
Range 100 feet; Area 20-foot burst; Targets 1 creature or object tracked and up to 5 other willing creatures
Duration varies
This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it’s out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover.

The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn’t matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don’t see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person.

If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.

Critical Success The creature or object is unaffected.
Success As described, and the duration is 1 minute.
Failure As described, and the duration is 1 hour.

Whirlwind Spell 8

Air Evocation
Source Secrets of Magic pg. 141 1.1
Traditions primal
Spell List elemental
Cast >>>、material, somatic, verbal
Range 500 feet; Area 15-foot radius, 80-foot tall cylinder
Saving Throw Reflex; Duration sustained up to 1 minute
Powerful winds coalesce into a devastating tornado. You can Cast this Spell only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are difficult terrain.

All creatures in the area take 5d10 bludgeoning damage as powerful winds and debris buffet them, with a Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 30 feet in a straight line. Each creature the whirlwind moves through takes the damage, also with a Reflex save. A creature can be affected by a whirlwind only once per round.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and rises 10 feet into the air. If it doesn’t have a fly Speed, the creature gains one equal to its Speed until it either reaches the ground or ceases to be in the whirlwind’s area, potentially falling when the spell ends or when it leaves the area.
Critical Failure As failure, except the creature takes double damage and rises 20 feet into the air.
Heightened (+1) Increase the bludgeoning damage by 1d10.

Wind Walk Spell 8

Air Transmutation
Source Core Rulebook pg. 385 4.0
Traditions primal
Spell List elemental
Deity Isis
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets you and up to five creatures touched
Duration 8 hours
When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind’s direction by using a single action, which has the concentrate trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground.

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