| Ultramagic/Ultrapsionics | ||
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Ability Enhancement
Enhance the subject's ability scores by up to +1 point/3 levels.
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Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Godsong Verse (Thero 30), Quest Spell (Strength), Supersource Ultraspell (Quintessence, Force, Animal, Plant), Ultrapsionic Power Arcane Prerequisites: any three of Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, either Limited Wish or Wish, Caster level 20. Bard Prerequisites: any one of Cat's Grace, Eagle's Splendor, or Fox's Cunning, Caster level 20. Divine Prerequisites: any three of Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, or Owl's Wisdom, Miracle, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Animal Affinity, either Bend Reality or Reality Revision, Manifester level 20. Spell Components: V, S Psionic Display: Au, Ma Casting Time: 1 full round Range: Touch Area: Creature touched Duration: 10 days/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes Power Points: 19 Personal Cost: Special (see text) The recipient of this spell is granted up to one point of enhancement per level of the caster, to distribute as desired among its ability scores. The recipient decides how to distribute the points, and each point grants a +1 enhancement bonus to the affected score. Thus, a Fighter might decide to distribute 20 points as +8 to STR, +4 to DEX, and +8 to CON. However the points are distributed, the caster must pay 100 XP per point of bonus granted, and takes 1 point of temporary ability damage per point granted to the recipient, in the same scores. Thus, the caster of the spell used on the fighter in the example above would lose 2000 XP, and take 8 points of STR and CON damage, and 4 points of DEX damage. It is not possible for the caster to "pay" (via ability damage) more points than he or she has in a particular ability score, so the caster can never grant a bonus to any particular ability score higher than his or her own score in that ability. For example, a caster whose STR is only 8 can never use Ability Enhancement to grant higher than +8 to STR for any recipient. Furthermore, nonpermanent bonuses to ability scores do not add to the caster's "limit" for this purpose; thus, the caster in the example above would not be able to cast Bull's Strength on himself to be able to grant +12 via Ability Enhancement. However, if that same caster were wearing a Belt of Giant Strength +6 at the time (thus having an effective STR score of 14), then the limit on that caster's STR enhancement via this spell would be +14, because the item has no duration- it grants a constant, permanent bonus to the wearer. The caster is allowed to use Ability Enhancement on itself, but doing so prevents realizing any immediate benefit from the spell, since the granted bonus points are negated by the damage. Also, note that due to the restriction above, the caster cannot use Ability Enhancement on his or her prime ability to double it, and then once recovered from the casting, double it again using the new score- because Ability Enhancement is itself a nonpermanent effect that does not count towards the caster's bonus-granting limit. Finally, it is important to remember that this spell grants an enhancement bonus specifically, and therefore does not stack with the most common ability-score-boosting items such as Gloves of Dexterity and Headbands of Intellect. The DC to save against this spell, should a target wish to avoid it for some reason, is 20 + the caster's primary ability score modifier. |
Abomination
Subject's CHA becomes negative.
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Type: Godsong Verse (Patrin 45), Quest Spell (Ugliness), Supersource Ultraspell (Animal, Entropy), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Abrasion [Earth]
Dry area becomes deadly to cross.
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Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Material, Plant), Ultrapsionic Power Arcane Prerequisites: Move Earth, Shatterfloor, Vibrate, PRM 20, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Disintegrate, Matter Manipulation, Vibrate, PRM 20, Manifester level 20. Spell Components: V, S, M Psionic Display: Au, Ma, Ol Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) Area: up to ten 300-ft. squares + five/level above 20, arranged as caster desires Duration: 6 days/level Saving Throw: None Spell Resistance: Yes Power Points: 19 Personal Cost: 2 points of DEX, 2 points of CON, 500 XP This spell may only be cast on areas that are dry, such as deserts, tundra (no liquid water, even if there's plenty of ice), and stony barrens. The affected area of ground vibrates violently, causing damage to anything on its surface. The damage comes from minute crystals of sand, rock, or whatever, literally eroding the objects and creatures on the ground. The first round a creature or object is within the area of Abrasion, it takes 1 point of damage; the second round, it takes 1 point per hit die (or inch of thickness, for objects); on the third and subsequent rounds, the damage is 1d3 points per hit die (or inch of thickness). Because the skin and muscle of affected creatures is actually scraped away by the eroding crystals, any creature which takes damage from this spell is slowed (as if affected by caltrops), and any creature which loses half or more of its healthy hit point total to the Abrasion is unable to move at all (and will most likely die a very painful death from the spell). Material Components: sand (or whatever crystals are appropriate to the region) caught directly out of the air, in a wind of at least Strong or higher rating (Wind ratings are explained on DMG page 87), and at least one bone or bone fragment per square of the spell's area from one or more creatures which were blasted clean in a sandstorm. |
Absolute Power
As Miracle, but with fewer limits- though the phrase "be careful what you wish for" comes to mind.
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Type: Godsong Verse (Nexus 80), Quest Spell (Corruption) Bard Prerequisites: Divine Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Aleax
Create a more perfect duplicate of the target, which hunts the original down and attempts to destroy it.
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Type: Godsong Verse (Paradox 70), Quest Spell (Opposition) Bard Prerequisites: Divine Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Alpha's Electrical Storm [Electricity]
Storm rains Lightning Bolts, Chain Lightning, and Ball Lightning.
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Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire), Godsong Verse (Nandra 50), Quest Spell (Storm), Supersource Ultraspell (Quintessence, Force), Ultrapsionic Power Arcane Prerequisites: Ball Lightning, Chain Lightning, Control Weather, Lightning Bolt, PRM 22, Caster level 24. Bard Prerequisites: Glitterdust, Sympathetic Vibration, Caster level 26. Divine Prerequisites: Control Weather, either Call Lightning or Storm of Vengeance, either Chain Lightning or Thunderswarm, PRM 22, Caster level 23. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Control Weather, Energy Bolt, Energy Current, Tornado Blast, PRM 22, Manifester level 24. Spell Components: V, S, M Psionic Display: Au, Ol, Vi Casting Time: 1 minute Range: 0 Area: one 1000-yard square/level Duration: Concentration (maximum 1 minute/level) Saving Throw: Reflex partial (see text) Spell Resistance: Yes Power Points: 23 Personal Cost: 250 XP and 1 point of INT, CON, or DEX, per minute (see text) Probably the ultramage Alpha's crowning achievement, this powerful spell creates a massive, dark cloudbank over the target area, which must be continuous (as for most Wall spells and effects), and must cover the caster's position at some point. Within the cloud, rumbles of thunder and flashes of lightning appear with increasing speed as the casting progresses, until they are released at the end of the casting time to rain destruction on the area below. Every round, one Lightning Bolt per caster level shoots down out of the clouds, each at a random target in the area of effect; 1d4 Chain Lightning bolts shoot down, also at random targets; and 1 Ball Lightning fires out of the clouds at a random target. Once per minute, 1 additional Chain Lightning per caster level and 1d8 additional Ball Lightnings wreak havoc upon the area below the clouds; once every 10 minutes (should the spell last that long), the number of Lightning Bolts and Chain Lightning bolts doubles, and 1d4 Ball Lightnings per caster level rain down upon random targets within the area. All spell effects use the caster level of Alpha's Electrical Storm for any effects of theirs which are dependent on caster level (for instance, the number of damage dice). Regardless of how many targets are in the area, the caster is never considered a target for the bolts and balls of lightning; however, the spell provides no inherent protection for the caster's allies- they run the same risks as everything else if they enter or remain within the target area. The DC to save against any individual effect of this spell is 22 + the caster's primary ability score modifier. Every time a creature is the target of a Lightning Bolt, Chain Lightning, or Ball Lightning, it must roll a saving throw as per that spell, or take damage/be affected as described in the original spell description. If a creature is the target of multiple effects, even in a single round, it must save individually for each effect that targets it. The caster must concentrate on the spell to maintain the clouds; breaking the caster's concentration causes the cloud to immediately stop shooting lightning at the area below, and rain no more Ball Lightnings. The cloud dissipates over the course of the next 1d10 minutes. Each minute the caster concentrates, he or she must pay 250 XP and take 1 point of either INT, DEX, or CON damage, whichever score happens to be highest at the time the cost is paid. Paying this cost does not break the caster's concentration on the spell. If the caster is unable to pay the cost, however (for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0), then the concentration is involuntarily broken, and the spell immediately ends as described above. Material Components: A branch (weighing no less than 5 pounds) from a tree which was struck by natural lightning and survived, and a piece of magnetite which has been struck by natural lightning at least once. |
Apocalypse Chime [Sonic]
Loud chime sets up resonance patterns within creatures and objects in 50 feet/level radius, which rupture them.
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Type: Arcane Ultraspell, Elemental Ultraspell (Air, Earth), Godsong Verse (Tinnabula 30), Quest Spell (Noise), Supersource Ultraspell (Force, Entropy, Material), Ultrapsionic Power Arcane Prerequisites: Greater Shout, Shatter, Shout, Sound Beam, PRM 20, Caster level 20. Bard Prerequisites: Sympathetic Vibration, Caster level 20. Divine Prerequisites: Chimes of Doom, Greater Shout, Sound Burst, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Control Sound, Create Sound, Energy Burst, PRM 20, Manifester level 20. Spell Components: V, S, F Psionic Display: Au, Me, Ol Casting Time: 1 action Range: 0 Area: 50-ft./level radius burst, centered on caster Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes Power Points: 19 Personal Cost: 4 PRM, 2 CON, 1000 XP This nasty attack spell creates an incredibly loud wave of resonant sound, which causes sonic damage to creatures and objects within the spell's area. The wave is actually visible as a distortion in the air, immediately before it hits; once it does hit, a creature is struck for 20d6 sonic damage (a Fortitude saving throw of DC 20 + the caster's primary ability modifier applies for half damage). Unattended objects within the spell's area are struck for 10d6 points of sonic damage, with no save allowed to reduce the damage. Finally, regardless of whether or not a creature makes the save, it is subject to a Trip attack as if by a Colossal opponent with a STR score equal to the caster level of the Apocalypse Chime. For every three caster levels, the caster is allowed to designate one creature which will not be affected by the spell in the least; each such creature takes no damage, does not have to make a saving throw, and is not struck with a Trip attack. The caster itself is usually designated as one of these creatures; however, some less-than-sane priests of Tinnabula have used the spell as a spectacular means of suicide-attacking large groups of enemies. Should the caster choose not to designate itself as an immune creature, the spell can potentially trip and/or kill the character, and might also deal damage to the chimes which are the focus of the spell. Finally, even if the caster does designate itself as immune, there is a 1% cumulative chance each time the same set of chimes is used to cast the spell that it will take damage as an unattended object (usually damaging them badly, if not ruining them entirely). Focus: A set of elaborately enruned adamantite chimes, costing 10000 gp. The chimes require a maker with at least 10 ranks in Knowledge (Arcana), Knowledge (Religion), or Knowledge (Psionics), and take Craft (Blacksmithing) DC 30 to create. The chimes need not be made by the caster, but (given the difficulty of finding anybody else able to make it) often are anyway. Once made, the chimes may be used any number of times provided they do not rupture in the casting and self-destruct (see above). Even a psionic manifester is required to have an appropriate set of chimes to use this power. |
Astral Army
Create a large number of Astral Constructs.
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Type: Godsong Verse (Milbourne 60), Ultrapsionic Power Bard Prerequisites: Mass Charm Monster, any three Summon Monster spells, Caster level 28. Psionic Prerequisites: Astral Construct, either Phantasmal Killer or Weird, PRM 22, Manifester level 24. Spell Components: V, S Psionic Display: Au, Ma, Vi Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Effect: Several created astral constructs Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No Power Points: 23 Personal Cost: 4 DEX, 4 INT, 500 XP As Astral Construct, except that you can create 1d6+2 9th-level Astral Constructs, 1d8+3 8th-level Astral Constructs, 2d6+4 7th-level Astral Constructs, 2d8+5 6th-level Astral Constructs, 4d6+6 5th-level Astral Constructs, 4d8+7 4th-level Astral Constructs, 8d6+8 3rd-level Astral Constructs, 8d8+9 2nd-level Astral Constructs, or 16d6+10 1st-level Astral Constructs. You may give each construct different abilities if you wish, and there is no upper limit to the number of astral constructs you may create and control with this power at one time. |
Astral Juggernaut
Create a massive ectoplasmic construct to do your bidding.
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Type: Godsong Verse (Milbourne 65), Ultrapsionic Power Bard Prerequisites: Animate Objects, Shadow Conjuration, Summon Monster VI, Caster level 30. Psionic Prerequisites: Astral Construct, Ecto Protection, Stabilize Construct, Boost Construct, PRM 23, Manifester level 26. Spell Components: V, S Psionic Display: Ma, Me, Ol, Vi Casting Time: 1 minute Range: Medium (100 ft. + 10 ft./level) Effect: One created Astral Juggernaut Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No Power Points: 25 Personal Cost: 4 STR, 4 CON, 2000 XP This power creates a mighty Astral Construct of prodigious size and power, called an Astral Juggernaut. It appears and acts immediately upon completion of the manifestation (after the tenth full-round action of manifesting). It appears where the manifester designates, and performs whatever tasks the manifester requests of it (typically, attacking the manifester's opponents). The Astral Juggernaut acts normally on the last round of the power, and dissipates at the end of its turn. The statistics for an Astral Juggernaut are given in the Monsters document. An Astral Juggernaut may be Stabilized using the appropriate power, but at a truly prodigious cost- 15000 XP, 360000 GP worth of materials, and 15 weeks (5 months) of meditation time! Obviously, most manifesters content themselves with simply creating a Juggernaut when they need one and letting it dissipate afterward, but occasionally an ultrapsionic manifester has need of a terrible guardian that cannot reasonably be met any other way. |
Aukloi's Image Army
As Mirror Image, but lasts longer, creates 10 images/level, and you can switch places with any image as a free action.
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Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Supersource Ultraspell (Quintessence, Entropy, Plant), Ultrapsionic Power Arcane Prerequisites: Mirror Image, Project Image, either Teleport or Greater Teleport, Repeat Spell, Split Ray, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Mirror Image, Project Image, either Teleport or Greater Teleport, Multiply Power, Manifester level 20. Spell Components: V, S, M Psionic Display: Me, Vi Casting Time: 1 full round Range: Personal (see text) Area: Two 5-ft. squares/level (see text) Duration: 10 minutes/level Saving Throw: None Spell Resistance: No Power Points: 19 Personal Cost: 4 WIS, 4 CHA, 1000 XP, plus 1000 XP for Psionic The Ultramage Aukloi is known for preferring nonviolent means of resolving problems, and he has devised many protections over the centuries of his life to help the user escape from perilous situations without harming others. The most famous of these is (according to legend) the first Ultramagic spell he devised, essentially a vastly superior variant of Mirror Image. It creates 10 images of the caster per caster level, with no maximum limit; rather than being all in one small space as with the normal spell, these images spread themselves out over a wider area (five images per 5-foot square). The caster may freely shape the area that images appear within, and may change the configuration of the squares as desired during the spell's duration, provided that every square directly adjoins at least one other square (that is, two squares may only be located diagonal to each other if a third square connects them), and that the caster's own square is included in the area. All of the images appear identical to the caster and mimic his or her movements, exactly like the effect produced by Mirror Image; thus, it is not possible to tell visually which image is the real caster and which are not. Furthermore, the spell creates illusions in the other senses as well to fool observers; thus, special senses such as Blindsight and Tremorsense do not allow a creature to tell the caster apart from his or her Image Army. In order to hit the caster, an attack must target the square the caster is actually in (typically a daunting task at best), and once that square is targeted, roll as with Mirror Image to see whether the caster is the actual image hit. Images struck by direct attacks (i.e. those requiring attack rolls) immediately wink out, but attacks which do not require attack rolls (such as area effects) do not harm or destroy any images even if they do harm the caster. All images have an AC equal to the caster's, whatever that may be. Also, should any images be destroyed, new images arise to replace the lost ones, at the rate of one new image per round (up to the maximum limit of 10/level). Of course, if the Image Army suffers a number of attacks over a short timespan, this slow replacement will not be enough, and the spell's area will shrink as images are no longer available to fill each square. There is, however, one final defense in the spell's functioning. To further confuse would-be attackers, the caster is able to switch places with any image via teleportation, as a free action once per round while the spell lasts; this allows the caster to effectively teleport to any square in the area of effect as desired (without displaying any signs that his or her location has changed). The caster can even use this ability in conjunction with the power to reshape the area at will, to move greater distances than would normally be possible, albeit only until the spell ends. Material Component: A mirror of quicksilver, silver, and clear quartz crystal, with an elaborately decorated and enruned platinum frame, worth 5000 gp. The mirror requires a creator with at least 10 ranks in Knowledge (Arcana) to craft, and has a Craft DC of 35 (using either the Blacksmithing, Gemcutting, or Mirrormaking specialty). Optional Power Component: A statue of the caster made from 5 pounds of Mirrorstone Silmarillium. If this component is used in addition to the mirror described above, then the spell lasts for 1 hour/level instead of 10 minutes/level. This component (and special change to the spell's functioning) is only allowed if the DM approves its use, and psionic manifesters cannot use the option in any case. |
Avalanche
Wave of slush deals 1d4 cold damage/level and moves targets.
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Type: Godsong Verse (Thrym 30), Quest Spell (Winter) Bard Prerequisites: Divine Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Babble Plague
Subjects lose ability to understand any words or communications but their own, and pass the loss on to others they come in contact with.
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Type: Elemental Ultraspell (Water), Godsong Verse (Eris 40, Tinnabula 35), Quest Spell (Discord), Supersource Ultraspell (Animal, Entropy, Plant), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Bedlam
Up to 50 subjects/level become Confused.
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Type: Godsong Verse (Eris 45), Supersource Ultraspell (Entropy, Plant) Bard Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Belgos's Black Bolt [Death, Evil]
Bolt of negative energy does permanent damage.
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Type: Arcane Ultraspell, Godsong Verse (Venom 45), Supersource Ultraspell (Entropy) Arcane Prerequisites: Energy Drain, Magic Missile, Permanency, PRM 22, Caster level 24. Bard Prerequisites: Declaration of Death, Know Vulnerabilities, Caster level 30. Naturalist Prerequisites: Spell Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Ray of negative energy Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Personal Cost: 1 CON, 50 XP, and 2 hit points per 4 points dealt by the Bolt (see text) The bolt of black energy created by this spell strikes any living creature like a vomitous gout of pitch or oil, and deals up to 1d4 points of Vile damage per caster level to any such creatures it hits. Vile damage never heals naturally, and can only be magically cured when on consecrated or holy ground. The caster must succeed at a ranged touch attack to hit the target; if the Black Bolt hits, and the caster overcomes any SR the creature has (given its Ultramagic status, that's often very likely), the target immediately takes the damage- no saving throw is allowed. The caster can choose to deal less dice of damage if desired, and the prime reason for doing so is the spell's Personal Cost- after damage is dealt, the caster takes 1 point of temporary CON damage and 2 hit points of normal damage, and loses 50 XP, for every 4 hit points of damage dealt to the target by the Black Bolt. If the caster is killed by the damage, he or she automatically loses a level if subsequently Raised or Resurrected, even if a True Resurrection or Full Resurrection is used to do it. XP lost to the spell's casting should be subtracted from the character's new XP upon being raised- and if that causes the character to lose another level, then that level is also lost. Material Component: A tooth or claw from a Vargouille, or another creature capable of dealing Vile damage with natural weapons. |
Big Bang
As Genesis, but created Demiplane immediately expands into a true Plane.
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Type: Godsong Verse (Crela 100, Initia 90), Quest Spell (Beginning), Supersource Ultraspell (Quintessence) Bard Prerequisites: Divine Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Black Burst
As Energy Drain, but 20-foot radius burst.
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Type: Arcane Ultraspell, Supersource Ultraspell (Entropy), Ultrapsionic Power Arcane Prerequisites: Zeroball, Energy Drain, either Fireball or Ice Burst, PRM 20, Craft Wondrous Item, Caster level 20. Naturalist Prerequisites: Psionic Prerequisites: Zeroball, Energy Drain, Energy Ball, PRM 20, Craft Universal Item, Manifester level 20. Spell Components: V, S, F Psionic Display: Au, Vi Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Area: 20-foot radius spread Duration: Instantaneous Saving Throw: Fortitude negates (see text) Spell Resistance: Yes Power Points: 19 Personal Cost: 2 STR, 2 CON, 500 XP, and 2d4 hit points This spell taps the Negative Energy Plane to produce a burst of black energy. Creatures caught in the burst area gain 2d4 negative levels. 24 hours after gaining negative levels, a creature must make a Fortitude saving throw (using the Black Burst's DC of 20 + the caster's primary ability score modifier) for each negative level. If the saving throw succeeds, that negative level is negated; if it fails, the negative level goes away, but one of the subject's character levels has been permanently drained. If an undead creature is caught in the Black Burst, it gains 2d4 × 5 temporary hit points. These hit points last for 1 minute per caster level before fading away, if they are not removed through damage first. Focus: A perfectly round sphere of obsidian or onyx, worth no less than 5000 gold, and bearing a special enchantment. The enchantment requires Craft Wondrous Item and Energy Drain, and costs 8100 gp worth of materials and 324 XP to complete after 15 days of work. While the enchanted sphere is not itself consumed in the casting of Black Burst, the enchantment is completely drained, and the sphere must be enchanted again before it can serve as the focus for any future castings of the spell. Psionic characters use Craft Universal Item, and must use the same procedure to get the focus which is necessary to manifest this effect as a power. |
Boat in the Bottle [Water]
Shrink target ship and its crew to fit into a bottle, holding it in Temporal Stasis until broken.
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Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Marna 45), Quest Spell (Ship), Supersource Ultraspell (Material) Arcane Prerequisites: Reduce or similar spell, Temporal Stasis, Craft Wondrous Item, Caster level 24. Bard Prerequisites: Animate Objects, Caster level 30. Divine Prerequisites: Control Water, Craft Wondrous Item, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Spell Components: V, S, M Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Target: one ship and its crew Duration: Permanent Saving Throw: Reflex partial (see text) Spell Resistance: Yes Personal Cost: 2 STR, 1 CON, 280 XP This odd but powerful dweomer causes the targetted ship and all creatures on board to be shrunk to minute size and sealed in a one-quart bottle. While thus held, the ship and everything on board is in a state of suspended animation, much as that produced by the spell Temporal Stasis. When the spell affects the ship, each creature on board may make a Reflex save (DC 22 + the caster's primary ability modifier) to avoid shrinking with the ship; however, since the ship itself is not allowed a save (nor are any unattended objects on it), most creatures that do save will be unceremoniously dumped in whatever water the ship used to occupy. Because the bottle floats, the caster is usually able to retrieve it easily; however, creatures which succeed at their saving throws might be able to break the bottle before the caster gets a chance to get it (with the consequences described below). The only way to break the spell is to break the bottle; when that is done, the ship and all affected creatures and items return to normal size over the course of 1 round, in the body of water nearest to the bottle (even if it is much too small to actually hold the ship). A ship which returns to normal size in a body of water too small to hold it simply flops into place on dry land at the edges of the water, and may even end up covering all of the actual water. The bottle holding the ship has Hardness 20, AC 10, and 20 hit points; also, because of the power of the spell, it has Damage Reduction 25/+5. Material Component: The bottle, which must be specially created (Craft (Glassblowing) check DC 30), costing 2000 gp. The caster must then enchant it with Reduce (or whatever size-reducing spell meets the prerequisite for this spell, as decided by the DM), in a ritual that takes 36 days to complete, and costs a further 18000 gp and drains 720 XP from the caster (a caster without access to an appropriate spell may meet this requirement by getting the enchantment performed by another character and paying at least 36000 gold for the finished bottle). The finished bottle is the same one that will actually hold the boat when the spell is cast; since it must be broken to end the spell, however, and can only hold one ship at a time, it cannot be reused for later castings. |
Buttress Battalion
Up to 100 individuals/level gain divine strength and stamina.
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Type: Godsong Verse (Nandra 45, Thero 50), Quest Spell (Battle), Supersource Ultraspell (Animal) Bard Prerequisites: Divine Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Call Cenobites
Call a group of Pain Elementals to "work" on the target.
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Type: Godsong Verse (Cenob 60), Quest Spell (Pain) Bard Prerequisites: Divine Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Castle in the Air
Large cloud becomes floating fortress town.
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Type: Elemental Ultraspell (Air), Godsong Verse (Denor 65), Quest Spell (Sky), Supersource Ultraspell (Material), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Cat's Life
As Nine Lives, but subject also receives True Resurrection immediately after dying, up to nine times.
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Type: Godsong Verse (Bast 85), Quest Spell (Cats), Supersource Ultraspell (Animal) Bard Prerequisites: Divine Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Chain Fireball [Fire]
As Fireball, but causes secondary explosions, which cause more explosions (and so on), for 1 round/4 levels.
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Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Supersource Ultraspell (Force, Entropy), Ultrapsionic Power Arcane Prerequisites: Delayed Blast Fireball, Fireball, either Flicker or Mirror Image, Meteor Swarm, Craft Wondrous Item, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Energy Ball, Energy Swarm, Energy Wave, Mirror Image, Craft Universal Item, Manifester level 20. Spell Components: V, S, F Psionic Display: Au, Vi Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Area: Several 20-foot radius spreads (see text) Duration: Concentration plus one round (maximum 1 round/4 levels) Saving Throw: Reflex partial (see text) Spell Resistance: Yes Power Points: 19 Personal Cost: 1 STR, 1 CON, and 100 XP per round Metamagic: Energy Substitution This spectacular and awe-inspiring effect is, essentially, an improved Meteor Swarm spell. It begins with one explosion of fire that fills a 20-foot radius spread and deals 10d6 damage, just like Fireball. However, that base explosion is simply the beginning of the real effect. It produces four burning embers or sparks, and each spark flies 20 feet away from the original center (arranged at 90-degree angles to each other- that is, spreading to all four points of an imaginary compass through the original explosion). Once each spark reaches its destination spot, it produces a 20-foot radius spread of fire which deals 10d6 fire damage. Each of the secondary explosions then produces four more sparks, which spread along exactly the same angles the first four sparks did, thus producing more explosions and more sparks for as long as the spell lasts. If two or more sparks would explode at the same destination point, then only one of the sparks actually does explode- no more than one spread of fire is ever produced at any given point, nor do more than four sparks ever radiate from one. The spell causes two cycles, of explosion(s) to sparks to explosions to sparks, per round; so the first round sees five total explosions, the second twenty-five, and so on. During the final round the spell is active, the second set of explosions does not produce any sparks. Creatures caught in the spell may make Reflex saves (DC 20 + the caster's primary ability modifier) to take half damage from any one explosion. However, a creature caught in more than one explosion must make one save per explosion, and takes full damage from any explosion for which the save fails. Succeeding at one save does not allow the creature to avoid saving throws against any other explosions, including those in later rounds of the spell; thus, creatures which aren't completely immune to fire damage would be well advised to get away from the center of the spell as quickly as possible! As with the saving throws, creatures which have Spell Resistance must check each explosion for immunity, rather than getting one roll against the entire spell- and its Ultramagic status makes those rolls even more difficult than they would normally be. The caster takes 1 point of temporary STR damage and 1 point of temporary CON damage, and loses 100 XP, for each round spent concentrating on the spell. The character cannot spend enough XP to lose a level in this way; if he or she attempts to do so, then concentration is involuntarily broken in the round before the critical XP loss would occur. Likewise, concentration is involuntarily broken 1 round before the maximum duration of 1 round per four levels is reached; the spell cannot last beyond that absolute limit. It is possible for a magic-using character to adapt this spell to produce explosions of other kinds of energy, such as Electricity or Cold. Psionic characters can do this automatically because their energy powers always allow them to, and in fact they typically refer to this effect as "Chain Energy Ball" rather than specifically "Fireball." The character who wishes to change the energy type of this spell must have the Energy Substitution feat for the desired energy type, and is still required to know the prerequisite spells or powers listed above regardless of the energy type used. The costs involved in casting the spell do not change, but the gem used for the focus (see below) is a different kind, depending on the energy produced. The value of the gem and the cost of enchanting it do not change, in any case, just as other costs of casting the spell remain the same. The gem types used are amethyst (Sonic), emerald (Acid), sapphire (Cold), and topaz (Electricity). Psionic manifesters can never produce Acid energy with this power, and must still use the appropriate gem type for the focus (see below) in order to produce a specific energy type. Focus: A ruby worth no less than 10000 gp, which has been enchanted (via Craft Wondrous Item or Craft Universal Item) with either Delayed Blast Fireball or Energy Wave. The ritual to enchant the ruby costs 7000 gp and 280 XP, and takes 14 days to complete. Though the ruby is not consumed in the casting, the enchantment is lost, and the gem must be reenchanted in order to be used for another casting. Most characters with access to this spell prefer to spend a few months enchanting several gems as foci, so as to be prepared for multiple castings. This is especially true of those characters who can use Energy Substitution as described above. |
Chaotic Terrain [Chaotic]
Affected land undergoes constant upheaval and change for 10 days/level.
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Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Godsong Verse (Paradox 55), Quest Spell (Change), Supersource Ultraspell (Quintessence, Entropy, Material, Plant) Arcane Prerequisites: Hallucinatory Terrain, Wildfire, Wildzone, PRM 23, Caster level 26. Bard Prerequisites: Hallucinatory Terrain, Caster level 32. Divine Prerequisites: Cloak of Chaos, Forbiddance, Word of Chaos, PRM 23, Caster level 26. Elemental Prerequisites: Naturalist Prerequisites: Spell Components: V, S, Location Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Area: up to 900 square ft./level Duration: 10 days/level Saving Throw: None Spell Resistance: No Personal Cost: 1 STR, 2 WIS, 2000 XP The environment of the area affected by this spell changes drastically. The spell causes a breakdown in physical laws to occur in the region, with the result that the terrain changes to another type- and continues changing, constantly- for the full duration of the effect. The area affected may be any shape the caster desires, provided that its total area is not more than 900 square feet per level, and it is nowhere less than 100 feet across. The primary reason to use this spell is to prevent or discourage travel across the affected area. Travel across Chaotic Terrain is fraught with hazards; literally any terrain hazard possible on that plane (and sometimes, even some that aren't) may show up in the area at any time while the spell is active. Worse still, the terrain type on any given patch of ground is not required to (and rarely does) match the terrain type of any ground next to it; even nonsensical combinations like a lava field next to northernmost-arctic permafrost are not only possible, but actually common. Every round a creature is in an area of Chaotic Terrain, or flying above it at an altitude of 500 feet or less, roll on the table below to see what its area is like; if a creature is actually moving through the area, at between half its normal walking movement speed and double walking speed, it gets affected by two rolls. If it is moving more than double its normal walking speed, it is affected by three or more rolls; add one additional roll for each multiple of normal walking speed above 2 (thus, a creature flying along at five times normal movement speed will be forced to make five rolls).
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Cloak of Life
All who touch your raiment are affected by Cure Light Wounds, Lesser Restoration, Neutralize Poison, and Remove Disease.
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Type: Godsong Verse (Luumpho 50), Quest Spell (Healing), Supersource Ultraspell (Quintessence) Bard Prerequisites: Heroes' Feast, Mass Suggestion, any Cure Wounds spell, CHA 21, Caster level 22. Divine Prerequisites: Cure Critical Wounds, Heal, Greater Restoration, any one of Cloak of Chaos, Holy Aura, Shield of Law, or Unholy Aura, PRM 21, Caster level 22. Naturalist Prerequisites: Spell Components: V, S, F Casting Time: 1 minute Range: Personal and Touch (see text) Target: You Duration: 1 minute/level Saving Throw: Will negates (harmless) (see text) Spell Resistance: Yes (see text) Personal Cost: 2 STR, 2 CON, 2 PRM, 1000 XP, plus 1000 XP for Bards Metamagic: Extend Spell When you cast this spell, your cloak is filled with power from the Positive Energy Plane, and shines forth with an aura of soft white light. This light illuminates the area around you with light equal to daylight, though it does not actually harm creatures (even Undead) that are harmed by sunlight. While the aura is shining, any living creature whose Reach you enter may touch your cloak to experience a jolt of positive energy, which has the following effects: first, the creature heals 1d8+5 hit points, as though affected by a Cure Light Wounds spell; second, the creature heals 1d4 points of ability damage to each of its ability scores (if it has suffered any), as though affected by Lesser Restoration for each damaged score; third, any poisons or diseases that are in the creature's system are wiped away as though affected by Neutralize Poison and Remove Disease. A creature may not restore permanent ability drain by touching your cloak, and supernatural poisons and diseases that are resistant to magical removal (such as lycanthropy) cannot be removed by a simple touch. Each creature within range of you may only benefit from one such energy jolt per round, and must take a standard action to touch you in order to do so (or make a touch attack if considered an enemy to you). Should a creature touching you wish to resist the effect of the spell for some reason, it may make a Will save (DC 21 + your primary ability modifier) to do so- and you must make a caster level check (with the standard +10 bonus for Ultramagic) to overcome its Spell Resistance, if it has any. Against creatures harmed by positive energy, such as Undead, you may make a touch attack once per round in order to afflict the creature with the power in your cloak. If you succeed, the creature must make a Will save (DC 21 + your primary ability modifier) to avoid the effects of the spell; otherwise, it takes 1d8+5 points of damage, and 1d4 points of ability damage to each ability score (even if the creature is normally immune to ability damage). You must overcome a target's Spell Resistance, if it has any, in order to affect it with this effect of the spell (the standard +10 bonus for Ultramagic applies). If you make more than one touch attack upon the same creature during a single casting of Cloak of Life, then a new save and new SR roll must be made each time to check for negation. If you wish, you may take a full-round action to concentrate the power in your Cloak upon a single willing target (you must choose a target that is not harmed by the energy in order to use this function of the spell). If you do so, the target must also take a full-round action to allow you to perform this function. When you do this, the full power of the Cloak briefly moves from your cloak into the target's body, immediately healing up to 10 points of damage per caster level (as if by Heal, but with a maximum of 450 points instead of the normal 150), removing all afflictions such as poison, disease, Confusion or insanity, and so forth, and restoring all ability damage, ability drain, negative levels, and drained levels (as if by Greater Resotration). If the creature is afflicted with a magically-resistant poison or disease, then you make a caster level check against a DC of 11 + the caster level or hit dice of the originator of the affliction (poisons that were bought instead of naturally generated in an originator's own glands have an effective "caster level" of 1 per 100 gp in the cost of the dose) to remove it, and you receive a +20 bonus on the check due to the extreme power of the Cloak of Life. After you infuse a creature with this much of the Cloak of Life's power, the spell needs time to reestablish itself in your raiment, and does not function at all for 1 minute (though it restores itself and may be used in all three of the above-described ways after it does reestablish itself, assuming its duration has not expired). It is possible to adapt this spell to make it last longer than normal, though doing so increases the cost of casting it. The character who wishes to do so must have the Extend Spell feat, and must drink a Potion of Cure Serious Wounds as part of the casting of the spell (the potion does not affect the caster even if he or she is wounded at the time- its magic is instead consumed to power the extended Cloak of Life). The costs involved in casting the spell (not counting the extra cost of the potion, which is usually trivial to a character capable of casting this spell anyway) are doubled, and in exchange the duration is likewise doubled. It is possible to continue extending the duration this way, doubling it each time for another doubling of the cost, as long as the caster can pay the cost without dying or losing a level- thus, the duration can be extended to 4 minutes per caster level by paying 8 STR, 8 CON, 8 PRM, and 4000 XP. Regardless of how long the spell is set to last, the caster need only consume one potion to extend the duration this way, the actual focus does not change (see below). Focus: A glorious cloak of woven gold, white silk, platinum, and several exotic materials, costing a total of 25000 gp. The creator of the cloak must have at least 20 ranks in Craft (Tailor), and 10 ranks in Knowledge (Religion), to create it properly, and the Craft DC is 30. This cloak must be worn by the caster during casting, and becomes the actual Cloak of Life when the spell is active. Bards do not need a specially crafted cloak to cast this spell, since they gain the power by singing to Luumpho, but a Bard pays an extra 1000 XP in the casting if he or she does not have an appropriate cloak to focus the magic on. If a Bard tries to use Extend Spell without this focus (see above), then this extra cost is doubled with the normal cost. |
Cloak the Gathering
As Superior Invisibility, but affects all in range.
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Type: Godsong Verse (Ehkahk 35), Quest Spell (Concealment), Supersource Ultraspell (Entropy, Plant), Ultrapsionic Power Bard Prerequisites: Greater Invisibility, Mind Fog, Programmed Image, Veil, CHA 21, Caster level 22. Divine Prerequisites: Etherealness, Invisibility Sphere, Screen, Veil, PRM 22, Caster level 24. Naturalist Prerequisites: Psionic Prerequisites: Affinity Field, Etherealness, Mass Cloud Mind, Sequester, PRM 22, Manifester level 24. Spell Components: V, S, F Psionic Display: Au, Me, Ol Casting Time: 1 minute Range: Long (400 ft. + 40 ft./level) Targets: Living creatures, no two of which can be more than 60 feet apart Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: No Power Points: 23 Personal Cost: 4 CON, 6 PRM, 5000 XP, plus 1000 XP for Bards and Psionic Metamagic: Widen Spell This Ultramagic effect functions as Invisibility, except that it masks sight, sound, and scent simultaneously, concealing the subjects from senses other than touch and taste. This concealing effect does not end if a subject attacks, just like Greater Invisibility; furthermore, the spell's power is so great that the subjects are also concealed from (and immune to detection by) Dust of Appearance, Faerie Fire, Glitterdust, Invisibility Purge, See Inivibility, and even forms of Blindsense or Blindsight that do not rely on touch or taste for their effect. Cloak the Gathering creates a 5-foot radius field of silence around each subject that absorbs all sound and vibration caused by that creature, preventing detection by Tremorsense and similar abilities (but also preventing the subject from casting spells with Verbal components, speaking, or using command-word-activated items, though the subject is able to hear normally since such sounds are not caused by the subject itself). Finally, the spell prevents subjects from exuding any scents at all, rendering them undetectable via that sense (but not preventing the subjects themselves from being able to smell or detect things by scent). Only True Seeing or similar, more powerful effects can detect a creature under the effect of Cloak the Gathering, and subjects of the spell have a +20 bonus on Hide and Move Silently checks made against creatures that can so detect them. Creatures with Blindsight or Blindsense relying on taste, "extended touch," or other more exotic senses such as Lifesense, can also detect subjects of Cloak the Gathering, and Cloaked creatures can also be indirectly detected via such means as footprints left behind by them or other similar mundane means. It is possible to adapt this spell to make it affect a larger area (and potentially many more targets) than normal, though doing so increases the cost of casting it. The character who wishes to do so must have the Widen Spell feat, and must drink a Potion of Greater Invisibility as part of the casting of the spell (which does not affect the caster- its magic is consumed to help power the larger Cloak the Gathering instead). The costs involved in casting the spell (not counting the extra cost of the potion, which is usually trivial to a character capable of casting this spell despite the fact that it requires the Brew Greater Potion feat to create) are increased, and in exchange the maximum amount of distance that may exist between any two subjects doubles. To double the effective area of Cloak the Gathering, the caster must pay an extra 4 CON, 4 PRM, and 5000 XP. It is possible to continue widening the effective area this way, doubling it each time by paying the same cost increase again, as long as the caster can pay the total cost without dying or losing a level- thus, the "area" can be widened to a 180-foot effective radius by paying 12 CON, 14 PRM, and 15000 XP. Regardless of how wide an area the spell is cast to affect, the caster need only consume one potion to widen the area this way, the actual focus does not change (see below). Focus: A Medallion of Power, which must be worn by the caster during casting, and a bolt of cloth woven from threads of shadow spider silk, cloaker sinew, and other exotic materials. The cloth costs 25000 gp, and its creator must have at least 25 ranks in Knowledge (Arcana) or Knowledge (Psionics) in addition to at least 15 ranks of Craft (Tailor) in order to weave the threads into the correct pattern to act as the focus. The cloth has a Craft DC of 30. While the Cloak the Gathering spell is active, the cloth remains visible regardless of what creature (if any) is holding it, and it may be attacked like any other piece of cloth. Should the focus cloth be destroyed while the Cloak the Gathering is active, the spell ends immediately, and all subjects become visible and detectable again regardless of their location relative to the cloth itself. Bards do not need a specially crafted cloth to cast this spell, since they gain the power by singing to Ehkahk, and psionicists do not need the cloth to manifest the effect since their power is more internal, but either type of caster pays an extra 1000 XP in the casting if he or she does not have an appropriate cloth to focus the power on. If a Bard or psionicist tries to use Widen Spell without this focus (see above), then this extra cost is added into the cost that must be paid to increase the radius- e.g., a Bard's effective XP cost is 6000 XP rather than 5000. |
Continual Shapechange [Chaotic]
Subject Shapechanges into a random creature every round.
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Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Paradox 40), Supersource Ultraspell (Animal), Ultrapsionic Power Arcane Prerequisites: Nahal's Wild Surge, Polymorph Any Object, Polymorph Other, Shapechange, Caster level 20. Bard Prerequisites: Geas/Quest, Know Vulnerabilities, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Greater Metamorphosis, Metamorphosis, Manifester level 20. Spell Components: V, S, M, F Psionic Display: Au, Ma, Me Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 hour/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes Power Points: 19 Personal Cost: 1 INT, 1 WIS, 1000 XP, plus 2000 XP for Psionic The victim of this spell is, as the spell name suggests, forced to undergo a constantly changing form. The target gets a single Fortitude saving throw (DC 20 + the caster's primary ability modifier) to throw off the terrible effect before it assumes full control and begins the endless polymorphing. If the spell succeeds, then every round it lasts, the target creature changes to a new (random) form, with no hope of halting or controlling the transformations. Characters and creatures with some form of natural shapeshifting ability, including the Wild Shape ability of Druids and some other characters, may use that ability to keep their form constant for one round, but must use the ability every round in order to keep the Continual Shapechange from reasserting itself (even a very powerful Druid will lose all of his or her daily uses of Wild Shape in the first minute or two of the spell). The DM is free to name any method for determining the victim's next form, so long as it is random and unbiased towards any particular result; the more results allowed by the method, the more true-to-life (so to speak) the spell's game effect will be. While it is possible for a victim to assume the same shape more than once during the spell's effects, it is so unlikely that no instance of such an event has been recorded. The constant shapeshifting deals no actual damage to the victim, nor does it heal damage. The rules for the Shapechange spell apply for every form the victim assumes, but note that a victim will rarely be in one form long enough to learn how to use it before being forced into another. The one physical danger to the victim is that of assuming a form too large for its present environment to contain; a creature that assumes the form of a Tarrasque (for instance) in a cubical room 10 feet on each side, is clearly in for quite a squeezing. In such a case, the spell immediately changes the victim- in the same round- into a different form, hopefully a smaller one. However, in spite of this immediate size correction, the creature still takes damage from its brief pressing. This requires some common-sense judgement to be reasonable, but in general, the DM should examine the Face/Reach line for the form being assumed, and try to fit it within the available space somehow. If this proves to be impossible, then the victim takes 1d4 points of crushing damage for every 5' square in its Face/Reach area beyond the maximum allowed by the environment. Thus, in the example given for trying to fit a Tarrasque into a 10 × 10 room, the creature takes a whopping 60d4 points of damage- if this is enough to kill it, then it dies and the spell ends, as detailed below. Though no physical harm is (normally) done to the victim by the constant changing, the damage to the mind of any subject not normally capable of shapeshifting with its own abilities is monstrous. Every 10 minutes during the spell that the victim is unable to keep a constant form for longer than one round, the victim must make a Will saving throw (DC 20 + the caster's primary ability modifier) or take 1 point of temporary WIS damage. A creature which reaches 0 WIS in this manner immediately regains all lost WIS, but becomes permanently insane, as if affected by the spell Insanity. At the DM's option, other effects may manifest themselves in this insanity, such as fear (of any level), susceptibility to suggestions as if by the Suggestion spell (but using nothing more extraordinary than plain conversation in a language the creature understands) if the suggestion includes a method of ending the Continual Shapechange (even a false method), mad laughter as if from the spell Tasha's Hideous Laughter, or any other similar, drastic mental change or effect. Unlike the normal Insanity spell, this effect can only be ended through the use of a True Disjunction, Miracle, Wish, or Ultramagic that can duplicate such effects. When the spell ends by any means, the victim reassumes its original shape, whatever that may be, but the mental damage and insanity (if any) remains until cured as described above. An insane victim will not notice that the spell has ended, and will continue to behave as if it is ongoing. Though it is rare, some casters capable of using this spell actually cast it upon themselves. Though the caster is still unable to control the transformations in such a case, his or her familiarity with the effect grants immunity to the debilitating mental degeneration described above. A creature other than the caster which is for some reason willing to undergo this spell's effects, can voluntarily fail the Fortitude saving throw to negate the spell, but is not immune to the WIS damage the way the caster would be. Such a creature is treated exactly the same as an unwilling target for the purposes of mental degradation. Material Components/Focus: A small marble statue of the target creature encased in a glass globe, and a jade ring. The statue-and-globe must be worth no less than 9000 gp, and requires Craft (Sculpture) DC 30 for the statue and Craft (Glassblowing) DC 20 for the globe. The jade ring must be worth no less than 1000 gp, and requires Craft (Gemcutting) DC 30 to properly create. The statue must unambiguously depict the target creature, but need not look exactly like it at casting time- once created, it may be used at any time while the target still lives. During casting, the glass is shattered, and the ring brought into contact with the statue; the statue then begins changing shape (assuming the same forms as the actual victim while the spell lasts). If the statue is broken, nothing special happens to the victim, and the spell continues, with the broken statue pieces continuing to change shape and assume the forms they would have had the statue remained intact. Destroying the ring ends the spell immediately- however, the magic causes it to leap and dodge away from attacks, and it should be treated as an animated object for purposes of destruction (stats follow). When the spell ends, the statue assumes its original form just as the victim does, and the ring immediately loses its animative energy and becomes inert. If the ring and statue survive the spell's duration unharmed, both may be reused to cast the spell later, though the statue can be used only for the same target of course- in this case, the glass globe is the only object which must be recreated, and it costs 4500 gp (same Craft DC). Jade Ring: Fine Construct; HD 1/8d10 (1 hit point); Init +8 (+4 Dex, +4 Improved Initiative); Speed 80 ft.; AC 32 (+8 size, +4 Dex, +10 insight); Atk Slam +3 melee (Dmg. 1); F/R 0 ft. by 0 ft./0 ft.; SA none; SQ Improved Evasion, DR 5/-; Saves Fort +0, Ref +4, Will -5; STR 1, DEX 18, CON -, INT -, WIS 1, CHA 1; Feats Improved Initiative; CR special; Align Always Neutral. |
Curse of the Djinn [Chaotic, Mind-Affecting]
Subject's figures of speech come true, but subject cannot believe in or control ability.
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Type: Arcane Ultraspell, Godsong Verse (Deceptor 50), Quest Spell (Thought), Supersource Ultraspell (Quintessence, Animal, Plant), Ultrapsionic Power Arcane Prerequisites: Feeblemind, Limited Wish, True Wish, Wish, PRM 25, Caster level 30. Bard Prerequisites: Insidious Rhythm, Modify Memory, either Permanent Image or Programmed Image, Caster level 30. Divine Prerequisites: Disbelief, Imbue With Spell Ability, Miracle, Word of Chaos, PRM 25, Caster level 30. Naturalist Prerequisites: Psionic Prerequisites: Affinity Field, Microcosm, Reality Revision, True Reality Revision, PRM 25, Manifester level 30. Spell Components: V, S Psionic Display: Au, Ma Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: One sentient creature Duration: 1 day (D) Saving Throw: None Spell Resistance: No (but see text) Power Points: 29 and special (see text) Personal Cost: 2d4 CON, 1d4 INT, 8 WIS, 10000 XP, and special (see text) The target of this effect is granted unthinkable power, without his or her knowledge. For the next 24 hours after the spell is cast, if comments or words spoken by the target could be taken literally, they will be- by the Multiverse itself. 50% of the time, whatever the target states will immediately happen, exactly as stated (or as closely as possible); otherwise, the words will appear to have no effect at first, but the real truth is that the statement is interpreted and "acted" upon subtlely and unobtrusively- and usually over a span of time rather than immediately. For example, a man under the influence of this spell says in an otherwise ordinary conversation that "this city is really going to the dogs." There is a 50% chance that an overt interpretation of his words occurs, such as all non-canine inhabitants of the city being Polymorphed into dogs, or the city being teleported to an area inhabited by dogs or other canine creatures. Otherwise, the city becomes overrun by canines of all types during the next several days, such as werewolves, Blink Dogs, or even an army of rampaging Rolves. Another possible "subtle" interpretation is that the ordinary dogs of the city experience a population explosion of epic proportions, such as all females being in constant heat, growing their pups to term within weeks instead of months, and having litters two or three times larger than normal. If the "overt" effect occurs, the effect must be immediate, instantaneous, and obvious (to all but the Cursed target that is- see below). If the "subtle" effect occurs, the DM is free to determine how long it takes for the effect to run its course, but as a general rule, no effect should take longer than a few weeks to become noticeable, and no effect should last longer than one year from the day the Curse of the Djinn was cast. Whether or not the effect is immediate or obvious, any single effect of this spell can be reversed by application of a properly worded Wish or Miracle spell, or Psionic Reality Alteration. Of course, since subjects of this spell usually say a lot of things which could be (and are) taken literally, most effects of the spell take a very long time to go away if they ever do. No saving throw is allowed to negate effects caused by this spell, even if (as in the "polymorph" example given above) the effects which are emulated would normally allow one, though Spell or Power Resistance can prevent an effect from working (treat it as if the creature with SR/PR were resisting the Curse of the Djinn spell itself). In any case, regardless of the effect, however long it takes to occur and however long it takes to run its course, the target of the Curse of the Djinn is incapable of believing that his or her words had anything to do with the effect, no matter how much evidence is presented to the character. If a player character is affected by the spell, the DM should make sure that he or she is unaware of the fact, and disallow any "metagaming" behavior on the part of a player who figures out what's really going on. A person confronted with incontrovertible proof that his or her words are literally coming true will simply refuse to believe it, and declare the events to be illusions or some other form of mind-altering power rather than accept the reality of the situation. More maddeningly for any companions of the target, this disbelief is actually supported by the fact that no effect of the spell ever directly affects the target in any way, no matter what it is. For instance, in the "dogs" example above, if the effect turned all creatures in the city into dogs, the target is guaranteed to remain in his or her original form, even if he or she has lived in the city for his or her entire life. Naturally, this immunity does not extend to the target's companions, and they are fully vulnerable to the spell's effects if such effects would normally include them. When the Curse of the Djinn ends, 24 hours after it was cast, the target's words no longer cause things to happen- but no matter how much time passes, or how involved he or she is in "cleanup" efforts, the target will never believe or be made to understand that his or her words caused the strange events to occur. In addition to the other costs of using this effect, the caster loses all of that day's spell slots (or all psionic power points), including Ultramagic slots if applicable, and thus cannot use any more spells or psionic powers until he or she rests and regains them normally. Though it is possible for the caster to use the Curse of the Djinn on him/herself, doing so rarely grants any benefit, since the caster is affected by the same disbelief in the "infinite wish" power as any other target. While the caster can normally dismiss this spell before the 24 hours are up, the fact that he or she was willing to pay such a high price to use it in the first place means that it is highly unlikely that the character actually will. If the caster casts the spell on him/herself, then the "disbelief" effect means that the spell cannot be dismissed, since the caster is now incapable of believing that the spell even worked (which would logically mean that there is nothing to dismiss). |
Damok's Duplicate Medallion
Your own Medallion of Power is duplicated.
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Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire, Earth, Water), Godsong Verse (Cenob 30, Damok 25, Nexus 30), Quest Spell, Supersource Ultraspell (Quintessence, Force, Animal, Entropy, Material, Plant), Ultrapsionic Power Arcane Prerequisites: Caster level 20. Bard Prerequisites: Caster level 20. Divine Prerequisites: Caster level 20. Elemental Prerequisites: Caster level 20. Naturalist Prerequisites: Caster level 20. Psionic Prerequisites: Manifester level 20. Spell Components: V, S, F Psionic Display: Au, Vi Casting Time: 10 minutes Range: Personal Target: Caster's Medallion of Power Duration: Instantaneous Saving Throw: Fortitude negates (see text) Spell Resistance: No Power Points: 19 Personal Cost: 1 point of STR, 1 point of CON, 5000 XP This spell causes the caster's Medallion of Power to grow, thicken and split in two, duplicating itself. The second Medallion is also worn by the caster upon completion of the spell, but since it confers no benefit, it is generally removed and given to a friend shortly thereafter. The second Medallion is not necessarily stable enough to last- upon completing the spell, the caster must make a Fortitude save for the new Medallion (DC 20 + the caster's primary ability score modifier). If the save succeeds, the new medallion settles into being normally, and is thereafter a perfect copy of the original in all respects. If the save fails, the new Medallion was too unstable to survive, and in 1d10 minutes it detonates in a soundless, harmless burst of rainbow-colored motes of light. No known spell or power can stabilize an unstable Medallion, or prevent its destruction this way. Focus: The Medallion of Power to be duplicated. |
Day of Light
The sun does not set for the next 24 hours.
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Type: Elemental Ultraspell (Fire), Godsong Verse (Luumpho 60), Quest Spell (Light), Supersource Ultraspell (Quintessence, Force) Bard Prerequisites: Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Deadline
Craft an item or object in sped-up timeframe.
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Type: Godsong Verse (Keron 65), Quest Spell (Craft), Supersource Ultraspell (Material) Bard Prerequisites: Divine Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Deadly Claws [Evil]
Pair of hands tipped with Silmarillium claws attack your foes.
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Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Animal, Entropy, Material), Ultrapsionic Power Arcane Prerequisites: Bigby's Clenched Fist, Bigby's Crushing Hand, Bigby's Forceful Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Dispel Magic, Dispel Psionics, Melf's Acid Arrow, PRM 21, Caster level 22. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Breath of the Black Dragon, Clenched Fist, Crushing Hand, Forceful Hand, Grasping Hand, Interposing Hand, Negate Magic, Negate Psionics, PRM 21, Manifester level 22. Spell Components: V, S, M Psionic Display: Au, Vi, Ol Casting Time: 2 rounds Range: Close (25 ft. + 5 ft./2 levels) Effect: Two clawed hands Duration: Concentration, up to 1 round/level Saving Throw: Fortitude partial (see text) Spell Resistance: No Power Points: 21 Personal Cost: 1 point of STR, CON, or DEX, and 100 XP, per round; plus 3000 XP for Psionic The huge, deadly, clawed hands created by this spell attack creatures as directed by the caster while the spell lasts. Though the hands must be conjured within Close range, they are have a Fly speed of 300 with Perfect maneuverability, and can be sent up to Long range from the caster (400 ft. + 40 ft./level) while they last. Though they are in effect conjured creatures, the Deadly Claws cannot be dispelled by any spell or effect of less than Ultramagic power, though they cannot be sent into Anti-Magic Fields or the like either. Each hand is a Large creature with double the number of hit points the caster had at casting time, and has the caster's AC and Base Attack Bonus (though the hands have a STR score of 30, which the caster most likely does not have). Each hand has 7 fingers, and can use a Full Attack action to attack with all seven in one round; each finger is tipped by a clawlike blade of Silmarillium which for game purposes is equivalent to a Dagger. Each strike with one of these Silmarillium claws injects a poison (Type Injury, DC 28, Initial/Secondary Damage 1d2 CON/5d8 hit points). Additionally, each hand can grapple a creature of Large size or smaller, dealing 1d4 crushing damage per caster level to any creature it pins during each round it maintains the pin; furthermore, the victim of the grapple is covered in a field which simultaneously stops magic and psionics, so such a creature is incapable of casting any spell or manifesting any psionic power while the Deadly Claw has it. A hand which is currently grasping or grappling with a target can make no other attacks, of course. The caster must concentrate on the spell to maintain the Deadly Claws; breaking the caster's concentration causes them to vanish immediately. Each round the caster concentrates, he or she must pay 100 XP and take 1 point of either STR, CON, or DEX damage, whichever score happens to be highest at the time the cost is paid. Paying this cost does not break the caster's concentration on the spell. If the caster is unable to pay the cost, however (for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0), then the concentration is involuntarily broken, and the spell immediately ends as described above. Psionic manifesters using this power do not need any of the materials listed below except for the Silmarillium, but must pay an extra 3000 XP upon first manifesting the Deadly Claws. Material Components: A pair of hands from a Gargantuan or larger creature that has hands, 14 daggers, at least one of which must be a Dagger of Venom, and a chunk of Silmarillium worth at least 5000 gp. The claw-blades on the Deadly Claws, once they form, are the same type of Silmarillium used for this material component. A psionic manifester still needs (and loses) the Silmarillium component, even though he or she does not need any of the other components. |
Disfunction
Stop a familiar item from working for 1 day/level, regardless of distance.
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Type: Arcane Ultraspell, Supersource Ultraspell (Quintessence, Entropy, Material), Ultrapsionic Power Arcane Prerequisites: Anti-Magic Field, Dispel Magic, Greater Dispelling, Mordenkainen's Disjunction, Caster level 22. Naturalist Prerequisites: Psionic Prerequisites: Catapsi, Negate Psionics, Psionic Disjunction, PRM 21, Manifester level 22. Spell Components: V, S, M Psionic Display: Au, Me Casting Time: 1 minute Range: Infinite Target: One familiar magical or psionic item Duration: 1 day/level (D) Saving Throw: None, or Will negates (see text) Spell Resistance: No Power Points: 21 Personal Cost: 4 PRM, 2 CON, 2 STR, and 500 XP, plus 5500 XP for Psionic If the caster can unambiguously specify one particular magical or psionic item which he or she has seen personally (i.e., not through scrying), and the item still exists, then this spell may be used on it no matter where it is (even if it is on another plane). Once cast, the item immediately ceases functioning for 1 day per caster level, and during that time loses all powers, protections, and abilities resulting from magical or psionic effects embedded within it. Besides dismissal of the spell, only direct divine intervention can allow the item to function again while the spell lasts. The affected item does not receive a saving throw to negate the spell unless it is a Major Artifact, in which case a successful Will save (DC 31 + the caster's primary ability modifier) negates the Disfunction and prevents it from taking effect. If the save fails, however, even the mightiest Major Artifact will lose all power while the spell lasts- and this usually includes its protections against destruction! Note that items which do not exist anywhere in the Multiverse at casting time because they happen to be time travelling (i.e. they have effectively "skipped over" the caster's time) are considered nonexistent for purposes of this spell's conditions, and cannot be affected by it as a result. Also, the magical version of Disfunction can only affect magical items, and will not similarly cancel any psionic powers its target may have; likewise, the psionic version only counters psionic powers, and cannot stop magical powers the target has. Material Component: A Rod of Cancellation which has the maximum number of charges. All charges are drained from the Rod when the spell is cast. |
Dome of Invulnerability
As Globe of Invulnerability, but larger area and affects more powerful spells.
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Type: Arcane Ultraspell, Elemental Ultraspell (Air, Earth), Supersource Ultraspell (Quintessence), Ultrapsionic Power Arcane Prerequisites: Globe of Invulnerability, Minor Globe of Invulnerability, Protection From Arrows, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Globe of Invulnerability, Inertial Barrier, Minor Globe of Invulnerability, Manifester level 20. Spell Components: V, S, M Psionic Display: Me, Vi Casting Time: 10 minutes Range: 0 Area: Emanation, 30 ft. radius/level above 20th Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No Power Points: 19 Personal Cost: 2 STR, 2 CON, and 300 XP per day; plus 1000 XP for Psionic This spell creates a large, mobile globe around the caster, which prevents entry of any effect of spell/power level 5 or lower. Additionally, no missile weapon or material projectile of less than +4 enhancement can penetrate the globe; all others simply bounce off its surface harmlessly before ever getting near the caster. All beings within the globe, including the caster, can fire such effects and missiles at each other and at targets outside the globe, but no such effects outside the globe can get in. The globe does not extend through solid objects, however, so it is possible for effects which can penetrate such objects (such as an especially powerful Lightning Bolt, or a Herman's Haphazard Wildbolt) to use them as "holes" to enter the globe. Also, though the globe will prevent Dispel Magic from affecting anything inside it, it can itself be dispelled normally (though the dispelling caster will need to be very high-level indeed to have much of a chance to bring it down). Though the caster need not concentrate on the spell once cast, he or she must pay the spell's cost each day the globe is maintained. Thus, the caster loses 300 XP and takes 2 points of STR and CON damage each day the spell lasts. If the caster is unable to pay the cost, for instance, paying the XP would cause level loss, or taking the ability damage would drop a score to 0, then the spell immediately ends. Psionic manifesters pay an extra 1000 XP upon first manifesting the Dome of Invulnerability because they do not need to use the material component. Material Component: A crystal globe carved by the caster, worth at least 5000 gp. The globe requires Craft (Gemcutting) DC 25 to properly shape. |
Doomcloud
As Incapacitate, but affects one target/level.
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Type: Elemental Ultraspell (Air), Godsong Verse (Venom 50), Quest Spell (Poison), Supersource Ultraspell (Entropy, Plant) Bard Prerequisites: Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Echo Weapon
Duplicate the powers of a single magical weapon in 1 target weapon/level.
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Type: Godsong Verse (Nandra 55, Thero 50), Quest Spell (War), Supersource Ultraspell (Material), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Eldren's Forestmaker
Drag energy from the Plane of Wood to grow a forest on your plane.
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Type: Arcane Ultraspell, Elemental Ultraspell (Water), Godsong Verse (Alzith 45, Gaeya 40), Quest Spell (Plant), Supersource Ultraspell (Quintessence, Plant), Ultrapsionic Power Arcane Prerequisites: Control Weather, Hallucinatory Terrain, Mirage Arcana, either Clone or Grove of Serenity, PRM 22, Caster level 24. Bard Prerequisites: Hallucinatory Terrain, Mirage Arcana, Permanent Image, Project Image, Caster level 28. Divine Prerequisites: Control Plants, Control Weather, Plant Growth, Wood Shape, either Grove of Serenity or Miracle Growth, PRM 22, Caster level 24. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Control Weather, Hallucinatory Terrain, Mirage Arcana, True Metabolism, PRM 22, Manifester level 24. Spell Components: V, S, M Psionic Display: Au, Ol, Vi Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Effect: Emanation, up to 100 ft. + 20 ft./level in radius Duration: 1 minute Saving Throw: Reflex partial (see text) Spell Resistance: Yes Power Points: 23 Personal Cost: 1 STR or 1 CON, and 500 XP, per 20 ft. in the radius beyond 100 ft. The Ultramage Eldren bears the exalted title of Guardian of the Green Mission among the Wood Elves, and this invention of hers is the primary reason why. This spell brings energy and material from the Elemental Plane of Wood to the caster's own plane, causing the formation and extremely rapid growth of an otherwise normal forest within the target area. The growth occurs at an astoudingly rapid pace over the course of a single minute following the casting; at the end of that time, the new forest will have achieved effectively 10 years of growth per caster level. The trees and other plants of the forest are all real, living, and permanent, and do not retain any magical or psionic energy. They also do not seem at all exotic for the world or plane they are created on, aside from the unusual nature of their origin; however, it is possible to perform such feats as creating a grove of tropical rain forest jungle trees in the middle of an arctic tundra or desert. Creatures or objects within the area while the forest is growing are often entangled by the plants; each such creature must make a Reflex save (DC 22 + the caster's primary ability modifier) or be thoroughly entwined in the dense growth (as if under the effect of an Entangle spell: -2 to attack rolls, -4 to effective DEX, must make a DC 15 Concentration check to cast any spell or use any psionic power, and cannot move). Creatures which are somehow able to pass through dense growth without harm or delay, such as Druids with the Wood Stride ability, automatically succeed and need not actually roll the save. Evasion and Improved Evasion are irrelevant, because there is no damage for the saving throw to reduce. Any creatures which become entangled will remain so while the spell lasts, and must make STR or Escape Artist checks (remembering the -4 effective DEX penalty in the latter case) against the same DC as the original Reflex save in order to free themselves in later rounds. An entangled creature is allowed to make such a check with a full-round action, but cannot get free until such a check succeeds. Creatures which make the save are able to move through the growing forest at half speed (but must make new Reflex saves each round they remain within the area of growth), and suffer no movement penalty at all once the minute-long growth period is over. Structures, permanent or otherwise, within the area while the forest is growing are considerably worse off than creatures. Each such structure takes 1d4 points of damage per caster level per round. Furthermore, the plants are so empowered by the spell's energy during the growth phase that they partly ignore the Hardness rating of such structures; when dealing damage to them, ignore 1 point of Hardness per caster level. This particular feature of the spell makes it a popular choice for breaking sieges (and, more to the point, the target castles themselves). Also, should this spell be cast in an area where a forest already exists, the new plants and trees uproot and displace the old ones, and leave them toppled and dying on the ground between them. Powerful groups of Druids engaged in conflict with each other have occasionally used this feature of the spell to cement conquest of rivals, by destroying their groves with a casting of the Forestmaker. The caster pays 1 ability point and 500 XP per 20 feet in the radius of the forest beyond 100 feet, at casting time; thus, a 200-foot radius forest costs 5 ability points and 2500 XP. These ability points are split between STR and CON, always subtracting from the highest ability first; thus, the caster's STR and CON will end up more or less equal if the area is particularly large. Should the caster attempt to create a circle large enough to bring either score to 0, the spell fails upon casting, and no XP or ability points are spent. If the caster creates a forest with a radius of 100 feet or less, he or she pays 1 ability point and 500 XP- the minimum cost to cast the spell. Material Component: At least one pound of wood, with fresh green leaves still attached, from the Elemental Plane of Wood. |
Energize Matrix
All spells cast within area are enhanced as if near a Ley Line; effects near actual Ley Lines double.
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Type: Arcane Ultraspell, Godsong Verse (Cenob 65, Damok 65, Paradox 65), Quest Spell (Magic) Arcane Prerequisites: Bard Prerequisites: Divine Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Energy Restoration
Energy that harms others heals and restores you.
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Type: Elemental Ultraspell (Air, Fire, Earth, Water), Quest Spell, Supersource Ultraspell (Quintessence, Force), Ultrapsionic Power Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Enervate Matrix
Cancels Energize Matrix, effects near Ley Lines, or gives area the Impeded Magic trait.
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Type: Arcane Ultraspell, Godsong Verse (Cenob 65, Damok 65, Paradox 65) Arcane Prerequisites: Bard Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Epic Performance
Hold an audience of up to 100 people/level enthralled.
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Type: Godsong Verse (Lyre 60), Quest Spell (Poetry) Bard Prerequisites: Divine Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Epidemic
As Contagion, but affects up to 100 subjects/level.
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Type: Godsong Verse (Nexus 60), Quest Spell (Disease), Supersource Ultraspell (Entropy, Plant), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Eternal Justice
Subject suffers the effects of every crime he/she/it has committed.
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Type: Godsong Verse (Justice 70), Quest Spell (Justice) Bard Prerequisites: Divine Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Fargrass's Circle of Eternal Return
Put subjects or area into a Time Loop on the Plane of Time.
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Type: Arcane Ultraspell Arcane Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Fecundity
Animals and people within region breed with incredible speed.
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Type: Godsong Verse (Crela 40), Supersource Ultraspell (Animal) Bard Prerequisites: Naturalist Prerequisites: Spell Components: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Personal Cost: |
Festival of Flesh
Up to 100 subjects/level are overcome with lust.
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Type: Elemental Ultraspell (Water), Godsong Verse (Amorus 50, Tlazolteotl 45), Quest Spell (Seduction), Supersource Ultraspell (Animal, Plant), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Firelight's Sunscorcher [Fire, Radiation]
Strengthen and focus sunlight in target area, raising temperature and causing damage.
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Type: Arcane Ultraspell, Elemental Ultraspell (Air, Fire), Godsong Verse (Chlimbia 35), Supersource Ultraspell (Force), Ultrapsionic Power Arcane Prerequisites: Continual Flame, Daylight, Light, Melt, Caster level 20. Bard Prerequisites: Daylight, Light, Caster level 26. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Energy Ray, Continual Flame, Control Light, My Light, PRM 20, Manifester level 20. Spell Components: V, S Psionic Display: Me, Vi Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: Cylinder 20 ft. in radius and 40 ft. high Duration: 1 minute Saving Throw: None (but see text) Spell Resistance: Yes Power Points: 19 Personal Cost: 4 STR, 2 DEX, 2 CON, and 1000 XP By intensely focusing sunlight into the area, the caster causes it to burn all creatures and objects within the cylinder. The effect causes 1d6 points of damage (half Fire, half Radiation) per caster level, and no saving throw is allowed to reduce the damage. The spell continues to concentrate sunlight into the target area for 10 rounds, dealing the same amount of damage each round it lasts; normally, this is enough to burn any immobile objects or creatures to ashes. However, since the damaging light is being focused from actual sunlight, large objects may (initially, at least) cast shadows within which creatures or objects might be safe from the Sunscorcher. The effects of this are up to the DM, but under normal circumstances, creatures caught in the area should be allowed Reflex saving throws (DC 20 + the caster's primary ability modifier) for half damage during the first round if such shadow-casting objects exist. Of course, once the objects themselves are destroyed, they cast no more shadows, so this shadow-protection is temporary at best. Because the effect of the spell depends on sunlight, it can only be cast outdoors, during the day (admittedly this second part is not a problem in Arite). |
Floating Fortress
Area up to 50 feet/level radius breaks out of the ground and flies at your direction.
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Type: Elemental Ultraspell (Air), Godsong Verse (Denor 55), Quest Spell (Flight), Supersource Ultraspell (Force), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Fortress
Raise a well-defended fortress on top of a plateau from an uninhabited plain.
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Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Supersource Ultraspell (Animal, Material), Ultrapsionic Power Arcane Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Full Resurrection
As Resurrection, plus remains aren't needed, and can bring back creatures who died of old age.
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Type: Arcane Ultraspell, Elemental Ultraspell (Earth), Godsong Verse (Luumpho 80), Quest Spell, Supersource Ultraspell (Quintessence, Animal, Plant) Arcane Prerequisites: Animate Dead, Clone, Immortality, White Wave, STR 7, CON 9, PRM 21, Caster level 30. Bard Prerequisites: any Cure Wounds spell, Locate Creature, Modify Memory, STR 7, CON 9, CHA 21, Caster level 36. Divine Prerequisites: Resurrection, True Resurrection, Caster level 20. Elemental Prerequisites: Naturalist Prerequisites: Spell Components: V, S, F/DF Casting Time: 1 day Range: Touch Target: One dead, familiar creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Personal Cost: 1 STR, 2 CON, 1 PRM, and 5000 XP This most powerful of (individual) Resurrection magics brings the target dead creature back to life. The target may be any formerly living creature which was known to the caster in life, even an undead (though in that case the being returns to the life it had before becoming undead), and the spell works regardless of how the creature died. Even if the creature's soul was eradicated or splintered somehow, or is trapped by Soul Bind or something similar, Full Resurrection will work, because it is capable of making a copy of the being's essence or soul before actually infusing it with the new body. The being returns to life without losing any experience, levels, or ability points, and is automatically in the prime of life and in vigorous health; since this may entail being younger than the creature's actual age at death, Full Resurrection can actually restore creatures that died of old age. On the other hand, it also means that Full Resurrection has the strange side effect of aging any children it brings back, to full adulthood! Only living creatures may cast this spell, and Arcane casters must meet the ability score prerequisites at casting time. Arcane Focus: A Medallion of Power. |
Fury of War
Up to 100 individuals/level Rage as Barbarians.
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Type: Elemental Ultraspell (Fire), Godsong Verse (Nandra 40), Quest Spell (Aggression), Supersource Ultraspell (Animal, Plant), Ultrapsionic Power Bard Prerequisites: Divine Prerequisites: Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Spell Components: Psionic Display: Casting Time: Range: Effect: Duration: Saving Throw: Spell Resistance: Power Points: Personal Cost: |
Genesis Wave
Massive explosion first destroys creatures and objects within area, then creates new ones which grow at an accelerated rate.
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Type: Arcane Ultraspell, Elemental Ultraspell (Fire), Supersource Ultraspell (Quintessence, Force), Ultrapsionic Power Arcane Prerequisites: Gate, Nuke, White Wave, any Energy Substitution feat, PRM 26, Caster level 32. Elemental Prerequisites: Naturalist Prerequisites: Psionic Prerequisites: Gate, Nuke, White Wave, CON 20, PRM 26, Manifester level 32. Spell Components: V, S, M Psionic Display: Au, Me, Vi Casting Time: 5 rounds Range: 1 mile/level Area: Burst, ¼ mile radius/level (but see text) Duration: Instantaneous, plus 1 hour/level (see text) Saving Throw: Reflex partial (see text) Spell Resistance: Yes (but see text) Power Points: 31 Personal Cost: 2 STR, 2 CON, 8 PRM, and 10000 XP Genesis Wave is an oddity among magics that can destroy or create, because in fact it does both at the same time. It causes a massive explosion at the target point, much like the kind produced by extremely powerful technological weapons or the Nuke spell. While Nuke produces an explosion of plasma created by a thermonuclear reaction, however, the Genesis Wave is a blast of concentrated positive energy. Positive energy is not normally destructive, but the energy of the Genesis Wave is so powerfully concentrated- several times more powerful than even the most concentrated portions of the Positive Energy Plane itself- that it simply dissolves everything within it in a manner similar to annihilation by antimatter. Creatures and objects within one quarter-mile per caster level of "ground zero" (the center of the explosion) take 10d6 Particle damage per caster level, with no saving throw allowed to reduce or negate the damage. Those outside that radius, but within one half-mile per caster level of ground zero, take 10d6 points of Electricity damage per caster level instead, and are allowed a Reflex save (DC 30 + the caster's primary ability modifier) for half damage, though Evasion and Improved Evasion are irrelevant in this case because the area and energy level involved are so enormous (there is no realistic way to avoid them completely). Finally, the Genesis Wave, like a Nuke, produces tornado-force winds within a ¾-mile per caster level radius of ground zero, which affect everything within that area as described in the DMG (Winds, page 95); objects and creatures which somehow survive the electrical arcs and dissolving energy within the areas nearer to the center must still contend with the winds. The winds last for 2d4 rounds before subsiding. Creatures with Spell (or Power) Resistance are allowed that protection against the Genesis Wave, but due to the enormous power of the blast, the resistance is even less effective than it would normally be against an Ultramagic spell. The caster of the Genesis Wave has a +10 bonus to the caster level roll required to beat the SR of any creature caught in the blast, on top of any other bonuses that character may normally receive (such as the normal +10 bonus for Genesis Wave being an Ultramagic spell in the first place). If the caster somehow fails to overcome a creature's SR, then that creature is undamaged by the blast, though the winds will still affect it if a natural tornado would (since they are a side effect of the blast rather than a direct result of the spell). Of course, very few casters will fail an SR roll with a +52 (minimum) total bonus from all factors, and no non-divine creature has ever been recorded to survive a Genesis Wave without truly extraordinary means (such as Quantumtech shielding of some kind). Whatever it does to creatures and objects caught in the actual blast, the Genesis Wave does not leave bare and smoking ruin behind it as a Nuke does. Instead, the positive energy lingers in the area for 1 hour per caster level; creatures within the area during this time find that it behaves as a plane with the Minor Positive-Dominant trait. Furthermore, |