Monday, June 5, 2017

Words of Chaos

Words of Chaos

School evocation [chaos, curse, mind-affecting, onerous, sorcery]; Level sorcerer 8

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration Instantaneous
Saving Throw 
Will partial (see text) Spell Resistance yes

DESCRIPTION

A wave of chaos assaults your enemy’s mind. When the enemy attacks, you bend reality to redirect the attack.

The creature takes 1d6 points of damage per caster level (maximum 25d6). Once each round when the creature chooses a target, it must succeed a Will save or choose different target. This effect continues indefinitely until the target succeeds on its saving throw.

Special: Sorcerers with the accursed, fey, harrow, protean or starsoul bloodline may choose the affected creature’s new target if the d20 shows an even number on their saving throw.






Wind Shape

Wind Shape

School transmutation [air, sorcery]; Level sorcerer 5

CASTING

Casting Time 1 swift action
Components none

EFFECT

Range personal
Target you
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

You become a creature of air and rushing wind.


This spell functions as wind walk except as noted above and you begin to descend for the last round of the spell. If you do not reach the ground in that round, you fall.




Wildfire Curse

Wildfire Curse

School transmutation [curse, fire, sorcery]; Level sorcerer 9

CASTING

Casting Time 1 swift action
Components none

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one primary target, plus one or more secondary targets (see text)
Duration instantaneous
Saving Throw
Reflex half (see text); Spell Resistance yes

DESCRIPTION

As your foe bursts into flame, a fiery mote files at another foe nearby.

The target bursts into flame, taking 1d6 points of fire damage per caster level (maximum 25d6; Reflex half) and each creature adjacent to the target takes 2d6 points of fire damage. Furthermore, the target catches on fire, taking 2d6 points of fire damage per round at the end of its turn each round until the creature dies or the fire is quenched as normal.

A second creature within 20 ft. of the first takes 1d6 points of fire damage per caster level (maximum 20d6; Reflex half) and is at risk of catching on fire (Reflex save DC 15).

If the secondary target failed its saving throw, another mote of fire flies to another creature of your choice within range of the secondary target. Each time a target fails its saving throw, a new target is chosen, however no more than four creatures can be targeted in a single round. Repeat the secondary effect (up to four times on subsequent rounds) until a target succeeds on its saving throw. If the spell should spread beyond your field of vision, the spell targets the creature closest to the previous target.


You can only target a creature once with a single casting of this spell and you cannot end the spell voluntarily so the spell can target allies, bystanders or even yourself. Should the spell continue beyond the first round, the effect can be dispelled or removed with a limited wishmiracleremove curse, or wish spell.





Vitriolic Breath

Vitriolic Breath

School conjuration (creation) [acid, sorcery]; Level sorcerer 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 15 ft
Area cone shaped burst
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION

You exhale a mist that burns and disorients your foes, and a lingering fog obscures you.

You produce a stationary billowing mass of misty vapors like the obscuring mist spell. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

In addition to obscuring sight, this spell's vapors are highly acidic. The mist deals 2d6 points of acid damage to each creature and object within it. The mist fades at the end of your next turn and a moderate wind (11+ mph), such as from a gust of wind spell, disperses the mist.

This spell does not function underwater.

At 11th level, the mist deals lingers for 3 rounds, can only be dispersed by a strong wind (21+ mph), which disperses the fog in 1 round, and deals an additional 1d6 points of acid damage to each creature living creature in the area unless they hold their breath.

Special: A sorcerer with the draconic bloodline creates a mist that lingers for 3 rounds or 5 rounds at 11th level.  






Unseen Aid

Unseen Aid

School conjuration (creation) [sorcery]; Level sorcerer 1

CASTING

Casting Time 1 swift action
Components none

EFFECT

Range personal
Target you
Duration instantaneous
Saving Throw 
noneSpell Resistance no

DESCRIPTION

Invisible forces aid you in mysterious ways.

You gain a +2 bonus on any one skill check you make this turn as if another character had used the aid another action to assist you.





Thunder Summons

Thunder Summons

School conjuration (teleportation) [chaos, electricity, sonic, sorcery]; Level sorcerer 7

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target up to three creatures
Duration instantaneous
Saving Throw 
Fortitude half and Will partial and (see text); Spell Resistance yes

DESCRIPTION

Thunderous crashes hurl your enemies around in a storm of chaos.

Each target creature takes 1d10 points of electricity damage and 1d6 points of sonic damage per two caster levels (maximum 10d10 electricity and 10d6 sonic) and each creature affected is teleported adjacent to your enemy that is nearest to it. The teleportations occur in the order you choose and will tend to group the targets together.

Special: A sorcerer with the arcane, impossible, protean, starsoul or stormborn, bloodlines can instead teleport each affected creature to any other space of her choosing within the area of effect.






Thunder Slam

Thunder Slam

School evocation [sonic, sorcery]; Level sorcerer 1

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one creature
Duration instantaneous
Saving Throw 
Fortitude negates; Spell Resistance yes

DESCRIPTION

A shock wave of sound slams into the enemy.

You produce a sweeping rush of sound that can hurl the target away from you. The creature takes 1d10 points of sonic damage per 2 caster level (maximum 5d10) and flies in a straight line away from you. If you wish to hurl the creature toward a particular target, you must succeed on an attack roll to hit the target, using your base attack bonus + your Charisma modifier. Creatures that miss their target land in a square adjacent to the target.

Your Charisma score determines the weight of the creatures that can be affected. Treat your Charisma score as the effective Strength score of the spell and find the heavy load range for that score under Table: Carrying Capacity. The spell is treated as a Large creature so you multiply the maximum load by x2. You can hurl a creature whose weight falls within a heavy load 5 feet. For every 5 points of effective Strength over the minimum required to lift a creature as a heavy load, double this distance.

For example, a sorcerer with a Charisma score of 15 has a maximum load of 400 lbs with this spell. If she targets a creature weighing 150 lbs. and carrying 50 lbs. of gear, it will be hurled 10 ft. If she targets a halfling weighing 35 lbs. and carrying 20 lbs. of gear, it will be hurled 20 ft.

If the creature is hurled against a solid surface, it takes damage as if it had fallen that distance (1d6 points per 10 ft.) and lands in a prone position.






Thunder Pulse

Thunder Pulse

School evocation [sonic, sorcery]; Level sorcerer 9

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range 15 ft
Area 15 ft. radius spread centered on you
Duration instantaneous
Saving Throw 
Fortitude half; Spell Resistance no

DESCRIPTION

You stomp a foot on the ground, and the resulting shock wave hurls your enemies away.


Each creature in the area of effect takes 1d6 points of sonic damage per caster level (maximum 25d6; Fortitude half), flies 15 feet away from you in a straight line, and is knocked prone (if on the ground).





Thunder Leap

Thunder Leap

School evocation [onerous, sonic, sorcery]; Level sorcerer 2

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one creature
Duration instantaneous
Saving Throw 
Fortitude negates and Reflex negates (see text); Spell Resistance no

DESCRIPTION

A thunderclap propels you into the air, and you land with a deafening crack, pushing your foes away.

You gain a +20 bonus on Acrobatics checks made to attempt high jumps or long jumps and the DC for such checks is calculated as though you had a running start. Your movement while jumping does not provoke an attack of opportunity. If you jump, each creature adjacent to you takes 3d6 points of sonic damage.


Each creature adjacent to you when your jump movement ends take 2d6 points of sonic damage + 1d6 points of sonic damage per 5 feet of jump distance. If any of these creatures are medium size or smaller, they fly 5 feet away from you in a straight line and must make a Reflex saving throw or be knocked prone (if on the ground).