New Spells

Acid Lash

School evocation [acid]; Level mystic 3

Casting Time 1 standard action

Components V, S, M (poison ivy)

Range close (25 ft. + 5ft./2 levels)

Effect ray

Duration instantaneous and 1 round/level

Saving Throw Fortitude partial (see text); Spell Resistance yes

You strike an opponent with a lash of acid, requiring a ranged touch attack. The lash deals 1d8 points of acid damage per caster level (max 10d8). The creature also receives a penalty to its armor class equal to half your caster level (max -10). A successful Reflex saving throw halves the damage and negates the armor class reduction.

Alter Weapon

School transmutation [see text]; Level cleric 2

Casting Time 1 standard action

Components V, S, DF

Range touch

Target weapon touched or 50 projectiles (all of which must be together at the time of casting)

Duration 1 min./level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Alter weapon transforms the material of a weapon into darkwood, silver or true iron, as you choose. A weapon that is transformed in this way can bypass the damage reduction of certain creatures. In addition, the weapon is transformed into masterwork quality for the duration of the spell. This spell has no effect on a weapon that is already constructed of the chosen material.

You can’t cast this spell on a natural weapon, such as an unarmed strike.

Boulder Guard

School evocation [earth]; Level mystic 2, warden 2

Casting Time 1 standard action

Components V, S

Range personal

Target you

Duration 1 min./level

You tear three rough spheres of stone from the earth beneath you. Whenever you would be hit by a melee or ranged attack, you may direct one of these spheres to intercept this attack as a free action. If you choose to do so, reduce the damage dealt by that attack by an amount equal to 3d6 plus one point per caster level (maximum +10). Intercepting an attack in this manner destroys a sphere.

Alternately, you can hurl a sphere up to 60 feet as a ranged touch attack. When doing so, you attack with a ranged touch attack (with no range penalty), dealing bludgeoning damage equal to 3d6 plus 1 point per caster level (maximum +10). Hurling a sphere in this manner destroys it.

Cold Feet

School evocation [cold]; Level mystic 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target creature or object touched

Duration instantaneous and 1 round/level

Saving Throw none; Spell Resistance yes

Swirling bands of snow spring from your finger and spiral towards your opponent, solidifying into ice around their feet. You must make a successful ranged touched attack to hit. Any creature struck by the spell takes 3d6 points of ice damage.

In addition, the ground in a 10 ft. burst around the target is covered in a slick veneer of ice, rendering it difficult terrain. This effect lasts for 1 round/level.

Crackle

School evocation [electricity]; Level delver 0

Casting Time 1 standard action

Components V, S

Range touch

Target creature or object touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

Your successful melee touch attack deals 1d3 points of electricity damage. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.

Crystal Nova

School evocation [cold]; Level mystic 3

Casting Time 1 standard action

Components V, S, M (a false diamond)

Range long (400 ft. + 40 ft./level)

Area 15-ft.-radius spread

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

A crystal nova spell generates an explosion of ice shards and frigid wind that detonates and deals 1d6 points of frost damage per caster level (maximum 10d6) to every creature within the area. You point your finger and a whirling vortex of frost appears at the target area, swirling once then exploding outward.

Creatures that fail their Reflex save are grasped by lingering tendrils of frost, becoming entangled for one round.

Earth Spikes

School evocation [earth]; Level mystic 3, warden 3

Casting Time 1 standard action

Components V, S, M (a porcupine quill)

Range long (400 ft. + 40 ft./level)

Target one willing creature

Area 10-ft.-radius spread

Duration instantaneous

Saving Throw Reflex half; Spell Resistance no

Granite spikes sprout from the earth in a 10 foot radius around yourself or an ally, ignoring the square the target is standing in. These spikes deal 1d6 points of piercing damage per caster level (max 10d6). In addition, the caster may choose to make a bull rush attempt against any creature affected by the spell. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whicher is highest. These bull rush attempts do not provoke attacks of opportunity.

Fist of Clay

School evocation [earth]; Level mystic 1

Casting Time 1 standard action

Components V, S

Range touch

Target creature or object touched

Duration instantaneous

Saving Throw none; Spell Resistance no

You encase your hand in clay. Your successful melee touch attack deals 1d4 points of bludgeoning damage per caster level (maximum 5d4). In addition, if you successfully hit with the touch attack, you may make a free bull rush attempt using your caster level as your CMB with a bonus equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). This bull rush attempt does not provoke an attack of opportunity.

Flutter

School evocation [air]; Level mystic 0, warden 0

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5ft./2 levels)

Effect small whirlwind

Duration instantaneous

Saving Throw Reflex negates; Spell Resistance yes

This cantrip creates a small swirl of wind around a creature. That creature receives a -1 penalty to its armor class and a -4 penalty to fly skill checks for one round unless it makes a successsful Reflex save. Creatures that are huge or larger are unaffected by flutter.

Frost Aegis

School conjuration; Level mystic 2

Casting Time 1 immediate action

Components V, S

Range touch

Effect crystalline suit of armor

Duration 1 min/level

When this spell is cast, you conjure a suit of full plate armor made of ice onto the body of an ally. This armor is half as heavy as a normal suit of plate armor but otherwise possesses the same hardness, durability, and mechanical benefits and drawbacks as a suit made of metal (although wardens may wear it without penalty). If the target is already wearing armor, layers of ice form on top of it, causing it to look and function as if it were plate mail.

When struck by a critical hit or sneak attack, the wearer can choose to sacrifice the armor to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally. Ice armour sacrifice in this way shatters into dozens of pieces and immediately begins to melt.

Frost Burst

School evocation [cold]; Level mystic 1

Casting Time 1 standard action

Components V, S

Range personal

Area 10-ft.-radius burst

Duration instantaneous

Saving Throw Fortitude half; Spell Resistance yes

A burst of frigid air emanates from the caster. Any creature in the area of the burst takes 1d4 points of cold damage per caster level (maximum 5d4).

If the burst strikes a body of water or an unattended liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 2 inches. This ice lasts for 1 round per caster level (maximum 5).

Gem Missile

School conjuration; Level mystic 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect one or more missiles

Duration instantaneous

Saving Throw none; Spell Resistance no

You strike your enemies with shards of gem and obsidian. You may fire one missile, plus one additional missile for every four levels beyond 3rd (to a maximum of three missiles at 11th level). Each ray requires a ranged touch attack to hit and deals 3d6 points of piercing damage. When they successfully strike a target, the gems and obsidian shatter, dealing 1d6 points of piercing damage in a 10 foot burst around the target (but not affecting the original target). The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Hailstones

School evocation [cold]; Level mystic 2

Casting Time 1 standard action

Components V, S

Range 0 ft.

Effect hailstones in your palm

Duration 1 min./level

Saving Throw Fortitude partial; Spell Resistance no

Large hailstones appear in your open hand. The hailstones are cold to the touch, but do not harm you or your equipment.

You can magically hurl the hailstones up to 60 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty). No sooner do you hurl the hailstone than a new one appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

The hailstone deals 1d6 points of cold damage and 1d6 bludgeoning damage on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

Jolt

School evocation [electricity]; Level mystic 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5ft./2 levels)

Target creature or object touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

You unleash an unstable current of energy that either disrupts an opponent or reinvigorates an ally, depending on your choice.

Disruption: You strike an opponent with the current electricity, requiring a ranged touch attack to hit. The current deals 1d4 +1/level (max +10) nonlethal electricity damage and staggers an opponent for one round.

Reinvigoration: You channel the current of electricity through an ally. That ally gains a new saving throw against any daze, paralysis, sleep, or stun effect they are currently afflicted by with a bonus equal to half your caster level (max +10).

Mystic Eye

School divination; Level bard 1, cleric 1, delver 1, mystic 1, paladin 1, ranger 1, warden 1

Casting Time 1 immediate action

Components V, S

Range touch

Target self

Duration 1 minute/level (D)

You confer upon yourself the ability to see magical auras, which appear to you as a faint, bluish glow. This glow only emanates from things that you can see with your naked eye, and will not render otherwise concealed areas, subjects, or objects visible (e.g. traps, invisible creatures, buried treasure).

Making physical contact with an aura will allow you to discern its strength and its school of magic. If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). This spell does not allow you to identify artifacts.

Additionally, you can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Protection from Outsiders

School abjuration; Level cleric 1, crusader 1, mystic 1

Casting Time 1 standard action

Components V, S, M/DF

Range touch

Target creature touched

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance no; see text

When protection from outsiders is cast, choose on subtype of outsider (winter eidolon, spring eidolon, summer eidolon, autumn eidolon, figment, or wraith). This spell wards a creature from attacks made by outsiders of that subtype, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by outsiders of the chosen subtype.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by outsiders of the chosen subtype.

Third, the spell prevents bodily contact by summoned creatures of the chosen subtype. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not outsiders of the chosen subtype are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Outsiders, Communal

Level cleric 2, mystic 2

Target creatures touched

This spell functions like protection from outsiders, except you divide the duration in 1-minute intervals among the creatures touched.

Searing Lance

School evocation [fire]; Level mystic 2

Casting Time 1 standard action

Components V, S, M (a ring of tin)

Range 30 ft.

Area 30-ft. line

Duration instantaneous

Saving Throw Reflex half; Fortitude; Spell Resistance yes

You release a lance of blue flames that deals 1d6 points of fire damage per caster level (maximum 5d6) to each creature within its area. The lance begins at your fingertips. The heat from the flames is so devastating that any creature damaged by this spell must succeed at a Fortitude save or be shaken for 1d4 rounds.

Static Charge

School evocation [electricity]; Level mystic 1

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5ft./2 levels)

Target creature or object touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

You shock your enemy with a jolt of electricity, requiring a ranged touch attack to hit. The jolt deals 1d6 points of electricity damage. At second level and each level after, the sparks cling to the target for an additional round (maximum 4 rounds), dealing an additional 1d6 points of electricity damage each round.

Static Orb

School evocation [electricity]; Level mystic 2, warden 2

Casting Time 1 standard action

Components V, S, M (a ball of yarn)

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter sphere

Duration 5 rounds

Saving Throw Reflex negates; Spell Resistance yes

You conjure a stationary orb of shimmering electricity that floats slightly above the ground. At the end of your turn, the sphere releases a wave of electricity, striking any creature within 10 feet of its position. On the first round, this wave deals 5d6 point of electricity damage; on the second round, 4d6; on the third round, 3d6; on the fourth round, 2d6; on the fifth, 1d6. Any affected creature may make a Reflex save each time to negate this damage. The orb illuminates the same area a torch would but it doesn’t ignite materials it touches.

Sulphurous Burst

School evocation [fire]; Level mystic 3

Casting Time 1 standard action

Components V, S, M (a shard of brimstone)

Range close (25 ft. + 5ft./2 levels)

Effect ray

Duration instantaneous and 1 round/level

Saving Throw Fortitude partial (see text); Spell Resistance yes

You engulf a single enemy with an explosion of searing gas, requiring a ranged touch attack. The burst deals 1d8 points of damage per caster level (max 10d8) and causes it to be blinded for 1 round/level. Half of this damage is fire damage, and half of this damage is acid damage. A successful Fortitude saving throw halves the damage and negates the blinded effect.

Tar Ball

School conjuration; Level mystic 2

Casting Time 1 standard action

Components V, S, M/DF (charcoal)

Range 50 ft.

Effect 50-ft. by 10 ft. line

Duration instantaneous

Saving Throw Reflex negates; Spell Resistance no

A sticky ball of tar rolls in whichever direction you point and bludgeons those caught in its path. The ball originate from your fingertips. Any creature struck by the ball must make a Reflex save or take 4d6 acid damage. The ball rolls up to 50 feet in a straight line over the course of a single round before dissipating. It immediately dissipates if it collides with a solid wall or object or creature of Huge size or larger. Any terrain the ball rolls over is covered in sticky tar, becoming difficult terrain for the duration of the spell.

Tremor

School evocation [earth]; Level mystic 1, warden 1

Casting Time 1 standard action

Components V, S

Range 15 ft.

Area cone-shaped burst

Duration 1/round level

Saving Throw Reflex half; Spell Resistance no

You stomp the ground in front of you. Any creature caught in the area takes 1d6 points of bludgeoning damage +1 per caster level (maximum +5). In addition, if the spell is cast outdoors or in an area with exposed silt, dirt, and rock, the area of effect of the spell is rendered into difficult terrain for a number of rounds equal to the your caster level.

Warning Shot

School illusion (figment); Level delver 0

Casting Time 1 swift action

Components V, F (a loaded firearm)

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous

Saving Throw Will negates

Warning Shot fires an illusory bullet from the barrel of a firearm, which darts towards an opponent then dissipating into a harmless burst of light prior to striking. If the target fails their Will save, they become rattled for one round, taking a -2 penalty to their effective level when resolving Intimidate checks against them. Whether or not the save is successful, a creature cannot be affected by this spell more than once a day.

Winter’s Embrace

School abjuration; Level mystic 3

Casting Time 1 immediate action

Components V, S

Range personal

Target you

Duration 1 round/level

Saving Throw none; Spell Resistance no

When this spell is cast, you encase yourself in a thick layer of ice. You gain DR/10 adamantine and fast healing 3 for a number of rounds equal to your level. However, for the duration of the spell you are effectively paralyzed (although you are not considered helpless and cannot be the target of a coup de grace). After the spell ends, you become fatigued for 1d4 rounds.