Spells

Algid Aura

Abjuration [cold]
Level: Druid 5, Wizard/Sorcerer 5, Witch 5
Components: V, S, M (fur or feather from a creature native to a cold region)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: yes

Description: An algid aura covers the caster in a personal field of freezing air so cold it causes humidity in the air to form tiny snowflakes as she passes.

The caster gains the [cold] descriptor for the duration of the spell, making her immune to damage from attacks with the [cold] descriptor and causing her to take double damage from fire damage. The caster is also immune to the effects of mundane cold.
If placed in water, a thin sheet of ice forms around the caster each round, but not enough to buoy or immobilize her.
Any creature that strikes the caster with its body or a handheld weapon deals normal damage but takes 1d6 points of cold damage + 1 point per two caster levels (maximum +15) and is temporarily frozen in place for 1 round if it fails the Fortitude save (treated as the dazed condition); those that succeed in the save are only staggered for 1 round and take half of the cold damage dealt by the aura.
This spell can activate multiple times in a round. If the attacker has spell resistance, it applies to this effect.
Creatures wielding melee weapons with reach are not normally subject to this damage and effect if they attack the caster, but you can choose to expend any spell slot of equal or lower level as an immediate action to cause the frost to defensively climb their weapon, immediately striking back at them when they successfully strike the caster. This reflexive reach defense can affect one reach attack per spell level expended.

Arctic Air

Evocation [cold]
Level: Sorcerer/Wizard 3, Druid 3, Witch 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. radius emanation centered on a creature, object, or point in space
Duration: 1 round/level
Saving Throw: Fortitude half, Will negates (see text)
Spell Resistance: Yes

Upon the casting of this spell, supernatural cold temperatures prevail in the affected area. When entering the area a creature is dealt 2d8 points of cold damage, though a successful Fortitude save halves this damage. If a creature begins and ends its turn within the affected area the spell deals this damage at the end of that creature’s turn. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items receive the benefits of saves and spell resistance, but unattended objects and points in space do not.

Biting Wind

Evocation [cold]
Level: Sorcerer/Wizard 1, Witch 1
Components: V, S, M (a whistle made of walrus or bear bone)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create a freezing wind which blows in the opposite direction the targeted creature faces. Any unprotected flames within the creatures square are extinguished and the creature suffers a –2 penalty on Perception skill checks and ranged attack rolls. Tiny or smaller creatures must succeed a DC 10 Strength check to move against the wind; airborne creatures that fail this check are pushed back 1d6 5-ft-squares. At the beginning of each round, this wind deals 1d6 points of nonlethal cold damage to the affected creature. The wind follows this creature and is always directly in front of it regardless of the direction the creature faces. The spell ends if the distance between the caster and the targeted creature exceeds the spell’s range.

Cone of Cold, Lesser

Evocation [ice]
Level: Sorcerer/Wizard 1, Witch 1, Magus 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Target: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: Yes

A cone of freezing ice and sleet shoots from your outstretched hand. Any creature in the area of the cone takes 1d4 points of cold damage per caster level (maximum 5d4).

Create Ice

Conjuration (creation) [cold]
Level: Cleric 0, Druid 0, Sorcerer/Wizard 0, Witch 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 5-ft-square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast this spell a sheet of mundane, clear ice forms covers one 5-foot square. This square becomes difficult terrain (as per ice sheet Core Rulebook p.430). This ice melts as normal.

Frozen Fog

Conjuration (creation) [cold]
Level: Sorcerer/Wizard 8, Summoner 8, Witch 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 20-ft. radius centred on caster
Duration: 1 round/level
Saving Throw: Reflex half, see text
Spell Resistance: no

An frozen fog spell creates a cloud of tempestuous, cold fog shot through with crystalline shards of ice. This fog obscures all sight as a fog cloud does. In addition, the crystalline shards of ice within the cloud deal 6d6 points of cold damage to everything within the cloud on your turn at the beginning of each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the fog moves away from you at 10 feet per round. Figure out the fog’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the fog move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder’s spread thereafter.

As with fog cloud, wind disperses the fog, and the spell can’t be cast underwater.

Frostfield

Conjuration [cold]
Level: Druid 2, Wizard/Sorcerer 2, Witch 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 30-ft. radius burst centred on one spellcaster, creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Frost explodes from you, coating everything within a 30-ft.. Mundane fires smaller than 5-ft. across are extinguished. Creatures of the fire subtype take 3d6 cold damage. This frost does not remain magical after the initial effect; melting as normal. Frostfield counters and dispels spells of equal or lower level with the fire descriptor.

Glacier

Evocation [cold]
Level: Sorcerer/Wizard 8, Witch 8
Components: V, S
Casting Time: 1 round
Range: Line of sight
Target: Volume up to four 20-ft. cubed/level
Duration: 1 hour/level
Saving Throw: Reflex negates; see text
Spell Resistance: see text

This spell creates an enormous mass of ice that forms to the terrain underneath all creatures in its area. The glacier can not extend beyond your line of sight or be otherwise sculpted in more detail than 20 foot cubes. The glacier lifts creatures to the top of the effect, or, ejects them to the nearest unoccupied space at the edge of the glacier. Any creature, other than yourself, the glacier forms under must make a Reflex save or fall prone. Creatures on the edge of the glacier that fail this save fall 1d10x10-ft. to the ground.

When cast you can choose for the glacier to slide, at a speed of 5-feet per hour, in a horizontal direction. Grinding over objects in its path and creatures trapped beneath it the glacier deals 3d6 crushing damage every 10 minutes, ignoring hardness 10.

A 20-foot cube of ice has 720 hit points. Fire deals full damage to the ice (instead of the normal half damage taken by objects). When an area of the glacier is destroyed or when the spell ends a frigid fog remains for 1 hour. Any creature ending its turn in this area takes 1d6 points of cold damage + 1 point per caster level (no save). Spell resistance prevents this damage.

Icy Glare

Evocation [cold]
Level: Druid 2, Sorcerer/Wizard 2, Witch 2, Magus 2
Components: V, S, M/DF (the tears of a rusalka)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

Your eyes rime over, allowing you to chill the very core of your foes with a glance. As a standard action as long as this spell’s effects persist, you may direct your icy glare against a single creature within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d8 points of cold damage. Creatures damaged by icy glare and not fatigued must succeed a second Fortitude save or become fatigued. Each round, affected creatures attempt a Fortitude save to warm themselves; success negates this fatigued condition. Note that this spell does not grant an actual gaze attack- foes and allies are not in danger of being chilled simply by meeting your gaze.

Insightful Feint

Divination
Level: Assassin 1, Sorcerer 1, Wizard 1,
Components: V,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Yes (harmless)
Spell Resistance: No

You gain a +10 insight bonus on the next single Bluff check (if it is made before the start of your next turn) that you make to feint in combat.

Reincarnate

Transmutation
Level: Druid 4, Witch 5
Components: V, S, M, DF (oils worth 1,00 gp)
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None, see text
Spell Resistance: Yes (harmless)

With this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.

A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Ability scores partly depend on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the new ability score modifiers. The subject of the spell gains two permanent negative levels when it is reincarnated. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be reincarnated). A character who died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to spend some time to retrain their class levels.

For a humanoid creature, the new incarnation is determined using the table on the right. The gender of the new body is decided by coin toss. For non-humanoid creatures, a similar table of creatures of the same type should be created.

A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell can bring back a creature that has died of old age.

The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form.

A wish or a miracle spell can restore a reincarnated character to his or her original form.

d% Incarnation
1-2 Aasimar
3 Faun
4-5 Catfolk
6 Changling
7-8 Dhampir
9-10 Drow
11 Duergar
12-18 Dwarf
19-25 Elf
26-27 Fetchling
28 Gillmen
29-35 Gnome
36-37 Goblin
38 Grippli
39-45 Half-Elf
46-52 Half-Orc
53-59 Halfling
60-61 Hobgoblin
62 Lizard Folk
63-74 Human
75 Ifrit
76 Kitsune
77-78 Kobold
79 Kodan
80 Leonin
81 Merfolk
82 Nagaji
83-84 Orc
85 Oread
86-87 Ratfolk
88 Samsaran
89 Strix
90 Suli
91 Svirfneblin
92 Sylph
93-94 Tengu
95-96 Teifling
97 Undine
98 Vanara
99 Vishkanya
100 Wayang

Sniper’s Eye

Transmutation
Level: Assassin 4,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Yes (harmless)
Spell Resistance: No

+10 competence bonus on Perception checks.
Darkvision out to 60 feet.
The ability to make a ranged sneak attack at a range of up to 60 feet, rather than 30 feet.
The ability to make a death attack with a ranged weapon rather than just with a melee weapon.

The target must be within 60 feet.

Sniper’s eye attunes you completely to the vantage point you had when you cast the spell.
You understand the nuances of the breeze and every angle and shadow—from that spot.
If you move even 5 feet from the place where you cast the spell, you lose the benefits of sniper’s eye until you return to that spot.
Focus: A magnifying glass lens.

Wraithstrike

Transmutation
Level: Assassin 2, Sorcerer 2, Wizard 2,
Components: V, S,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Yes (harmless)
Spell Resistance: No

When you cast this spell, your melee weapons or natural weapons become ghostly and nearly transparent for a brief time.
While this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks.

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Spells

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