Shazartharax Quick Reference+Cast Spell


Transmutation 
Level: Assassin 2Sorcerer 2Wizard 2Spellthief 2
Components:  V S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

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.


Evocation [Electricity
Level: Sorcerer 2Wizard 2
Components:  V S M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/three caster levels, each of which must be adjacent to another target
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures).
Each target must be in a square adjacent to another target.
The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target.
A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.
Material Component: A loop of copper wire and a magnet.



Conjuration (Creation) [Electricity] 

Level: Druid 4Sorcerer 5Wizard 5Windstorm (SpC) 5, 
Components:  V ,  S ,  M ,  DF , 
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Static fills the air as you complete the spell. With a gesture you create magical conductivity between two creatures, and a bolt of electricity arcs between them with a shockingly loud crackle.

This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.

Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets). Draw the line from any corner in one creature's space to any corner in the other's space. The bolt affects all squares in this line.

Arcane Material Component: Two small iron rods.


Abjuration 
Level: Bard 4Sorcerer 4Wizard 4Spellthief 4
Components:  V S AF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

As the spell is cast, a brief shimmering field appears around you. Small motes of silver float within the field.

For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.

Focus: A glass prism.


Evocation/Transmutation [Electricity
Level: Shugenja 5 (air), Sorcerer 5Wizard 5Initiate of Bahamut (Feat) 5, 
Components:  V S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

A swirling cloud of black mist surrounds you, shot through with bolts of lightning and covering you in powerful magic.
By casting this spell, you become more formidable in aerial combat, allowing you to deal with airborne enemies more easily.
You can fly at a speed of 40 feet with good maneuverability (or 30 feet if you wear medium or heavy armor, or carry a medium or heavy load).
If you already have a fly speed of 40 feet or greater, your fly speed improves by 10 feet, and your maneuverability improves to good (unless it's already better than that).
While airborne, you can use a swift action each round to fire a bolt of magical lightning as a ranged touch attack against any other airborne target within 60 feet.
This attack deals 1 point of electricity damage per caster level (maximum 20 points) and reduces the target's fly speed to 1/2 normal for the duration of the spell.
This speed reduction doesn't stack, so attacking the same target multiple times yields no extra reduction in fly speed (but continues to deal damage).
Furthermore, while this spell is active, you can activate one lightning bolt (as the spell) as a standard action.
Doing so ends the duration of lord of the sky, and if you do not have a natural fly speed, you drift to the ground as per the fly spell.
Special: If you are of the dragonblood subtype (see page 4), this spell grants you a fly speed of 60 feet (or 40 if encumbered as described above).
Dragonblooded casters who already have a fly speed of 60 feet or greater instead gain a +10-foot improvement to their fly speed.


Transmutation [Electricity]

Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a line of lightning, similar to that created by the lightning bolt spell. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along
with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of electricity damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.


School evocation; Level sorcerer/wizard 6

CASTING

Casting Time at least 10 minutes; see text
Components V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)

EFFECT

Range personal
Target you
Duration 1 day/level (D) or until discharged

DESCRIPTION

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.


Enchantment [Cold
Level: Sorcerer 6Wizard 6
Components:  V S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level; see text
Saving Throw: Will negates
Spell Resistance: Yes

Your eyes become wintry tombs that destroy the spark of life in those who you meet your stare.
Each round you may target a single living creature.
It must make a Will saving throw or be frozen in place.
Frozen creatures cannot move, attack, cast spells, or defend themselves; they are considered immobile, losing shield and Dexterity bonuses to Armor Class and taking a further -4 penalty to Armor Class.
Frozen creatures are entitled to an additional saving throw if attacked, but this provides no immunity to the gaze.
A creature that has been immobilizing with a freezing glance,
then restored to motion after an attack, can still be the target of the same freezing glance in a later round.
Though the gaze attack ends rather quickly, frozen creatures remain immobile for 1 minute per level.
In some cases, this can cause serious damage through exposure to the elements.



Abjuration [Air
Level: Druid 7
Components:  V S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 100 ft. high)
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You form an enormous tower of dark, swirling storm clouds and howling wind.

A storm tower absorbs any electricity damage dealt to those within it. Magic missiles cannot be cast into, out of, or within a storm tower. The storm tower is composed of windstorm-strength winds (DMG 95), making ranged attacks impossible within it, though it has no effect on the movement of creatures within it. However, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of smaller size must succeed on a Fortitude saving throw to enter; otherwise, they are checked at the edge.

Anyone within a storm tower has concealment relative to those outside the tower. The howling winds of a storm tower also apply a -10 penalty on Listen checks made within 50 feet of it (including all those made inside the tower).


Transmutation [Electricity
Level: Cleric 8Druid 8
Components:  V S DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

You harness the powers of wind and storm to move, protect yourself, and attack.

You can fly at a speed of 40 feet, and you gain immunity to thrown weapons and projectile ranged attacks. You are completely unaffected by natural or magical wind, easily able to hold your position and not subject to other adverse effects of extreme wind.

Finally, you can discharge a bolt of electricity from your eyes once per round. You enemies' spell resistance applies to these lightning attacks. Doing this is a standard action that does not provoke attacks of opportunity, has a range of 100 feet, and requires a ranged touch attack. You gain a +3 bonus on the attack roll if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal. If you hit, the bolt deals 1d6 points of electricity damage per two caster levels (maximum 10d6), with no saving throw allowed.



Transmutation [Cold
Level: Druid 8Sorcerer 8Wizard 8Cleric 9Winter (Fr) 9, 
Components:  V S XP
Casting Time: 10 minutes (see text)
Range: 1 mile/level
Area: 1 mile/level radius, centered on you
Duration: 4d12 weeks
Saving Throw: None
Spell Resistance: No

You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.

SeasonPossible Weather
Spring Frequent snowfall, nightly frost
Summer Light snow, hailstorms, cold rain, cloudy
Autumn Frequent snowfall, frost
Winter Frigid cold, blizzard, and constant snowfall

Daily wind and snowfall during a fimbulwinter are determined using the table below. Add +8 to the roll when cast during winter, +4 in spring or autumn, –2 in summer, +2 for a cold climate, –2 for temperate climate, and –6 for hot climate. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.

d20 RollAmount of SnowfallAmount of Wind
0 or less 1d12 inches of snowfall melt Weak (0–10 mph)
1—5 No new snow Weak (0–10 mph)
6—10 1d4–1 inches snow Moderate (11+ mph)
11—15 1d8 inches snow or 1 inch hail Moderate (11+ mph)
16—20 1d12 inches snow Strong (21+ mph)
21—25 2d12+4 inches snow Strong (21+ mph)
26+ 1d6+1 feet of snow Very strong (31+ mph)

You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). XP Cost: 100 XP.


School evocation [force]; Level psychic 9

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Area 40-ft.-radius burst centered on you 
Duration instantaneous 
Saving Throw Fortitude partial (see text); Spell Resistance yes

DESCRIPTION

You generate a storm of telekinetic energy that emanates from you, ripping through the spell’s area of effect with devastating force. Any creature caught in the spell’s radius takes 1d6 points of damage per caster level (maximum 20d6) and is dazed and stunned for 1 round. A successful Fortitude save reduces the damage by half and negates the dazed and stunned effects.

The telekinetic storm damages objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the telekinetic storm continues beyond the barrier if the spell’s area permits; otherwise, it stops at the barrier just as any other spell effect does.

You can designate any number of creatures to be immune to the spell’s effect, though you must be capable of targeting those creatures.


School conjuration (summoning); Level cleric/oracle 9, druid 9, shaman 9, witch 9; Domain nobility 9, weather 9; Subdomain cloud 9

CASTING

Casting Time 1 round
Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)
Effect 360-ft.-radius storm cloud
Duration concentration (maximum 10 rounds) (D)
Saving Throw see text; Spell Resistance yes

By the way…
The effects created by this spell do not move with a ship and this spell does not start a fire on a ship. 

Source Skull & Shackles Player’s Guide

DESCRIPTION

You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 x 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.

2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain 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). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance‘s save DC + the level of the spell the caster is trying to cast.


Evocation [Air
Level: Druid 9Weather (CD) 9, 
Components:  V S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius tornado, up to 5 ft./caster level tall, centered anywhere within range
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.

The greater whirlwind affects creatures differently, depending on their size and where they are in relation to the twister.

Near the Tornado: Large or smaller creatures who start their turn within 60 feet of the center of the greater whirlwind must succeed on a Fortitude save or be dragged 1d4×10 feet toward the center of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged.

Huge creatures within 40 feet of the twister must succeed on a Fortitude save or be knocked prone. Gargantuan and Colossal creatures within 40 feet of the twister must succeed on a Fortitude save before moving away from the twister.

Flying creatures of size Huge or smaller that fail their Fortitude saves are sucked to the center of the twister, taking 2d6 points of damage from the battering and buffeting. Gargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6×10 feet toward the center of the twister. Colossal flyers must likewise make Fortitude saves or be pulled 1d6×5 feet toward the twister's center.

Inside the Tornado: Creatures who start their turn inside the tornado take 6d6 points of damage for each of the 1d10 rounds they remain inside it (roll separately for each creature). Creatures inside the tornado can't do much; attacks, spellcasting, and movement are impossible within an greater whirlwind. When the greater whirlwind expels a creature, it reappears 4d6×5 feet away from the twister's center in a random direction, and 4d6×5 feet off the ground (immediately falling if it can't fly).

Terrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (as described on page 90 of the Dungeon Master's Guide) wherever it goes. Structures within a greater whirlwind take 2d6×10 points of damage per round. In a round or two, that is sufficient to destroy any building made of materials less sturdy than reinforced masonry.

No ranged attacks can pass through the twister. The greater whirlwind extinguishes all flames it touches. Listen checks are impossible within a greater whirlwind.

The greater whirlwind remains stationary unless you direct it elsewhere as a move action. It moves up to 60 feet per round.


Conjuration (Creation) [Air
Level: Druid 9Sorcerer 9Wizard 9
Components:  V S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 60 ft. high)
Duration: 3 rounds (D)
Saving Throw: None
Spell Resistance: No

A cylinder of roiling clouds appears, shot through with punishing winds and sheets of lightning.

This spell creates an enormous mass of dark clouds that provide concealment as fog cloud. Powerful and contrary currents of wind inside the cylinder have the effect of a wind wall spell. Movement within the cylinder is hampered; entering an affected square costs 2 squares of movement. You can see and move normally within your own towering thunderhead spell (though your ranged attacks are hindered as much as anyone else's).

Any sonic or electricity spell of 7th level or lower cast by a creature within a towering thunderhead is automatically empowered (as if affected by the Empower Spell feat, but with no adjustment to the spell's level or casting time). Spells already affected by Empower Spell don't gain this benefit.