Labyrinths & Liontaurs
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Inherent Spells

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First-Level Inherent Spells


Perceive Cues

School divination; Level inherent 1

CASTING

Casting Time 1 move action

Components --

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +2/level insight bonus on Spot and Sense Motive checks (max +10).


Sounding Horn

School evocation [sonic]; Level inherent 1

CASTING

Casting Time 1 standard action

Components S, F (a horn)

EFFECT

Range personal

Effect multiple calls of a horn

Duration 10 minutes/level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

You create the sound of a large hunting horn, blowing a horn call of one to five notes, as loud as a roaring dragon. The focus for this spell is the horn blown: a regular horn can produce a three-note call, a masterwork horn, a four-note call, and any magical horn, a five-note call. In the round that you cast this spell, any enemies within short range (25 ft + 5 ft/2 caster levels) must make a will save or be shaken. In subsequent rounds for the duration, you can sound the horn as a swift action to communicate to others, with no fear effect. In typical outdoor conditions, these calls can be heard up to 1 mile away per level plus half a mile per rank you have in Perform Wind Instruments. Indoors and underground, the range is reduced to 100 ft per level plus 50 ft per rank, reduced further by 100 ft for each intervening door, and by 200 ft for each foot-thickness of intervening wall. You can make these calls at any point during the spell's duration as a swift action, and each note can be short or long, allowing you to send very simple coded messages.


Special Deense

School transmutation; Level inherent 1

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

You gain a +10 enhancement bonus to AC until the start of your next turn.


Special Move

School transmutation; Level inherent 1

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

You increase your speed by 30 feet for 1 round.


Special Punch

School transmutation; Level inherent 1

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

You can make one additional unarmed attack at your highest attack bonus when you make a full attack.


Second-Level Inherent Spells


Firebelly

School abjuration; Level inherent 2

CASTING

Casting Time 1 standard action

Components S, M

EFFECT

Range personal

Targets you

Duration 1 hour/level

Saving Throw none; Spell Resistance none

DESCRIPTION

A magical fire warms your belly, granting cold resistance 5 and granting immunity to the negative effects of alcohol for the duration. You suffer no harm from being in a cold environment, and you can exist comfortably in conditions down to -50 degrees Fahrenheit without having to make Fortitude saves.


Hunting Sense

School divination; Level inherent 2

CASTING

Casting Time 1 standard action

Components --

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

Tapping into your intuition as a hunter, this spell greatly enhances your spot of one particular known creature. You gain the ability to pinpoint the creature when it is invisible or ethereal as though you had blindsense 120 ft, and you receive a +10 insight bonus on Spot and Survival checks to locate and track it. You ignore the creature's concealment (except total concealment). The creature must be known to you by name, or must be clearly visible within 60 feet when this spell is cast, or you must have a personal possession or sample of hair or blood for it.


Special Jump

School transmutation; Level inherent 2

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

You count as having a running start when making jump checks, and you gain a +20 bonus on these checks for 1 round.


Sure Hit

School enchantment [emotion]; Level inherent 2

CASTING

Casting Time 1 move action

Components --

EFFECT

Range personal

Targets you

Duration 10 minutes/level

DESCRIPTION

You become more confident in your attacks. You gain a +1 per level morale bonus (max +5) to confirm one critical threat. This spell lasts 10 minutes per level or until you successfully land a critical hit, whichever comes first.


Walk It Off

School conjuration (healing); Level inherent 2

CASTING

Casting Time 1 standard action

Components S

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

By walking in a small circle, you can heal your own wounds. You can heal a number of hit points of damage equal to 1d6 per caster level, max 5d6.


Third-Level Inherent Spells


Blistering Invective

School evocation [fire, language-dependent]; Level inherent 3

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range personal

Area 30-ft. radius centered on you

Duration instantaneous

Saving Throw Fortitude negates, see text; Spell Resistance no

DESCRIPTION

You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way must succeed at a Reflex save or take 1d4 points of fire damage and catch fire. On the round following a failed save, an enemy on fire takes an additional 1d4 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 10 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. This nonmagical fire goes out by itself after one round per caster level. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.


Effortless Armor

School transmutation; Level inherent 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per three caster levels.


Lionhearted I

School enchantment (compulsion) [mind-affecting]; Level inherent 3

CASTING

Casting Time 1 standard action

Components --

EFFECT

Range personal

Targets you

Duration 10 min./level

DESCRIPTION

This spell imbues you with great bravery and morale in battle. You gain a +2 morale bonus on attack rolls, saves, and skill checks.


Special Action I

School transmutation; Level inherent 3

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

This spell lets you make a free move action. You do not provoke any attacks of opportunity with this free move.


Special Damage

School evocation; Level inherent 3

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

You inflict 1d4 extra points of damage on your first successful melee attack made this round. This damage increases by 1d4 for every two caster levels beyond third.


Fourth-Level Inherent Spells


Friendly Stance

School divination; Level inherent 4

CASTING

Casting Time 1 move action

Components --

EFFECT

Range personal

Targets you

Duration 10 minutes/level

DESCRIPTION

Your body language and demeanor helps you seem more friendly and accommodating. For the duration of the spell, you receive a +2/level competence bonus on Diplomacy checks (max +15).


Rally

School enchantment (compulsion) [language-dependent, mind-effecting] ; Level inherent 4

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Targets you

Duration one living creature/level, no two of which may be more than 30 ft. apart

DESCRIPTION

Your words rally yourself and your allies, nullifying all existing fear effects. Against future fear effects, the spell bestows a +5 morale bonus for the duration. All other will saving throws are boosted by a +2 morale bonus.


Special Attack

School transmutation; Level inherent 4

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

You give yourself a +4 competence bonus to attacks for 1 round.


Strike Through

School transmutation; Level inherent 4

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

For the duration, your attacks ignore damage reduction. After one successful attack per level, the spell ends.


Warning Horn

School evocation [sonic]; Level inherent 4

CASTING

Casting Time 1 standard action

Components S, F (a horn)

EFFECT

Range personal

Effect multiple calls of a horn

Duration 1 minute/level

Saving Throw negates; Spell Resistance yes

DESCRIPTION

When you first cast this spell, and any time during the duration, your horn call causes enemies within range to be shaken for 1d4 rounds if they fail a Will save. You can sound your horn as a move action while the spell lasts. The focus for this spell is the horn blown: a regular horn works as described; a masterwork horn increases the save DC by 1, and any magical horn increases the save DC by 2.


Fifth-Level Inherent Spells


Heart-To-Heart Chat

School universal; Level inherent 5

CASTING

Casting Time 1 hour

Components V

EFFECT

Range touch

Effect 1 helpless creature

Duration instantaneous

Saving Throw none; Spell Resistance none

DESCRIPTION

After you have a long conversation with a helpless but conscious creature, the creature's alignment changes: It matches your own on the law / chaos axis; and if it is evil and you are not, or if you are good and it is not, its alignment now matches your own. The creature resents this, despite embracing its new outlook, and whatever its final alignment, its disposition towards you becomes hostile.


Keen Edge

School transmutation; Level inherent 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one weapon or 50 projectiles, all of which must be together at the time of casting

Duration 10 min./level

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

DESCRIPTION

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target.

Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.

Multiple effects that increase a weapon's threat range (such as the keen special weapon property and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.


New Senses

School transmutation; Level inherent 5

CASTING

Casting Time 1 move action

Components --

EFFECT

Range personal

Targets you

Duration 10 minutes/level

DESCRIPTION

For the duration of the spell, pick one sense that you can now use: low-light vision, darkvision 60 ft, scent, blindsense 15 ft. At caster level 8, pick two senses; at level 12, three.


Special Action II

School transmutation; Level inherent 5

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

This spell lets you make a free standard action. You do not provoke any attacks of opportunity with this special action.


Sixth-Level Inherent Spells


Accursed Glare

School necromancy; Level inherent 6

CASTING

Casting Time 1 round

Components V, S

EFFECT

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

Targets one creature

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You channel a fierce curse through your glare. If the target fails its saving throw, it begins to obsessively second-guess its actions and attract bad luck. Whenever the target attempts an attack roll or saving throw while the curse lasts, it must roll twice and take the lower result. While you cast this spell, an ally within range of the subject can attempt an Intimidate check as a move action (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your caster level check to overcome spell resistance (if any). Multiple allies can attempt Intimidate checks; this bonus stacks.


Special Maneuver

School transmutation; Level inherent 6

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

Before attempting a combat maneuver, you do not provoke an attack of opportunity, and you get a +1 competence bonus on the attack.


Sure Hits

School enchantment [emotion]; Level inherent 6

CASTING

Casting Time 1 move action

Components --

EFFECT

Range personal

Targets you

Duration 10 minutes/level

DESCRIPTION

You become more confident in your attacks. You gain a +1 per level morale bonus (max +10) to confirm a critical threat. This spell lasts 10 minutes per level or until you successfully land one critical hit per caster level.


Terrain Insight

School divination; Level inherent 6

CASTING

Casting Time 1 round

Components --

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

In a flash of insight you gain special deep intuition regarding the tactical possibilities of the terrain within line of sight. The game master assigns a +2 circumstance bonus to you and a number of allies equal to your caster level when making one type of d20 check, depending on the use of the terrain. Specifically, the game master reveals to you the best places from which to launch an ambush (bonus to initiative), to snipe at a foe (bonus to attack), to make a defensive stand (bonus on AC), to stage a fast retreat or advance (bonus +10 on movement), and to escape notice (bonus on stealth).


Seventh-Level Inherent Spells


Poker Face

School abjuration; Level inherent 7

CASTING

Casting Time 1 move action

Components --

EFFECT

Range personal

Targets you

Duration 10 minutes/level

DESCRIPTION

Sense Motive fails to reveal any information about you. You also gain immunity to all divination magic.


Special Action III

School transmutation; Level inherent 7

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

This spell lets you make a free full action. You do not provoke any attacks of opportunity with this special action.


Tactical Formation

School abjuration; Level inherent 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Area up to one creature/level, no two of which may be more than 30 ft. apart

Duration 10 minutes/level

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

DESCRIPTION

This spell increases the effectiveness of a group's formation in battle. When cast, all creatures under the effect of the spell must be adjacent to one another, forming an unbroken chain of squares (which may include creatures sharing the same square). This chain does not need to be a straight line. Each target in the chain receives a +2 defection bonus to AC as long as the targets stay adjacent to at least one other creature affected by the spell; moving more than 5 feet from another target ends the spell with respect to that creature only. For example, a battle leader could cast it on herself and four dwarves blocking a 20-foot-wide corridor; the leader can move freely from the left side of the formation to the right side (whether in front of or behind the other targets) and not break the spell as long as she stays within 5 feet of at least one of them.


Take It On The Chin I

School transmutation; Level inherent 7

CASTING

Casting Time 1 standard action

Components S

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

You brace yourself, toughen up, and take in on the chin. You gain damage resistance 10/- for one minute per level. Any effect that makes you cry breaks this spell.


Eighth-Level Inherent Spells


Battle Trance

School enchantment (compulsion) [mind-affecting]; Level inherent 8

CASTING

Casting Time 1 standard action

Components --

EFFECT

Range personal

Targets you

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You enter a state of intense battle focus. You gain the ferocity monster special ability, a number of temporary hit points equal to 1d6 + your caster level (maximum +15), and a +4 morale bonus on saving throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature that has attacked you.


Lionhearted II

School enchantment (compulsion) [mind-affecting]; Level inherent 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 1 min./level

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

DESCRIPTION

This spell functions like lionhearted I, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).


Marching Horn

School transmutation; Level inherent 8

CASTING

Casting Time 1 round

Components S, F (a musical instrument)

EFFECT

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

Effect allies in range

Duration 10 minutes/level

Saving Throw negates; Spell Resistance yes

DESCRIPTION

When you play a musical instrument, all allies in line of sight gain the ability to run without needing to rest and without any penalty.


Special Concealment

School transmutation; Level inherent 8

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

If you have concealment, this spell improves it, giving you total concealment. If your base concealment is magical, then your total concealment is too, and spells such as true seeing can pierce it. If your base concealment is not magical, then your total concealment is also not magical. Your special concealment lasts for so long as your base concealment does.


Ninth-Level Inherent Spells


Aura of Disarmament

School Transmutation; Level inherent 9

CASTING

Casting Time 1 standard action

Components --

EFFECT

Range personal

Effect emanation that radiates out from you for 30 feet.

Duration Concentration, up to 1 round per level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

You are imbued with an emanation that weighs down on enemies within the aura. They must make a Will save or be shaken. If they save and resist the effect, and stay within the aura, they have to save again next round. Once an enemy fails a save, it is shaken until the aura ends or they leave its area, but is affected again if it re-enters.


Creature Insight

School divination; Level inherent 9

CASTING

Casting Time 1 move action

Components --

EFFECT

Range personal

Targets you

Duration 1 round/level

DESCRIPTION

Once per round as a swift action, in a flash of insight you gain special deep intuition regarding the strengths and weaknesses of a creature within line of sight. The game master reveals the special attacks, special qualities, and any vulnerabilities the creature may have to you. If the creature makes a Will save against the spell, only one weakness and one strength, chosen at random, is revealed.


Special Hand

School transmutation; Level inherent 9

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 round

DESCRIPTION

After casting this spell, you gain a +25 insight bonus on a Disable Device or Sleight of Hand check started this round.


Tenth-Level Inherent Spells


Danger Sense

School divination; Level inherent 10

CASTING

Casting Time 1 swift action

Components --

EFFECT

Range personal

Targets you

Duration 1 hour/level

DESCRIPTION

This spell grants you a finely tuned sense of danger, granting you an insight bonus equal to your caster level on initiative checks. You are never surprised or flat-footed.


Jericho Horn

School evocation [sonic]; Level inherent 10

CASTING

Casting Time 1 standard action

Components S, F (a horn)

EFFECT

Range personal

Effect multiple calls of a horn

Duration 1 minute/level

Saving Throw negates; Spell Resistance yes

DESCRIPTION

When you sound your horn, all wall spells in line of sight -- with the words "wall of" -- come to an end. Also, the spell crumbles a continuous nonmagical physical wall segment of your choice, up to one 10 ft x 10 ft x 10 ft wall segment per caster level.


Ultimate Cuss

School transmutation [sonic]; Level inherent 10

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Targets one creature

Duration 3 rounds

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

You speak a terrible cuss, with a devastating effect on the chosen target. The creature must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails. On the first round, the target takes 3d6 points of sonic damage and is deafened for 1 round. A successful save halves the damage and negates the deafened effect. On the second round, the target takes 6d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect. On the third round, the target takes 9d6 points of damage and is staggered for 1 round. A successful save halves the damage and negates the stunning effect. The ultimate cuss has no power after the third round, even if the spell's duration is increased.


Eleventh-Level Inherent Spells


Aura of Disarmament

School Transmutation; Level inherent 11

CASTING

Casting Time 1 standard action

Components --

EFFECT

Range personal

Effect emanation that radiates out from you for 30 feet.

Duration Concentration, up to 1 round per level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

You are imbued with an emanation that weighs down on enemies within the aura. They must make a Will save or drop whatever they are holding. If they save and resist the effect, and stay within the aura, they have to save again next round. Once an enemy fails a save, it cannot be pick up anything until the aura ends or they leave its area, but is affected again if it re-enters.


Battleform I I

School transmutation; Level inherent 11

CASTING

Casting Time 1 standard action

Components S, M (a potion of bull's strength, which you drink and whose effects are subsumed by the spell effects)

EFFECT

Range personal

Targets you

Duration 1 round/level

DESCRIPTION

You become a fighting machine -- stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items.


Sweat It Out I

School conjuration (healing); Level inherent 11

CASTING

Casting Time 1 round

Components S, F (a blanket or a fire)

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

You warm yourself, and as you sweat, you expel all foreign agents from your body: poisons, toxins, diseases, vermin, infestations, pollen, worms, fungi, shards, shrapnel, or other physical invaders, neutralizing them. This spell does not cure existing inflicted damage, but ends all debilitating conditions caused by such agents and prevents future damage. The casting time does not include the time required to find or take out a blanket or the time to build a fire.


Twelfth-Level Inherent Spells


Deep Pockets

School conjuration (creation); Level inherent 12

CASTING

Casting Time 1 standard action

Components S, F (garments with pockets)

EFFECT

Range personal

Target you

Duration 1 day

Saving Throw none; Spell Resistance no

DESCRIPTION

Your pockets hold more than an observer would expect, becoming extradimensional spaces. You can carry possessions up to 10 lbs/level of any shape or size in your pockets without encumbering you at all. Your pockets cannot be picked, only you can use them, and you can put objects in and out of your pockets as a swift action or a move action, as you prefer. If you take off the clothing that has your pockets, the contents spill out. Your pockets work without problem in other extra-dimensional spaces, but do not work in an anti-magic field. You may not place living creatures in your pockets.


Reveal Flaws

School divination; Level inherent 12

CASTING

Casting Time 1 move action

Components V

EFFECT

Range personal

Targets you

Duration 1 minute

DESCRIPTION

You see the flaws in a foe's armor, natural or manufactured. For the next minute, you ignore your foe's armor and natural armor bonuses to AC. You can use the Aid Another action to reveal flaws to an ally next to you, so long as you can communicate with the ally.


Spit In Yer Eye

School transmutation; Level inherent 12

CASTING

Casting Time 1 standard action

Components S, M (wad of chaw)

EFFECT

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

Effect streams of spit

Duration instantaneous; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

For the duration of the spell, you can spit once per round as a swift action at a target using a ranged touch attack. If you hit, your target is blinded and sickened for 1 minute.


Thirteenth-Level Inherent Spells


Aura of Delay

School Transmutation; Level inherent 13

CASTING

Casting Time 1 standard action

Components --

EFFECT

Range personal

Effect emanation that radiates out from you for 30 feet.

Duration Concentration, up to 1 round per level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

You are imbued with an emanation that weighs down on enemies within the aura. They must make a Will save or drop whatever they are holding. If they save and resist the effect, and stay within the aura, they have to save again next round. Once an enemy fails a save, it cannot pick up anything until the aura ends or they leave the aura, but is affected again if it re-enters.


Lionhearted III

School enchantment (compulsion) [mind-affecting]; Level inherent 13

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets up to 6 willing creatures

Duration 1 minute/level

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

DESCRIPTION

This spell functions like lionhearted II, except that up to six willing creatures can be affected.


Fourteenth-Level Inherent Spells


Casualty Report

School divination; Level inherent 14

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets up to one willing creature/level

Duration 1 hour/level

DESCRIPTION

When you cast this spell, select a number of willing allies equal to your caster level. For the duration of the spell, you know their current and maximum hit points, all conditions affecting them, all spells in effect on them, and their emotional state, even if they travel out of sight, out of range, and even off plane.


Sweat It Out II

School conjuration (healing); Level inherent 14

CASTING

Casting Time 1 round

Components S, F (a bonfire)

EFFECT

Range within 10 ft of a bonfire next to which you are standing

Targets all allies within range

Duration instantaneous

DESCRIPTION

As Sweat It Out I, but the spell affects yourself and allies within 10 ft of a bonfire covering at least 10 x 10 ft. The casting time does not include the time required to build the bonfire.


Fifteenth-Level Inherent Spells


Aura of Paralysis

School Transmutation; Level inherent 15

CASTING

Casting Time 1 standard action

Components --

EFFECT

Range personal

Effect emanation that radiates out from you for 30 feet.

Duration Concentration, up to 1 round per level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

You are imbued with an emanation that bears down on enemies within the aura. They must make a Will save or be paralyzed. If they save and resist the effect, and stay within the aura, they have to save again next round. Once an enemy fails a save, it is paralyzed and cannot move until the aura ends or it leaves the aura, but is affected again if it re-enters.


Battleform II

School transmutation; Level inherent 15

CASTING

Casting Time 1 standard action

Components S, M (potions of bull's strength, which targets drink and whose effects are subsumed by the spell effects)

EFFECT

Range touch

Targets up to three people

Duration 1 round/level

DESCRIPTION

As battleform I, affecting up to three people you touch.