When the reaper reaches the 11th level and attempts to learn the deeper mysteries of a philosophy he must make a very important choice. Philosophy proceed in their understanding: Trivial, Shallow, Clever, Insightful, and then finally Deep. Then after the Abyssal level the philosophy splits into the Path of Light(Illuminated, Shining, Brilliant, Radiant, and finally Celestial) and the Path of Shadow (Obscure, Dark, Grim, Black, and finally Infernal). The reaper must decide to take the light or dark path; for, all the evocations his knows from a single philosophy must be either light or dark. He may choose a different path in different philosophies and he may move his essences form one path to another so long as he does so completely.
Saving throw DCs are set by depth of the Mystery. The formula reads 10+Mystery depth+your Charisma bonus.
Philosophies often have requirements. While
similar to mystery components, these requirements differ in their
individualistic nature. The requirements may have similar bases but the
words or sounds for each are unique to the reaper. The words are meaningful only to the spirits
the reaper has consumed. While Jor’lek may cry “Ingitious” when
evoking an Abyssal Blast, Shem may call out “Pyroast.”
There are five requirements: corporeal (C), focal (F), linguistic (L), material
(M), sacrificial (S), and vociferous (V). Corporeal requirements
necessitate movement or holding the body in a precise position.
Linguistic requirements necessitate only certain words be spoken, as opposed to
vociferous which requires that the vocalization be shouted. If the Reaper
is sick they have an 85% chance of being unable to perform vociferous
requirements and 50% of being unable to perform linguistic requirements.
Some mysteries require that the Reaper maintain his Spiritual Focus, should he
lose or expends his Spiritual Focus before the duration is complete the
evocation is lost. Like spells, evoking requires concentration (see PHB
p. 170). Material requirements are transformed for the duration to the
mystery and return at the end of the mystery to their original form.
Sacrificial require the loss of something, often this will be of the reaper
himself.
Every mystery, except for trivial mysteries, requires that the reaper know a number of minimum lesser mysteries from the same philosophy before being able to know that mystery.
Each Philosophy bestows one power, which is innate and
does not threaten the reaper with lucidity damage. A reaper gains one use per day of the
bestowed power for ever mystery of the philosophy which the reaper learns. Unless otherwise noted a reaper can activate
a bestowed power as a swift action.
Philosophy of the Earths
Bestowed Power
For one round your Sawollic Fire overcomes DR/Adamantine, Cold Iron, or
Silver. You must choose at the beginning
of your round. Your Sawollic
Fire still must over come mystery resistance.
Tin Man
Depth: Trivial (0)
Requirements: C, V
Minimum
Spirit points: (2)
Minimum
Lesser Mysteries Known: 0
Evoking Time: 1 standard action
Target: Self
Effect: You skin is coated in a thin layer of metal
Duration: 10 mins
Saving Throw: None
Mystery Resistance: No
You gain +1 natural armor bonus.
Diamond Edge
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (28)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Target: one weapon or piece of ammunition
Effect: The weapon become coated in a magical crystal edge
Duration: 1 min/ level
Saving Throw: Will (object)/ harmless
Mystery Resistance: No
The weapon you touch gains the magical ability to bypass damage reduction/adamantine. It does not take on any other attributes of the mineral.
Iron Axe
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (26)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Target: one weapon or piece of ammunition
Effect: The weapon become coated in a magical ferrous metal
Duration: 1 min/ level
Saving Throw: Will (object)/ harmless
Mystery Resistance: No
The weapon you touch gains the magical ability to bypass damage reduction/cold iron. It does not take on any other attributes of the mineral.
Silver Sword
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (27)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Target: one weapon or piece of ammunition
Effect: The weapon become coated in a magical silver
Duration: 1 min/ level
Saving Throw: Will (object)/ harmless
Mystery Resistance: No
The weapon you touch gains the magical ability to bypass damage reduction/silver. It does not take on any other attributes of the mineral.
Silver Tongue
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (10)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Target: self
Effect: Your tongue actually turns to living silver
Duration: 10 mins + 1 min/ level
Saving Throw: None
Mystery Resistance: No
You gain +4 to Bluff, Diplomacy, and Intimidate checks
Iron Fist
Depth: Clever (2)
Requirements: V
Minimum
Spirit points: (29)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Target: Self
Effect: Your hands turn to living iron
Duration: 10 round + 1 round per level
Saving Throw: None
Mystery Resistance: No
Your unarmed attack becomes cold iron and deals 1d12 x3.
Rocky Flesh
Depth: Insightful (3)
Requirements: L, V
Minimum
Spirit points: (100)
Minimum
Lesser Mysteries Known: 2
Evoking Time: 1 standard action
Target: touch
Effect: Skin becomes stone
Duration: 10 round + 1 round per level
Saving Throw: Will (harmless)
Mystery Resistance: No
target gains a +3 Natural armor bonus which stacks with other natural ac bonuses, a +2 circumstance bonus to intimidate checks, and an enhancement bonus to +2 to strength and constitution, while Diplomacy and bluff checks suffers a –2.
Iron Hide
Depth: Deep (4)
Requirements: C, V
Minimum
Spirit points: (165)
Minimum
Lesser Mysteries Known: 2
Evoking Time: 1 standard action
Target: self
Effect: Your skin turns to metal
Duration: 10 min + 1 min per level
Saving Throw: None
Mystery Resistance: No
You gain Damage Reduction 5/- , energy resistance acid, cold, fire, and sonic 5.
Sun Stones
Depth: Luminous (5)
Requirements: F, M, S,
Minimum
Spirit points: (203)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Area: Medium (100 ft. + 10 ft./level) sphere
Effect: shining stones tossed into the air emit brilliant solar energy
Duration: Instantaneous
Saving Throw: Ref/ Partial
Mystery Resistance: Yes
All creatures in the area are blinded by the brilliant energy and dealt 1d4/evoker level (max 10d4), undead are dealt 1d12/level (max20d12) in stead. Reflex for save cuts the damage in half and negates the blinding
Material Requirement: a hand full of pebbles.
Sacrificial Requirement: 8 oz of sulfer and a diamond worth 100gp.
Inspire Life
Depth: Shining (6)
Requirements: C, S
Minimum
Spirit points: (273)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 10 mins
Target: touch
Duration: Instantaneous
Saving Throw: None
Mystery Resistance: No
You turn one creature who has been turned to stone back to flesh.
Sacrificial Requirement: 1 point of con damage.
Call of the Golem
Depth: Brilliant (7) [summoning]
Requirements: V
Minimum
Spirit points: (675)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: Cylinder 30ft
Effect: Earth elemental crawl out of the ground in front of you
Duration: 1hrs/level
Saving Throw: None
Mystery Resistance: No
You call for 1d8 large Earth elementals (large) who serve as long as you speak terran; otherwise they attack the nearest creature. You must wait until all current earth elementals die or the evocation ends to evoke Call of the Golem again.
Armor of the Craig
Depth: Radiant (8)
Requirements: C, L, M, V
Minimum
Spirit points: (996)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: personal
Area: 0ft
Target: Self
Effect: a diamond grows into a suit of armor
Duration: 1 min per level
Saving Throw: None
Mystery Resistance: No
You become covered in an amazing full body armor made of adamantine and diamond, causing it to act as an incredible and magical Mirror. The Armor replaces any other you are wearing and provides +13 AC with a max dex bonus of +2, and a SR equal to your evoker level. Any spell that fails to penetrate your SR is reflected back on the caster. You are immune to force damage.
Material Requirement: A diamond worth 500gp.
Iron Solider
Depth: Radiant (8)
Requirements: C, L, M, V
Minimum
Spirit points: (1450)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: touch
Target: one touched creature
Duration: 1 min per level
Saving Throw: fort negates (harmless)
Mystery Resistance: No
This
spell transforms your body into living iron, which grants you several powerful
resistances and abilities.
You gain
damage reduction 15/adamantine. You are immune to blindness, critical hits,
ability score damage, deafness, disease, drowning, electricity, poison,
stunning, and all spells or attacks that affect your physiology or respiration,
because you have no physiology or respiration while this spell is in effect.
You take only half damage from acid and fire of all kinds. However, you also
become vulnerable to all special attacks that affect iron golems.
You gain
a +6 enhancement bonus to your Strength score, but you take a –6 penalty to
Dexterity as well (to a minimum Dexterity score of 1), and your speed is
reduced to half normal. You have an arcane spell failure chance of 50% and a –8
armor check penalty, just as if you were clad in full plate armor. You cannot
drink (and thus can’t use potions) or play wind instruments.
Your
unarmed attacks deal damage equal to a club sized for you (1d4 for Small
characters or 1d6 for Medium characters), and you are considered armed when
making unarmed attacks.
Your
weight increases by a factor of ten, causing you to sink in water like a stone.
However, you could survive the crushing pressure and lack of air at the bottom
of the ocean—at least until the spell duration expires.
Material Requirement: An iron crow.
Sacrificial Requirement: A master work Iron weapon and shield.
Bastion
Depth: Celestial (9)
Requirements: C, F, V
Minimum
Spirit points: (1200)
Minimum
Lesser Mysteries Known: 5
Evoking Time: 1 full round
Target: target
Effect: Visual display
Duration: 1 hour/level (dismissible)
Saving Throw: None
Mystery Resistance: No
you call forth walls of pure diamond or adamantine (your choice) up to 5ft thick and 10ft in height, and 100ft + 10ft/evoker level wide. You can shape the walls anyway you see fit so long as you maintain these ratio, and thus you can make walls ceilings and floors. You must wait 3d10 rounds before casting it again.
Earth’s Armament
Depth: Obscure (5)
Requirements: C, F, L,V
Minimum
Spirit points: (250)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Effect: The weapon burst from the ground before you
Duration: 10 min + 1 min per level
You create a weapon to your specification. It can be made of material found in the ground but the weapon cannot weigh more than 20lbs nor may have any moving parts. The weapon is magical and has an enhancement bonus equal to 1/3 of your evoker level to a max of +5. As a full round action you can change the weapon into any other qualified weapon. You do not have to proficient with the weapon. Also you can use this to create the parts of a weapon such as an axe head.
Stone
Depth: Dark (6)
Requirements: C, F, V
Minimum
Spirit points: (300)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Target: touch
Duration: 0 round + 0 round per level
Saving Throw: Fort/Negates
Mystery Resistance: Yes
You make a touch attack to one enemy who is turned to stone
Stalagmite
Depth: Grim (7)
Requirements: C, F,
Minimum
Spirit points: (623)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: one creature standing on the ground
Effect: A stone spire rises from the ground and then recedes
Duration: instananeous
Saving Throw: Ref/Half
Mystery Resistance: No
a spike of stone rises up under one enemy dealing 1d6 per evoker level (Max 15d6) of piercing damage. The stalagmite then turns to dust
Stalagmite
Depth: Grim (7)
Requirements: C, F,
Minimum
Spirit points: (623)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: one creature standing on the ground
Effect: A stone spire rises from the ground and then recedes
Duration: instananeous
Saving Throw: Ref/Half
Mystery Resistance: No
a spike of stone rises up under one enemy dealing 1d6 per evoker level (Max 15d6) of piercing damage. The stalagmite then turns to dust
Earthquake
Depth: Sinister (8)
Requirements: C, F, V
Minimum
Spirit points: (700)
Minimum
Lesser Mysteries Known: 4
Like the spell of the same name
Nails
Depth: Sinister (8)
Requirements: C, F, V
Minimum
Spirit points: (1313)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Effect: you finger nails turn into iron spikes that explode from your hand
Duration: instananeous
Saving Throw: Ref/ negates
Mystery Resistance: No
you fire metal spikes from your hands. You make a ranged touch attack against one enemy range increment 10ft. If you hit you deal 1d10 con damage
Chasm
Depth: Infernal (9)
Requirements: C, F, L, V
Minimum
Spirit points: (2156)
Minimum
Lesser Mysteries Known: 5
Evoking Time: I full round
Area: Short (25 ft. + 5 ft./2 levels) Long (400 ft. + 40 ft./level)
Saving Throw: Ref/Negates
Mystery Resistance: No
a chasm opens starting at your feat 25ft +5ft/2evoker levels wide and 400ft +40ft/evoker levels Creatures caught in this area fall until they hit the core unless they make a reflex save or can fly. The chasm immediately closes smothering and crushing anyone caught in Chasm. Creatures who are not immune to fire and do not have burrow die. You must wait 3d10 rounds before casting it again.
Philosophy of the Fires
Bestowed Power
For one round you may choose to
lose your Sawollic Fire but gain fire resistance
equal to 1d4 per point of charisma bonus (as per the sawollic
fire ability). These points are rolled
for each use. This may be used to in
reaction to being dealt fire damage and is a free action to activate. As you gains Sawollic
Blast and Sawollic Inferno dice used for this
bestowed power to match the your Sawollic Fire
ability, d6 and d8 respectively.
Visions of Heat
Depth: Trivial (0)
Requirements: C, L
Minimum
Spirit points: (1)
Minimum
Lesser Mysteries Known: 0
Evoking Time: 1 standard action
Target: Self
Range: 15ft
Duration: 3 rounds (D)
Saving Throw: Will negates harmless
Mystery Resistance: Yes harmless
You gain the ability to see the radiations of heat rather than light, gaining blindsense.
Hot Hands
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (15)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Range: Touch
Effect: Your hands glow red
Saving Throw: Fort/Half
Mystery Resistance: Yes
You super heat 10 square feet/ evoker level of metal and/or cause 5 square feet/ evoker level of flammable material to burst into flames, anyone touching the material is dealt 1d4/2 evoker levels of fire damage to a max of 5d4 fire damage.
Fast Flash
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (20)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Area: 10ft
Duration: 1d3 rounds
Effect: Light explode from your hands
Saving Throw: Fort/negates
Mystery Resistance: Yes
Bright light explodes blinding everyone other than yourself for 1d3 rounds.
Sticky Flame
Depth: Shallow (1)
Requirements: C, F, V
Minimum
Spirit points: (30)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Target: one touched creature
Duration: 1 round/ level
Effect: You place a supernatural fire which sticks to the body of the target and will not come off
Saving Throw: Reflex/negates
Mystery Resistance: Yes
The fire that you place on the target burns continuously dealing 1d3 fire damage each round. Flame will only dissipate if you lose your spiritual focus; no amount of water, earth, or even vacuum will stop the flame. The spell is cumulative with multiple castings.
Warm the Blood
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (8)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Target: self
Duration: 1 day
Effect: Light explode from your hands
Saving Throw: Fort/negates harmless
Mystery Resistance: No
You treat the environment as if it were 50º warmer, not exceeding 70º unless the environment actually already is warmer than 70º. Additionally, you gain energy resistance cold 1.
Heat Shield
Depth: Clever (2)
Requirements: C, L
Minimum
Spirit points: (34)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 round
Range: Self
Duration: 1 round/level
Saving Throw: None
Mystery Resistance: No
A flame shaped red “heat” shield appears and floats around you. The shield absorbs cold damage. The shield lasts until it has absorbed a number of points equal to 10 times your evoker level or until the duration ends.
Scorching Ray
Depth: Insightful (2)
Requirements: C, F, L
Minimum
Spirit points: (22)
Minimum
Lesser Mysteries Known: 1
As the spell of the same name
Master Metabolism
Depth: Clever (2)
Requirements: C, L
Minimum
Spirit points: (64)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 round
Range: Self
Duration: 1 day/level
Saving Throw: None
Mystery Resistance: No
You may exist comfortably at temperatures between –100 and 300 degrees Fahrenheit. You may choose to spend a full day resting during this time you do not have to eat, drink, or breath, but if you don’t you also do not heal naturally.
Blast of True Fire
Depth: Insightful (3)
Requirements: C, F, L,
Minimum
Spirit points: (153)
Minimum
Lesser Mysteries Known: 2
Evoking Time: 1 standard action
Range: 60ft
Area: 60ft line burst
Effect: A blast of white hot fire
Duration: Instantaneous
Saving Throw: Reflex/ half
Spell
Resistance: Yes
You
release powerful beams of searing energy that deals 1d4 points of hellfire
damage per 2 evoker levels (maximum 5d4) to each creature within its area. The
beams burst from your hands.
The
Blast of True Fire sets fire to combustibles and damages objects in its
path. It can melt metals with a low melting point, such as lead, gold, copper,
silver, or bronze. If the damage caused to an interposing barrier shatters or
breaks through it, the beams may continue beyond the barrier if the spell’s
range permits; otherwise, it stops at the barrier just as any other spell
effect does.
Daylight
Depth: Insightful (3)
Requirements: C, F, L
Minimum
Spirit points: (66)
Minimum
Lesser Mysteries Known: 2
As the spell of the same name
Heat Wave
Depth: Insightful (3)
Requirements: C, F, L,
Minimum
Spirit points: (119)
Minimum
Lesser Mysteries Known: 2
Evoking Time: 1 standard action
Range: 20ft
Area: 20ft cone burst
Effect: sweltering heat radiates from your hands
Duration: Instantaneous
Saving Throw: Fort/ Partial
Mystery Resistance: Yes
You deal 1d6/evoker level (max 10d6) of fire damage in a cone everyone in the cone become fatigued. Fort save negates fatigue and cuts the damage in half.
Fire Gate
Depth: Deep (4)
Requirements: C, F, L, V
Minimum
Spirit points: (273)
Minimum
Lesser Mysteries Known: 2
Evoking Time: 1 standard action
Casting Time: 1 standard action
Range:
Long (400 ft. + 40 ft./level)
Target:
You and touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw: None, Reflex half, and Will negates
(object) see text
Spell Resistance: No and Yes (object) see text
You instantly transfer yourself from your current location to
any other spot within range. You always arrive at exactly the spot
desired—whether by simply visualizing the area or by stating direction. After
using this mystery, you can’t take any other actions until your next turn. You
can bring along objects as long as their weight doesn’t exceed your maximum
load. You may also bring one additional willing Medium or smaller creature
(carrying gear or objects up to its maximum load) or its equivalent per three
evoker levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at
least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid
body, you and each creature traveling with you take 1d6 points of damage and
are shunted to a random open space on a suitable surface within 100 feet of the
intended location.
If there is no free space within 100 feet, you and each
creature traveling with you take an additional 2d6 points of damage and are
shunted to a free space within 1,000 feet. If there is no free space within
1,000 feet, you and each creature traveling with you take an additional 4d6
points of damage and the mystery simply fails.
All creatures within 10ft of you when you move is dealt 4d6
fire damage, a reflex save cuts this damage in half. Spell resistance applies to this damage.
Hot Foot
Depth: Deep (4)
Requirements: C, F, V
Minimum
Spirit points: (160)
Minimum
Lesser Mysteries Known: 2
Evoking Time: 1 standard action
Target: Self
Effect: Your feet burst into flames
Duration: 10 Mins + 1 Min/level (D)
Saving Throw: None
Mystery Resistance: Yes
You gain +30ft to your land movement speed, for one round after you move through a square you leave a line of fire that deals anyone moving through it 1d4 fire damage for every five feet they move through. You gain a +1 to your AC for each movement you make (only counting movements which use your land movement speed). You gain fire resistance 5 for the duration of the mystery
Visions of Heat, Mass
Depth: Deep (4)
Minimum
Spirit points: (96)
Minimum
Lesser Mysteries Known: 2
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature/level, no two of which can be more than
30 ft. apart
Duration: 1 round/level (D)
This
spell functions like Visions
of heat, except that it affects multiple creatures.
Fire Wall
Depth: Illuminated (5)
Requirements: C, F, L, V
Minimum
Spirit points: (320)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Dense sheet of fierce flame up to 50 ft. long/level or a ring of fire with a radius of up to 10 ft. per two levels; either form 50 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Mystery Resistance: Yes
An immobile, blazing curtain of shimmering violet flame springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 15 feet but within 30 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 5d6 points of fire damage +1 point of fire damage per evoker level (maximum +25) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 40 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Orb of the Righteous Flames
Depth: Illuminated (5) [good]
Requirements: C, F, L, V
Minimum
Spirit points: (470)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A small ball of holy fire fires from your hand
Duration: Instantaneous
Saving
Throw: None
Mystery
Resistance: Yes
A holy orb of fire springs from your hand and speeds to its
target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d6
points /3 levels of fire damage to good creatures (max 5d6). The orb deals 1d6 points/2 levels of fire damage to non good, non evil
creatures (max 10d6). The orb deals 1d6 points/ levels of fire damage to evil
creatures (Max 15d6).
Hell Runner
Depth: Illuminated (5)
Requirements: C, F, L
Minimum
Spirit points: (320)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Target:
Self
Effect: Your feet burst into flames
Duration: 1 round /level (D)
Saving
Throw: None
Mystery
Resistance: Yes
You
gain +5 ft/level to your land movement speed, for one round after you move
through a square you leave a line of fire that deals anyone moving through it
1d6 hell fire damage. You gain energy
resistance 5 to this and only this hellfire damage, but not to other sources of
hellfire damage
Righteous Fires of Heaven’s Wrath
Depth: Celestial (6) [good]
Requirements: C, L, S, V
Minimum
Spirit points: (550)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 100 ft. high)
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
A Righteous
Fires of Heaven’s Wrath produces a vertical column of Hellfire roaring downward.
The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the
damage is fire damage from divine sacred power and therefore does not affect
good creatures, and the other half is hellfire er and
is therefore not subject to being reduced by resistance to fire-based attacks.
Sacrificial Requirement: One religious symbol of a good god or power of whom you are within one step of their alignment.
Pass by Flame
Depth: Shining (6)
Requirements: C, M, V
Minimum
Spirit points: (300)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Target: Touched object
Area: 100 sq. ft+ 10sq. ft/level
Effect: One solid object temporarily becomes mushy, rather like pudding
Duration: 1 min/level, (D)
Saving Throw: None
Mystery Resistance: No
By exciting the atoms you become able to pass through a solid object.
Material Requirement: The object being passed through.
Heat Shield, Mass
Depth: Shining (6)
Minimum
Spirit points: (475)
Minimum
Lesser Mysteries Known: 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30
ft. apart
This
spell functions like heat shield, except that it affects multiple
creatures.
Call of the Ifriti
Depth: Brilliant (7) [summoning]
Requirements: V
Minimum
Spirit points: (658)
Minimum
Lesser Mysteries Known: 4
Evoking Time: Full round action
Range: Short (25 ft. + 5 ft./2 levels)
Area: Cylinder 30ft
Effect: A portal opens up in the ground and 1d8 Fire elementals crawl out
Duration: 1hr per level
Saving Throw: None
Mystery Resistance: No
You call 1d8 fire elementals (large) who obey you (so long as you speak ignan otherwise they attack the nearest thing).
Note: you can not recast this until the evocation ends or all fire elementals die
Sacred Fires of Flight
Depth: Illuminated (7)
Requirements: C, F, L
Minimum
Spirit points: (750)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Target:
Self
Effect: You burst into white flames and take flight
Duration: 1 round /level (D)
Saving
Throw: None
Mystery
Resistance: Yes
You
gain flight at a speed of 5 ft/level and with perfect maneuverability. Your unarmed attack deals 1d6 hell fire
damage in addition to the normal damage.
Anyone who attacks you with a natural weapon and hits is dealt 1d6
hellfire damage. Any creature in a
grapple with you is dealt 1d6 hellfire damage each round, regardless of how is
in control of the grapple.
Incinerate
Depth: Radiant (8)
Requirements: C, L, V
Minimum
Spirit points: (1200)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Target: One nonliving touched object
Area: 10sq ft/ 2 evoker level
Effect: Visual display
Duration: Instantaneous
Saving Throw: None; Fort/negates, see text
Mystery Resistance: Yes
In a flash an area of 10sq ft/ 2 evoker level hits100,000 degrees Celsius if can burn it is consumed and turned to ash where as stone crumbs and metal melts this does not affect living matte. Living creatures who see light or heat within 1000 feet become blinded for 1d4 rounds. Held items get a fort save to negate.
Sun Ray
Depth: Radiant (8)
Requirements: C, L, V
Minimum
Spirit points: (752)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
Focusing
divine power like a ray of the sun, you project a blast of light from your open
palm. You must succeed on a ranged touch attack to strike your target. A
creature struck by this ray of burning sun light takes 1d8 points of damage per
two caster levels (maximum 10d8). An undead creature takes 1d6 points of damage
per caster level (maximum 20d6), and an undead creature particularly vulnerable
to bright light takes 1d8 points of damage per caster level (maximum 20d8). A
construct or inanimate object takes only 1d6 points of damage per two caster
levels (maximum 10d6). Half of this
damage is fire, but the other half results from the light.
Hell Fire Strike
Depth: Celestial (9)
Requirements: C, L, S, V
Minimum
Spirit points: (1984)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area: Cylinder (5-ft. radius, 5,000 ft. high)
Effect: Pillar of white fire descending from above
Duration: Instantaneous
Saving Throw: Ref/Half
Mystery Resistance: Yes
A pillar of white fire strikes from the sky and deals 1d8/evoker level of Hell fire damage to a max of 25d8.
Sacrificial Requirement: One religious symbol of a god or power of whom you are within one step of their alignment.
Burning Ring of Fire
Depth: Obscure (5)
Requirements: C, V
Minimum
Spirit points: (295)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level); Self [see text]
Area: Medium (100 ft. + 10 ft./level)burst
Effect: A ring of fire burst from your body
Duration: Instantaneous
Saving Throw: Ref/Half
Mystery Resistance: Yes
A ring of fire radiates from your body dealing 1d6/evoker level (max: 15d6) fire damage to everyone within the area.
Infectious Fire
Depth: Obscure (5)
Requirements: C, L
Minimum
Spirit points: (454)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Range: Touch
Effect: A ring of fire burst from your body
Duration: 1day/level
Saving Throw: None; fortitude/negates see text
Mystery Resistance: Yes
You touch one creature placing a cursed fire upon the creature, dealing 1d6/3 level of fire damage (max of 5d6). Then one hour later the burns flare up and the creature suffers 1d4 points of fire damage; this happen every hour for the duration of the mystery (this does not stack with multiple casting). Any creature that touches the infected in an attempt to heal it (magically or non magically, including) must make a fortitude save or become infected as well. If an infected creature is healed of all damage, regardless of how much fire damage it has taken, it is “cured” of the infectious fire. A remove curse can stop further fire damage.
Searing Heat Wave
Depth: Obscure (5)
Requirements: C, L, S
Minimum
Spirit points: (336)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Range: 30ft
Area: 30ft. cone burst
Effect: a cone of searing heat
Duration: Instantaneous
Saving Throw: Fort/partial
Mystery Resistance: Yes
The palm of your hand radiates with a bright red light. Heat radiates from your hand dealing 1d6/evoker level (max: 15d6) fire damage to everyone within the area, causing fatigue, and 1d4 rounds of blindness. Creatures that make a successful fortitude save negate the fatigue, negate blindness, and cut the damage in half. Creatures immune to fire are immune to the fatigue but not the blindness.
Sacrificial Requirement: 1d6 points of non-lethal damage.
Fever
Depth: Dark (6)
Requirements: C, S, V
Minimum
Spirit points: (497)
Minimum
Lesser Mysteries Known: 3
Evoking Time: 1 standard action
Range: Medium (100ft.+ 10/level)
Effect: Visual display
Duration: Instantaneous
Saving Throw: Fort/Negates
Mystery Resistance: Yes
You stretch hand and pour out great amounts of heat (creatures that are not subject to critical hits are immune), making a ranged touch attack to the creature’s head: using the size of the creature’s head to determine the size bonus to AC. The heat causes the head to burst (usually killing the creature).
Sacrificial Requirement: A pinch of ash.
Heat Beam Eye Blast
Depth: Dark (6)
Requirements: C, L, V
Minimum
Spirit points: (296)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: 100ft+10ft/level
Area: Line 100ft+10ft/level
Effect: a cone of searing heat
Duration: Instantaneous
Saving
Throw: Reflex/Half
Mystery
Resistance: Yes
You
release powerful beams of searing energy that deals 1d6 points of fire damage
per caster level (maximum 20d6) to each creature within its area. The beams
burst from your eyes.
The Heat
Beam Eye Blast sets fire to combustibles and damages objects in its path.
It can melt metals with a low melting point, such as lead, gold, copper,
silver, or bronze. If the damage caused to an interposing barrier shatters or
breaks through it, the beams may continue beyond the barrier if the spell’s
range permits; otherwise, it stops at the barrier just as any other spell
effect does.
Summons of the Abyssal Hoard
Depth: Dark (6) [evil, chaos, summoning]
Requirements: S (special), V
Minimum
Spirit points: (666)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned infernal creature
Duration: 1 Min/level (D)
Saving
Throw: None
Mystery
Resistance: No
This
mystery summons 1 Hezrous, 1d3 Vrocks,
1d4 bebilithes, 1d6 succubi,
1d8 Babaus, or 2d8 Quasits.
It appears where you designate and acts immediately, on your turn. It attacks
your opponents to the best of its ability. If you can communicate with the
creature, you can direct it not to attack, to attack particular enemies, or to
perform other actions.
The
mystery conjures one of the creatures from the 1st-level list on the
accompanying Summon Monster table. You choose which kind of creature to summon,
and you can change that choice each time you cast the mystery.
A
summoned monster cannot summon or otherwise conjure another creature, nor can
it use any teleportation or planar travel abilities. Creatures cannot be
summoned into an environment that cannot support them.
Sacrificial Requirement: The heart of a small or larger creature. A dragon heart maximizes the mystery. The heart of a sentient being must be used to call a Hezrou. 1,000 xp for a Hezrou, 333xp per Vrock, 250xp per Bebilith, 150xp per Succubus, 100xp per Babau, 50xp per Quasit.
Epidemic
Depth: Grim (7)
Requirements: C, L, S, V
Minimum
Spirit points: (1150)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Area: 30ft
Target: One creature per level
Duration: Instantaneous
Saving Throw: Fort/partial
Mystery Resistance: Yes
Like Fever you pour out heat into a creature’s head, however you no longer have to touch a creature. For every 5ft from you a creature is they gain an additional +2 to their fort save to resist the Epidemic. On a successful fort save the creature takes 1d4 fire damage instead of losing their head.
Sacrificial Requirement: you take 1 point of con damage.
Searing Heat Wave
Depth: Grim (7)
Requirements: C, L, V
Minimum
Spirit points: (536)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: 5ft.
Area: 5ft. high 60ft radius cylinder spread
Effect: a cone of searing heat
Duration: Instantaneous
Saving Throw: Fort/partial
Mystery Resistance: Yes
Your body burns with a bright red light. Heat radiates from your body dealing 1d6/evoker level (max: 20d6) fire damage to everyone within the area, causing exhaustion, 1d6 rounds of blindness, and 1d4 of constitution damage. Creatures that make a successful fortitude save negate the fatigue, negate blindness, constitution damage, and cut the fire damage in half. Creatures immune to fire are immune to the fatigue and constitution, but not the blindness.
Burning Thoughts
Depth: Sinister (8)
Requirements: C
Minimum
Spirit points: (1030)
Minimum
Lesser Mysteries Known: 4
Evoking Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature per level no two of which may be more than 30ft apart
Duration: Instantaneous
Saving Throw: Will/ Negates
Mystery Resistance: Yes
1 creature/evoker level within 25ft + 5ft/2 evoker level falls to the ground in agonizing pain taking 1d8 wisdom burn and falls to the ground in agony prone.
Note: Creatures immune to fire are immune to this mystery.
Call of Hell’s Legion
Depth: Grim (8) [evil, lawful, calling]
Requirements: S (special), V
Minimum
Spirit points: (1666)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A number of call
Devils com
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
By
casting this mystery, you lure devils to your service with the offer of the
only commodity of any true value to them; souls. You may call any number of devils and any
type so long as the total HD of the devils do not
exceed that of your caster level. If you
know an individual devil’s name, you may request that individual by speaking
the name during the evoking (though you might get a different devil anyway).
You
may ask the devil to perform one task in exchange for a payment from you. Tasks
might range from the simple to the complex. You must be able to communicate
with the devil called in order to bargain for its services.
The
devil called requires a payment for its services. This payment is in the form
of souls, This payment must be made before the devil
agrees to perform any services. The bargaining takes at least 1 round, so any
actions by the devil begin in the round after it arrives.
A task
taking up to 1 minute per caster level requires a payment of 1 spirit per HD of
the devil called. For a task taking up to 1 hour per caster level, the devil
requires a payment of 2 spirit points per HD. A long-term task, one requiring
up to one day per caster level, requires a payment of 5 spirit points per
HD. If the task is particularly
dangerous to the devil or in line with the devil’s interests the devil may
require more or less spirits
Sacrificial Requirement: At least 1 spirit point per HD of the creature(s) you call (actually paid to the called creature). 10xp per HD you Call.
Hellgate
Depth: Infernal (9) (calling)
Requirements: C, L,V
Minimum
Spirit points: (1864)
Minimum
Lesser Mysteries Known: 5
Evoking Time: Full round action
Range: Medium (100 ft. + 10 ft./level)
Area: 10ft+ 1 ft./level opening in the universe
Effect: A wormhole directly to the Infinite Wastelands
Duration: Instantaneous
Saving Throw: Fort/ Partial
Mystery Resistance: No
A creature of your choosing is sucked into a hole in space-time leading directly to a random part of Baator, Hades, or the Abyss. Any creature that makes a successful fort save takes 3d6 fire damage instead. Those that fail can only return but means of a miracle or a well worded wish.
Philosophy
of the Holocaust
Bestowed Power
You may cause your Sawollic Fire ability to deal fire damage instead of
Spiritual damage, for one round. Your Sawollic Fire still must over come
mystery resistance.
Ember
Depth: Trivial (0)
Requirements: C
Minimum
Spirit points: (3)
Minimum
Lesser Mysteries Known: 0
Evoking
Time: 1 standard action
Range: 10ft
Effect: embers
Duration: instantaneous
Saving
Throw: None
Mystery
Resistance: No
You fire embers from your hands as
a ranged touch attack for 1d3 fire damage. With some dry fags this can be used to start
a fire.
Flaming
Weapon
Depth: Shallow (1)
Requirements: C, F, V
Minimum
Spirit points: (25)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Range: Touch
Target:
Weapon touched
Duration: 1 round/level
Saving
Throw: Will negates (harmless,
object)
Spell
Resistance: Yes (harmless, object)
Flaming
weapon gives a weapon a +1 enhancement
bonus on attack and damage rolls. (An enhancement bonus does not stack with a
masterwork weapon’s +1 bonus on attack rolls) and gains the magical enhancement
of flaming.
You
can’t cast this spell on a natural weapon, such as an unarmed strike (instead,
see magic fang). A monk’s unarmed strike is considered a weapon, and
thus it can be enhanced by this spell.
Burning
Daggers
Depth: Shallow (1)
Requirements: C, F
Minimum
Spirit points: (9)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Target: self
Effect: burning daggers
Duration: 1 round/ level
Saving
Throw: None
Mystery
Resistance: No
You create 1d3 +1 per 3 evoker
levels fires in the shape of daggers in your hand, each dealing 1d4 fire damage. These daggers
can be thrown or used like normal daggers.
Only their creator may use them.
Produce Flames
Depth: Shallow (1)
Requirements: C, F, L
Minimum
Spirit points: (16)
Minimum
Lesser Mysteries Known: 1
As the spell of the same name
Searing
Missiles
Depth: Shallow (1)
Requirements: C, L
Minimum
Spirit points: (18)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more
than 15 ft. apart
Duration: Instantaneous
Saving
Throw: None
Mystery
Resistance: Yes
A missile of magical energy darts forth from your
fingertip and strikes its target, dealing 1d4+1 points of Fire damage. The missile strikes unerringly, even if the
target is in melee combat or has less than total cover or total concealment.
Specific parts of a creature can’t be singled out. Inanimate objects are not
damaged by the spell.
For every two caster levels beyond 1st, you gain an
additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum
of five missiles at 9th level or higher. If you shoot multiple missiles, you
can have them strike a single creature or several creatures. A single missile
can strike only one creature. You must designate targets before you check for
spell resistance or roll damage.
Blazing
Weapon
Depth: Clever (2)
Requirements: C, F, L, V
Minimum
Spirit points: (73)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Target: Medium
(100 ft. + 10 ft./level)
Effect: a weapon made of fire
Duration: 1 round / level (D)
Saving
Throw: None
Mystery
Resistance: Yes
A weapon made of pure fire springs into existence and
attacks opponents at a distance, as you direct it, dealing 1d8
fire damage per hit, +1 point per three caster levels (maximum +5 at 15th
level). The weapon takes the shape of a weapon favored by your deity or
a weapon with some blazing significance or symbolism to you (see below) and has
the same threat range and critical multipliers as a real weapon of its form. It
strikes the opponent you designate, starting with one
attack in the round the spell is cast and continuing each round thereafter on
your turn. It uses your base attack bonus (possibly allowing it multiple attacks
per round in subsequent rounds) plus your Wisdom modifier as its attack bonus.
It strikes as a spell, not as a weapon, so, for example, it can damage
creatures that have damage reduction. The weapon always strikes from your
direction. It does not get a flanking bonus or help a combatant get one. Your
feats or combat actions do not affect the weapon. If the weapon goes beyond the
spell range, if it goes out of your sight, or if you are not directing it, the
weapon returns to you and hovers.
Each round after the first, you can use a move action
to redirect the weapon to a new target. If you do not, the weapon continues to
attack the previous round’s target. On any round that the weapon switches
targets, it gets one attack. Subsequent rounds of attacking that target allow
the weapon to make multiple attacks if your base attack bonus would allow it
to. Even if the blazing weapon is a ranged weapon, use the spell’s
range, not the weapon’s normal range increment, and switching targets still is
a move action.
A blazing weapon cannot be attacked or harmed
by physical attacks, but dispel magic, disintegrate, a sphere
of annihilation, or a rod of cancellation affects it. A blazing
weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make
a caster level check (1d20 + caster level) against that spell resistance the
first time the blazing weapon strikes it. If the weapon is successfully
resisted, the spell is dispelled. If not, the weapon has its normal full effect
on that creature for the duration of the spell.
The weapon that you get is often a fire replica of
your deity’s own personal weapon. A cleric without a deity gets a weapon based
on his alignment. A neutral cleric without a deity can create a blazing
weapon of any alignment, provided he is acting at least generally in accord
with that alignment at the time. The weapons associated with each alignment are
as follows.
Chaotic Evil: Spiked Chain Lawful
Evil: Trident Neutral Evil: Morning Star
Chaotic Good: Battleaxe Lawful Good: Warhammer Neutral
Good: Rapier
Chaotic Neutral: Long Bow Lawful Neutral: Longsword True
Neutral: Spear
Blinding
Flash
Depth: Clever (2)
Requirements: F, L, V
Minimum
Spirit points: (61)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Area: 30ft cone
Duration: 1round/2 levels
Saving
Throw: Fort/ Negates
Mystery
Resistance: Yes
A flash blinding light flashes from
your hand blinding all creatures in the area.
Burning Blade
Depth: Clever (2)
Requirements: F, L, V
Minimum
Spirit points: (33)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Target: personal
Effect: a weapon made of fire
Duration: 1 min/ level
Saving
Throw: None
Mystery
Resistance: No
You create a whip, short sword, or
hand ax of flame the weapon and deals 1d6 fire damage + 1/2evoker levels of
fire damage to a max of +5 (a whip deals 1d3+1/3evoker levels of fire
damage). This fire damage ignores the
first 5 points of hardness. This weapon counts as a light weapon for two weapon
fighting. This weapon must be used like
a melee weapons and disappears if you let go.
As a standard action you can change the weapon to one of the other two
opinions.
Ball of
Hellfire
Depth: Insightful (3)
Requirements: C, L, S (optional)
Minimum
Spirit points: (165)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
A ball of hellfire spell is an explosion of
flame that detonates with a low roar and deals 1d4 points of hellfire damage per
caster level (maximum 10d4) to every creature within the area. Unattended
objects also take this damage. The explosion expels any creature or object that
weighs less than 50lbs. A creature
expelled moves to nearest square outside of the area of the evocation.
You point your finger and determine the range
(distance and height) at which the ball of hellfire is to burst. A
glowing, pea-sized bead streaks from the pointing digit and, unless it impacts
upon a material body or solid barrier prior to attaining the prescribed range,
blossoms into the ball of hellfire at that point. (An early impact
results in an early detonation.) If you attempt to send the bead through a
narrow passage, such as through an arrow slit, you must “hit” the opening with
a ranged touch attack, or else the bead strikes the barrier and detonates
prematurely.
The ball of hellfire sets fire to combustibles
and damages objects in the area. It can melt metals with low melting points,
such as lead, gold, copper, silver, and bronze. If the damage caused to an
interposing barrier shatters or breaks through it, the ball of hellfire may
continue beyond the barrier if the area permits; otherwise it stops at the
barrier just as any other spell effect does.
Sacrificial Requirement: A tiny ball of brimestone.
Hell Blade
Depth: Insightful (3)
Requirements: C, F, L, S (optional), V
Minimum
Spirit points: (99)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Target: personal
Effect: a solid blade made of fire
Duration: 1 min/ level
Saving
Throw: None
Mystery
Resistance: No
You create a sword of fire. This weapon has all the statistics of a bastard sword except that instead of slashing it deal fire damage. If you drop the weapon it will disappear. The weapon deals additional fire damage equal 1d8/3 evoker levels, this damage is doubled on a confirmed critical hit.
Sacrificial Requirement: Special: This mystery has additional affects depending on what Sacrifices are made
1 point of con damage: grants a +1 enhancement bonus, not exceeding ¼ evoker level.
10 pints of blood, damage: vorpal. (draining this much blood from a creature would
deal it 20 points of con damage)
Inflict Burns
Depth: Insightful (3)
Requirements: C, F, L,
Minimum
Spirit points: (55)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving
Throw: Fort half
Spell
Resistance: Yes
When laying your hand upon a creature, you channel fire
energy that deals 1d8 points of damage per caster level (maximum 10d8).
Searing Bolt
Depth: Insightful (3)
Requirements: C, F, L, V
Minimum
Spirit points: (55)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
You
release a powerful stroke of fire energy that deals 1d6 points of fire damage
per caster level (maximum 10d6) to each creature within its area. The bolt
begins at your fingertips.
The
Searing bolt sets fire to combustibles and damages objects in its path.
It can melt metals with a low melting point, such as lead, gold, copper,
silver, or bronze. If the damage caused to an interposing barrier shatters or
breaks through it, the bolt may continue beyond the barrier if the spell’s
range permits; otherwise, it stops at the barrier just as any other spell
effect does.
Abyssal Blast
Depth: Deep (4)
Requirements: C, F, V
Minimum
Spirit points: (149)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range: See text
Area: See text
Target: See text
Duration: Instantaneous
Saving
Throw: Ref /Half
Spell
Resistance: Yes
You hurl a ball of fire which
explodes. You have 2 options. A) {max range 100ft+10ft/evoker level} you
can target a specific target with a ranged touch attack (20ft increment)and deal them
1d6/evoker level (max 15d6) fire damage everyone around them for 20 ft is deal
1d4/2 evoker levels (max 10d4) fire damage. B) {range 400ft+40ft/evoker level}
you can target a general area of 25ft+5 ft/ 2 evoker levels to deal 1d6/ evoker
level fire damage (Max 10d6) .
Flaming
Weapon, Greater
Depth: Deep (4)
Requirements: C, F, V
Minimum
Spirit points: (174)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range: Touch
Target:
Weapon touched
Duration: 1 round/level
Saving
Throw: Will negates (harmless,
object)
Spell
Resistance: Yes (harmless, object)
This
spell functions like magic weapon, except that it gives a weapon an
enhancement bonus on attack and damage rolls of +1 per four caster levels
(maximum +5), and the weapon now gains flame bursting.
Alternatively,
you can affect as many as fifty arrows, bolts, or bullets. The projectiles must
be of the same kind, and they have to be together (in the same quiver or other
container). Projectiles, but not thrown weapons, lose their transmutation when
used. (Treat shuriken as projectiles, rather than as thrown weapons, for the
purpose of this spell.)
The Fires of
War
Depth: Luminous (5)
Requirements: C, F, V
Minimum
Spirit points: (268)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range:
personal
Target: self
Duration: 1 min/evoker level.
Saving
Throw: None
Mystery
Resistance: No
You
are filled the spirit of battle. You
gain the feat improved unarmed combat for the duration of this Mystery. Your hands and feet burst into flames and
become flame bursting. You gain +10ft/4
levels to your base movement. You gain a
+1/ 2 evoker level to Str, Dex, and Con to a max of +10.
Cloak of the
Flame
Depth: Shining (6)
Requirements: C, L,S,
Minimum
Spirit points: (300)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Personal
Target: self
Effect: You burst into flames
Duration: 1 min/evoker level
Saving
Throw: None
Mystery
Resistance: Yes
You
become cloaked in fire. This provide you
and your equipment with an immunity to Fire energy and in a grapple check you automatically
deal 6d6 fire damage each round. Plus
anyone looking at you must make a concentration check DC 16+reavevant ability
modifier or else suffers a – 3 to attack rolls while doing so.
Sacrificial
Requirement: must burn a piece of
cloth
Breath of the Scarlet Dragon
Depth: Brilliant (7)
Requirements: F, L, V
Minimum
Spirit points: (1000)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: all in the line
Effect: line of fire from your mouth
Duration: Instantaneous
Saving
Throw: Ref /Half
Mystery
Resistance: Yes
You
let out a breath of fire in a line, and deal 1d10/evoker level fire damage (max
20d10).
Fire Storm
Depth: Brilliant (7)
Requirements: C, F, V
Minimum
Spirit points: (888)
Minimum
Lesser Mysteries Known: 4
Like
the spell of the same name.
Hellfire
Prison
Depth: Radiant (8)
Requirements: C, F, L, V
Minimum
Spirit points: (1339)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: standard round action
Range: Touch
Area: 5sq. ft/level
Target: touched creature
Effect: The target becomes rooted to the ground and encased in a
roaring flames
Duration: 1 round/level
Saving
Throw: Will/Negates; Fort/ partial; Ref/
half (see text)
Mystery
Resistance: Yes
The
target encased in fire just large enough for the target. Unless he succeeds on his will save he is
rooted to the spot and only a strength check of 5+evoker level. Each round a creature spends in the Hellfire
prison it takes 1d6 fire damage and 1d3 hellfire damage, a
fortitude save negates the fire damage.
A creature attempting to move through the walls of hellfire prison deals
1d6/hellfire damage, a reflex save for half.
Wings of the
Depth: Radiant (8)
Requirements: C, L, M
Minimum
Spirit points: (1199)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: full round action
Range: Touch
Area: 10ft
Target: touched creature
Duration: 1min/level
Saving
Throw: None; ref/ half (see text)
Mystery
Resistance: No
The
subject gain wings of fire, which grant flight perfect maneuverability at
thrice the creature’s base movement, speed.
In addition, the subject gains +2 to reflex saves. If the subject is killed during the duration
of the mystery, the subject bursts into flames and deals 4d6 fire damage
everyone within 10ft. 1d10 rounds later
if the mystery is still in affect then the subject are resurrected, as if by
the mystery true resurrection.
Material
Requirement: a red feather.
Fires of the
Heavens
Depth: Celestial (9)
Requirements: C, F, V
Minimum
Spirit points: (1700)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 Full
round action
Range: personal
Area: 5,000ft+500ft/
evoker level Spread
Target: creature
Effect: Visual display
Duration: 1hour/ level
Saving
Throw: Ref /Half
Mystery
Resistance: Yes
The
sky becomes black blocking all light with great clouds of dark smoke. This storm lasts for 1min/evoker level and
extends out 5000ft+500ft/ evoker level.
For the duration of this storm you can call down 1d6 bolts of fire that
deals 4d6 fire damage and 1d6plasma damage as a full round action.
Jet
Depth: Obscure (5)
Requirements: C, L
Minimum
Spirit points: (230)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Effect: a ray of white fire
Duration: instantaneous
Saving
Throw: Ref /Half
Mystery
Resistance: Yes
You fire
a jet of scorching fire dealing 1d3/evoker level of plasma damage (max 15d3).
Material
Requirement: a flame from any
non-magical source.
Dome of
Doom
Depth: Dark (6)
Requirements: F, L, V
Minimum
Spirit points: (300)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: personal
Area: 10ft radius emanation Dome
Effect: fiery expanding dome
Duration: instantaneous
Saving
Throw: None
Mystery
Resistance: Yes
You slam
the ground and create a dome of fire that spreads out. Everyone and everything except for you, is
dealt 1d6/evoker level (Max 15d6) fire damage.
Burn
Depth: Dark (6)
Requirements: F, L, V
Minimum
Spirit points: (624)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will half; see text
Spell
Resistance: Yes
Burn
charges a subject with Fire energy that
deals 10 points of damage per caster level (to a maximum of 150 points at 15th
level). If the creature successfully saves, burn deals half this amount,
but it cannot reduce the target’s hit points to less than 1.
Inflict
Burns, Mass
Depth: Dark (6)
Requirements: F, L, V
Minimum
Spirit points: (695)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30
ft. apart
Duration: Instantaneous
Saving
Throw: Fort half
Spell
Resistance: Yes
Fire
energy spreads out in all directions from the point of origin, dealing 1d8
points of damage per caster level (maximum 20d8) to nearby living enemies.
Baral’s Dark Flame
Depth: Grim (7)
Requirements: C, F, L, S, V
Minimum
Spirit points: (500)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: touch
Target: creature or object
Effect: sprites of maroon flames leap from your finger tip
attacking and biting whom ever you send them against
Duration: 1 round/ level
Saving
Throw: None
Mystery
Resistance:Yes
You
make a touch attack dealing 1d6/ evoker level to a max of 15d6
fire damage which is dealt to an object.
If you target a creature, you deal damage first to their armor their
armor if they are wearing any in an attempt to sunder the armor. A dark crimson fire begins to burn, if the
armor was not destroyed its hardness is reduced 1 point and it is dealt 1d10
fire damage each round. Once the armor
is sundered the target is dealt 1d10 fire damage each round.
Sacrificial
Requirement: you
must suffer 1d3 damage in fire.
The Black
Flame of Ba’udür
Depth: Sinister (8)
Requirements: C, L, S, V
Minimum
Spirit points: (890)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 full round action
Range: personal
Area: small
(25 ft. + 5 ft. /2 levels)
Target: one
enemy/evoker level
Effect: Blast of black fires erupt from the ground
Duration: instantaneous
Saving
Throw: Ref/half
Mystery
Resistance: No
You
slam your fist into the ground and summon up black jets of fire, which deal
1d10 plasma damage +1d6 /level of fire damage (max 20d6) to any enemy within
range.
Sacrificial
Requirement: a nugget of charcoal.
Towers of
Flame
Depth: Infernal (9)
Requirements: C, F, L, S, V
Minimum
Spirit points: (1801)
Minimum
Lesser Mysteries Known: 9
Evoking
Time: 1 min
Range: Medium (100 ft. + 10 ft./level)
Area: see text
Target more: see text
Effect: spinning towers of flame
Duration: 1 min/ level
Saving
Throw: special
Mystery
Resistance: Yes
The
sky becomes dark blocking all light with great clouds of black smoke. You create 2d3 Towers of spinning Fire each
covering 25ft+5ft/2evoker level and rising 1500ft+150ft/evoker level no 2 of
which may be then 500ft apart. These tower act like tornados in every aspect except the
damage they deal is fire. You are
unaffected by the flames. You must do
nothing else but control this evocation for its duration, or else lose it.
Sacrificial
Requirement: a burning faggot
Philosophy
of Life
Bestowed Power
You may cause your Sawollic Fire ability to deal positive energy damage
instead of Spiritual damage, for one round.
Your Sawollic Fire still must over come mystery resistance.
Refresh
Depth: Trivial (0)
Requirements: F, L
Minimum
Spirit points: (2)
Minimum
Lesser Mysteries Known: 0
Evoking
Time: 1 standard action
Range: Touch
Target: Living Creature touched
Duration: Instantaneous
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: No
You
heal 1d12 of non lethal damage (exhaustion points).
Aura of
Healing
Depth: Shallow (1)
Requirements: C, F, L, V
Minimum
Spirit points: (25)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Range: 10ft emanation sphere
Target: creatures in range
Duration: 1 round/ level
Saving
Throw: none (Harmless)
Mystery
Resistance: yes
You and every creature with in range begins to take 1 point of positive energy damage every
round. Undead in the area suffer one point
of damage every round.
Delay Death
Depth: Shallow (1)
Requirements: C, F, L, V
Minimum
Spirit points: (30)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1
full round action
Range: Touch
Target: one living creature
Duration: 1 round/level
Saving
Throw: Fort Negates (Harmless)
Spell
Resistance: Yes (Harmless)
The
creature you touch may drop to –10 Hp (If using the wound system then the
creature may drop to 0 wounds) or below and not die until the end of this
mystery; but all damage dealt beyond –10 Hp is doubled. If the creature is healed of the damage
before the end of the mystery then the creature does not die. Instant death affects still kill you
instantly.
Detect Life
Depth: Shallow (1)
Requirements: C, F, L, M, V
Minimum
Spirit points: (13)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1
standard action
Range: 60ft
Area: Cone-shaped emanation
Duration: up to 10 min./level (D)
Saving
Throw: None
Spell
Resistance: No
You
can detect living creatures in a cone emanating out from you in whatever
direction you face. This includes all creatures that exhibit organization,
metabolism, growth, irritability, adaptation, and reproduction. The amount of information revealed depends on
how long you search a particular area or focus on a specific kind of a living
creature.
1st
Round: Presence or absence of a
living creature in the area.
2nd
Round: Number of individuals of the
specified kind in the area, and the condition of the healthiest specimen.
3rd
Round: The condition (see below) and
location of each individual present. If a living creature is outside your line
of sight, then you discern its direction but not its exact location.
Conditions:
For purposes of this spell, the
categories of condition are as follows:
Normal:
Has at least 90% of full normal hit points, free of disease.
Fair:
30% to 90% of full normal hit points remaining.
Poor:
Less than 30% of full normal hit points remaining, afflicted with a disease, or
suffering from a debilitating injury.
Weak:
0 or fewer hit points remaining, afflicted with a disease in the terminal
stage, or crippled.
If
a creature falls into more than one category, the spell indicates the weaker of
the two.
Each
round you can turn to detect a kind of a living creature in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Material
Requirement: The tears of a
mother
Mend
Depth: Shallow (1)
Requirements: C, F, L, V
Minimum
Spirit points: (10)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Range: Touch
Target: creature touched
Duration: Instantaneous
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: No
Mend
dispels 2d4 of any magical effects
reducing one of the subject’s ability scores or cures 1d4 points of temporary
ability damage to one of the subject’s ability scores. Mend
heals 1d4-2 wounds to minimum of 0. It
does not restore permanent ability drain.
Reinvigorate
Depth: Clever (2)
Requirements: C, L
Minimum
Spirit points: (20)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Range: Touch
Target: creature touched
Duration: Instantaneous
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: No
Reinvigorate
cures living subjects of 1d4/level (max of 10d4) points of damage. It also eliminates any fatigue suffered by
the character, and improves an exhausted condition to fatigued. It does not restore Wounds. Reinvigorate damages undead subjects of
1d4/level (max of 10d4) points of damage.
Restore
Hearing
Depth: Clever (2)
Requirements: C, L, S, V
Minimum
Spirit points: (73)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Fortitude negates (harmless)
Spell
Resistance: Yes (harmless)
Restore
hearing cures deafness, whether the
effect is normal or magical in nature. The mystery restores ears that have been
lost, or simply repairs them if they are damaged.
Restore
hearing counters and dispels deafness.
Sacrificial
Requirement: a Mammalian ear per
damaged ear (may be pickled).
Restore Sight
Depth: Clever (2)
Requirements: C, L, S, V
Minimum
Spirit points: (73)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Fortitude negates (harmless)
Spell
Resistance: Yes (harmless)
Restore
sight cures blindness, whether the
effect is normal or magical in nature. The spell restores eyes that have been
lost, or simply repairs them if they are damaged. This does not work on creatures that do not
use
Restore
sight counters and dispels blindness.
Sacrificial
Requirement: an aquiline eye per
damaged eye (may be pickled).
Incarnate
Depth: Insightful (3) [good]
Requirements: C, F, L, M, S,
Minimum
Spirit points: (149)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1
full round action
Range: Medium (100 ft. + 10 ft./level)
Target: one evil incorporeal creature
Effect: Visual display
Duration: 1 minute/ level
Saving
Throw: Will Negates
Spell
Resistance: Yes
You
force one incorporeal creature to take corporeal form. If the creature is undead it takes the form
it had in life and loses all supernatural and extraordinary abilities it gained
in undeath, but while they have the body they had in
life their minds remain unchanged. If the creature is incorporeal because of
its nature such as an incorporeal demon the creature gains a fleshy body and if
it does not have a normal means of movement other than supernatural flight it
gains a base speed of 5ft. Finally, a creature incorporeal do to a spell like etherealness the spell is only
suppressed for the duration of the incarnate. This spell affects any equipment the creature
is carrying.
Material
Requirement: A vial of Holy
Water.
Sacrificial
Requirement: A pound of fresh flesh,
the femur bone of a medium or larger creature, or 2 pints of blood; plus the
heart of a medium or larger creature.
Restorative
Bane
Depth: Insightful (3)
Requirements: C, L, S, V
Minimum
Spirit points: (115)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1
standard action
Range: Touch
Target: one touched creature with fast healing or
regeneration
Effect: the creature’s body swells with cancerous flesh
Duration: 1 round/ level
Saving
Throw:
Spell
Resistance: Yes
The
touched creature’s if it has fast healing gains fast healing equal to its fast
healing times your charisma bonus. When
all damage is healed the creature begins to gain temporary Hp at the same rate
as its new fast healing. A creature with
a regeneration gains fast healing equal to its regeneration times your charisma
bonus when all Hp is healed it gains temporary Hp at the same rate as its new
fast healing. For every ten points of temporary Hp the creature gains it gains
a +1 to Str and +1 to Con
but suffers a –2 dex this can immobilize the target
creature. For every one hundred points
of temporary Hp the creature gains the creature increases one size
category. For every 10 points of
temporary Hp the creature gains an additional body part (roll 1d6): an
additional Head granting a +2 to spot checks but a -2 to initiative and attack
rolls, additional left or right arm
which can but used to wield additional weapon or attack naturally but a -4 to
all attacks it makes even if you have improved unarmed strike, an additional
left or right leg (wing or fin if appropriate) imposing a -5ft to movement, or
an additional internal organ providing a +5% resistance to critical hits, all
these attributes are cumulative but makes the creature sickened for the
duration of the spell. For every one
hundred points of temporary Hp the creature gains the creature increases one
size category. Regardless of whether the
creature has regeneration or fast healing, once it has a total number of
temporary Hp equal to its maximum Hp (not including any hp gains because the
increased constitution granted by this spell), the creature explodes knocking
down (prone) every creature within 5ft at the time, but such creatures may a
fortitude save DC 15 to negate being knocked down.
If
used on an undead creature or any creature that is healed by negative energy
the creature loses its fast healing if any, or if it has regeneration it loses
its regeneration for the duration but gains fast healing equal to its
regeneration until the end of the mystery.
Sacrificial
Requirement: A vial of fish oil or
lizard blood worth 5 gp.
Vitality
Surge
Depth: Insightful (3)
Requirements: L, S
Minimum
Spirit points: (150)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range: Touch
Target: creature touched
Duration: 1 round/ level
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: No
The
touched creature gains a massive surge of life.
The mystery grants a 1d8 enhancement bonus to each ability score. Each score is rolled separately.
Sacrificial
Requirement: a hand full of sugar, coffee
beans, or similar stimulant.
Healing Touch
Depth: Deep (4)
Requirements: C, F, L
Minimum
Spirit points: (180)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range: Touch
Target: creature touched
Duration: 1 round/ level
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: No
A
living subject is cured of 1d8 points of damage and healed of one negative
level each round. If the subject is
healed of all negative levels he does not gain bonus level. It also eliminates any fatigue suffered by
the character, and improves an exhausted condition to fatigued. If Healing
Touch heals the subject’s hp beyond your maximum hp, Healing Touch then heals 1 wound per round. Healing
Touch deals undead 1d12 points of positive energy damage, each round. They receive a Willpower
save each round to negate the mystery.
Life Bomb
Depth: Deep (4)
Requirements: C, F, L, V
Minimum
Spirit points: (243)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range: 100ft+10ft/evoker level
Area: 10ft sphere burst
Duration: Instantaneous
Saving
Throw: Fortitude/Half
Spell
Resistance: Yes
You hurl a ball of pure positive
energy which explodes. Make a ranged touch
attack against on creature dealing it 1d8/class level (max of 10d8) of positive
energy and every creature within 20ft of the creature is dealt 1d4/ 2 class
levels (max of 5d4) of positive energy. A fortitude save cuts this damage in half. This does not
affect none living creatures and object, except undead. Undead lose hp as per the normal affect for
undead.
Rush of Life
Depth: Deep (4)
Requirements: C, F, L, S, V
Minimum
Spirit points: (199)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1
standard action
Range: Touch
Target: creature touched
Duration: 1 round/level
Saving
Throw: Fortitude negates (harmless)
Spell
Resistance: Yes
Your body is enhanced to near perfection, love handles
disappear, bald spots fill in, and that keg turns into a six-pack. This has
several effects. When making a full
attack action, a rushed creature may make one extra attack with any weapon he
is holding. The attack is made using the creature’s full base attack bonus,
plus any modifiers appropriate to the situation. (This effect is not cumulative
with similar effects, such as that provided by a weapon of speed, nor does it
actually grant an extra action, so you can’t use it to cast a second spell or
otherwise take an extra action in the round.)
A rushed creature gains a +1 bonus on attack
rolls and a +1 dodge bonus to AC and Reflex saves and a +1 natural armor bonus
to AC. Any condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
All of the rushed creature’s modes of movement
(including land movement, burrow, climb, fly, and swim) double, to a maximum of
twice the subject’s normal speed using that form of movement. This increase
counts as an enhancement bonus, and it affects the creature’s jumping distance
as normal for increased speed. The mystery also grants a +2 enhancement bonus
to Strength, Dexterity, Constitution, Wisdom, and Charisma adding the usual
benefits to AC, Attack rolls, Damage rolls, saves, and other uses of the
ability modifier. Hit points gained by a temporary increase in Constitution
score are not temporary hit points. They go away when the subject’s
Constitution drops back to normal. They are not lost first as temporary hit
points are.
Sacrificial
Requirement: A tuff of fur from an
adult male lion.
Restore Life
Depth: Luminous (5)
Requirements: F, S, V
Minimum
Spirit points: (500)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Touch
Target: non-living creature touched
Duration: Instantaneous
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: Yes
You
restore life to a deceased creature. You
can restore a creature that has been dead for no longer than one minute per
evoker level. In addition, the subject’s
soul must be free and willing to return.
If the subject’s soul is not willing to return, the mystery does not
work; therefore, a subject that wants to return receives no saving throw.
Calling
back from the dead is an ordeal. The
subject of the mystery is exhausted. The
subject loses one level, or 2 points of Constitution
if the subject was 1st level. (If this
reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot
be repaired by any means. The subject
loses all mysteries and maneuvers. The
subject is healed of one wound per point of constitution the creature has after
being brought back to life. A raised
creature has a number of vitality points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to
1. Normal poison and normal disease are
cured in the process of raising the subject, but magical diseases and curses
are not undone. While the mystery closes
mortal wounds and repairs lethal damage of most kinds, the body of the creature
to be raised must be whole. Otherwise,
missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or
possessions are affected in any way by this mystery.
Restore Life can be used offensively against undead who have not been
destroyed. Such undead receive a bonus
to the will save equal to their turn resistance if any. If the creature fails its save it is
destroyed immediately.
Constructs,
elementals, outsiders, and undead creatures can’t be restored. The mystery cannot bring back a creature that
has died of old age.
Sacrificial
Requirement: You suffer 1 point of
damage per hd of the subject
you are attempting to bring back to life and 1d8 non-lethal damage per hd of the subject.
If this kills you the mystery is still evoked.
Guard Life
Depth: Luminous (5)
Requirements: C, F, L, V
Minimum
Spirit points: (340)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1
standard action
Range: Touch
Target: one living creature
Duration: 1 round/level
Saving
Throw: Fort Negates (Harmless)
Spell
Resistance: Yes (Harmless)
The
creature you touch may drop to –10 Hp (If using the wound system then the creature
may drop to 0 wounds) or below and not die until the end of this mystery; but
all damage dealt beyond –10 Hp is halved.
For duration of this mystery any affect which would instantly kill you
instead deals you 100 points of damage.
If the creature is healed of the damage before the end of the mystery
then the creature does not die. Instant
death affects still kill you instantly.
Purifying Aura
Depth: Shining (6)
Requirements: C, F, L,
Minimum
Spirit points: (303)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Personal
Area: 60ft radius burst
Target: one creature per level
Duration: Instantaneous
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: Yes
Purifying
aura enables you to channel positive
energy into all creatures within the area to wipe away injury and
afflictions. It immediately ends any and
all of the following adverse conditions affecting the Targets: ability damage,
blinded, confused, dazed, dazzled, deafened, diseased, exhausted,
fatigued, feebleminded, insanity, nauseated, sickened, stunned, and
poisoned. It also cures 1d12/level of
hit points of damage, to a maximum of 15d12 points at 15th level. Purifying aura heals 1 wound per
evoker level to a max of 15.
Purifying
aura does not remove negative levels,
restore permanently drained levels, or restore permanently drained ability
score points.
If
used against an undead creature, Purifying aura deals 1d12/level of hit
points of damage, to a maximum of 15d12 points at 15th level.
Gift of Life
Depth: Brilliant (7)
Requirements: C, F, S, V
Minimum
Spirit points: (1100)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 10 minutes
Range: Touch
Target: one non-living creature
touched
Duration: Instantaneous
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: Yes
This
mystery functions like restore life, except that you are able to restore
life and complete strength to any deceased creature.
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 resurrected, but the portion receiving the mystery must have been part
of the creature’s body at the time of death.
(The remains of a creature hit by a disintegrate mystery count as
a small portion of its body.) The
creature can have been dead no longer than 1 year per evoker level.
Upon
completion of the mystery, the creature is immediately restored to full hit
points, vigor, and health, with no loss of prepared mysterys. However, the subject loses one level, or 2 points of Constitution if the subject was 1st
level. (If this reduction would bring
its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot
be repaired by any means.
You
can resurrect someone killed by a death effect or someone who has been turned
into an undead creature and then destroyed.
You cannot resurrect someone who has died of old age. Constructs, elementals, and outsiders
creatures can’t be resurrected.
Sacrificial
Requirement: You suffer 1 point of
damage per hd of the subject
you are attempting to bring back to life, 1d10 points of wisdom damage, and
1d10 non-lethal damage per hd of the subject. If this kills you, the mystery is still
evoked.
Healing
Purification
Depth: Radiant (8)
Requirements: F, S,
Minimum
Spirit points: (930)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 minute
Range: Touch
Target: creature touched
Effect: the bone, blood, and flesh melt into the body of the
subjects
Duration: Instantaneous; 1 round/ level (see text)
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: No
Healing
Purification removes or restores all
ailments. The subject’s severed body members
(fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs
grow back. After the mystery is cast,
the physical regeneration is complete in 1 round if the severed members are
present and touching the creature. It
takes 3d10 rounds otherwise.
Healing Purification also
cures 1d8 points of damage every round for 1 round/ level. Additionally, it rids the subject of
exhaustion and/or fatigue, and eliminates all nonlethal
damage the subject has taken. It has no
effect on nonliving creatures (including undead).
This mystery dispels negative levels afflicting the
healed creature, restoring 1 level per round for round/ level. This effect also reverses level drains by a
force or creature, restoring the creature to the highest level it had
previously attained. The drained levels
are restored only if the time since the creature lost the level is no more than
one week per evoker level.
Healing Purification also
dispels all magical effects penalizing the creature’s abilities, cures all
temporary ability damage, and restores all points permanently drained from all
ability scores. It also eliminates
fatigue and exhaustion, and removes all forms of insanity, confusion, and
similar mental effects, but not lucidity damage. Healing
Purification does not
restore levels or Constitution points lost due to death.
Sacrificial Requirement: A pound of fresh meat, 1 pint of blood, and a single
bone. The materials don’t have to come
from the same species as the subject, but if they do, the evoking time is only
1 round.
Rush of Life,
Mass
Depth: Radiant (8)
Requirements: C, F, L, M, V
Minimum
Spirit points: (999)
Minimum
Lesser Mysteries Known: 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level,
no two of which can be more than 30 ft. apart
Mass
Rush of Life works like Rush of Life, except that it affects
multiple creatures.
Renewed Life
Depth: Celestial (9)
Requirements: C, F, L, S, V
Minimum
Spirit points: (2130)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 10 minutes per HD of the subject
Range: Touch
Target: One non-living creature
Duration: Instantaneous
Saving
Throw: Will /Negates (Harmless)
Mystery
Resistance: Yes
This
mystery functions like raise dead, except that you can resurrect a
creature that has been dead for as long as 100 years per evoker level. This mystery can even bring back creatures
whose bodies have been destroyed, provided that you unambiguously identify the
deceased in some fashion (reciting the deceased’s time and place of birth or
death is the most common method).
Upon
completion of the mystery, the creature is immediately restored to full hit
points, vigor, and health, with no loss of level (or Constitution points) or prepared
mysterys.
You
can revive someone killed by a death effect or someone who has been turned into
an undead creature and then destroyed.
This mystery can also resurrect elementals, outsiders, or even undead
creatures, but it can’t resurrect constructs.
Renewed
Life can even restore to life a creature who
has died of old age. A creature that
died of old age and is given renewed life,
returns to a body that is 1d6/level younger to a max of 25d6 years. The total regained years can not cause the
creature to become younger than adult.
Sacrificial
Requirement: You suffer 1 point of
damage per hd of the subject you are attempting to
bring back to life, 1d10 points of wisdom damage, 1d8 points of constitution
burn, and 1d12 non-lethal damage per hd of the subject. If this kills you, the mystery is still
evoked. If you do not have the remains
you must sacrifice an additional 1,000xp; these experience points do not have
to come from you, or even from just one character, but the contributors must
all be willing. If the creature died of
old age and additional 10,000 xp is required; again,
these experience points do not have to come from you, or even from just one
character.
Transfer
Wounds
Depth: Obscure (5)
Requirements: C, F, L, S
Minimum
Spirit points: (458)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 full round action
Range: Touch
Target: creature touched
Effect: blood flies out of the creature’s body and into your
mouth, your body slowly heals
Duration: Instantaneous
Saving
Throw: Will /Partial (see text)
Mystery
Resistance: Yes
You
transfer all damage from you to one living creature. You cannot transfer damage that you do not
possess. You are healed of 3d6 ability damage
to each ability score, 2d6 ability drain, 1 wound damage/ evoker level (max of
15), 1d6 vp damage/evoker level (to a max of 15d6 HP
damage), 1d6 negative levels, and any body parts you are have lost are
regained; in that order, but your healing can not exceed that possessed by the
touched creature. So even while you may
suffer from 3 negative levels and you even roll a 6 on the d6, you can not
regain more than 1 negative level from a level 1 warrior, nor can you regained
a lost leg by transferring wounds with a snake.
The subject receives a separate will save to resist taking on your
ability damage, ability drain, vp damage, hp damage,
and negative levels; if any one of these kills the subject, you can gain no
more healing.
If you
attempt to do this to an undead creature the mystery has an inverted affect
dealing you damage as if the undead had used it against you.
Constructs
are unaffected by this mystery.
An if you are
undead, treat the living as the undead and vice versa.
Sacrificial
Requirement: A drop of blood.
Steal Life
Depth: Dark (6)
Requirements: C, S, V
Minimum
Spirit points: (689)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 Full
round action
Range: Touch
Target:
One living
creature touched
Effect: The touched creature’s soul is ripped out of their body
and flies into your eye
Duration: Instantaneous, 1day/level (see text)
Saving
Throw: Will /negates
Mystery
Resistance: Yes
You
steal the creature’s soul but instead of consuming it you store it for later. If you die within 1 day per evoker level, you
immediately revive as per the mystery Raise
dead except you do not suffer the normal negative levels nor
constitution loss. You suffer a number of negative level equal to the
difference between the creatures hd
and your character level. If the
creature’s HD exceeded your character level, you suffer no penalty. When your revive or
at the end of the mystery’s duration, the soul moves on to the after life.
Alternatively,
you can use the soul to raise another creature as per the mystery Raise Dead except they do not suffer the
normal negative levels nor constitution loss. You must be touching both creatures. They suffer a number of negative level equal to the difference between the creatures hd and theier character
level. If the creature’s HD exceeded
their character level, they suffer no penalty.
They return with only 1 ability point in each ability score, and 1 life
point, they gain a number of VP, WP, and ability points equal to those of the
creature killed. The creature you revive
can not gain more ability points, WP, or VP, than the maximum it already
possessed. The soul of
the dead moves on to the after life.
The
creature can only be resurrected by a Resurrection
or True resurrection mystery or a
Gift of life, Renewed life, or Siphon Life mystery,
if this is done you lose the soul and its benefit and may attempt to gain a new
one anytime you might normally use Steal
life.
Sacrificial
Requirement: Diamonds worth at least
1,000gp.
Mass
Vitality Surge
Depth: Grim (7)
Minimum
Spirit points: (750)
Minimum
Lesser Mysteries Known: 4
Range: Short (25 ft. + 5 ft./2 levels)
Target: one creature per level; no two of which may
be more than 30 ft apart
Same
as Vitality Surge except it affects
multiple creatures.
Feral
Damnation
Depth: Sinister (8)
Requirements: C, M, V
Minimum
Spirit points: (1470)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: Full round action
Range: Touch
Target: one living Humanoid touched
Effect: The subject transforms into an anthropomorphic beast
Duration: 1 minute/level (D)
Saving
Throw: Fortitude/ negates; Will /Partial
Mystery
Resistance: yes
The subject becomes a humanoid creature. The subject gain temporary 5d8 temporary HP. Her base speed
becomes that of the animal skin used.
The subject gains the scent ability.
She gains DR 5/silver, and low light vision. The subject
grows or shrink one size category towards that of the animal. All subject gain physical ability scores the
animal kind. These adjustments are equal to the animal’s normal ability scores
–10 or –11. The subject suffers a -4
penalty to Intelligence, Wisdom, and Charisma.
She gains +3 Natural AC bonus
and the same natural attacks as the
animal of the skin used creature.
If the animal does not already have them, a subject gains two claw
attacks and a bite attack as natural weapons.
These
weapons deal damage based on the subject’s new size. She may attack with a weapon and a bite, or may
attack with its natural weapons. The
claw is a secondary attack.
Hybrid
Size
|
Claw
|
Bite
|
|
Small |
1d3 |
1d4 |
|
Medium |
1d4 |
1d6 |
|
Large |
1d6 |
1d8 |
|
Huge |
2d4 |
2d6 |
A mysterycaster cannot cast mysterys
with verbal components.
Curse
of Lycanthropy (Su): Any humanoid or giant hit by a subject’s bite attack must
succeed on a DC 18+the subject’s Constitution bonus Fortitude
save or contract lycanthropy (See MM page 175). If the victim’s size is not
within one size category of the animal’s size, the victim cannot contract
lycanthropy.
A
fortitude save negates the mystery entirely.
The
subject, who fails the fortitude save and is transformed, and is overwhelmed by
animalistic instincts to kill, eat, and procreate. When she first enter battle she fly into
frenzy attacking the nearest living thing without concern of its own life; she
gain a +10 strength and +6 constitution bonus, but suffer -4 to AC and 1d4 non
lethal damage each round, for 5 rounds plus their new constitution bonus. During the frenzy the subject may perform no
activity that she could not perform during a Barbarian’s rage. After the frenzy, she is fatigued. She fights until all unaffected creatures she
is aware of are dead. If there are any
other affected creatures in the area, they then turn on each other. They avoid attacking humanoid members of the
opposite sex, but only until they are attacked by that creature. If there are any appropriate members of the
opposite sex after the frenzy is over they attempt to procreate; any offspring
are cursed with natural Lycanthropy of the appropriate creature. If none exists, they seek out the nearest
source of food. You are the only
creature whom the subject will not attack and obey your commands with out
question except those which they know would cause them die, except to
attack. If the subject succeeds on a willpower save, she does not obey you nor reframe for
attacking you.
Material
Requirement: A patch of animal skin, the
type is important.
Siphon Life
Depth: Infernal (9)
Requirements: C, F, L, S, V
Minimum
Spirit points: (2035)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 minute action
Range: Touch
Target:
One living
creature touched
Effect: The touched creature’s soul is ripped out of their body
and flies into your body
Duration: Instantaneous, 1month/level (see text)
Saving
Throw: Will /negates
Mystery
Resistance: Yes
You
steal the creature’s soul but instead of consuming it you store it for
later. If you die within 1 month per
evoker level, you immediately revive as per the mystery True Resurrection.
Alternatively,
you can use the soul to resurrect another creature as per the mystery True Resurrection.
The
creature whose life has been siphoned can only be resurrected by a True resurrection mystery or a Renewed life, or Siphon Life mystery, if this is done you lose the soul and its
benefit and may attempt to gain a new one anytime you might normally use Siphon life.
Sacrificial
Requirement: Diamonds worth at least
10,000gp.
Philosophy
of the Maelstrom
Bestowed Power
You may cause your Sawollic Fire ability to deal electrical damage instead of
Spiritual damage, for one round. Your Sawollic Fire still must over come
mystery resistance.
Depth: Trivial (0)
Requirements: C
Minimum
Spirit points: (2)
Minimum
Lesser Mysteries Known: 0
Evoking
Time: 1 move action
Range: 15ft
Target: 1 creature
Effect: tiny electrical sparks fly from your fingers
Duration: Instantaneous
Saving
Throw: None
Mystery
Resistance:Yes
You fire sparks from your hands up
to 5ft away in a ranged touch attack for 1d4 electric damage. With some dry fags this can be used to start
a fire.
Storm Field
Depth: Shallow (1)
Requirements: S, V
Minimum
Spirit points: (15)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 move action
Area: 15ft
Duration: Instantaneous
Saving
Throw: Fort/Negate, Ref / Half
Mystery
Resistance: Yes
As
you shout the words bolts of electricity fly from your body in every
direction. Everything, other than
yourself, within the 15ft area centered on you is struck by 1d6 electrical
damage/level to a maximum of 5d6. Those
that fail the fort save take a -2 to reflex saves for one round. If there are combustible objects (like wood
or straw) in the area they must make a fort save as well or burst into
flames. This even attacks objects.
Sacrificial
Requirement: You take 1d4 electrical
damage.
Jove’s
Javelin
Depth: Clever (2)
Requirements: C, F, L
Minimum
Spirit points: (33)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Target: Self
Effect: you create a bolt of lightning in your hand
Duration: 1 min/ level
Saving
Throw: None
Mystery
Resistance:Yes
The bolt, except for the fact that
the bolt deals electric damage, is a spear.
As soon as the bolt is thrown and it strikes, the Jove’s Javelin
disappears and a new one forms in hand of the reaper but the duration is
reduced by 1 min. Duration: 1min/evoker
level. Max of 10 mins.
Wind and Rain
Depth: Insightful (3)
Requirements: C, L, M
Minimum
Spirit points: (50)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range: 5ft
Area: Medium
(100 ft. + 10 ft./level)
Target: creature
Effect: you create a small thunder cloud approximately a foot
in diameter that hovers in front of you brewing
Duration: instantaneous
Saving
Throw: Ref / Partial
Mystery
Resistance: No
The
storm expels wind, rain, and lightning in any direction you desire. The bolts of lighting deal 1d6/caster level
(max 1d10). The Powerful winds reach
well over 100 mph and knock down creatures huge and smaller in the path to the
ground prone. A reflex save cuts the
damage in half and negates the affects of the wind.
Material
Requirement: a pinch of cotton dyed black.
Squall’s Fog
Depth: Deep (4)
Requirements: C, F, L, V
Minimum
Spirit points: (78)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range:
Medium (100 ft. + 10 ft. level)
Area: 20ft
high and 5ft/level in all directions
Minimum
Spirit points: (000)
Minimum
Lesser Mysteries Known:
Evoking
Time: 1 full round
Effect: A thick bitterly cold fog rolls out form your mouth
Duration: 1 min/ level
Mystery
Resistance: No
This
mystery functions like fog cloud, but in addition to obscuring sight,
the squall’s fog is so thick that any creature attempting to move
through it progresses at a speed of 5 feet, regardless of its normal speed, and
it takes a –2 penalty on all melee attack and melee damage rolls. The vapors
prevent effective ranged weapon attacks (except for magic rays and the like). A
creature or object that falls into squall’s fog is slowed, so that each
10 feet of vapor that it passes through reduces falling damage by 1d6. A
creature can’t take a 5-foot step while in squall’s fog.
However,
unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it
does so in 1 round.
Squall’s
fog can be made permanent with a special sacrifice. A
permanent squall’s fog dispersed by wind reforms in 10 minutes.
Sacrificial Requirement: Special: This mystery has additional affects depending on what Sacrifices are made
4d8 non-lethal damage: every round a creature remains in the fog it
take 1d4 cold damage 1d4 electrical damage
1d8 points of wisdom
burn: the fog becomes permanent.
Electromagnetic
Field
Depth: Luminous (5)
Requirements: F, L, S
Minimum
Spirit points: (444)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Personal
Area: Medium
(100 ft. + 10 ft./level)
Target: see text
Effect: You place your hand about 6 inches apart and a small
electrical ball form between them. Then
it expands to fill the whole area. Your
irises turn electric blue and every body hair in the area stands up
briefly. Small harmless bolts of
electricity seek out the nearest ground, as you begin to emit a vast
electromagnetic field.
Duration: 1 round/ level
Saving
Throw: Fort/Half or Will/Negates see
text
Mystery
Resistance: No
By
manipulating the electrons you control every object in the area made of
metal. On any metallic object you can
exert an effect like the mystery telekinesis. Except that you can deal 1d4 electrical
damage/3 levels to anyone holding a metal object each round. A Fortitude save cuts this damage in
half. A held metal object gets a will
save to resist this save.
Sacrificial
Requirement: you suffer 1d8 points of
electrical damage.
Command the
Skies
Depth: Shining (6)
Requirements: C, F, L, M, V
Minimum
Spirit points: (666)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Very Long
(1,000 ft. + 100 ft./level)
Effect: You hurl a bucket of water into the air and the water
explodes into a miniature weather system
Duration: 1 round/ level
Saving
Throw: None
Mystery
Resistance: No
You
change the weather in the local area.
You can call forth any weather patterns regardless of what is
appropriate to the climate and season of the area in which you are. It takes one round for the effects to
manifest if the season and climate are appropriate to the weather you evoke, or 1d3 if the weather patterns are inappropriate.
|
Season |
Possible
Weather |
|
Spring |
Tornado,
thunderstorm, sleet storm, or hot weather |
|
Summer |
Torrential
rain, heat wave, or hailstorm |
|
Autumn |
Hot
or cold weather, fog, or sleet |
|
Winter |
Frigid
cold, blizzard, or thaw |
|
Late
winter |
Hurricane-force
winds |
You
control the general tendencies of the weather, such as the direction and
intensity of the wind. You have minimal control of specific applications of the
weather—where lightning strikes, for example, or the exact path of a
tornado. During a thunder storm you can
call a bolt of lightning as a standard action The bolt strikes a random column 5ft
around and reaching up to the height of the clouds, within a 10ft area. As a full round action you can attempt to
control a Tornado. You must make a willpower save DC 15 every time you attempt to control a
tornado, if you fail you not control the tornado for the rest of the
evocation. It is a full round action to change
the Contradictory conditions are not possible simultaneously.
Material
Requirement: A gallon of water.
Lightningbomb
Depth: Brilliant (7)
Requirements: C, L
Minimum
Spirit points: (777)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: 400 ft. + 40 ft./level
Area: 30 ft
radius sphere spread
Effect: Ball of lightning explodes from your outstretched hand
Duration: Instant
Saving
Throw: Fort /Partial
Mystery
Resistance: Yes
You
hurl a massive ball of electricity A Lightningbomb
mystery is an explosion of flame that detonates with a thunderous roar and
deals 1d6 points of Electrical damage per caster level (maximum 20d6) to every
creature within the area. Unattended
objects also take this damage. The
explosion creates great pressure, expelling anything that is not bolted down
and weighing less than 2,000lbs. A fortitude save cuts the damage in half and negates being
expelled.
You
determine the range (distance and height) at which the Lightningbomb
is to burst. A crackling ball of
blue electricity forms in your hand and, unless it impacts upon a material body
or solid barrier prior to attaining the prescribed range, bursts into the Lightningbomb at that point. (An early impact results in an early
detonation.) If you attempt to send the
ball through a narrow passage, such as through a small window, you must “hit”
the opening with a ranged touch attack, or else the bead strikes the barrier
and detonates prematurely.
The Lightningbomb sets fire to combustibles and
damages objects in the area. It can melt metals with low melting points, such
as lead, gold, copper, silver, and bronze.
If the damage caused to an interposing barrier shatters or breaks
through it, the Lightningbomb may continue
beyond the barrier if the area permits; otherwise it stops at the barrier just
as any other mystery effect does.
Cloak of the
Storms
Depth: Radiant (8)
Requirements: C, F, L, M
Minimum
Spirit points: (1444)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: Personal (see text)
Effect: A black storm envelopes you obscuring your form. The storm broods and seethes with power. Small balls of electricity hover before your eyes,
giving the world a light blue tint.
Duration: 1 minute/ level
Saving
Throw: None; Ref /Half see below
Mystery
Resistance: Yes (only for bolts of
lightning)
The you and all
your gear become insubstantial, misty, and translucent. Your material armor (including natural armor)
becomes worthless, though your size, Dexterity, deflection bonuses, and armor
bonuses from force effects still apply.
The subject gains damage reduction +1/magic per two levels and becomes immune
to poison and critical hits. If you
already have DR use the better of the two.
You
can’t run, but you can fly at a speed of 90 feet (maneuverability
perfect). You can pass through small
holes or narrow openings, even mere cracks, with all you were wearing or
holding in your hands, as long as the mystery persists. The you are subject
to the effects of wind, and you can’t enter water or other liquid.
Any
weapon you wield deals an extra 1d6 points of electricity damage on a
successful hit for the duration of the mystery.
On a critical hit the weapon explodes with electricity upon striking a
successful critical hit. The electricity
does not harm you. The weapon deals an
extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3,
add an extra 2d10 points of electricity damage instead, and if the multiplier
is x4, add an extra 3d10 points. Bows,
crossbows, and slings so crafted bestow the electricity energy upon their
ammunition. This does not stack with
weapons that are already Shocking or Shock bursting.
For
the duration of the mystery, you may hurl a bolt of lightning as an attack
action. The attack functions as a ray
attack. The bolt deals 1d6/4 levels. Unlike most ray attacks the target gets a
reflex save. If the target succeeds it
takes half damage.
For
the duration of the mystery, you create an effect exactly Shocking Grasp at will.
Material
Requirement: black piece of cloth no
less than 1 square ft.
Thunderstorm
Depth: Celestial (9)
Requirements: C, F, L, V
Minimum
Spirit points: (1087)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 standard action
Range: 90ft
Area: 90ft cone
burst
Effect: You place your wrists together with your hands angled
open and curl your fingers like a great gnashing maw and out of your hands
erupts a burst of thunder and lightning
Duration: Instantaneous
Saving
Throw: Fort / Partial; Ref / Half (see text)
Mystery
Resistance: Yes
Bolts
of lightning and waves of thunder fill the area. Creatures in the area take 1d6/level of
electrical to a max of 30d4 and 1d4/2level of sonic damage to a max damage of
15d4. A successful reflex save cuts the
electrical damage in half. A successful fort save cuts the sonic damage in half.
Sacrificial
Requirement: you suffer 1d12 points of
electrical damage and one point of dexterity damage
Electric
Shock
Depth: Obscure (5)
Requirements: C, F, V
Minimum
Spirit points: (190)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range:
touch
Target: one creature
Effect: Electricity flows from your hand & floods one
creatures body
Duration: 1 round/ level
Saving
Throw: Fort / Partial
Mystery
Resistance: Yes
You
reach out and grab one creature. Once
you make the attack you can not let go. You
deal it 1d8 electrical damage every round.
The creature becomes paralyzed.
Any other creature besides yourself that touches the creature, even if
just with weapon such as a dagger or quarterstaff, is affected by Electric Shock as if you were touching
them. Every round after the first the
target gets a fortitude save to negate the paralysis damage.
Electrocute
Depth: Dark (6)
Requirements: C, F, L
Minimum
Spirit points: (288)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Touch
Target: one creature
Duration: Instantaneous
Saving
Throw: Fort / Partial
Mystery
Resistance: Yes
You make a touch attack.
If you succeed the targets heart is struck by electricity and stops
their heart while HP drops to 0 and then they take 1d4 points of electric
damage. Fort save
to prevent the heart from stopping.
Lightningburst
Depth: Grim (7)
Requirements: C, F, L, M, S, V
Minimum
Spirit points: (774)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: Personal
Area: Short
(25 ft. + 5 ft./2 levels)
Effect: The bolts fly out from your body and strike one creature
of your choice in the area.
Duration: Instanteous
Saving
Throw: Ref /Half
Mystery
Resistance: Yes
No two
bolts can target the same creature.
Everything other than yourself is dealt 1d6/ level points of electrical
damage to a max of 20d6.
The lightningburst sets fire to combustibles and damages
objects in its path. It can melt metals with a low melting point, such as lead,
gold, copper, silver, or bronze. If the damage caused to an interposing barrier
shatters or breaks through it, the bolt may continue beyond the barrier if the
mystery’s range permits; otherwise, it stops at the barrier just as any other mystery
effect does.
Material
Requirement: 4” long gold wire.
Electric
Storm
Depth: Sinister (8)
Requirements: C, F, L, V
Minimum
Spirit points: (1220)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range:
60ft
Area: 60ft
burst cone
Target: one creature
Effect: Electricity flows from your hands & floods the area
Duration: 1 round/ level
Saving
Throw: Fort / Partial
Mystery
Resistance: Yes
You
reach out and grab one creature. Once
you evoke this mystery you must do nothing but continue to evoke it or else
lose it. You deal it 1d6 electrical
damage every round. The creature becomes
paralyzed. Any outside the area that
touches a creature in the area, even if just with a melee weapon such as a
dagger or quarterstaff, is affected by Electric
Storm as if they were in the area of effect. Every round after the first everyone struck
by Electric storm gets a fortitude save to negate the paralysis damage.
Monsoon
Depth: Infernal (9)
Requirements: F, L
Minimum
Spirit points: (1991)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 standard action
Range: Personal
Area: Massive (25,000
ft. + 2,500 ft./ level) radius burst
Target: creature
Effect: Visual display
Duration: 1 hour/ level
Saving
Throw: None; Ref/ half
Mystery
Resistance: No
You
call up a great storm the storm extends nearly 10miles plus 1mile per evoker
level. The storm produces 1 inch of rain
every 10 minutes. During this time, you
may as a standard action call a bolt of lightning that deals electric damage
equal to 1d10 of six-sided dice, a reflex save for half damage. The winds and rain check
size small and smaller creatures from flying. You can not control more than one Monsoon at a time.
Philosophy
of the Squall
Bestowed Power
You may cause your Sawollic Fire ability to deal cold damage instead of
Spiritual damage, for one round. Your Sawollic Fire still must over come
mystery resistance.
Cold Winds
Depth: Trivial (0)
Requirements: C, F
Minimum
Spirit points: (9)
Minimum
Lesser Mysteries Known: 0
Evoking
Time: 1 standard action
Area: 15ft
cone
Target: all creatures in the area
Duration: instantaneous
Saving
Throw: Ref/Half
Mystery
Resistance: Yes
You emit a cold wind to everything
in a 15ft cone dealing 1d4 point of cold.
Reflex negates.
Ice Shield
Depth: Shallow (1)
Requirements: F, M
Minimum
Spirit points: (12)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 standard action
Range: personal
Target: self
Effect: The diamond dust grows into a shield of ice
Duration: minute/ level
Saving
Throw: None (harmless)
Mystery
Resistance: No (harmless)
You form a shield of ice which
provides 20% cover. This “light” shield
provides an AC bonus 1+ 1/2 evoker levels (max of 1+5). You still must hold this shield or it melts.
Material
Requirement: a pinch of diamond dust
worth at lest 8gp.
Hailberd
Depth: Clever (2)
Requirements: C, F, L, M,
Minimum
Spirit points: (23)
Minimum
Lesser Mysteries Known: 1
Evoking
Time: 1 move action
Area: Short
(25 ft. + 5 ft./2 levels) cylinder
Target: 1d6 creature
Effect: Halberds of ice fall from the sky
Duration: 1 round/2 evoker level
Saving
Throw: Ref /Negates
Mystery
Resistance: No
You call down 1d6 halberds per round made of ice to strike anyone you desire within 25+5ft/2 evoker levels. Each one deals 1d8 cold damage + 1d6 piercing damage. the weapons remain for. Each halberd has the statistics of a frost bursting halberd.
Material
Requirement: a short spear, long
spear, javelin, Kaiser-blade, halberd or similar weapon .
Chill Shield
Depth: Clever (2)
Requirements: C, L
Minimum
Spirit points: (34)
Minimum
Lesser Mysteries Known: 2
Evoking Time: 1 round
Range: Self
Duration: 1 round/level
Saving Throw: None
Mystery Resistance: No
A hexagon shaped blue “anti-heat” shield marked with a snowflake appears and floats around you. The shield absorbs fire damage. The shield lasts until it has absorbed a number of points equal to 10 times your evoker level (max of 100 points) or until the duration ends.
Deep Freeze
Depth: Insightful (3)
Requirements: C, V
Minimum
Spirit points: (55)
Minimum
Lesser Mysteries Known: 2
Evoking
Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: creature
Effect: ray
Duration: 1 round/ level
Saving
Throw: Fort/Partial
Mystery
Resistance: Yes
Deals 1d6/evoker level (max 10d6) and encases target in a block of ice 1in/ level thick. They take 1d3 cold damage each round and begin to suffocate. Fort negates the encasing and cuts the damage in half. A strength check of 5+evoker level breaks out of the ice. The Ice has 1hp/evoker level and a hardness of 5, ice affinity 100% and weakness to fire. The ice no set hp limit so any cold damage dealt beyond the original limit result additional hp not temporary hp.
Frozone
Depth: Deep (4)
Requirements: C, L, V
Minimum
Spirit points: (85)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Area: sphere Medium (100 ft. + 10 ft/ levels)
Target: creature
Effect: Visual display
Duration: 1 round/ level
Saving
Throw: Fort /Negates
Mystery
Resistance: Yes
You create a cloud of mist around you in every direction. Every round some one is in the mist they take 1d8 cold damage. Fort save negates one round of damage. The mist obscures sight based on light and heat causing those trapped in the mist to move at half speed.
Frigged Bolt
Depth: Luminous (5)
Requirements: C, V
Minimum
Spirit points: (258)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Medium
(100 ft. + 10 ft./level)
Duration: instant
Saving
Throw: Fort /Half
Mystery
Resistance: Yes
You
release a powerful stroke of cold energy that deals 1d6 points of cold damage
per caster level (maximum 15d6) to each creature within its area. The bolt
begins at your fingertips.
The frigged
bolt puts out fires and damages objects in its path. If the damage caused
to an interposing barrier shatters or breaks through it, the bolt may continue
beyond the barrier if the mystery’s range permits; otherwise, it stops at the
barrier just as any other mystery effect does.
Snow Storm
Depth: Shining (6)
Requirements: C, F, L, M
Minimum
Spirit points: (300)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: personal
Area: 100ft+10ft/level
Effect: a small cloud forms
over the area, which thunders and cast down snow
Duration: 1 round/ level
Saving
Throw: Fort /Negate, Half
Mystery
Resistance: Yes
A
powerful snow storm is summoned. Ever
round those who remain in area of the small storm are blinded, move at half speed,
and dealt 2d6 cold damage. A fort save cuts
this damage in half and negates the blindness and slowed movement.
Material
Requirement: a mouth full of water
Glacial Blast
Depth: Brilliant (7)
Requirements: C, F, L
Minimum
Spirit points: (800)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 full round action
Range: Personal
Area: Medium
(100 ft. + 10 ft./level)
Effect: A sphere of devastating raw cold energy explodes in
every direction
Duration: instantaneous
Saving
Throw: Fort / Partial
Mystery
Resistance: Yes
Deals
1d6/evoker level (max 20d6) and encases all creatures in a block of ice 2in/
level thick. They take 1d6 cold damage
each round and begin to suffocate. Fort negates the encasing and cuts the
damage in half. A strength check of
5+evoker level breaks out of the ice.
The Ice has 5hp/evoker level and a hardness of 7, ice affinity 100% and
weakness to fire being dealt 150% damage. The ice no set hp limit so any cold
damage dealt beyond the original limit result additional hp not temporary hp.
Frozen
Fortress
Depth: Radiant (8)
Requirements: C, L, M, S, V
Minimum
Spirit points: (1002)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A great wall of Ice
Duration: 1 min/ level
Saving
Throw: None
Mystery
Resistance: no
you call forth
walls of super dense ice up to 5ft thick and 10ft in height, and 400ft +
40ft/evoker level wide. You can shape the walls anyway you see fit so long as
you maintain these ratio, and thus you can make walls ceilings and floors. The
ice has a hardness of 10, 10 hp/ evoker level per 1ft, and deals 5d6 cold
damage to the touch
Material
Requirement: a
pint of white or silver dragon bile.
Sacrificial
Requirement: 50gp of crushed clear
crystal.
Blizzard
Depth: Celestial (9)
Requirements: C, F, L, M, S, V
Minimum
Spirit points: (1300)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 Full
round action
Range: personal
Area: Long
(400 ft. + 40 ft./level)
Effect: A great blizzard
Duration: 1 round/ 2 levels
Saving
Throw: Fort / Partial; Ref /negates
Mystery
Resistance: Yes
The
storm’s bitter winds and snow deals 1d6 cold damage/2 evoker levels (max of
20d6) each round a creature remains in the area. The snow blinds and slows movement by
half. A fort save
cuts the cold damage in half and negates the blindness and reduced speed. Every 1d4 rounds you can call a lightning
bolt as move action, which deals 1d10 eight-sided dice electric damage and
paralyzes for one round. A reflex save
negates the electrical damage and paralysis.
The storm leaves 1d3 feet of snow.
You can do nothing but channel this mystery for it’s
duration
Material
Requirement: a gallon of water
Sacrificial
Requirement: 500gp worth of
diamonds.
Artic Axe
Depth: Obscure (5)
Requirements: C, V
Minimum
Spirit points: (332)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: Personal
Effect: a great ax mad of ice
Duration: 1 round/ level
Saving
Throw: None
Mystery
Resistance: no
The ax
is made of ice it has 1 hp/level and a hardness of 3. It is dealt double damage by fire, and healed
by cold energy. It takes two hands two
wield The ax deals slashing damage like a great ax (1d12
20x3 for medium creatures). It deals
+1d6/4 levels cold damage. Also on a
confirmed critical hit you deal +1d10/2 levels of cold damage.
Material
Requirement: a model ax made of
crystal.
Sacrificial
Requirement: an ice cube.
Winter’s
Howl
Depth: Dark (6)
Requirements: C, F, M, S, V
Minimum
Spirit points: (754)
Minimum
Lesser Mysteries Known: 3
Evoking
Time: 1 standard action
Range: personal
Duration: 1 min/ level
Saving
Throw: None; Reflex/half
Mystery
Resistance: No
Your lupine
heart burst in a cloud of swirling snow which becomes 1d4 winter wolves who
obeys your every command, so long as you speak the same languages, if you do
not, they act as any other winter wolves.
You can not call more wolves until the currently called wolves die or
the evocation ends. When the evocation
ends or a wolf dies the wolf explodes dealing 4d4 cold damage in a ten foot
radius. Reflex for half
Material
Requirement: The Heart of a lupine
creature.
Sacrificial
Requirement: Diamond dust worth 1,000 gp.
Helbrand
Depth: Grim (7)
Requirements: C, F, M
Minimum
Spirit points: (888)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: personal
Target: self
Effect: you create a massive serrated sword of Ice
Duration: 1 round/ level (d)
Saving
Throw: None; Fort /Negates
Mystery
Resistance: No
This
sword made of pure ice has a reach of ten feet and counts as +4 weapon. It deal 2d8 cold+1d6 slashing 19-20x3. You are automatically proficient with this
weapon but it counts as a bastard sword for feats like weapon focus. On a successful critical hit the struck
creature is affected as if the target of a deep
freeze evocation.
Material
Requirement: a sword.
The
Abominable Warrior
Depth: Sinister (8)
Requirements: C, F, L, M, S, V
Minimum
Spirit points: (1335)
Minimum
Lesser Mysteries Known: 4
Evoking
Time: 1 standard action
Range: personal
Target: self
Effect: you become covered in massive ice heavy plate armor with
massive spike
Duration: 1 Min/ level
Saving
Throw: None
Mystery
Resistance: No
The
ice quickly covers your entire body forming an exoskeleton. You appear to be unconscious in a fetal
position in the chest of the creature but are in fact completely ware of your surrounding
receiving input from the armor. The
armor is twice your size, is grows over your boded and covers you and your equipment, and grants
immunity to cold. The armor provides a
barrier between you and the outside world it has its own str, dex, and con ability
scores, hp, and ac. The suit becomes the
target of any mystery that would affect you.
The suit has a natural AC equal to ½ evoker level. The armor’s Str, Dex, and Con, scores
are equal to your evoker level + the relevant ability modifier. The suit has 6+it’s con mod/evoker level in
hp. The suit has two claw
attack which deal 1d10 cold+1d8 slashing damage 20x3. In a grapple check, the suit
automatically deal 1d6 cold damage regardless of who is pinning whom in
the grapple. The suit uses your bab and base saves plus the suits
ability scores when appropriate. The
suit is healed by cold damage and vulnerable to fire.
Material
Requirement: small model shield of iron
Sacrificial
Requirement: a bit of ice
Curse of a
Thousand Winters
Depth: Infernal (9)
Requirements: F, V
Minimum
Spirit points: (2322)
Minimum
Lesser Mysteries Known: 5
Evoking
Time: 1 full action
Range: personal
Area: 400
ft. + 40 ft./level cylinder
Effect: The sky is blanketed by the storm clouds, which rain
down snow and hail.
Duration: 1 round/ level
Saving
Throw: None; fort / Partial;
will/negates
Mystery
Resistance:Yes
A
massive black storm of appears in the sky and cast down cursed hail and
snow. Every creature other than you
takes 1d6 cold damage and 1d6 bashing damage each round on your turn. Each round another ft of snow falls. Fort save negates the cold damage. When a creature first enters the area, even
if it cast over the area the creature already occupies, it must make a will
save or gain vulnerability to cold, if it is already
immune to cold it only loses this immunity.
This curse can only be removed by a miracle or carefully worded wish.
Philosophy of the Waters
Bestowed Power
You may cause your Sawollic Fire ability to create water, for one round. Your Sawollic Fire
does not deal damage but it creates one gallon of pure water per charisma
bonus.
Cooling Mist
Depth: Trivial (3)
Requirements: C, L, M, S, V
Minimum
Spirit points: (3)
Minimum
Lesser Mysteries Known: 0
Evoking
Time: 1 standard action
Range: 10 ft.
Effect: Cloud spreads in 10-ft. radius from you, 10 ft. high
Duration: 1 min./level
Saving
Throw: None
Mystery
Resistance: No
A
misty vapor arises around you. It moves
with you. The vapor obscures all sight, including
darkvision, beyond 5 feet. A creature in the mist is protected by
cooling suffers no harm from being in a hot environment. It can exist
comfortably in conditions between 70 and 140 degrees Fahrenheit without having
to make Fortitude saves). The creature’s equipment is likewise protected.
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).
A lightt wind (6+ mph), disperses the fog in 4 rounds. A
Moderate wind (11+ mph) such as from a gust of wind mystery,
disperses the fog in 1 round. A fireball,
flame strike, or similar mystery burns away the fog in the explosive or
fiery mystery’s area. A wall of fire burns
away the fog in the area into which it deals damage. The mist returns in 1d6 rounds.
This
mystery does not function underwater.
One with the Waters
Depth: Shallow (1)
Requirements: C, L, M, S, V
Minimum
Spirit points: (15)
Minimum
Lesser Mysteries Known: 1
Evoking Time: 1 standard action
Range: touch
Target: one touched creature
Effect: Creature becomes covered in scales and gains fins and gills
Duration: 1 min/ level
Saving Throw: None
Mystery Resistance: No
Target gains the ability to breath water and a swim speed of 10ft/evoker level. Target can take 20 on swim check even when stressed.
Material Requirement: Target.
Sacrificial Requirement: a Fish.
Bubble
Depth: Clever (2)
Requirements: C, F, S, V
Minimum
Spirit points: (44)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: touch
Area: 1ft
Target: on touched creature
Effect: a orb of water forms around the targets head
Duration: 10 round + 1 round/ level
Saving Throw: Fort/ negates
Mystery Resistance: Yes
You create a bubble of water around on creature who begins to drown.
Sacrificial Requirement: Sputum.
Hydrojet
Depth: Insightful (3)
Requirements: C, S, V
Minimum
Spirit points: (84)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Effect: a ray of water ejected from the hand.
Duration: instantaneous
Saving Throw: Fort/Half
Mystery Resistance: No
You fire a jet from your hand of 1gallon/evoker level (max 10 gallons) of water. You strike one opponent dealing 1d6/ evoker level (max 10d6). You must have a clear line of sight.
Sacrificial Requirement: teardrop.
Purge
Depth: Deep (4)
Requirements: F, L,
Minimum
Spirit points: (150)
Minimum
Lesser Mysteries Known:
Evoking Time: Full round action
Range: touch
Target: 1 creature
Effect: Toxins are expelled from the mouth, and the body is repaired
Duration: instantaneous
Saving Throw: Fort/harmless
Mystery Resistance: No
1 living creature (undead are unaffected) is purged of all poisons and other toxins and healed 5d6. This neutralizes any natural poisons the creature possess for 24 hrs. Fort save negates the purge completely
Frozen Wears
Depth: Luminous (5)
Requirements: C, L, M,
Minimum
Spirit points: (311)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Target: self
Effect: suit of armor
Duration: 60 min+ 10 min/ level
Saving Throw: None
Mystery Resistance: No
You become coated in a thick suit of flowing ice. You gain a +8 AC bonus, an energy resistance cold 10, and your unarmed attack is Icy Bursting.
Material Requirement: a glass of water.
The Waters Within
Depth: Shining (6)
Requirements: C, F, L, S
Minimum
Spirit points: (655)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: touch
Target: 1 creature with water in its body
Duration: 1min/ level
Saving Throw: Fort/ negates
Mystery Resistance: Yes
You control the water in another’s body thus you have complete control their physical action.
Sacrificial Requirement: 1 point of constitution damage.
Call of the Nyad
Depth: Brilliant (7)
Requirements: V
Minimum
Spirit points: (657)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: Cylinder 30ft
Effect: The sky clouds over and water elementals fall from the sky
Duration: 1hrs/level
Saving Throw: None
Mystery Resistance: No
You call for 1d8 large Water elementals (large) who serve for 1hr/evoker level, you must wait until all current water elementals die or the evocation ends. They will only obey if you speak aquan, otherwise they attack the nearest creature.
Torrential rain
Depth: Radiant (8)
Requirements: C, F, M, V
Minimum
Spirit points: (995)
Minimum
Lesser Mysteries Known:
Evoking Time: 10 mins
Range: Personal
Area: 100 ft+10 ft/evoker level cylinder
Effect: Huge storm
Duration: 1minute/level
Saving Throw: None; Ref /Negates (see text)
Mystery Resistance: Yes
You call up a great storm that lasts for several minutes. During this time as a standard action you can call bolts of lightning which deal 3d6 points of electric damage Reflex save negates. The winds and rain check creatures Medium and smaller from flying.
Material Requirement: Pot of boiling water.
Master of the Seas
Depth: Celestial (9)
Requirements: C, F, S, V
Minimum
Spirit points: (1452)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: personal
Area: 1000ft+100ft/evoker level
Target: target
Effect: Visual display
Duration: 1 min/ level
Saving Throw: None; Fort/negates, see text
Mystery Resistance: Yes
In fact this gives you the ability to call and control all open liquid waters (those not in a body or sealed in a flask etc.) within 1000ft+100ft/evoker level. This includes waters mixed with other substances such as mud or watered down wine. You can direct the waters to deal 3d6 damage by slamming the waters into a target. Your control extends to includes water elementals and waters summoned by casters, evokers, and manifesters. You may instantly kills any water elementals at will; the elemental receives a fort save to negate. You must do nothing else but control this evocation for its duration, or else lose it.
Sacrificial Requirement: a bucket of water.
Water Wheels
Depth: Obscure (5)
Requirements: L
Minimum
Spirit points: (444)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: self
Effect: Fast spinning disks of water appear in a flash of light
Duration: 1 round/ level
Saving Throw: None; Ref/ negates (see text)
Mystery Resistance: Yes
You call up 1d8 water wheels. You can send the disks out to cut enemies. Each disk deals 1d1/ evoker level ( max 15d1) The water wheels provide a +1 AC shield bonus for each wheel to a max of +8.
Waters Without
Depth: Dark (6)
Requirements: C, S, V
Minimum
Spirit points: (699)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Area: 0ft
Target: one touched creature
Effect: Water burst from the targets body
Duration: instantaneous
Saving Throw: Fort/Negates
Mystery Resistance: No
You rip the waters from the body dealing 2d8 con damage to one enemy.
Sacrificial Requirement: 1d2 points con damage.
Poison the Well
Depth: Grim (7)
Requirements: C, F, L, M, S, V
Minimum
Spirit points: (1049)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Target: touched water
Effect: waters turn black
Duration: instantaneous
Saving Throw: None; Fort/negates
Mystery Resistance: Yes
You turn 10 gallons/evoker level of water turn poison anyone who touches the waters suffers the affects. The poisons primary affect is death, the secondary damage is 2d6 Con and Str damage. A Fort save negates the poison’s affects. You are immune to the poison.
Material Requirement: Your sputum.
Sacrificial Requirement: drop of any poison.
Mire
Depth: Sinister (8)
Requirements: C, F, L, M, S
Minimum
Spirit points: (1111)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 minute
Range: Personal
Area: 10miles + 1mile /evoker level
Effect: The ground becomes a mire
Duration: 1 day
Saving Throw: None
Mystery Resistance: No
The earth becomes a thick soup of traitorous mud and is covered in a thick fog. No one other than yourself can see more than 5ft in front of them. Everyone in the area other than you moves at half speed (flyers move at the slowest speed possible for them to fly to a minimum of 5ft). At your discretion creatures make a swim check to move instead of trudging through the mud.
Material Requirement: Bucket of mud made from the local earth, water, and your sputum.
Sacrificial Requirement: a drop of your own blood.
Deluge
Depth: Infernal (9)
Requirements: C, F, L, V
Minimum
Spirit points: (1999)
Minimum
Lesser Mysteries Known:
Evoking Time: Full round action
Range: 5ft
Area: 1000ft+ 100ft/ evoker level spread
Target: All creatures in the area.
Effect: Water erupts out of the ground
Duration: Instantaneous
Saving Throw: Fort/ negates
Mystery Resistance: No
In the next round a great rush of water floods the area on which you stand you are unaffected. The water is 25ft+5ft/2 evoker levels deep and 1000ft+100ft/evoker level wide. Creatures large and smaller are knocked to the ground. Creatures huge and larger are checked for one round. Every creature other than yourself is dealt 1d6/evoker level of bludgeoning damage, fort save negates. Creatures with swim speeds are unaffected. The water then spreads out like normal water; if used in a closed area this fills the area it there is not enough room non magical barriers are broken, while magical one receive a save.
Philosophy of the Winds
Bestowed Power
You may cause your Sawollic Fire ability to create water, for one round. Your Sawollic Fire
does not deal damage but it creates one gallon of air per charisma bonus.
Blow the Old Man Down
Depth: Trivial (0)
Requirements: L
Minimum
Spirit points: (2)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Area: 100ft
Effect: you call out forth a wind which obeys
Duration: 5 round/ level
Saving Throw: None
Mystery Resistance: Yes
you create a wind that obeys you for. This wind can apply up to 5lbs or pressure
Cloaked in the Wind
Depth: Shallow (1)
Requirements: C, F, L, M, S, V
Minimum
Spirit points: (11)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Target: Self
Effect: a wind whirls around you
Duration: 1min/levels
Saving Throw: None
Mystery Resistance: No
You surround your self in winds giving you a +1 deflection bonus to AC, and a +4 Deflection bonus to projectiles.
Ride the Winds
Depth: Clever (2)
Requirements: C, F, L, S, V
Minimum
Spirit points: (36)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Target: self
Effect: A rushing wind picks you up
Duration: 10min+ 1min/ level
Saving Throw: None
Mystery Resistance: No
You can fly, speed 5ft/evoker level average maneuverability. If you cannot normally breath air you can now.
Sacrificial Requirement: a butterfly or moth
Awaken the Winds
Depth: Insightful (3)
Requirements: C, V
Minimum
Spirit points: (124)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Area: Long (400 ft. + 40 ft./level)
Target: self
Duration: 10mins + 1 min/ level
Saving Throw: None
Mystery Resistance: No
You can hear everything with crystal clarity as if it was said directly in your ear, and yet this also prevents any sounds from deafening you.
Wind Breaker
Depth: Deep (4)
Requirements: C, F
Minimum
Spirit points: (200)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Area: cone (400 ft. + 40 ft./level)
Effect: a sonic ripple escapes from the clapped hands
Duration: Instantaneous
Saving Throw: Fort/Partial
Mystery Resistance: Yes
Slamming your hands together releasing a great sonic attack dealing 1d6/level (max 10d6) and deafens all. A successful fort save negates the deafening and cuts the sonic damage in half. Crystal objects must make a fortitude save or be destroyed.
Sacrificial Requirement: You become deaf for 1d3 rounds.
Twister
Depth: Luminous (5)
Requirements: C, F, V
Minimum
Spirit points: (404)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone staring from ground 5ft and rising 40ft
Target: target
Effect: A stationary whirl wind
Duration: instantaneous
Saving Throw: Fort/ half
Mystery Resistance: Yes
You call up a whirlwind dealing 1d6 sonic damage (max 15d6).
Breath
Depth: Shining (6)
Requirements: F, L, V
Minimum
Spirit points: (300)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1min/ level
Saving Throw: Fort (harmless)
Mystery Resistance: No
Target finds that their lungs are filled with air and they have no need to breathe. This negates the effects of the Suffocate.
Call of the Sylph
Depth: Brilliant (7)
Requirements: V
Minimum
Spirit points: (657)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: Cylinder 30ft
Effect: Air elementals fall from the sky
Duration: 1hr / level
Saving Throw: None
Mystery Resistance: No
You call for 1d8 large Air elementals (large) who serve you so long as you speak Auran, otherwise they attack the nearest creature. You must wait until all current air elementals die or until the evocation ends.
Windblades
Depth: Radiant (8)
Requirements: C, F, M, S, V
Minimum
Spirit points: (800)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels) Medium (100 ft. + 10 ft./level) Long (400 ft. + 40 ft./level)
Area: Cone shaped Burst
Effect: Sword shaped winds
Duration: 0 round + 0 round/ level
Saving Throw: Ref/Half
Mystery Resistance:Yes
You cast out windblades from your hand dealing 1d4/level of sonic damage (max of 20d4) in the close range 1d6/2 levels sonic damage (max 10d6) in the medium range and 1d8/4 levels of sonic (max 5d8). The damage is over lapping.
Material Requirement: a sword.
Sacrificial Requirement: 1d2 dex.
Symphony of Cyclones
Depth: Celestial (9)
Requirements: C, F, L, M, S, V
Minimum
Spirit points: (1122)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 hr
Range: Long (400 ft. + 40 ft./level)
Area: 25ft+5ft/2evoker level and rising 1500ft+150ft/evoker level
Target: target
Effect: Tornados
Duration: 10 mins + 1 min/ level
Saving Throw: Ref/ Partial (see text on tornados)
Mystery Resistance: Yes
You create 1d8+2 Tornado each covering 25ft+5ft/2evoker level across1500ft+150ft/evoker level high. You are unaffected by the winds. You must do nothing else but control this evocation for its duration, or else lose it.
Material Requirement: A musical instrument, must be a woodwind.
Sacrificial Requirement: 1d4 wisdom drain.
Ominous Cloud
Depth: Obscure (5)
Requirements: C, F, L, M, S, V
Minimum
Spirit points: (199)
Minimum
Lesser Mysteries Known:
Evoking Time: full round action
Range: Long (400 ft. + 40 ft./level)
Effect: a Black Cloud 100ft in diameter and 10ft high
Duration: 1min/ level
Saving Throw: Will/Partial (see text)
Mystery Resistance: yes
No one can see inside the cloud not even using the supernatural dark sight of fiends. Every round a creature remains in the it suffers a –1 to all will saves. Every round a creature remains in the cloud it must make a will save or suffer a 1d3 charisma damage.
Suffocate
Depth: Dark (6)
Requirements: F, L, V
Minimum
Spirit points: (244)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: touch
Target: one creature
Effect: the air in the touched creature’s lungs vanishes
Duration: 1min/ 2levels
Saving Throw: Fort/negates
Mystery Resistance: Yes
you take the air out of one’s lungs and keep them from inhaling another breath. They begin to suffocate. Because they lose the air in their long suffocation begins immediately.
A Foul Wind
Depth: Grim (7)
Requirements: C, F, L
Minimum
Spirit points: (555)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Area: 100ft radius dome
Target: all living creatures in the area
Effect: A black wind flows over the area bursting from your mouth and expanding in every direction
Saving Throw: Fort/partial
Mystery Resistance: Yes
all creatures within the area take 1d6 con burn and become nauseated for 1d4 rounds. If the creature succeeds on a fort save they take 1d3 con damage instead.
Winds of War
Depth: Sinister (8)
Requirements: C, F, L, S, V
Minimum
Spirit points: (844)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 200ft
Effect: a red wind blows through the area erupts form the ground like jets of steam covering the area
Duration: 1 round/ level
Saving Throw: Will/negates
Mystery Resistance: Yes
You stir a group into a murderous frenzy gaining +8 str and +6 con and attacking anything that moves, one target per evoker level no two of which may be more than 50ft apart. Will negates. Unlike other temporary hit points these points are not lost first. You must do nothing else but control this evocation for its duration, or else lose it.
Sacrificial Requirement: 1d2 str damage.
Wind Lord
Depth: Infernal (9)
Requirements: C, F, L, M, V
Minimum
Spirit points: (1411)
Minimum
Lesser Mysteries Known:
Evoking Time: 1 full round action
Area: 100ft
Effect: A rush of wind descends form the sky
Duration: 1min/ level
Saving Throw: Ref/Half
Mystery Resistance: Yes
You control 1d3 gales of massive force which last 1 round/evoker level. Each gale moves 100ft per round and anyone in its path takes 5d6 of force damage. Reflex save for half. Creatures with the ability to fly may make a dexterity check while in the air to negate any damage, DC equal to 5+ ½ evoker level. You must do nothing else but control this evocation for its duration, or else lose it.
Material Requirement: a hand full of feathers.