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 Phoenix

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: Fort Negates; Will Negates see text

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.

 

Sparks

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. 

 

 

 

 

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