CHAPTER 4SPELLS ANDINVOCATIONSIllus. by S. BelledinDuration: 1 round/level or untildischarged (D)You mantle yourself in a powerfulmagical field that facilitates yourdefense against enemy spells. While aduelward is in effect, counterspelling isan immediate action for you, allowingyou to counterspell even when it isnot your turn without having previouslyreadied an action. You also gaina +4 competence bonus on Spellcraftchecks made to identify spells beingcast.The first time you successfullycounterspell while the spell is ineffect (whether you counterspell asan immediate action or not), duelwardis discharged.Material Component: A miniature silkglove.EARTHBOLTEvocation [Earth]Level: Wu jen 3 (earth)Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: Line up to close range (25 ft. +5 ft./2 levels)Duration: InstantaneousSaving Throw: Reflex halfSpell Resistance: YesWith a shout, you strike the ground atyour feet and create a bolt of seismicforce that causes earth, rock, and sandto fly into the air, striking creaturesalong its path. Any creatures caughtin the spell’s area take 1d6 points ofdamage per caster level (maximum10d6).This spell functions only if you arestanding on dirt, clay, sand, or stone(including stone floors), not on woodenfloors or other surfaces.EARTHEN GRASPTransmutation [Earth]Level: Sorcerer/wizard 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Animated earthen armDuration: 2 rounds/levelSaving Throw: NoneSpell Resistance: YesYou bring forth from the ground anarm made of dense, compacted earth orsoil that can grapple your foes. You cancause the arm to rise out of only earth,mud, grass, or sand, and the spell fails ifyou attempt to cast it in an area with thewrong materials (including stone).Treated the arm as a Medium creature,with a base attack bonus equal toyour caster level and a Strength scoreof 14 +2 per threecaster levels (16at 3rd level, 18 at6th level, andso on). Thearm doesn’tmove from the square it appears in,but can make one grapple attempt perround against any creature in its squareor any adjacent square, provokingattacks of opportunity as normal. Ifthe arm can target multiple creatures,the caster chooses one. If the casteris unable to choose a target, the armattacks a random creature withinreach (possibly including the caster’sallies). Each round that it successfullypins a target, the hand deals 1d6 pointsof lethal damage (plus its Strengthmodifier).The earthen arm has AC 15, hardness4, and 3 hit points per caster level. Ifreduced to 0 or fewer hit points, itcrumbles to dust.Material Component: A miniaturehand sculpted from clay.ELEMENTAL BURSTEvocationLevel: Wu jen 1 (all)Components: V, SCasting Time: 1 standard actionEarthbolt104
Range: Close (25 ft. + 5 ft./2 levels)Area: 10-ft.-radius burstDuration: InstantaneousSaving Throw: Reflex half or Reflexnegates; see textSpell Resistance: YesWhen you cast this spell, you designatea target composed of one of the five wujen elements—earth, fire, metal, water,and wood. The target then releasesmagical energy in a sudden, explosiveburst, as follows:Wood, Metal, or Earth: The targetthrows off sharp slivers and fragments;creatures within the burst take 1d8points of damage (Reflex save for halfdamage).Fire: The target shoots out glowingsparks that deal 1d8 points of firedamage to creatures within the burst(Reflex save for half damage).Water: Water pushes out in a fiercewave, knocking creatures within thearea prone unless they make successfulReflex saves. Creatures get a +4 bonuson their saving throws for each sizecategory they are larger than Medium,or a –4 penalty for each size categorysmaller than Medium. Exceptionallystable creatures, such as dwarves orcreatures with four legs, get an additional+4 bonus.The spell does not noticeably affectthe structure or form of the targetobject.ELEMENTAL WARDAbjurationLevel: Wu jen 4 (all)Components: V, S, MCasting Time: 1 standard actionRange: 60 ft.Area: 60-ft.-radius emanation, centeredon youDuration: 1 minuteSaving Throw: Will negatesSpell Resistance: YesThis spell allows you to drive offelementals of a specific type by utteringa fearsome cry. When you cast thespell, any elemental within the spell’sarea must leave the area unless it makesa successful Will save. If you try toforce the barrier against an elementalthat has failed its saving throw, thespell fails.Material Component: A small quantityof the element opposed to the typebeing warded against—fire for waterelementals, earth for air elementals,air for earth elementals, or water forfire elementals.EMERALD FLAME FISTEvocation [Fire]Level: Sorcerer/wizard 7Components: V, SCasting Time: 1 standard actionRange: TouchTargets: Creatures or objects touchedDuration: 1 round/level; see textSaving Throw: See textSpell Resistance: YesOne of your hands bursts into an auraof brilliant emerald flame, sheddinglight equal to that of a torch. You takeno damage or penalties from the flames,but on a melee touch attack, an emeraldflame fist deals 3d6 points of fire damage+1 point per caster level (maximum+20). The creature you touch mustthen succeed on a Fortitude save orbe engulfed by the fiercely hot auraof flame. Each round on your turn, acreature engulfed in the flaming auratakes 3d6 points of fire damage +1point per caster level (maximum +20)until the spell ends (Fortitude saveeach round for half). You can use yourflaming touch attack repeatedly untilone of your targets is engulfed, at whichpoint the flame leaves your hand.You can use this spell to attackan object. Nonmagical, unattendedobjects are automatically engulfed ingreen flame and take 3d6 points of firedamage +1 point per caster level eachround.ENERGY IMMUNITYAbjurationLevel: Cleric 6, druid 6, sorcerer/wizard 7, wu jen 7Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 24 hoursSaving Throw: NoneSpell Resistance: Yes (harmless)This abjuration grants a creature andits equipment complete protectionagainst damage from one of the fiveenergy types—acid, cold, electricity,fire, or sonic. Energy immunity absorbsonly damage, so the recipient couldstill suffer side effects such as drowningin acid, being deafened by a sonicattack, or becoming immobilizedin ice.Note: Energy immunity overlaps protectionfrom energy and resist energy. So longas energy immunity is in effect, the otherspells absorb no damage.ENHANCE FAMILIARUniversalLevel: Sorcerer/wizard 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Familiar touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: Yes (harmless)You infuse your familiar with vigor,granting it a +2 competence bonus onsaves, attack rolls, and melee damagerolls, as well as a +2 dodge bonus toArmor Class.ENTANGLING SCARFTransmutationLevel: Wu jen 2 (metal)Components: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 1 round/levelSaving Throw: Reflex negatesSpell Resistance: NoWhen you cast this spell, you flick asilk scarf at one creature within range,magically propelling it toward thetarget. The scarf assumes an ironlikehardness on its way and then wrapsaround the target creature. You musthave line of sight to the target andhit with a ranged touch attack. If youCHAPTER 4SPELLS ANDINVOCATIONS105