Today is the end of Dinosaur Week, and while there may not be any climate-altering meteors in today’s article, that doesn’t mean that our time with the dinosaurs won’t be ending with a bang, as we have three exciting new dinosaur-themed spells.
School transmutation; Level alchemist 1, bloodrager 1, druid 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Duration 1 hour/level
You alter your metabolism, making you cold-blooded and allowing you to gain energy from external heat. You suffer no damage or ill effects from extreme heat up to 140 degrees Fahrenheit. Additionally, as long as you are in an area with an ambient temperature of 85 degrees Fahrenheit or higher, you gain a +2 bonus on initiative checks and a +1 bonus on ability checks, saving throws, and skill checks. However, you suffer a –2 penalty on saving throws made to resist cold effects (including that of extremely cold conditions), and are vulnerable to cold.
School conjuration (creation) [death, fire]; Level shaman 8, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, M (a pinch of tar)
Range medium (100 ft. + 10 ft./level)
Target one creature
Saving Throw Fortitude partial; Spell Resistance yes
You conjure a ball of superheated tar around the target, instantly boiling their flesh and fossilizing their bones. The target suffers 12 points of fire damage per caster level. A successful Fortitude saving throw reduces this to 1d6 points of fire damage per caster level. If the damage is sufficient to kill the target, his corpse is completely stripped of all flesh, leaving only a skeleton, and that skeleton is turned to stone (killing the target and petrifying his remains).
School conjuration (summoning); Level druid 7, shaman 7
Casting Time 1 round
Components V, S, DF, F (a tooth or other bone from a quetzalcoatlus)
Range see text
Effect one or more summoned quetzalcoatlus, and a localized storm
Duration 1 round/level
Saving Throw Reflex partial; see text; Spell Resistance no
You summon 1d3 quetzalcoatluses (Pathfinder Bestiary 6), as well as bringing forth a tropical, prehistoric storm in a localized area. The quetzalcoatluses appear in spaces you designate within close range (25 feet + 5 feet per 2 levels), and will not stray more than medium range (100 feet + 10 feet/level) from where you were when you cast the spell. The quetzalcoatluses do not directly obey your commands (unless you have some other means of controlling them), but they attack nearby creatures, and will avoid attacking you. Exactly which creatures the quetzalcoatluses attack, and what tactics they employ, is determined by the GM, but as a general rule, they tend to focus on larger creatures first, seeing them as more of a threat.
In addition to the quetzalcoatluses, this spell also conjures a powerful storm, centered on the location you were in when you cast the spell. The effects of this storm extend to medium range. In the storm, the wind speed is increased by 40 miles per hour, and it rains in the affected area for the spell’s duration. Additionally, each round, there is a 30% chance that a random creature within the spell’s area may be struck by lightning, suffering 8d6 points of electricity damage. A successful Reflex save halves this damage. The lightning never strikes you or any of the quetzalcoatluses summoned by the spell.