For as long as I can remember, after-school specials have taught that friendship and love have a special magic, that, when combined with sailor uniforms or skin-tight spandex and dinosaur robots, allow you to blow up bad guys with magical lasers. And since this is Friendship Week here at Necromancers of the Northwest, it seemed like as good a time as any to try to translate that into Pathfinder. Today’s three spells all allow your allies to lend you their energy to empower the spell.
FRIENDSHIP BEAM
School evocation [good]; Level cleric/oracle 4, magus 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous, 1d4 rounds; see text
Saving Throw Fortitude partial, see text; Spell Resistance yes
You harness the power of love and friendship and concentrate it into a beam that is harmful to creatures whose hearts are full of hatred and bitterness. You must succeed on a ranged touch attack to hit the target. If the ray hits, and the target is evil, it deals 1d6 points of damage per caster level (maximum 10d6). If the target has the evil subtype, the damage is increased to 1d8 points of damage per caster level. If the target is not evil, this spell has no effect.
As you cast this spell, any number of allies within 30 feet of you can choose to focus on the spell, in order to empower it with feelings of goodwill and friendship. Each creature that does so is staggered on his next turn. You gain a morale bonus to the attack roll made to hit the creature, as well as on any caster level check made to overcome the target’s spell resistance, equal to twice the number of creatures that focus on the spell in this way. Additionally, if at least 3 allies focus on the spell in this way, and you successfully damage the target with this spell, the target must succeed on a Fortitude save or be stunned for 1d4 rounds.
SHIELD OF FRIENDSHIP
School abjuration; Level cleric/oracle 3, inquisitor 3, paladin 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You draw upon the power of friendship to share any wounds suffered by the target, reducing his pain and suffering. This spell functions identically to shield other, except as noted here.
As you cast this spell, any number of allies within 30 feet of you can choose to focus on the spell, in order to empower it with feelings of goodwill and friendship towards you and the target. Each creature that does so is staggered on his next turn. The damage suffered by the target is distributed evenly amongst the target, you, and each creature that focuses on the spell in this way (so if one ally focuses on the spell in this way, and the target is damaged, 1/3 of that damage will be suffered by the target, 1/3 by you, and 1/3 by the ally that focused on the spell). Any of these allies can end their participation in the spell as a standard action. If they do so, or if they die, or are otherwise unable to suffer their share of the damage, any further damage is divided evenly amongst those creatures who are able to suffer their share of the damage.
WARD OF COMRADERY
School abjuration; Level bard 2, bloodrager 2, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Using the power of friendship, you create a magical ward, which protects the target from harm, granting a +2 deflection bonus to AC, and resist acid, cold, electricity, and fire 5.
As you cast this spell, any number of allies within 30 feet of you can choose to focus on the spell, in order to empower it with feelings of goodwill and friendship towards you and the target. Each creature that does so is staggered on his next turn. For each creature that focuses on the spell in this way, the deflection bonus to AC granted by the spell increases by +1, and the amount of acid, cold, electricity, and fire resistance increases by 2. Regardless of how many allies focus on the spell, it cannot grant more than a +8 deflection bonus to AC, although the amount of energy resistance it can grant is not limited.