Medium Week continues with a new batch of spells specially designed for mediums to make the most out of their powers and bring the hurt to their foes. These new spells are all meant to make playing a medium slightly more treacherous, as each grants additional influence to a spirit the medium is channeling. Each also offers the medium a great deal of extra punch, making those highly limited spells per day a little more meaningful.
ASTRAL VISION
School divination (scrying); Level medium 4, psychic 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range unlimited
Target one creature
Duration concentration
Saving Throw none; Spell Resistance no
This spell can only be cast on the Astral Plane, though it may be cast when you are merely projected onto the Astral Plane, such as with an astral projection spell. This powerful divination opens up a visible 10-foot by 10-foot window in the Astral Plane, in which the target and surrounding area become visible as though you were standing 10 feet from the target. This spell functions regardless of distance or what plane the target is on. While the window created by this spell is immobile, the view within continues to remain focused on the target if he moves. For every minute you concentrate on this spell, you suffer 1 point of Intelligence, Wisdom, and Charisma damage. If you are a medium, you may instead choose to have a spirit you are channeling gain 1 point of influence over you. Any creature which would be protected from a scrying effect is similarly concealed from this spell.
EXPEL SPIRIT
School evocation; Level medium 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes
You thrust out the spirits that are currently residing within you in a massive rush which streams towards the target in a burst of positive or negative energy. When you cast this spell, you can choose to unleash positive energy that heals living creatures and harms undead, or to unleash negative energy which harms living creatures and heals undead. When you do so, the number of points of influence all sprits currently have over you is immediately reduced to 0. A bolt of pure energy streams unerringly towards the target, automatically hitting him and dealing 5d6 points of positive or negative energy damage or healing for every 1 point of influence lost in this way. If you currently have another spirit residing in you, such as with your spacious soul class feature, you can choose to expel that sprit as a free action when you cast this spell, increasing the energy damage or healing by 5d6 points. A soul expelled in this way returns to the afterlife and can still be brought back to life through normal means.
FIGHT POSSESSION
School necromancy; Level medium 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 24 hours
You open yourself to your spirit, allowing you to rely on its influence and power in order to resist harmful mind-affecting effects. When you cast this spell, you may choose to have a spirit you are channeling gain any amount of influence over you. You gain a resistance bonus versus mind-affecting effects equal to the number of points of influence your spirit has over you. Additionally, if you fail a saving throw against a compulsion or possession spell or effect, you may choose to surrender yourself to the otherworldly power of the sprit you are channeling, negating the effect but instead becoming possessed by the spirit, exactly as though the spirit had 5 or more points of influence over you.