Spells that have to do with alignment are nothing new. The Pathfinder Roleplaying Game Core Rulebook features them spread all throughout a character’s level progression. From protection from good to chaos hammer, these spells provide exciting and potent tools to showcase your character’s ideals. Or at least, that’s the theory. In fact, apart from hating on other alignments, these spells do very little to represent each of their philosophies. This week’s new Obscure Arcana looks at this concept a little differently; rather than hating on the alignments of our enemies, we reinforce our own philosophical beliefs.
ABSOLUTE CERTAINTY
School transmutation [law]; Level cleric 4, inquisitor 4, paladin 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft. /2 levels)
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You speak resonant words of absolute law, ensuring that the target’s actions follow a specific course without the interference of fate or other forces that deviate from your will. Until the end of your next turn, the target cannot take 10 or 20, and treats the results of all d20 rolls as though they had been a natural 8 on the dice. If you are lawful in alignment, you may choose to have the target treat the results of all d20 rolls as either 6s or 12s, instead. Lawfully-aligned characters gain a +4 bonus on their saving throw to resist the effects of this spell.
CHAOS WARP
School transmutation [chaos]; Level antipaladin 2, bard 3, cleric 4, inquisitor 4, mesmerist 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft. /2 levels)
Target one creature
Duration concentration, up to 1 round/level
Saving Throw Will negates; Spell Resistance yes
You cause the target to be controlled wholly by chaos for as long as the spell holds. Whenever the target would make a d20 roll, instead he rolls 1d4. On a result of 1, the action is an automatic failure; on a result of 2, it is an automatic success; on a result of 3, the target rolls 2d20 and takes the result of his choice; and on a result of 4, the target rolls 2d20 and takes the result of your choice. At the end of each of the target’s turns, he may attempt a new Will save to end this effect.
GLORIOUS AURA
School conjuration (healing) [good]; Level bard 5, cleric 5, paladin 4
Casting Time 1 round
Range touch
Area 10-ft.-radius emanation from touched creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You create an aura of wholesome and righteous energy which extends from the target, infusing those nearby with the glory of her innate goodness. If the target is good-aligned, she receives a +4 deflection bonus to AC and regains a number of hit points equal to 2d8 + your caster level each round. Additionally, at the end of each round, the target is immediately cured of any of the following conditions: fatigued, exhausted, shaken, frightened, panicked, or poisoned. Further, non-evil characters within a 10-foot-radius emanation centered on the target receive a +2 deflection bonus to AC, and if they are good-aligned, they recover a number of hit points equal to 1d8 + your caster level if they end their turn within the radius. If glorious aura is cast on an evil character, it has no effect.
HATE BOLT
School evocation [evil]; Level antipaladin 4, cleric 7, inquisitor 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Range close (25 ft. + 5 ft. /2 levels)
Target one living creature
Duration instantaneous and 1 round/level
Saving Throw Will partial; Spell Resistance yes
You channel all of your hatred and vile feelings into a crackling bolt of red and black energy, which suffuses the target with your unending hatred of him. You must succeed on a ranged touch attack to hit with this spell. If successful, the target suffers 8d6 points of damage and becomes suffused with a malign energy, suffering a –4 penalty to AC against attacks from evil creatures. As a swift action, the target can choose to suffer 4d6 points of damage in order to negate this effect for 1 round. Additionally, whenever the target would make a saving throw against an evil spell, he must choose either to suffer a –2 penalty on the saving throw, or suffer 2d6 points of damage. At the end of each of the target’s turns, he may attempt a Will save to end this effect.
HOLY GRACE
School abjuration [good]; Level paladin 2
Casting Time 1 standard action
Range touch
Target other creature touched
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You transfer your divine grace onto another, protecting them from harm with the strength of your faith. The target gains a deflection bonus to AC equal to your Charisma modifier. Additionally, once per round as an immediate action, the target can reroll a failed saving throw with a bonus equal to your Charisma modifier. While the target is affected by this spell, you lose the benefits of your divine grace class feature. If you do not have the divine grace class feature, then the duration of this spell is shortened to 1 round/level. When you dismiss this spell, you may choose to have the target retain the benefits until the beginning of your next round.
UNHOLY PROTECTION
School abjuration [evil]; Level antipaladin 3
Casting Time 1 round
Range personal
Target you
Duration 1 minute
Your unholy nature is made manifest as a shield of shifting darkness that protects you from harm. You gain an amount of damage reduction equal to your Charisma modifier, which cannot be overcome by any means. This spell even provides protection against attacks made by a character who has made you the subject of their smite evil special attack. Whenever you would be subject to an attack from a good-aligned creature, you may choose to end this spell as an immediate action. If you do, you ignore all damage from that attack.