With all the different options that mediums have available to them, and all the different abilities wrapped up in the spirits that they channel, it can be easy to forget that they cast spells, too! Today’s Obscure Arcana provides some medium-focused spells that will be sure to leave a memorable impression on your foes.
BALEFUL INFLUENCE
School necromancy [curse]; Level medium 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 10 min./level (D)
Saving Throw Will negates; Spell Resistance yes
You forge a connection between the target and the spirit you are currently channeling, granting the spirit some influence over the target. The target suffers the influence penalties appropriate for the spirit you are currently channeling, using your spirit bonus to determine the size of the penalty (for example, a 12th-level medium channeling the archmage spirit would impose a –4 penalty on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls).
CHANNEL DISTANT SPIRIT
School conjuration (summoning); Level medium 1
Casting Time 1 minute
Components V, S, F (an item appropriate to the type of spirit being channeled, such as a book for archmage spirits, or a mask for trickster spirits, etc.)
Range see text
Effect see text
Duration see text
Saving Throw none; Spell Resistance no
You conjure a spirit, of the sort that mediums frequently channel, from wherever it is to your current location, allowing you to perform a séance and channel that spirit, even if you are not in a suitable location for spirits of that type. You must determine a specific medium spirit (such as archmage, champion, etc.) when you cast this spell. You can channel spirits of the chosen type without being at one of their favored locations. This effect lasts until you next channel a spirit, or until the next sunrise, whichever comes first.
IMPOSE TABOO
School necromancy [curse]; Level antipaladin 1, bard 1, cleric 1, druid 1, medium 1, mesmerist 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 24 hours
Saving Throw Will negates; Spell Resistance yes
You impose a taboo upon the subject, forcing them to behave in a certain fashion. The taboo is enforced by a spirit of the sort commonly channeled by mediums, and must be one of the taboos appropriate for the spirit in question (see Pathfinder Roleplaying Game: Occult Adventures for more information about medium spirits and the taboos they offer). If the target fails to live up to the taboo you impose, it suffers a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for the remainder of the spell’s duration. The target instantly becomes aware of the nature of the taboo and the penalties it will face for violating it.
The type of spirit that can be called upon depends on the spell list impose taboo was cast from. If cast as an antipaladin or paladin spell, only the champion or guardian spirits can be invoked. If cast as a bard or mesmerist spell, only the marshal or trickster spirits can be invoked. If cast as a cleric or druid spell, only the hierophant spirit can be invoked. If cast as a sorcerer/wizard spell, only the archmagi spirit can be invoked. Finally, if cast as a medium spell, only the spirit currently channeled by the medium can be invoked.
IMPOSE TABOO, GREATER
School necromancy [curse]; Level antipaladin 4, bard 5, cleric 6, druid 6, medium 4, mesmerist 5, paladin 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
This functions as impose taboo, except that the effect lasts indefinitely, and you can impose up to one taboo per 6 caster levels. A creature that violates a taboo suffers the normal penalty for 24 hours after doing so. The penalties from different taboos stack, so if the target violates two taboos, the penalty increases to –4, and if the target violates three taboos, it increases to –6, etc.