Hate (Multi-Sense) RANGE TYPE DURATION DV LOS M S 3 Rage (Multi-Sense) RANGE TYPE DURATION DV LOS (A) P S 4 Pure unadulterated anger smashes into the targets mind and everyone and everything that has angered it in the past must feel that pain. Roll Sorcery + Magic vs. Willpower + Logic. For a number of rounds equal to the net hits on the test the target randomly attacks any other targets or other members of its own group if part of a grunt group. Rage has the same effect except it affects all targets in an area.
You cloud a targets mind with only hate and all the misdeeds everyone it can see has done to it. It must attempt a Will save.
You can Dismiss the spell. At the end of each round, the target may make another Will save to end the spell
Critical Success The target is unaffected and aware you cast the spell. Success The target is unaffected but does not know which spell you attempted to cast. Failure The target’s attitude becomes hostile toward everyone and it randomly attacks a target each turn. Critical Failure The target’s attitude becomes hostile toward everyone, it randomly attacks targets each turn and it does not get a Will save at the end of its first turn under the effect of this spell.
Casting Time:1 action Range:30 feet Components: V, S Duration: concentration, up to one minute
You attempt to enrage a humanoid you can see within range. It must make a Wisdom saving throw. If it fails the saving throw, it treats all creatures it can see as hostile until the spell ends. Each round at the start of its turn, it can attempt another Wisdom saving throw to end the spell.
Classes Mystic 1, Witchwarper 1 School enchantment (mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one humanoid creature Duration 1 round/level Saving Throw Will negates; Spell Resistance yes
You fill a target with rage and cloud it judgment. Upon failing its save, the target immediately becomes hostile to all creatures around it regardless of what it felt the moment before as all past issues come to the surface. The target will attack any target it can see for the duration of the spell. After the first target is attacked, each round after the first it is entitled a new Will saving throw to end the effect.
Ok, had to do the ground work so now we can get to the one I was hoping for!
Classes Mystic 1 School transmutation Casting Time 1 swift action or 1 reaction Range touch Targets one creature Duration instantaneous
Your god imparts fraction of itself into your target helping it with its next task. You can cast this as a swift action on your turn or as a reaction to you or an ally making a skill check. The target gains a +5 divine bonus to the triggering skill check.
Protective Pebble Classes Mystic 1-6, Witchwarper 1-6 School evocation Casting Time 1 standard action Range personal Duration 10 minutes Saving Throw none; Description You create balls of force that fly around you head. When an enemy comes within 10 feet of you a ball automatically flies at the target, making a ranged attack against its EAC and dealing 1d6 force damage. If the target is struck, it must make a Fortitude save. On a failure the target is knocked back 10 feet. Each projectile has the knockdown critical hit effect.
1st: When you cast protective pebble, you summon 3 force pebbles.
2nd: When you cast protective pebble, you summon 5 force pebbles.
3rd: When you cast protective pebble, you summon 7 force pebbles.
4th: When you cast protective pebble, you summon 9 force pebbles.
5th: When you cast protective pebble, you summon 11 force pebbles.
6th: When you cast protective pebble, you summon 13 force pebbles.
When you cast this spell you create three balls of force the size of a pebble that float around you head. For the duration of the spell or until all the pebbles are expended, when an enemy enters within 10 feet of you, as a reaction, make a ranged spell attack against the targets AC. On a success, you deal 1d6 force damage and the target must make a basic Fortitude saving throw. On a failure, the target is pushed back 10 feet. On a critical failure, the target is pushed back 10 feet and knocked prone. You determine the direction the target is pushed, and the pebble is expended regardless if the enemy is hit or missed.
Heightened (+1) The number of pebbles increases by 1.