Revised Spells
Tears to Wine
Nerfed scaling and clarified the number of creatures that may benefit.
Source Arcane Anthology pg. 22
School transmutation; Level alchemist 1, arcanist 2, bard 1, cleric 2, druid 1, hunter 1, investigator 1, medium 1, occultist 1, oracle 2, shaman 1, skald 1, sorcerer 2, warpriest 2, witch 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M (a single grape)
Effect
Range 10 ft.
Target 1 cu. ft./2 levels of liquid (see text)
Duration 10 minutes/level
Saving Throw Will negates (object); Spell Resistance yes (object)
Description
Legend claims runelords used this spell to literally benefit from drinking the tears of their captured foes. This spell turns nonmagic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions.
Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This enhancement bonus increases by 1 every 4 caster levels after the 3rd (maximum +4 at 11th level).
One creature per caster level can benefit from the enhancement bonuses.
Bloody Tears and Jagged Smile
Nerfed spell DC increase.
Source Pathfinder #71: Rasputin Must Die! pg. 75
School necromancy; Level arcanist 2, cleric 2, oracle 2, sorcerer 2, warpriest 2, wizard 2 (Szuriel)
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal and see text
Target you and see text
Duration 10 minutes/level
Saving Throw none; Spell Resistance yes
Description
Your eyes turn black and weep blood, and your teeth become jagged fangs. You gain a bite attack (1d3 points of damage if you are Small, 1d4 points of damage if you are Medium). You gain a +4 profane bonus on Intimidate checks. The DCs of your spells with the fear descriptor increase by +1.
You perceive creatures as if using deathwatch.
Fungal Blisters
Adjusted damage scaling.
Source Pathfinder #119: Prisoners of the Blight pg. 70
School transmutation; Level alchemist 2, arcanist 2, druid 2, hunter 2, investigator 2, sorcerer 2, witch 2, wizard 2 (Cyth-V’sug)
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal
Target you
Duration 1 minute/level or until discharged (see text)
Description
When you cast this spell, horrible, fungal growths sprout forth all over your body. You develop 1d4 of these blisters, and an additional blister per 2 caster levels (maximum total of 1d4+5 blisters at 10th level). Each time you are dealt more than 5 points of bludgeoning, piercing, or slashing damage from a single attack (after reductions such as DR), one of these blisters bursts, releasing a cloud of harmful spores in a 5-foot-radius burst centered on you. These spores enter the lungs of all living creatures within the cloud that need to breathe and deal 2d6 points of damage, plus 1 point per caster level (maximum 2d6+5 at 5th level). This is a disease effect, and you and plants aren’t affected by the spores.
It is possible for more than one blister to burst in a single round. If you are reduced to 0 or fewer hit points, all remaining blisters are destroyed, and the effect of 3 blister bursts is dealt with immediately.
You are not able to cast this spell while wearing heavy armor. If you don heavy armor during the spell’s duration, all remaining blisters are destroyed as if you had been reduced to 0 or fewer hit points.
Ball Lightning
This spell is rewritten to clarify some ambiguity. And it now deals damage while stationary.
Source Advanced Player’s Guide pg. 204
School evocation [air, electricity]; Level arcanist 4, bloodrager 4, druid 4, hunter 4, magus 4, occultist 4, shaman 4, sorcerer 4, wizard 4
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small iron ring)
Effect
Range medium (100 ft. + 10 ft./level)
Effect two or more 5-ft.-diameter spheres
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
Description
You create two globes of lightning that fly in whichever direction you indicate. The globes fly forth from a corner of a space you occupy. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere’s course.
You get a free action to direct the globes as part of casting the spell. Otherwise, each globe moves as long as you actively direct it (it’s a move action for you to direct all the spheres created by a single casting of this spell); otherwise, they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell’s range.
If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. The globes also deal damage at the end of your turn if they have been stationary within another creature’s space. Creatures wearing metal armor take a –4 penalty on this saving throw.