Pathfinder Wrath of the Righteous Mod Blueprint Database


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Arcane Concordance

A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast within its area. Any arcane spell cast by a creature within 10 feet of the caster gains a +1 enhancement bonus to the DC of any saving throws against the spell, and is cast as if one of either the Extend Spell or Reach spell metamagic feats have been applied to it (without increasing the spell level or Casting Time; you choose the metamagic feat when you cast arcane concordance).

Bard 3

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ArcaneConcordanceAbility

Blood Mist

This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the “attack nearest creature” result of the confused condition). An enraged creature remains so for one minute per caster level. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).

Druid 8, Shaman 8

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BloodMistAbility

Clay Skin

The target’s skin becomes as thick and tough as clay, granting the target DR 5/adamantine. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged and the spell ends.

Wizard 3, Alchemist 3, Bloodrager 3, Inquisitor 3, Magus 3, Child of Acavna and Amaznen 3, Ravener Hunter 3, Claw of the False Wyrm 3

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ClaySkinAbility

Dance of a Hundred Cuts

You become a lethal combat dancer, swirling and spinning with grace and precision. You gain a morale bonus on melee attack rolls, melee damage rolls, and Mobility checks, and to Armor Class. This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th level). You must remain moving for the spell to stay in effect. If in any round you do not either move at least 10 feet or make a melee attack, the spell’s duration ends.

Bard 4

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DanceOfAHundredCutsAbility

Dance of a Thousand Cuts

This spell functions as dance of a hundred cuts, except you also gain the benefits of haste.
You become a lethal combat dancer, swirling and spinning with grace and precision. You gain a morale bonus on melee attack rolls, melee damage rolls, and Mobility checks, and to Armor Class. This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th level). You must remain moving for the spell to stay in effect. If in any round you do not either move at least 10 feet or make a melee attack, the spell’s duration ends.

Bard 6

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DanceOfAThousandCutsAbility

Deadly Finale

You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your performance, dealing 2d8 points of sonic damage to each target. In addition, each target takes 3d6 points of bleed damage for 1d6 rounds. A save negates the bleed damage but not the sonic damage.
You cannot activate another bardic performance this round. If you have the lingering performance feat the effect lingers as normal.

Bard 6

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DeadlyFinale

Dust of Twilight

A shower of iridescent black particles clings in the air, removing all forms of glitterdust.
Creatures in the area must make a Fortitude save or become fatigued.

Wizard 2, Bard 2, Bloodrager 2, Child of Acavna and Amaznen 2, Claw of the False Wyrm 2

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DustOfTwilightAbility

Entropic Shield

A magical field appears around you. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Warpriest 1, Cleric 1, Dread Knight 1

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EntropicShieldAbility

Form of the Exotic Dragon

Take the form of a rarely seen dragon. You gain a +10 polymorph bonus to Strength, a +8 polymorph bonus to Constitution, a +8 natural armor bonus to AC, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell), and elemental resistances. Your movement speed is increased by 10 feet.
The weapons and abilities granted by this spell vary depending on form taken.

Wizard 9, Druid 9

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FormOfTheExoticDragonAbility

Fury of the Sun

You curse the target to suffer unbearable heat. On a failed saving throw, the target is immediately subjected to severe heat, takes 1d4 points of nonlethal damage, and is suffering from heatstroke (fatigued). This spell does not make a creature that is already fatigued, exhausted.

Witch 2, Druid 2, Hunter 2, Skulking Hunter 2

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FuryOftheSunAbility

Gloomblind Bolts

You create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. You can fire one bolt, plus one for every four levels beyond 5th (to a maximum of three bolts at 13th level) at the same target, each requiring a ranged touch attack to hit. Each bolt deals 4d6 points of damage to a living creature or heals 4d6 points of damage to an undead creature. Furthermore, the bolt’s energy spreads over the skin of creature, possibly blinding it for a short time. Any creature struck by a bolt must succeed at a Reflex saving throw or become blinded for 1 round.

Witch 3, Wizard 3, Bloodrager 3, Magus 3, Child of Acavna and Amaznen 3, Claw of the False Wyrm 3

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GloomblindBoltsAbility

Goodberry

Casting Goodberry creates a Bunch of Goodberries and stores them in the party inventeory. When eaten the goodberries heal 2d4 point of damage, however if they are eaten more than once a day they can make the creature that ate them sick for a short time.

Druid 1, Hunter 1, Shaman 1, Skulking Hunter 1

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GoodberryAbility

Greater Shield of Fortification

This spell functions as shield of fortification, except there is a 50% chance that the critical hit or sneak attack is negated and damage is instead be rolled normally, rather than 25%.
Shield of Fortification: You create a magical barrier that protects a target’s vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.

Cleric 4, Inquisitor 3, Paladin 3, Ravener Hunter 3

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ShieldOfFortificationGreaterAbility

Hollow Blades

Hollow Blades lowers the momentum and density of the targets melee weapons the moment they would land an attack. All melee weapons used by the target deal damageas if they are one size category smaller than they actually are. For instance, a Large longsword normally deals 2d6 points of damage, but it would instead deal 1d8 points of damage if effected by hollow blades.

Witch 3, Wizard 3, Hunter 1, Magus 2, Ranger 1, Shaman 3, Skulking Hunter 1

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HollowBladesAbility

Hydraulic Push

You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity.

Wizard 1, Bloodrager 1, Druid 1, Hunter 1, Magus 1, Shaman 1, Child of Acavna and Amaznen 1, Claw of the False Wyrm 1

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HydraulicPushAbility

Hypnotic Pattern

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sightless creatures are not affected.

Wizard 2, Bard 2, Skulking Hunter 2

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HypnoticPatternAbility

Inflict Pain

You telepathically wrack the target’s mind and body with agonizing pain that imposes a –4 penalty on attack rolls, skill checks, and combat maneuver checks. A successful Will save reduces the duration to 1 round.

Witch 3, Wizard 3, Inquisitor 2, Skulking Hunter 3, Ravener Hunter 2

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InflictPainAbility

Inflict Pain, Mass

This spell functions as Inflict pain, except that is affects multiple creatures.
Inflict Pain: You telepathically wrack the target’s mind and body with agonizing pain that imposes a –4 penalty on attack rolls, skill checks, and combat maneuver checks. A successful Will save reduces the duration to 1 round.

Witch 7, Wizard 7, Inquisitor 5, Ravener Hunter 5

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InflictPainMassAbility

Invoke Deity

By holding aloft a holy symbol and calling your deity’s name, you take on an aspect of that divinity. When you cast this spell, choose a domain offered by your deity. You gain that domain’s benefits, along with the listed physical changes; abilities that allow a saving throw use this spell’s DC.
You must worship a being that grants access to domains in order to cast this spell.

Warpriest 6, Witch 6, Cleric 6, Hunter 4, Inquisitor 6, Paladin 4, Ranger 4, Dread Knight 6, Skulking Hunter 4, Ravener Hunter 6

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InvokeDeityAbility

King’s Castle

When you cast this spell, choose a single ally. You teleport to your ally’s space while your ally teleports to your former space.

Paladin 4

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KingsCastleAbility

Mass Mydriatic Spontaneity

This spell functions as mydriatic spontaneity, except it can affect multiple creatures.
You overstimulate the target with alternating flashes of light and shadow within its eyes, causing its pupils to rapidly dilate and contract. While under the effects of this spell, the target is racked by splitting headaches and unable to see clearly, becoming nauseated for the spell’s duration. Each round, the target’s pupils randomly become dilated or contracted for 1 round, causing them to become either blinded or dazzled until next round.
Each new round, the target may make a will save to remove the nauseated condition.

Witch 7, Wizard 7, Bard 5

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MydriaticSpontaneityMassAbility

Moment of Prescience

This spell grants you a sixth sense. Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect is a free action. Once used, the spell ends. You can’t have more than one moment of prescience active on you at the same time.

Witch 8, Wizard 8

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MomentOfPrescienceAbility

Moonstruck

You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. If the target fails its save, it is dazed for 1 round, its nails and teeth elongate and sharpen. The target gains a bite attack and two claw attacks that deal damage appropriate for the creature’s size, and for the remainder of the spell’s duration the target behaves as if under simultaneous rage and confusion spells. During the final round of the spell’s duration, the target is again dazed as it returns to its normal state.
Rage: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC and cannot cast spells.
Confusion: This spell causes confusion in the targets, making them unable to determine their actions. Roll d100 and consult the following table at the start of each subject’s turn each round to see what it does in that round.
01–25: Acts normally
26–50: Does nothing but babble incoherently
51–75: Deals (1d8 points of damage + Strength modifier) to self with item in hand
76–100: Attacks nearest creature

Witch 4, Wizard 4, Bloodrager 4, Druid 4, Hunter 4, Child of Acavna and Amaznen 4, Skulking Hunter 4, Claw of the False Wyrm 4

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MoonstruckAbility

Mydriatic Spontaneity

You overstimulate the target with alternating flashes of light and shadow within its eyes, causing its pupils to rapidly dilate and contract. While under the effects of this spell, the target is racked by splitting headaches and unable to see clearly, becoming nauseated for the spell’s duration. Each round, the target’s pupils randomly become dilated or contracted for 1 round, causing them to become either blinded or dazzled until next round.
Each new round, the target may make a will save to remove the nauseated condition.

Witch 4, Wizard 4, Bard 3

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MydriaticSpontaneityAbility

Particulate Form

The targets’ physical forms undergo a bizarre transformation. They look and function normally, but are composed of countless particles that separate and reconnect to remain whole. Each target gains fast healing 1 and is immune to bleed damage, critical hits, sneak attacks, and other forms of precision damage. The value of this fast healing increases by 1 at caster levels 10th, 15th, and 20th. Any target can end the spell effect on itself as a swift action; the target then regains 5d6 hit points and can attempt an additional saving throw against one disease or poison affecting it (at the original save DC), ending that disease or poison with a successful saving throw.

Witch 7, Wizard 7, Cleric 7

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ParticulateFormAbility

Plant Shape I

You become a small mandragora. You gain a +2 size bonus to your Dexterity and Constitution and a +2 natural armor bonus. Your movement speed is increased by 10 feet. You also gain one 1d6 bite attack, two 1d4 slams and poison ability.

Wizard 5, Alchemist 5, Skulking Hunter 5

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PlantShapeIAbility

Plant Shape II

You become a large shambling mound or a huge quickwood.

Wizard 6, Alchemist 6, Skulking Hunter 6

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PlantShapeIIParentAbility

Plant Shape III

You become a huge treant or a huge giant flytrap.

Wizard 7

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PlantShapeIIIAbility

Rigor Mortis

The joints of a creature affected by this spell stiffen and swell, making movement painful and slow. The target takes 1d6 points of nonlethal damage per caster level. Additionally, the target takes a –4 penalty to Dexterity and its movement speed decreases by 10 feet; these additional effects last for 1 minute per caster level. A successful save halves the nonlethal damage and negates the penalty to Dexterity and movement.

Warpriest 4, Witch 4, Wizard 4, Cleric 4, Magus 4, Shaman 4, Dread Knight 4, Skulking Hunter 4

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RigorMortisAbility

Scourge of the Horsemen

Blast the area with a horrific combination of soul-rending energy and physical corrosion. Creatures in the area of effect gain 1d4 negative levels, and take 1d6 points of acid damage per caster level (maximum 20d6).

Wizard 9, Cleric 9

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ScourgeOfTheHorsemenAbility

Shadow Claws

You summon a pair of claws over your hands formed from semireal material. This grants you two primary claw attacks dealing 1d4 points of damage if you are Medium (1d3 if Small) plus 1 point of Strength damage. A successful Fortitude saving throw negates the Strength damage (DC = this spell’s DC).
While under the effect of this spell, all claw attacks gain this spells Strength damage component.

Wizard 2, Bard 2, Bloodrager 2, Magus 2, Child of Acavna and Amaznen 2, Skulking Hunter 2, Claw of the False Wyrm 2

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ShadowClawsAbility

Shadow Jaunt

You instantly travel between shadows to a point within range. You leave a shadowy decoy in your former location and are wrapped in shadow at your destination; you attempt a Stealth check as a free action to hide in your new location. In addition, for 1 round, the envelope of shadow around you grants you concealment (20% miss chance).
The shadow decoy is fragile and will not survive more than a single attack / one round.

Wizard 4, Bard 4, Skulking Hunter 4

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ShadowJauntAbility

Shadow Step

You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to a units shadow within range.

Witch 3, Wizard 3, Bard 3, Skulking Hunter 3

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ShadowStepAbility

Shambler

The shambler spell creates 1d4+2 shambling mounds with the advanced template. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for 7 days. You can only have one shambler spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Druid 9, Shaman 9

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ShamblerAbility

Shield of Fortification

You create a magical barrier that protects a target’s vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.

Cleric 2, Inquisitor 1, Paladin 1, Ravener Hunter 1

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ShieldOfFortificationAbility

Shillelagh

Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell. A magical weapon still gains the damage via size increase, but not the additional +1 bonuses.

Druid 1, Hunter 1, Skulking Hunter 1

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ShillelaghAbility

Slipstream

You create low-cresting waves of water under the feet of the target, able to propel them while moving. The target’s speed increases by 10 feet.

Wizard 2, Bloodrager 2, Druid 2, Hunter 2, Ranger 2, Child of Acavna and Amaznen 2, Claw of the False Wyrm 2

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SlipstreamAbility

Steam Ray Fusillade

For the duration of the spell, you can fire rays of steam once per round as a standard action (and you also fire these rays as part of casting this spell). You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

Wizard 7

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SteamRayFusilladeAbility

Stunning Finale

You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, assaulting the senses of the targets with your finale. Each target is stunned for 1 round. On a successful saving throw, a target is staggered for 1 round.
You cannot activate another bardic performance this round. If you have the lingering performance feat the effect lingers as normal.

Bard 5

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StunningFinale

Wall of Fire

An immobile, blazing curtain of the shimmering fire springs into existence. The wall deals fire damage when it appears, to all creatures in the area on your turn each round, and also to any creature that passes through it. The damage delt is 2d6 points of damage +1 point of damage per caster level (maximum +20). The wall deals double damage to undead creatures.

Wizard 4, Bloodrager 4, Druid 5, Hunter 5, Magus 4, Shaman 4, Child of Acavna and Amaznen 4, Claw of the False Wyrm 4

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WallOfFireAbility

Wooden Phalanx

You create 1d4+2 wood golems with the advanced template. The golems willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. You can only have one wooden phalanx spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Wizard 9, Cleric 9

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WoodenPhalanxAbility

Zephyr’s Fleetness

You can call upon the spirits of the air to grant agility to your allies. Each target gains a +30 foot enhancement bonus to its speed. Each target can also move (and charge) through difficult terrain without penalty.

Hunter 3, Ranger 3, Skulking Hunter 3

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ZephyrsFleetnessAbility

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