Magic/Spells/Entropic

Description
This page lists out all spells of the entropic affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Cause Fear
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: One Living Creature.

Duration: 1d4 rounds or 1 round.

Range: Close

Action: Standard

Saving Throw: Will (negates)

Spell Resistance: Yes

Description: You may spend a spell point to cause a creature to become frightened for 1d4 rounds. A save attack that fails by less than one degree causes the creature to instead become shaken for 1 round. A save attack that succeeds by one degree or higher causes the effect to last 1d4+1 increasing by an additional +1 per additional degree of success.

Deeper Fear
Prerequisite: Cause Fear, BCB 6th Benefit: You may spend an additional spell point when casting cause fear to cause creatures to become panicked instead of frightened for the duration of the spell. A save attack that fails by less than one degree causes the creature to instead become shaken for 1d4 rounds.

Command
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: One Living Creature.

Duration: Concentration or 1 round per BCB

Range: Close

Action: Standard

Saving Throw: Will (negates)

Spell Resistance: Yes

Description: You may spend a spell point as a standard action to concentrate on a single creature. Each turn you may give the targeted creature a single command, which it obeys to the best of its ability from the following list:


 * Come: On its turn the creature moves towards you as quickly as possible for 1 round, taking no other action but moving during its turn. This movement may provoke attacks of opportunity as normal.
 * Go: On its turn the creature moves away from you as quickly as possible for 1 round, taking no other action but moving during its turn. This movement may provoke attacks of opportunity as normal.
 * Drop: On its turn the creature drops whatever it is holding. It may not pick up any dropped item on the same turn it dropped it.
 * Fall: The subject falls prone on its turn. It may not stand up on the same turn, but may act normally while prone, taking penalties as normal.
 * Halt: The subject stands in place for 1 round. It may not take any actions but is not treated as helpless.
 * Kill: You give the target an urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its turn with a melee attack. The target will move or charge to it’s nearest ally to make this attack, or will use its turn to get as close as possible if unable to..

For the duration of the spell the creature receives a new will save to attempt to end the spell on each of its turns, forcing a new save attack from the caster each time. Each round the caster must spend a move action to give a new command even if it's the same command as the previous round. You may spend an additional spell point to allow the spell to continue without concentration.

Dominate
Prerequisite: Command, Dark Affinity, BCB 10th

Target: One Humanoid Creature.

Duration: 1 Day per BCB

Benefit:  When casting Command, you may spend an additional spell point to attempt to control the actions of any humanoid creature. If you and the target share a language, you can command them to perform as you desire, within certain limitations of its abilities. If you do not share a language, you can give simple commands such as "come", "go", "fight", "stay". You know what the target is experiencing, but have no sensory input from it, nor can it communicate. You may only have 2 HD of creatures dominated at once per BCB.

When giving a dominated creature a command, it will attempt to carry it out to the exclusion of all other activities except those necessary for their own survival (such as sleeping and eating). Due to this, a DC 15 sense motive can determine that the subject's behavior is being influenced. Changing orders or giving a new command is a move action; though you may give a command as part of the initial casting of dominate. Once control is established the spell has unlimited range as long as you and the target remain on the same plane, and you do not need to be able to see the target to control it.

You may spend a standard action to receive full sensory input of the target; while still not allowing communication can grant the caster an idea of what is occuring with the dominated creature.

Unlike command creature’s do not receive a save reach round; instead when forced to take actions against its nature receive a new saving throw with a +2 bonus against the original save attack. Self-destructive orders are not carried out. Actions against its nature may include, betraying its allies, betraying its nation, giving up a valued possession, or similar actions.

Grand Domination
Prerequisite: Dominate, BCB 18th

Benefit: You may use dominate on any creature regardless of type.

Special: If you possess Dominate undead talent and succeed on the save attack by 3 degrees of success or greater you may instead gain permanent control of the undead until some effect dispels the domination. This undead counts against your hit dice limit of the animate dead in addition to the dominate spell, even if you do not possess this spell or other animated undead.

Suggestion
Prerequisite: Command, BCB 4th

Duration: 1 hour per BCB

Benefit: When casting command you may suggest a more subtle command or course of activity (up to a sentence or two). The suggestion must be considered reasonable by the creature (such as a creature continuing its work in a different location). A very reasonable suggestion causes the save attack to gain a +1 or 2 bonus.

The suggested course of activity can continue for the entire duration of the spells. If the action is completed before the spell's duration the spell ends when the subject finishes what it was asked to do. You may specify conditions that will trigger a special activity during the duration.

Confusion
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: Creatures in a 15 foot radius burst

Duration: (See Text)

Range: Medium

Action: Standard

Saving Throw: Will negates

Spell Resistance: Yes

Description: On a successful save attack the target creature gains the muddled condition for 1 round. For each degree of success this effect lasts an additional round.

You may instead spend one spell point to instead cause the targeted creature to gain the muddled condition for 1 round per BCB, plus an additional round per degree of success on the save attack. If your save attack fails by less than one degree the creature is still muddled for 1 round.

Greater Confusion
Prerequisite: Confusion

Benefit: When casting confusion you may spend a spell point to instead inflict the creature with the confusion condition, rather than muddled, for the duration of the spell. A success by 4 degrees of success or more causes the creature to gain the madness condition, no duration. Special: If you spent a spell point to increase the duration of the confusion spell in addition to this talent, the creature is instead confused for 1 round when your save attack fails by less than one degree; if you fail by at least one degree, but less than two degrees the creature is instead muddled for 1 round.

Diminish Plants
Keywords: Blight; Nature or Entropic

Prerequisites: Nature or Entropic Affinity

Target: Area (see text)

Duration: instantaneous.

Range: Long

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to cause plant life within a 60 foot line, or 10 foot radius to shrink in size to about ⅓  their normal size, becoming untangled and less bushy. You may also designate portions of the area that are not affected. The vegetation affected by this looks as if it was carefully pruned and trimmed. This has no effect on plant creatures.

If cast upon plantlife that was magically created (such as the grasping vines spell) you may make an opposed SPB check to dispel the magically enhanced plantlife.

At 4th BCB this ability may be used to diminish plant life to the extent it removes plant-based cover or concealment provided by trees and undergrowth.

Antiplant Shell
Prerequisite: Diminish Plants, BCB 8th

Keywords: Shell

Target: 10 foot radius burst, centered on you

Duration: concentration or 1 minute per BCB.

Range: Personal

Benefit: This spell created an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. The barrier cannot be used to push away plant creatures, but prevents them from entering the area. Instead of paying the spell point you may concentrate on the spell; while concentrating you may indefinitely keep out plant life, but if you choose to let the barrier continue without concentration it lasts 1 minute per BCB and has a total of 20 hit points per SPB; once these hits point are depleted the barrier breaks and the spell ends.

Blight
Prerequisite: BCB 4th

Saving Throw: Fortitude Half

Benefit: Plant creatures within the area of Diminish plants begin to wither, taking 1d6 untyped damage per BCB. A failed fortitude save deals half. Non-creature plants receive no save and immediately wither and die.

Deforest
Prerequisite: Greater Diminish, Diminish Plants, BCB 12th

Target: ½ Mile Radius burst.

Range: Personal

Saving Throw: None

Benefit: You may spend an additional spell point to cause your diminish plants spell to target all plants for a mile radius burst from yourself. This talent may not be combined with other Diminish plants talents except for Stunt Growth.

Greater Diminish
Prerequisite: Diminish Plants, BCB 6th

Saving Throw: None

Benefit: When using Diminish plants you may spend an additional spell point to target a wider area of a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. This talent may not be combined with other Diminish plants talents besides Stunt Growth.

Stunt Growth
Prerequisite: Diminish Plants

Saving Throw: None

Benefit: When using Diminish plants you may choose to stunt the growth, reducing their productivity for the next year to half normal; causing the plants to produce half as much or grow half as much. You may choose to use this effect along or alongside the base effect of Diminish plants.

Targeted Diminish
Prerequisite: Diminish Plants, BCB 2nd

Target: One Plant Creature

Saving Throw: Fortitude negates (see text)

Duration: 1d4 +1 rounds. Benefit: You may target this spell against a plant creature, making a fortitude save attack against them. If successful the plant creature takes 2d8 damage and becomes sickened; if you succeed by more than two degrees it becomes nauseated. A failed save attack deals half damage.

Dispel Magic
Keywords: Transmutation

Prerequisites: Earth or Entropic Affinity; BCB 3rd

Target: (see description)

Duration: instantaneous

Range: Close

Action: Standard

Saving Throw: none

Spell Resistance: no

Description: You may spend one spell point to attempt to end an ongoing spell that has been cast on a creature or object. Make a dispel check (1d20+SPB); you may target a specific effect if you have identified it, otherwise the effect with the highest BCB on the target is automatically targeted. Compare your dispel result against the spell (1d20 + the SPB of the spell). If successful, that spell ends. If not, compare that same result to the spell with the next highest BCB, repeating until you have dispelled one spell affecting the target, or you have failed to dispel every spell. Use the same d20 roll for each spell effect you compare against rather than rerolling each time.

If an object or creature that is the effect of an ongoing spell (such as a creature summoned by summon companion) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object. You may also target a single spell affecting an area such as grasping vines or black tentacles to attempt to end the effect.

Area Dispel
Prerequisite: Dispel Magic, BCB 10th

Target: 20 foot radius.

Benefit: You may spend an additional spell point to target each creature in an area. You roll one dispel check and apply it to each creature within the area. Magic items are not affected by an area dispel even if you possess the suppress magic device talent.

Counterspell
Prerequisite: Dispel Magic

Benefit: You may ready your dispel magic to counter a spell being cast by another spellcaster. Roll your dispel check against the spellcaster, with the spellcaster also rolling (1d20 + the caster’s SPB). If successful the spell is countered and the caster fails to cast their spell.

Counterspell, Greater
Prerequisite: Dispel Magic, BCB 8th

Benefit: You may spend an additional spellpoint to use your counterspell as an immediate action rather than a readied action.

Suppress Magic Device
Prerequisite: Dispel Magic Benefit: You may make a dispel magic attempt against a magic item. When doing so make a dispel check against the SPB of the item; if successful the item is suppressed and ceases functioning for 1d4 rounds + 1 additional round per degree of success.

Disruptive Touch
Keywords: Necromancy; Cold, Dark, or Entropic

Prerequisites: Cold, Dark, or Entropic Affinity

Target: Living Creature Touched

Duration: 1 round per BCB (see description)

Range: Touch

Action: Standard

Saving Throw: Fortitude negates

Spell Resistance: Yes

Description: You disrupt the lifeforce of a creature you touch. A successful save attack causes the creature to become fatigued for the duration of the spell; if you succeed by 2 degrees or more the target is instead exhausted. You may spend one spell point to increase the duration of the spell to 1 minute per BCB.

Disruptive Type Talents:
Disruptive type talents may be applied to a disruptive touch, granting it a different effect than the default fatigue status ailment. Only one Disruptive Type talent may be applied to a disruptive touch at one time.

Bleeding Touch
Prerequisite: Disruptive Touch

Saving Throw: None

Benefit: You may spend a spell point to cause your disruptive touch to cause the touched creature to begin to bleed for 1 point of bleed per BCB. Due to the magical nature of this bleed the DC to remove the bleed effect with heal increases by ½ the casters SPB, as well as creatures using healing spells must make a SPB check (1d20+SPB) against the SPB of the spell to remove the bleed through the application of healing magic. You may spend an additional spell point to increase the bleed from this talent to 2 points of bleed per BCB.

Blinding Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may splend a spell point to cause a creature to become blinded on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Deafening Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may splend a spell point to cause a creature to become deafened on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Greater Disruptive Touch
Prerequisite: Disruptive Touch, BCB 3rd

Benefit: You may spend a spell point to cause your disruptive touch to exhaust creatures on successful save attack, and if you fail by one degree or less the creature is still fatigued for 1 round.

Sickening Touch
Prerequisite: Disruptive Touch

Benefit: You cause a creature to become sickened on a successful save attack. If you succeed by two degrees or more the creature is instead exhausted.

Steal Voice
Prerequisite: Disruptive Touch, BCB 2nd

Benefit: You cause a creature to have difficulty speaking. On a successful save attack the target must spend a swift action to focus on speaking, with a 20% chance to fail at any verbal spellcasting. If you succeed by one degree the target becomes mute for the duration; greater than two degrees the creature becomes permanently mute requiring the effect to be cleansed from the creature via other spells and effects.

Weakening Touch
Prerequisite: Disruptive Touch

Duration: Instantaneous

Benefit: You may spend a spell point to cause a creature to take 1d10 points of nonlethal damage per 2 BCB (minimum 1d10) on a successful save attack. A failed save attack deals half.

Disruptive Ray
Prerequisite: Disruptive Touch

Keywords: Shaped

Range: Close

Benefit: Your disruptive touch spell may now make ranged touch attacks against creatures within close range. In addition the Disruptive touch spell gains the shaped keyword.

Exhausting Bleed
Prerequisite: Bleeding Touch, Disruptive Touch

Saving Throw: Fortitude negates

Benefit: Creatures affected by your bleeding touch talent are subject to a fortitude save attack. A successful save causes the bleeding creature to become fatigued while their hit points are below maximum, and exhausted if below half. Ending the bleed effect removes these additional effects.

Necromatic Touch
Prerequisite: Disruptive Touch

Target: Creature Touched (see text)

Duration: 1 round per BCB or 1d4 + 1 per BCB (see description)

Saving Throw: Fortitude or Will negates (see text)

Benefit: Your disruptive touch against living creatures deals 1d6 points of damage of a type matching the affinity talent used to cast the spell. Undead creatures touched by this with this talent instead take untyped damage, and are subject to a will save attack; a successful save attack causes undead creatures to become shaken for 1d4 rounds +1 per BCB, bypassing any immunities, you may not spend a spell point to increase this duration. If you succeed by two degrees or more the undead creature begins to flee as if panicked for the duration.

Feather Fall
Keywords: Wind, Transmutation

Prerequisites: Fire, Wind or Entropic Affinity

Target: One creature per 3 BCB, no two may be more than 20 feet apart.

Duration: 1 round/level

Range: Close

Action: immediate

Saving Throw: Will (negates harmless)

Spell Resistance: Yes Description: The affected creatures fall a mere 60 feet per round and take no damage upon landing while the spell is in effect. When the spell duration expires, the normal rate of falling resumes.

Fly
Keywords: Transmutation

Prerequisites: Fire, Wind or Entropic Affinity, BCB 5th

Target: Creature Touched

Duration: Concentration or 1 minute per BCB

Range: Touch

Action: Standard

Saving Throw: Will (negates harmless)

Spell Resistance: Yes

Description:  You may grant a creature a fly speed of 60 feet with good maneuverability as long as you concentrate. The target creature gains a bonus on Fly skill checks equal to 1/2 your BCB.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking fall damage as normal. If the creature moves beyond medium range of the caster while he is concentrating on the spell the spell immediately ends. The caster may spend a spell point to allow the spell to continue for 1 minute per BCB.

Life Thief
Keywords: Necromancy. Shaped

Prerequisites: Cold, Dark, or Entropic Affinity

Target: Creature touched

Duration: 1 round per BCB; or until discharged

Range: Touch

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: The creature successfully touched by this spell has the effectiveness of healing reduced on them. Until the effect ends, whenever the target is subject to a healing spell or supernatural effect that heals hit points, the target only receives half the healing(rounded down). Once you’ve prevented 5 hit points of healing per BCB with this spell, the spell is discharged.

You may spend 1 spell point as part of casting to cause the healing prevented by life thief to be redirected to you. You must remain within 25 feet + 5 feet per two BCB of the target to gain this benefit.

Special: when applying a shape talent to this spell, you target creatures within the area with a will save attack. A failed will save attack negates the effects of the spell.

Greater Life Link
Prerequisite: Greater Life Thief, BCB 8th

Target: One creature

Duration: 10 minutes per BCB

Range: Close

Saving Throw: Will negates

Benefit: You may spend an additional spell point when casting life thief to reverse its effects, causing yourself to only take half damage from effects that deal hit point damage, and the targeted creature to take the damage prevented by this spell. If you fail at the will save attack or move beyond the range of the spell, the effect immediately ends and the spell does not prevent damage.

Special: This talent may not be combined with shape talents.

Life Link
Prerequisite: Life Thief, BCB 4th

Target: One creature

Duration: 10 minutes per BCB

Range: Close

Saving Throw: Will negates

Benefit: You may spend a spell point to form a mystical pact between you and another creature rather than the usual effects of life thief. Once the bond is taken the targeted creature takes only half damage from all sources that do hit point damage. Any damage prevented by this ability is instead taken by you. If you and the targeted creature move out of the spell’s range from each other, the spell immediately ends.

Special: This talent may not be combined with shape talents.

Life Pact
Prerequisite: Life Thief, BCB 4th

Target: One creature per BCB, no two of which can be more than 30 feet apart.

Duration: 1 minute per BCB

Saving Throw: Will negates

Benefit: You may spend a spell point to form a mystical pact between multiple creatures rather than the usual effects of life thief. If any target within the pact is reduced to fewer than 0 hit points, the target drains hit points from nearby targets of the pact. They may drain up to 5 hit points from creatures within the pact within 30 feet; this cannot drain a creature below 0 hit points. Hit points drained in this way are granted to the creature, and may prevent them from dying, but may not raise the creature above 0 hit points.

Vampiric Touch
Prerequisite: Life Thief, BCB 4th

Saving Throw: none

Duration: See Text

Benefit: When casting life thief you may spend a spell point to instead cause the spell to steal life force directly from the target creature. Instead of its usual effect of life thief you instead deal 1d6 points of damage per two BCB to the target. This damage is determined by the affinity talent utilized with the casting of this spell (usually dark or entropic). You gain temporary hit points equal to the damage dealt; these temporary hit points last one hour.

You may spend an additional spell point to allow the normal effects of life thief to occur in addition to the effects of vampiric touch; and may spend an additional spell point to redirect healing. Special: when applying a shape talent to this spell, you target creatures within the area with a will save attack. A failed will save attack deals half damage, and negates the effects of life thief if the caster chose to spend the additional spell point to apply the effects of life thief to the vampiric touch.

Sleep
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: 1 Creature

Duration: 1 minute per BCB

Range: Close

Action: Standard

Saving Throw: Will negates

Spell Resistance: Yes

Description: You may spend a spell point to causes creature to become drowsy causing them to become staggered. On two degrees of success or more the creature instead falls asleep. Awakening a creature is a standard action. Sleep does not target unconscious creatures, constructs, or undead creatures.

Mass Sleep
Prerequisite: Sleep

Duration: Creatures in a 10 foot radius burst Benefit: Your sleep may now affect multiple creatures within an area.