Bind Soul [two-actions] Spell 9
Legacy Content
Uncommon Evil Necromancy Source Core Rulebook pg. 320Cast [two-actions] somatic,
verbal;
Requirements black sapphire with a gp value of at least the target's level × 100
Range 30 feet;
Targets 1 creature that died within the last minute
Duration unlimited
You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire.
While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as
wish. If the gem is destroyed or
bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell.
Legacy Content
Conjuration Teleportation Source Core Rulebook pg. 328Cast [two-actions] somatic,
verbalRange 120 feet
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an
extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.
Legacy Content
Uncommon Conjuration Teleportation Source Core Rulebook pg. 357Cast 10 minutes (
focus,
material,
somatic,
verbal)
Range touch;
Targets 1 willing creature, or up to 8 willing creatures joining hands
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell
plane shift, more obscure planes and demiplanes often have rare tuning forks.
The spell is highly imprecise, and you appear 1d20x25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane.
Plane shift doesn't provide a means of return travel, though casting
plane shift again allows you to return to your previous plane unless there are extenuating circumstances.
Weird [two-actions] Spell 9
Legacy Content
Death Emotion Fear Illusion Mental Source Core Rulebook pg. 385Cast [two-actions] somatic,
verbalRange 120 feet;
Targets any number of creatures
Saving Throw Will
You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the targets' worst fears. Only the targets can see their assailants. Each target takes 16d6 mental damage and must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1.
Failure The target takes full damage and is frightened 2.
Critical Failure The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is frightened 2, and it's also fleeing until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies.