9th

PFS StandardStorm of Vengeance  [three-actions] Spell 9

Legacy Content

Air Electricity Evocation 
Source Core Rulebook pg. 374
Cast [three-actions] material, somatic, verbal
Range 800 feet; Area 360-foot burst
Duration sustained up to 1 minute
A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a –4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row.
  • Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw.
  • Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save).
  • Lightning Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals 7d6 electricity damage (basic Reflex save).
  • Rain and Wind Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud difficult terrain and making everything seen within or through the area concealed.
  • Thunderclap Each creature in the storm must succeed at a Fortitude save or be deafened for 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour.

Heightened (10th) The range increases to 2,200 feet, and the cloud is a 1,000-foot burst.

8th

PFS StandardPunishing Winds  [three-actions] Spell 8

Air Concentrate Manipulate 
Source Player Core pg. 351
Range 100 feet; Area 30-foot radius, 100-foot-tall cylinder
Duration sustained up to 1 minute
Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen.

The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.

PFS StandardTree Stride Spell 5

Legacy Content

Uncommon Conjuration Plant Teleportation 
Source Core Rulebook pg. 378
Cast 1 minute (material, somatic, verbal)
You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.
Heightened (6th) The tree you exit can be up to 50 miles away.
Heightened (8th) The tree you exit can be up to 500 miles away.
Heightened (9th) The tree you exit can be anywhere on the same planet.

7th

PFS StandardChain Lightning  [two-actions] Spell 6

Concentrate Electricity Manipulate 
Source Player Core pg. 319
Range 500 feet; Targets 1 creature, plus any number of additional creatures
Defense basic Reflex
You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity then arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.
Heightened (+1) The damage increases by 1d12.