Deals 6 damage as Sonic to the target. There is no saving throw to mitigate damage.
Uncommon
Deals 3 damage as Sonic to all monsters. There is no saving throw to mitigate damage.
Deals 2 damage as Shock to all monsters. There is no saving throw to mitigate damage.
Allows the party to talk with one deceased party member following along as a ghost. A “ghost” party member may not physically interact with the party or anything in the room, but can verbally assist in strategy and puzzle solving. This effect lasts for the entire room.
Target must succeed on a DC 12 Reflex saving throw or lose its next action.
Note: This spell may only be cast outdoors.
Deals 5 damage as Force to all monsters. There is no saving throw to mitigate damage, but if they are resistant/immune to Force that will be factored in.
Note: Like all Force effects, the stone rain effect does not suffer the standard 50% miss chance to hit non-corporeal creatures.
Restores a petrified character back into flesh. Characters rejuvenated in by this spell return to life in the same condition they were at the time of the petrification. No saving throw is needed.
Characters restored to flesh are free to act the same round they are restored.
Note: This spell cannot be used on stone that was not formerly a living being.
Deals 4 damage as Shock to all monsters in the room. There is no saving throw to mitigate damage.
Deals 7 damage as Sacred if AC 15 is hit. There is no saving throw to mitigate damage.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power.









