Magical Mysteries (Part 2): Utility Spells

Today, we continue our preview of new spells in Path of the Wilds. This preview focuses on a handful of utility-focused spells. These magical tricks are meant to supplement your main strategy rather than be the core of it, primarily focusing on hindering enemy options and supporting allies.

Our third set of spell previews will be on Monday!


CLIPPED WINGS

School transmutation; Level druid 2, invoker 2, ranger 2, shaman 2, witch 2
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 min./level (D)
Saving Throw Fortitude partial; Spell Resistance yes

Your magic brings a creature to the ground. On a failed saving throw, the target loses its flying speed and begins to fall. It falls safely to the ground, similar to when a fly spell ends. The creature is unable to fly for the duration of the spell and takes a penalty to Acrobatics and Fly checks equal to your caster level (max -10). It is still able to leave the ground by non-flying means, such as levitate.

A Fortitude save prevents the creature from losing its fly speed and reduces the Acrobatics and Fly check penalties by half (max -5).

EXPOSE

School transmutation; Level elementalist 3, magus 3, occultist 3, sorcerer/wizard 4, witch 4 
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 round/level
Saving Throw Fortitude partial (object); Spell Resistance no

With a wave of your hand, you reduce the target’s defenses. You inflict one penalty chosen from the options below:

  • The target takes a -4 penalty to its AC

  • The target’s Damage Reduction and/or hardness (if any) is reduced by 5.

  • The target’s Spell Resistance is lowered by 5.

  • All energy resistances the target has are reduced by 10. This has no effect on a creature or object with immunity to a damage type.

A successful Fortitude save reduces the duration of the spell to 1 round.

SEEK FOE

School divination; Level ranger 2
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area cone-shaped emanation
Duration concentration, up to 10 min./level (D)
Saving Throw none; Spell Resistance no

This spell can only be cast if you have a favored enemy. This functions as detect animals or plants, except it detects the presence of creatures whose type matches one of your favored enemies. You can choose to look for all of your favored enemies at once or specify just one favored enemy type to detect.

SYMBIOSIS

School abjuration; Level druid 5, invoker 4, psychic 6, spiritualist 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets you and one willing creature
Duration 10 min./level (D)
Saving Throw none; Spell Resistance yes (harmless)

You form a symbiotic link between yourself and the target, your vital essences intertwined. Symbiosis causes effects that impact the physical well-being of one of you two to affect the other. This has several implications:

Any damage taken by you or the linked creature (including bleed damage) is split evenly between both of you, similar to the effects of shield other but working in both directions. Effects that restore hit points or grant temporary hit points are likewise divided evenly between yourself and the linked creature. If one of you would become fatigued, exhausted, sickened, nauseated, blinded, or deafened, that effect is applied to both of you with the duration split in half where applicable (see below) to a minimum of 1 round. Removing the condition from one of you removes it from the other. Ability score penalties (such as from a ray of enfeeblement), ability damage, and ability drain are similarly split between both of you; penalties are halved and last half as long but affect you both, while permanent damage and drain are simply split evenly. Effects that restore ability damage and drain have their recovery split evenly between the two of you.

An effect that is shared through the link grants no saving throw to the shared creature. For example, if the linked creature is subjected to a ray of sickening and fails its save, you will also be sickened without getting a save. Any effects not mentioned above are not shared through symbiosis. If your or the other creature are immune to an effect that would be shared (such as being immune to fatigue), that effect works at full strength on the non-immune target and is not split to the immune target. Permanent effects, such as failing a save against blindness/deafness, affect both of you for the duration of symbiosis but is removed from whoever was not the original target once this spell ends. Symbiosis ends immediately if you or the other creature are slain. Dispelling or dismissing symbiosis ends the spell for both targets.