Magic in Space

School evocation; Level magus 5, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a piece of meteorite)
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous and 1 round/level (see text)
Saving Throw Fortitude partial; Spell Resistance yes
You fling a ray of deadly cosmic energy at the target creature. If you
succeed at a ranged touch attack with the ray, the target takes 1d6
points of damage per caster level (maximum 20d6) and must make
a Fortitude save. On a failed save, the target becomes sickened
for 1 round per caster level and emits toxic cosmic energy for as
long as it is sickened; any creature that comes within 5 feet of the
affected target must succeed at a Fortitude save (DC = spell’s DC)
or become sickened for 1 round per 2 caster levels.

School transmutation; Level druid 6, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a marble)
Range medium (100 ft. + 10 ft/level)
Effect 30-ft.-radius sphere of altered gravity
Duration 1 round/level (D)
Saving Throw none (see text); Spell Resistance no
You affect the local gravity field in a 30-foot-radius sphere around
the spell’s designated point of origin. Creatures in the affected
area can be weighed down by high gravity, lightened by low
gravity, or left to float in an area with no gravity, depending on
the effect you choose for your gravity sphere. See page 18 for
rules on the effects of high, low, and no gravity.
Creatures that fall within the area of a gravity sphere spell
take more damage from the fall if the gravity within is higher
and less damage if the gravity within is lower. However, if
the creature falls through a gravity sphere and continues to fall
in a non-affected area, the rest of the fall damage is calculated
normally. For instance, if a creature falls through 20 feet of a low­
gravity sphere and an additional 30 feet outside the sphere, it
would take 1d6 points of damage for the 20 feet of low gravity
plus 3d6 points of damage as normal for the 30 feet outside
the sphere (for a total of 4d6 points of damage).
This spell doesn’t counteract or negate the effects of other
spells that affect gravity; both effects occur simultaneously. For
instance, a no-gravity gravity sphere spell cast within the area
of a reverse gravity spell would simply mean that creatures float
about until the gravity sphere’s duration expires or they exit the
gravity sphere, at which point they return to the top of the reverse
gravity effect’s area. If both gravity-altering magical effects could
not feasibly take place simultaneously (at the GM’s discretion), the
gravity sphere spell supersedes the previous effect (if it’s higher¬≠
level than the previous effect) or simply fails (if it’s lower-level).

School illusion (figment); Level bard 2, cleric 2, druid 2,
sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 15-ft.-radius spherical projection of night sky
Duration concentration + 3 rounds
Saving Throw none; Spell Resistance Will disbelief (harmless)
You project an image of the night sky based on your current
location and the local time, allowing you to observe the heavens
and all of its celestial bodies and features even during the daytime,
indoors, or underground. Anyone within the planetarium’s sphere
can see the projection, though outside of the sphere the image
becomes grainy and indistinct.

School transmutation; Level alchemist 5, cleric 4, sorcerer/
wizard 5, summoner 5
Casting Time 1 standard action
Component V
Range personal
Target you
Duration 1 hour/level
This spell functions as planar adaptation ( Pathfinder RPG Advanced
Player’s Guide 236), except that it works only on worlds of the
Material Plane. The cold void of space is considered a single world
for the purpose of this spell, allowing you to survive in vacuum.

Level cleric 6, sorcerer/wizard 7, summoner 6
Casting Time 1 standard action
Components V, s
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than
30 ft. apart
Saving Throw Will negates (harmless); Spell Resistance yes
This spell functions as planetary adaptation, except as noted above.

School transmutation; Level cleric 5, sorcerer/wizard 5,
summoner 4, witch 5
Casting Time 1 round
Components V, S, F (a ruby worth at least 25 gp per HD of the
target construct)
Range close (25 ft. + 5 ft./2 levels)
Target one destroyed construct of up to 2 HD/level
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
Whispering in the dense, information-rich machine language of
the First Ones, you bring a destroyed construct back to operational
status for a short time, restoring it to 1 hit point. The construct
can be further healed with spells like make whole, but it returns
to its destroyed state as soon as this spell’s duration expires or
it is brought to O hit points, whichever comes first. As long as
the construct is active, it obeys your commands to the best of its
ability, fighting on your behalf and carrying out tasks that it is
capable of performing.
Constructs with more than twice as many Hit Dice as your caster
level cannot be targeted by this spell.

School divination; Level alchemist 1, bard 1, cleric 1, druid 1,
ranger 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes/level
You can observe the night sky and all of its celestial bodies as if
it were a clear night, regardless of weather conditions that would
otherwise block your view. Your vision penetrates any light pollution
from nonmagical sources, though this spell doesn’t function in
daylight, indoors, or underground. You see through forest canopies
and similar natural obstructions, but only for the purpose of
stargazing. For the spell’s duration, you gain a +2 insight bonus on
Knowledge (geography) checks relating to the stars and planets
and Survival checks to avoid getting lost.

Magic in Space

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