{ "breadcrumbs": [ "Book of Unlimited Magic", "Wellspring Magic" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-1580", "markdown": "
| **d20** | **Effect** |
| 1 | **Energy Unleashed** ([evocation](/Traits.aspx?ID=65)) Raw energy deals 2d6 damage per spell level of the surge ([basic](/Rules.aspx?ID=329) Reflex save) in a 10-foot burst. |
| 2 | **Positive Energy Expulsion** ([healing](/Traits.aspx?ID=89), [necromancy](/Traits.aspx?ID=117), [positive](/Traits.aspx?ID=128)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. [Undead](/Traits.aspx?ID=160) creatures instead take the same amount of positive damage, with a [basic](/Rules.aspx?ID=329) Will save. |
| 3 | **Mass Siphon** ([transmutation](/Traits.aspx?ID=157)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](/Actions.aspx?ID=33) at their land Speed and can [Leap](/Actions.aspx?ID=81) as far upward as they could normally Leap horizontally. |
| 4 | **Magical Nemesis** ([conjuration](/Traits.aspx?ID=33), [teleportation](/Traits.aspx?ID=156)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [_summon animal_](/Spells.aspx?ID=316) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](/Conditions.aspx?ID=40) to you and [friendly](/Conditions.aspx?ID=18) to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](/Traits.aspx?ID=154) or a [minion](/Traits.aspx?ID=109). |
| 5 | **Monstrous Transformation** ([mental](/Traits.aspx?ID=106), [morph](/Traits.aspx?ID=113), [transmutation](/Traits.aspx?ID=157)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and [unarmed](/Traits.aspx?ID=199) damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](/Conditions.aspx?ID=5) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. |
| 6 | **Sudden Gale** ([air](/Traits.aspx?ID=5), [evocation](/Traits.aspx?ID=65)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](/Conditions.aspx?ID=31) (and be [pushed](/Rules.aspx?ID=451) 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. |
| 7 | **Tremor** ([earth](/Traits.aspx?ID=55), [evocation](/Traits.aspx?ID=65)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall prone. The surface then becomes difficult terrain for 1 minute. |
| 8 | **Oppressive Voice** ([divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106), [nonlethal](/Traits.aspx?ID=188)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a [basic](/Rules.aspx?ID=329) Will save. On a failure, you're also [stunned 1](/Conditions.aspx?ID=36) (stunned 2 on a critical failure). |
| 9 | **Trinket Squall** ([illusion](/Traits.aspx?ID=92)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to [disbelieve](/Rules.aspx?ID=267) this illusion. |
| 10 | **Antimagic Eruption** ([abjuration](/Traits.aspx?ID=2)) The surge attempts to [counteract](/Rules.aspx?ID=371) a random spell active on you and on each creature within a 10-foot burst. |
| 11 | **Mental Broadcast** ([detection](/Traits.aspx?ID=43), [divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. |
| 12 | **Verdant Clutch** ([conjuration](/Traits.aspx?ID=33), [plant](/Traits.aspx?ID=125)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](/Conditions.aspx?ID=24) unless they succeed at a Reflex save. The [Escape](/Actions.aspx?ID=79) DC is equal to the spell DC. |
| 13 | **Tinge of Terror** ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened 1](/Conditions.aspx?ID=19) on a failure or frightened 2 on a critical failure. |
| 14 | **Strike up the Band** ([auditory](/Traits.aspx?ID=16), [illusion](/Traits.aspx?ID=92)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](/Skills.aspx?ID=6), [Intimidation](/Skills.aspx?ID=7), and [Performance](/Skills.aspx?ID=12) checks, a –2 status penalty to [Deception](/Skills.aspx?ID=5) checks, and makes certain uses of [Stealth](/Skills.aspx?ID=15) virtually impossible. It might have other effects as the GM sees fit. |
| 15 | **Life Sap** ([necromancy](/Traits.aspx?ID=117)) The surge drains your life force and strength. You become [drained 1](/Conditions.aspx?ID=10) and [doomed 1](/Conditions.aspx?ID=9), and you are [enfeebled 2](/Conditions.aspx?ID=13) for 1 minute. |
| 16 | **Ablative Barrier** ([abjuration](/Traits.aspx?ID=2)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. |
| 17 | **Luminous Pests** ([illusion](/Traits.aspx?ID=92), [visual](/Traits.aspx?ID=163)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](/Conditions.aspx?ID=7) for 1 minute, or [blinded](/Conditions.aspx?ID=1) for 1 round and then dazzled for 1 minute on a critical failure. |
| 18 | **Emotional Turmoil** ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. |
| 19 | **Sudden Downpour** ([evocation](/Traits.aspx?ID=65), [water](/Traits.aspx?ID=165)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. |
| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. |