Rune of Jandelay
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
PFS Legal
Available to
- Casting Time
- 3 roundsMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (cold iron, powdered diamond, and ground adamantine worth a total of 5,000 gp)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- 0 ft.; see textHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Area
- one runeHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 10 minutes/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- see belowIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You scribe a potent rune of power upon a surface, similar to the way in which a symbol spell is cast. When inscribed, the rune of Jandelay manifests as a shape that evokes the face of a monstrous elephantine creature—the legendary Oliphant of Jandelay itself. The rune is 5 feet across when created, and the surface on which it is to be inscribed must be large enough to bear it.
The rune of Jandelay is a potent ward against the primal chaos of the Great Beyond. While it is primarily intended to combat the forces of the Maelstrom, it is equally useful against forces from the other chaotic Outer Planes. When cast, the rune stabilizes and reinforces an area in a 120-foot-radius sphere centered on it. Earthquake, transmute rock to mud, stone shape, spike stones, and other spell effects that magically damage or manipulate terrain or structures deal no damage and do not alter anything in the area. Damaging spells that specifically target these structures or regions do not deal damage, but area-affecting spells may damage creatures in the area as normal. Strong chaos planar alignment is reduced to mild alignment, and mild chaos planar alignment is negated entirely in this area.
Creatures with the chaotic subtype in the area of a rune of Jandelay must save against the spell or gain 2 negative levels for as long as they remain in the area. A creature that saves and leaves the area must save again upon reentering the area. These negative levels can never result in permanent level loss but cannot be restored by restoration or similar magic.
The rune of Jandelay is a potent ward against the primal chaos of the Great Beyond. While it is primarily intended to combat the forces of the Maelstrom, it is equally useful against forces from the other chaotic Outer Planes. When cast, the rune stabilizes and reinforces an area in a 120-foot-radius sphere centered on it. Earthquake, transmute rock to mud, stone shape, spike stones, and other spell effects that magically damage or manipulate terrain or structures deal no damage and do not alter anything in the area. Damaging spells that specifically target these structures or regions do not deal damage, but area-affecting spells may damage creatures in the area as normal. Strong chaos planar alignment is reduced to mild alignment, and mild chaos planar alignment is negated entirely in this area.
Creatures with the chaotic subtype in the area of a rune of Jandelay must save against the spell or gain 2 negative levels for as long as they remain in the area. A creature that saves and leaves the area must save again upon reentering the area. These negative levels can never result in permanent level loss but cannot be restored by restoration or similar magic.