CHANNELED DEFENSES
School abjuration; Level cleric 3, inquisitor 3, paladin 2
Casting Time See text
Components V, S
Range Touch
Targets One creature
Duration See text
Saving Throw Will negates (harmless); Spell Resistance Yes
This spell allows you to enhance an ally's defenses. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, the target gains one of the following benefits (your choice) for one round: a +4 armor bonus to AC, a +3 shield bonus to AC, a +2 deflection bonus to AC, or a +2 enhancement bonus to natural armor.
     If you cast this spell as a standard action, the target gains two of the above benefits, and the duration increases to one round per two caster levels.
     If you cast this spell as a full-round action, the target gains three of the above benefits, and the duration increases to one round per caster level.
     If you spend 2 full rounds casting this spell, the target gains all of the above benefits, and the duration increases to one minute per caster level.
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED ICE STORM
School conjuration [cold]; Level druid 4, sorcerer/wizard 4
Casting Time See text
Components V, S, M (a few drops of water)
Range Medium (100 ft. + 10 ft./level)
Area See text
Duration 1 round/level (D)
Saving Throw Reflex half and Fortitude partial; Spell Resistance no
This spell allows you to create a localized blizzard to hamper your enemies. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, it creates a 5-ft. radius area. The blizzard deals 2d6 points of cold damage (Reflex half) to any creature in the area and slows them for one round (Fortitude negates). This effect only occurs once, when the spell is cast.
     If you cast this spell as a standard action, it creates a 5-ft. radius area that lasts for 1 round per level. The blizzard deals 2d6 points of cold damage (Reflex half) to any creature who starts their turn in the area and slows them for one round (Fortitude negates).
     If you cast this spell as a full-round action, it creates a 10-ft. radius area that lasts for 1 round per level. The blizzard deals 3d6 points of cold damage (Reflex half) to any creature who starts their turn in the area and slows them for one round (Fortitude negates).
     If you spend 2 full rounds casting this spell, it creates a 20-ft. radius area that lasts for 1 round per level. The blizzard deals 3d6 points of cold damage (Reflex half) to any creature who starts their turn in the area and slows them for one round per level (Fortitude negates). Multiple slow durations do not stack.
     Regardless of the casting time, heavy snow and sleet rains down in the area. Creatures inside the area of the spell take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain.
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED FORESIGHT
School divination [mind-affecting]; Level bard 3, sorcerer/wizard 3
Casting Time See text
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets See text
Duration 1 round/level
Saving Throw none; Spell Resistance Yes
This spell allows you to predict your enemies' attacks and lend this knowledge to your allies to enhance their defenses. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, choose one enemy within range and yourself or one ally within range. The ally you choose gains a +2 insight bonus to AC, CMD, and saving throws against any attack, spell, or effect caused by the enemy you choose.
     If you cast this spell as a standard action, you may either choose two enemies or two allies.
     If you cast this spell as a full-round action, you may choose any four creatures to target with this spell. You may choose three enemies and give the bonuses to one ally, choose three allies to gain the bonuses against one enemy, or choose two allies to gain the bonuses against two enemies.
     If you spend 2 full rounds casting this spell, you may either choose one ally to gain the bonuses against all enemies within range or grant all allies within range the bonsues against one enemy.
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED ENCOURAGEMENT
School enchantment [mind-affecting]; Level bard 2
Casting Time See text
Components V
Range medium (100 ft. + 10 ft./level)
Targets See text
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance Yes
Your voice encourages your allies ever-greater heights and helps them dispel enemy enchantments. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, one target within range gains a +2 morale bonus to saving throws, attack rolls, skill checks, or weapon damage rolls (your choice).
     If you cast this spell as a standard action, choose two of the above benefits. You may target two creatures within range who are no more than 30 feet apart. Those targets gain the chosen benefits.
     If you cast this spell as a full-round action, choose three of the above benefits. You may target three creatures within range, no two of which may be more than 30 feet apart. Those targets gain the chosen benefits. Each target may also make a new saving throw against any ongoing fear effect (with the morale bonus, if appropriate).
     If you spend 2 full rounds casting this spell, choose three of the above benefits. You may target one living creature per caster level within range, no two of which may be more than 30 feet apart. Those targets gain the chosen benefits. Each target may also make a new saving throw against any ongoing mind-affecting effect (with the morale bonus, if appropriate).
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 CHANNELED LIGHTNING RAY
School evocation [electricity]; Level sorcerer/wizard 4
Casting Time See text
Components V, S, F (a copper ring)
Range See text
Targets See text
Duration Instantaneous
Saving Throw None; Spell Resistance Yes
This spell allows you to conjure lightning and hurl it at your enemies. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, you may fire one ray that deals 4d4 points of electricity damage. The ray has a range of close (25 ft. + 5 ft./2 levels).
     If you cast this spell as a standard action, you may fire two rays that each deal 4d6 points of electricity damage. The rays have a range of medium (100 ft. + 10 ft./level).
     If you cast this spell as a full-round action, you may fire three rays that each deal 6d6 points of electricity damage. The rays have a range of medium (100 ft. + 10 ft./level).
     If you spend 2 full rounds casting this spell, you may fire four rays that each deal 6d8 points of electricity damage. The ray has a range of long (400 ft. + 40 ft./level).
     You must make a ranged touch attack for each ray, and you may not target a creature with more than one ray. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED ILLUSORY ALLIES
School illusion (figment); Level sorcerer/wizard 5
Casting Time See text
Components V, S, M (a non-improvised weapon)
Range Close (25 ft. + 5 ft./2 levels)
Effect One Medium figment per two levels
Duration See text (D)
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell allows you to conjure a number of figment allies to harry your enemies. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
You can freely choose the form of the illusion, but each figment may be no lager than a Medium creature. You and your allies may treat each figment as an ally for the purposes of flanking. Any creature who succeeds on this save ignores all effects of the illusions.      If you cast this spell as a swift action, the duration is 1 round.
     If you cast this spell as a standard action, the duration of the spell is one round per level and you may choose one of the following additional benefits:
     Solid figments: the illusions are treated as your allies for the purposes of blocking the movement of enemies. An enemy may attempt an overrun attempt against the illusions. If the enemy succeeds, any illusions they overrun disappear.
     Opportunistic figments: the illusions are may make an attack of opportunity against your enemies. Their attack bonus is equal to your caster level plus your Intelligence or Charisma modifier.Regardless of the weapons the illusions wield, their range is always 5 ft. and their damage is always 1d8 plus your Intelligence or Charisma modifier.
     Dangerous figments: as a standard action you may have one of the illusions make an attack against a creature. Their attack bonus is equal to your caster level plus your Intelligence or Charisma modifier.Regardless of the weapons the illusions wield, their range is always 5 ft. and their damage is always 1d8 plus your Intelligence or Charisma modifier.
     If you cast this spell as a full-round action, the duration of the spell is one round per level and you may choose two of the above additional benefits.
     If you spend 2 full rounds casting this spell, the duration of the spell is one round per level and you may choose two of the above additional benefits.
     Regardless of the casting time, any creature may destroy an illusory ally by dealing damage to it. An illusory ally is immune to effects that target Fortitude or Will. It has a Reflex save equal to yours and takes no damage on a successful Reflex save. An illusory's ally's AC is equal 10 plus your caster level
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED NECROSIS
School necromancy; Level sorcerer/wizard 8
Casting Time See text
Components V, S, M (preserved skin from a creature who died of disease)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration Instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This spell allows you to transmit a devastating disease to a creature. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, the spell deals 1d4 points of damage per two caster levels (maximum 10d4).
     If you cast this spell as a standard action, the spell deals 1d4 points of damage per caster level (maximum 20d4) and 1d4 points of Dexterity damage.
     If you cast this spell as a full-round action, the spell deals 1d6 points of damage per caster level (maximum 20d6) and 1d4 points of Strength and Dexterity damage.
     If you spend 2 full rounds casting this spell, the spell deals 1d6 points of damage per caster level (maximum 20d6) and 1d6 points of Strength, Dexterity, and Constitution damage.
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED DRAGONFORM
School transmutation; Level cleric 2, druid 2, sorcerer/wizard 2
Casting Time See text
Components V, S, M/DF (a dragon scale)
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
This spell allows you to give an ally some of the traits of a dragon. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, the spell grants a +4 bonus against paralysis and sleep effects, two claw attacks (1d4), a +2 enhancement bonus to Strength, a +2 enhancement bonus to Constitution, or darkvision 30 ft. (your choice).
     If you cast this spell as a standard action, the spell grants two of the above benefits.
     If you cast this spell as a full-round action, the spell grants three of the above benefits.
     If you spend 2 full rounds casting this spell, the spell grants all of the above benefits.
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.