Thursday, June 23, 2016

Base Class: Spellslayer

Base Class: Spellslayer


​The spellslayer (abbreviated SpS) is a magical killer whose strength comes from the element of surprise and his mastery of arcane magic.

This base class provides an alternative to the assassin prestige class given in the Dungeon Master's Guide and the PFG Gamemastery Guide. Note that these two
classes do not interact well, and a GM should not allow both in his campaign unless he is using regional assassins or something similar (such as differing guilds).

Adventures

Spellslayers usually seek adventure only when a great threat comes against those they serve, or when they are directed to do so. While they rarely pursue adventure for its own sake, some spellslayers are exceptions to this rule. The adventuring spellslayer uses the constant danger of the adventuring life as a way to hone and perfect his abilities, and keep his skills at their sharpest. The guise of adventurer is also excellent cover for the working spellslayer, since constant traveling and great fluctuations in wealth are part and parcel of adventuring life.

Characteristics

The spellslayer is a master of surprise and stealth, of cunning and magical skill. He does not have the strength of a barbarian or fighter, the versatility of a bard, or the breadth of skills of a rogue, but he combines a potent mastery of magic with a solid attack bonus and skill list, and special abilities that make him a feared, and seldom-seen, opponent.

Alignment

Spellslayers follow a path of exacting rules which comes from a code of conduct from which no deviation is allowed. They are never chaotic and good and evil are merely mental constructs for most spellslayers. Lawful spellslayers follow a strict code of who may be killed and when. They despise slaughter for its own sake, and only kill outside a contract when they or their master are threatened. Spellslayers who are neutral are among the most dangerous characters imaginable. Their absolute amorality and faithlessness makes them as unpredictable as mad dogs.

Religion

Those spellslayers who practice a faith commonly worship the gods of thieves, but many also revere deities of death, murder, and vengeance. Of course, many spellslayers do not trouble themselves to revere anything beyond their own ability to cause destruction.

Background

Almost all spellslayers are members of an organized guild that operates in major cities; though some are zealots who kill at the pleasure of their religious leaders. A very small minority, however, are self-trained in the craft and find honor only in the practice of killing.

Within the Arcane Age campaign setting for the World of Greyhawk, spellslayers are found almost exclusively in the Suel Imperium. There each Great House (as well as several of the Houses Minor) maintains a House Assasin (along with a small cadre of assassins in training). This House Assassin, along with the House Shield (a Suel arcanamach), are primarily responsible for the safety of the House members as well as their martial (and in many cases, arcane training).

In the Arcane Age, spellslayers and arcanamachs are perceived to be the dagger and buckler of each Great House. Their combined skills are nearly undefeatable.

Races

Humans are the most common spellslayers. Occasionally an exceptional thrall from another race will be trained as a spellslayer. Such are almost always considered disposable assets; though they are never given a hint of such an attitude and in fact are some of the dedicated spellslayers since they are indoctrinated from a young age and told that they are special, different from the rest of their kind.

Elves and half-elves are exceptional spellslayers, but it is rare to find an elf so grim that he would abandon his long life to the practice of dedicated killing. Most half-elves inherit a gaiety and love of freedom from their elven parent, and despise the sinister, single-minded determination of the class. Likewise, the dwarves' cultural tendency towards good make them ill suited to the essentially evil path.

Despite their reputation as opportunists, few halflings follow the path of the spellslayer. Most of their race is good at heart, and they instinctively shy away from the dedication and bloody-mindedness required in a trained killer. Gnome spellslayers are extremely rare, but their innate talent for illusion and keen intellect makes them extremely deadly.

Other Classes

Spellslayers who serve in a guild typically operate in teams alongside rogues, fighters, and arcane spellcasters; and zealots work well with clerics of their faith. Self-trained spellslayers often cultivate one or more long-term false identities as deep covers. Lone spellslayers get along with most evil characters.

Paladins and good-aligned rangers and clerics never knowingly work with spellslayers, and often seek to bring these characters to justice. Though, truth be told, many a rogue upon whom a paladin has relied upon for years (in some cases) has been a spellslayer in deep cover.

Within the Arcane Age campaign setting for the World of Greyhawk,​ spellslayers are routinely trained from a young age with Suel arcanamachs and perhaps work most effectively with them.

Game Rule Information

Spellslayers have the following game statistics.

Abilities: Dexterity is crucial for many of a spellslayer's skills, but Intelligence is equally important to the spellslayer for casting spells, as well as crafting poisons and occasionally forging documents.

Alignment: Any nonchaotic.

Hit Die: d6.

Starting Gold: 5d4 X 10

Class Skills

The spellslayer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Int*), Escape Artist (Dex), Perception (Int*), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Stealth (Dex).

*Please note that the spellslayer uses Intelligence instead of Wisdom for Perception checks after 1st level.

Skill Points at 1st Level: (4 + lnt modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Base     Base                                                                                              Spells
Class     Atk      Fort    Ref    Will
Level    Bonus  Save   Save   Save  Special                      0  1st  2nd  3rd  4th  5th  6th  7th  8th  9th

 1st        +0          +0      +2      +0    Bonus languages       2    1    --     --     --    --    --     --    --    --
 2nd       +1          +0      +3      +0    Focused mind            2    1    --     --     --    --    --     --    --    --
 3rd        +2          +1      +3      +1    Sneak attack +1d4     3    2    1      --     --    --    --     --    --    --
 4th        +3          +1      +4      +1    Killing blow 1/day       3    2    1      --     --    --    --     --    --    --
 5th        +3          +1      +4      +1                                         4    2    2      1      --    --    --     --    --    --
 6th        +4          +2      +5      +2                                         4    3    2      1      --    --    --     --    --    --
 7th        +5          +2      +5      +2    Sneak attack +2d4     4   3    3      2      1     --    --     --    --    --
 8th     +6/+1        +2      +6      +2    Killing blow 2/day      4   3    3      2      1     --    --     --    --    --
 9th     +6/+1        +3      +6      +3                                        4   4    3      2      2     1     --     --    --    --
10th    +7/+2        +3      +7      +3                                        4   4    4      3      2     1     --     --    --    --
11th    +8/+3        +3      +7      +3    Sneak attack +3d4    4    4    4      3      2     2     1      --    --    --
12th    +9/+4        +4      +8      +4    Killing blow 3/day   4    4    4      3      3     2     1      --    --    --
13th    +9/+4        +4      +8      +4                                     4    4    4      4      3     2     2      1     --    --
14th   +10/+5       +4      +9      +4                                     4    4    4      4      3     3     2      1     --    --
15th  +11/+6/+1   +5      +9      +5    Sneak attack +4d4    4   4    4      4      4     3     2      2     1     --
16th  +12/+7/+2   +5     +10     +5    Killing blow 4/day   4    4    4     4      4     3     3      2     1     --
17th  +12/+7/+2   +5     +10     +5                                      4   4    4      4     4     4     3      2     2     1
18th  +13/+8/+3   +6     +11     +6                                      4   4    4      4     4     4     3      3     2     1
19th  +14/+9/+4   +6     +11     +6    Sneak attack +5d4     4   4    4     4      4    4     4      3     2     2
20th  +15/+10/+5  +6    +12     +6    Killing blow 5/day    4   4    4     4      4     4     4     3     3     2

Class Features

All of the following are class features of the spellslayer.

Weapon and Armor Proficiency: A spellslayer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Bonus Languages (Ex): A spellslayer may substitute any language for one normally available to him because of his race. The spellslayer may even select a secret language (such as Druidic). Additionally, all spellslayers know a secret sign language that combines hand signals and subtle motions. The spellslayer sign language may not be learned by nonspellslayers, and is never taught to outsiders.

Focused Mind (Ex): At 2nd level, a spellslayer is taught to focus his mental faculties to a razor edge; the spellslayer uses his Intelligence modifier in place of that from Wisdom for all Disguise and Perception checks.

Killing Blow (Ex): At 4th level, a spellslayer gains the ability to make a coup-de-grace attack as a standard action once per day. This ability may be used when the spellslayer's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the spellslayer flanks the target, just like a rogue's sneak attack ability. During a surprise round, a killing blow attack can be made as a partial action. The spellslayer may make an additional killing blow attack every four levels thereafter. A spellslayer also gets his extra sneak attack damage against a helpless opponent when delivering a killing blow.

Unlike a coup-de-grace attack against a helpless opponent, the spellslayer may use a damaging spell in place of a melee weapon though he must roll to attack normally. If his attack hits, he scores a critical hit. If the defender survives the damage, he still must make a Fortitude save (DC 10 + damage dealt) or die.

Delivering a killing blow provokes attacks of opportunity from threatening foes (but not a flat-footed target) because it requires intense concentration. You can't deliver a killing blow against a creature that is immune to critical hits, such as a golem.

At 14th level, the spellslayer masters the killing blow and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.

Sneak Attack (Ex): At 3rd level, a spellslayer gains a + 1d4 sneak attack. Any time the spellslayer's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the spellslayer's attack deals +1d4 points of damage. The extra damage increases to +2d4 at 9th level and +3d4 at 15th level. Should the spellslayer score a critical hit with a sneak attack, his extra damage is not multiplied.

It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.

With a sap or an unarmed strike, the spellslayer can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of her weapon in order to execute the sneak attack.

A spellslayer can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the spellslayer must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The spellslayer cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.

If a spellslayer gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. Note that sneak attacks add into the damage of coup-de-grace attack (such as killing blows).

Spells

Beginning at 1st level, a spellslayer gains the ability to cast arcane spells. To cast a spell, an spellslayer must have an Intelligence of 10 + the spell's level. The DC for saving throws against spellslayer spells is 10 + the spell's level + the spellslayer's Intelligence modifier.

​A spellslayer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score.

A spellslayer may know any number of spells. He must the slots for the spells he will cast that day ahead of time by getting 8 hours of sleep and then spending 1 hour studying his spellbook. While studying, the spellslayer decides which spell slots to prepare.​ At this time he also determines if any metamagic feats will be applied and at what levels.

Unlike a wizard or a cleric a  spellslayer need not prepare her spells in advance; only the slots. He can cast any spell he has recorded in his personal spellbook at any time, assuming he has not yet used up his spells per day for that spell level.

​A spellslayer begins play with a spellbook containing 8 0-level arcane spells plus two 1st-level spells of his choice. The spellslayer also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new spellslayer level, he gains one new spell of any spell level or levels that he can cast (based on his new spellslayer level) for his spellbook. At any time, a spellslayer can also add spells found in the spellbooks of other arcane casts (such as other spellslayers or wizards) to his own spellbook.​

There are feats that can increase the number of new spells a spellslayer is able to learn.

In addition to being able to learn and cast spells from those available to sorcerers and wizards, the spellslayer can also learn and cast spells from the more specialized list used by common assassins.

Ex-Spellslayers

A spellslayer who becomes chaotic loses the ability to make a killing blow and cannot gain more levels as a spellslayer. He retains all the other benefits of the class, including spells, bonus feats, and bonus languages.

Human Spellslayer Starting Package

Armor: Studded leather +3 AC, small wooden shield +1 AC, armor check penalty -2, speed 30ft., 25 lb.
Weapons: Short sword (1d6, 19-20/x2 crit, 2 lb., Medium-size, Piercing).
Shortbow (1d6, x3 crit, 2 lb., Medium-size, Piercing).
Skill Selection: Pick a number of skills equal to 4 + lnt modifier.
Feat: Improved Initiative.
Gear: Backpack with waterskin, one day's trail rations, disguise kit, bedroll, sack,  and flint and steel
Gold: 4d4 gp.

Alternative Spellslayer Starting Package

Same as human spellslayer, except
Race: Gnome or halfling.
Armor: Speed 20 ft., 12 lb.
Weapons: Light pick (1d4, x4 crit, 4 lb., Small, Piercing) instead of heavy pick.
 ​
GM Note

This class was originally based off the Assassin base class from The Assassin's Handbook from Green Ronin Publishing. It has been heavily modified to enable more spellcasting flexibility while restricting the number of spells that can be cast per day. This was done by radically reducing the original class's special abilities (bonus feats were removed and precision damage was reduced) as well as the number of spells per day and the number of spells gained per level. These changes resulted from player testing over a 14 year period.

In the Arcane Age campaign setting for the World of Greyhawk, this class is restricted to the Suel Imperium. Players must choose to either belong to a Great House or if they desire, they may play a 'rogue' assassi' (i.e. one that is self-trained). Doing the latter requires the player to create at least one deep cover identity and maintain it at all times since such rogue assassins are highly illegal within the Imperium and are hunted down ruthlessly. GMs are encouraged to frequently (at least one encounter per game month) develop encounters with hunter-killer teams sent to remove such rogues unless they diligently maintain their covers.

In the Arcane Age campaign setting for the World of Greyhawk, this class uses the alternative metamagic system developed by Jim Butler in the place of the core metamagic system. It is recommended that players wishing to play this class speak with their GM and request that they be able use this system in the place of the core system.
 ​


Wednesday, June 22, 2016

Spell: Masking Aura

Masking Aura

​Illusion (glamer)
Level: Assassin 3, Sorcerer 3, Wizard 3
BoXM: Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One day/level (D)
Saving Throw: None; see text
Spell Resistance: No
Source: The Mage’s Tower website

The creature touched has its personal magical auras (though not those of magical items it bears) masked in such a manner that it appears as if no spells or magicks are affecting him. Spells such as arcane sight, detect magic, or greater arcane sight simply detect no magical auras from the affected creature.

If someone with a magical detection ability or spell such as one of those listed above chooses to “disbelieve” the masking aura, he may make a Spellcraft check (DC 35) to do so, but the difference between his own level and that of the caster of the masking aura is used as either a positive or negative modifier to this check.

This spell masks any magical auras upon the creature, not just those in effect at the time of its casting.

Masking aura prevents spells such as magical backlash, greater magical backlash, reciprocal gyre, etc. from functioning while it is active.
 ​
GM Note

This spell is commonly known as Nystul's masking aura in the World of Greyhawk campaign setting.
 ​

Tuesday, June 21, 2016

Spell: Mystic Shield

Mystic Shield

​Abjuration
Level: Sorcerer 8, Wizard 8
BoXM: Wizard 15
Components: V, S, M (a stone, a drop of blood, a tear from the caster’s eye,
                       and a clear gem stone worth at least 400 gp.)
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Source: Anauroch, the Empire of Shade, pg. 141

With the casting of your spell, you feel a presence about you, warding off the spells of other casters.

This spell creates an invisible aura around the recipient that moves with that individual. It prevents all spells and spell-like abilities of 6th level or lower from affecting the recipient. The protected individual can cast spells normally, even on himself. Magic items and spells that summon items to the caster such as secret chest and instant summons likewise function normally.

A mystic shield also negates the enhancement bonuses and special properties of magic weapons used against the target.


Sunday, June 19, 2016

Greyhawk Wizards: The Pentad

The following is shamelessly taken from the Greyhawkery Blog (which I recommend to any and all having an interest in Greyhawk.

Greyhawk Wizards: The Pentad
As my busy day has gone by I've struggled to think of any current online, comic or personal campaign news. Then it hit me, try to create something new off the cuff, so here we go! Wizard groups are one of the most memorable things about a fantasy setting and the World of Greyhawk is by no means short on wizards. Everyone has heard of the Circle of Eight theRing of Five or some of Iuz's Boneheart mages. Here is my attempt to assemble a new ubermage group from remaining canon NPCs available. Let's also take it step further and make it an all female wizard group! This is The Pentad!

Elayne Mystica (19th level, NG) The nominal leader of the Pentad, Elayne has a long and storied history servingCobb Darg and the city of Irongate as well as adventuring with the Company of the Iron Fist. Elayne is an albino of the Lerara tribe of Suel who has also exhibited psionic powers, and possesses her own pocket-plane. Elayne decided to call together the Pentad to share knowledge and deal with dangers to the Flanaess with a "woman's touch".

Fioranna Aielestriel (13th level, NG) This tiny, demure elven mage from Nyrond was once an ambassador to the City of Greyhawk and served to further the interests of the Iron League until 591 CY. She has no love for the Great Kingdom for they slew her father. Fioranna specializes in mind-affecting and concealment spells to travel undetected, though most think she is only a diplomat who dabbles in the art. In semi-retirement, Fioranna still resides in Greyhawk's High Quarter, but has recently jumped at the chance to do some good after being contacted by her Iron League colleague Elayne Mystica.

Marial (15th level, CG) A native of Greyhawk, Marial is the red-headed former apprentice and best friend of the Circle of Eight's own Jallarzi Sallavarian. Marial has seen a lot of action in her time from dealing with the reappearance of Vecna to an untimely attack on Tenser's Castle before she was restored after the Return of the Eight. Marial still resides in Jallarzi's Tower in the City of Greyhawk, where her friend has withdrawn and become paranoid since her experiences at the hands of Tuerny the Merciless and Iggwilv. Marial's social life has suffered as a result and so she spends more time abroad with the Pentad since being contacted by local acquaintance Fioranna Aielestriel.

Rautheene (level unknown, N) The stunningly beautiful and fun-loving Rautheene is notably an apprentice to the archmage Mordenkainen. Rautheene's personal history and her exact mastery of magic is a mystery to most, even her own Pentad associates. What is known is that she claims to have spent much time on other planes traveling meeting other archmagi when not studying from the remote security of Mordenkainen's Obsidian Citadel. Now on her own, Rautheene seeks to apply her skills and knowledge with a new cadre of wizards since being contacted by Elayne whom she looks up to as much as Mordenkainen.

Shemeya (19th level, CG) The oldest of the Pentad by far, Shemeya hails from the Bright Desert but comes from a time long past when the land was called Sulm. This realm was once fertile before a terrible curse forever changed the land and it's people. Already a powerful wizardress back then, Shemeya retreated to her plane-hopping Tower of Sleep, shielded from the curse and the passage of time. Not truly asleep, Shemeya has long been travelling to other worlds and planes of existence to find a way to reverse the curse on the Bright Desert, yet now has been recently distracted by the usurping desert mage Rary. Shemeya was approached by Elayne Mystica to join the Pentad for her vast ancient knowledge and planar experience. In return the Pentad promises to help the sleeping sorceress restore her home someday.

Saturday, June 18, 2016

Spell: Fly Like an Arrow

Fly Like an Arrow

​Transmutation
Level: Assassin 4, Sorcerer 4, Wizard 4
BoXM: Wizard 7
Casting Time: 1 standard action
Components: V, S, M (a small platinum arrow (1 inch long) valued at 500 gp.)
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Source: Dragon Magazine # 308, pg. 24

This spell allows the caster to fly at great speed. If the caster can fly (either with wings or from a spell or item), he can move at 10 times his normal fly speed, but only if he travels in a straight line and traveled the full distance of his normal fly speed in a straight line in the previous round. For example, a caster using the fly spell casts fly like an arrow. He must move 120 feet (double move) in a straight line on round one. Then, on the next round and all subsequent rounds he can move 1200 feet in a straight line. The caster can take no actions other than moving while using this spell, including such things as flyby attacks. If the caster ever stops, turns, or uses an action, his speed immediately returns to normal and remains so until he moves at full speed in a straight line for a round.
 ​
GM Note

House Rule: Added material component in place of the Dragon Magic feat. If the caster has the Dragon Magic feat no material component is required.

House Rule: Added Assassin 4 to Level.

House Rule: The definition of 'straight line' is exactly that: a straight line. Descending, ascending, straight up, are irrelevant. Normal rules apply for modifications in distance due to ascending/descending.
 ​


Friday, June 17, 2016

C is for Cabiri the Watching Master

Cabiri the Watching Master


One of the oldest obyriths in existence, Cabiri, the Watching Master, grants his summoners the ability to see in darkness or twilight, to observe others from afar, and to uncover potential foes.

Legend: In ages past when obyriths lorded the Abyss, the many-eyed tyrant known as Cabiri ruled a large swath of the layer now known as Pazunia, warring against rival lords such as Bechard, Pazuzu, and Ubothar. The Wtaching Master kept careful eyes on his rivals but spent most of his energy scrying the relatively unknown deeper levels of the Abyss. Some record of Cabiri's observations must have survived in the ruins of his long-abandoned keep, for the Fraternity of Order began its effort to catalog the layers of the Abyss following its exploration of the Watching Master's ruined stronghold.

When the Queen of Chaos called the obyriths to war agaisnt the Wind Dukes of Aaqa, she turned to Cabiri for advice many times, drawing upon his ability to divine futures by utilizing resources in the Abyss unguessed at by most of his kin. Near the end of the war, Cabiri foresaw the Queen's defeat, and fled the field of battle. This act may have ironically been the one that most crippled the Queen's forces and allowed for her Subsequent defeat, Cabiri fled to the depths of the Aybss and hid there for eons while he watched the obyriths suffer the humiliating defeat upon the Fields of Pesh, and the subsequent eladrin invasions that finished off so many of the survivors.

As Cabiri explored the depths of the Aybss, it is believed that he discovered some of the truth behind the creation of the obyrith race, a discovery that compelled him to resurface and seek out the obscure fiends known as the baernoloths. Whatever he confronted them with was enough for them to engineer his capture and subsequent imprisonment in the then-still-young Wells of Darkness. Yugoloths often visit Cabiri's well, more often than any other well in the layer, which suggests that his imprisonment remains of interest to these neutral evil fiends.

Special Requirements: Cabiri requires that his seal be drawn with blood, outside at night or during a solar eclipse.

Manifestation: One or more lights or areas of darkness in the sky above--the stars, the moon, or the solar eclipse--suddenly open, revealing a watching eye behind the lid of light. Under its baelful gaze, Cabiri's seal begins to dissolve into a puddle of blood. The puddle suddenly blinks, transforming the pooled blood into a ring of tiny eyes surrounding a single mouth that speaks with the sonorous voice of lost and distant souls.

Sign: An additional eye appears on your forehead, equidistant from your other eyes.

Influence: Cabiri hungers to see everything, no matter how horrifying or entrancing. You receive a +4 insight bonus on Will saves versus figments, but suffer a -4 penalty on Will saves versus patterns. You are not able to avert or close your eyes when confronted by a creature with a gaze attack.

Granted Abilities: Cabiri grants you his ability to observe others from afar, to perceive threats, and to see unhindered in conditions of twilight or darkness.

Arcane Eye: You can create an inivisible magical sensor at will, as though you had cast arcane eye (caster level equals your effective binder level). You can never create more than one arcane eye at a time, and you can dismiss or renew the effect as a standard action. Once you have used this ability, you cannot use it again for 5 rounds.

Far-seeing Gaze: Your spells and spell-like abilities of the scrying subschool gain a +10 bonus to their save DCs.

Seer in Darkness: You gain darkvision to 60 feet and low-light vision. If you already have darkvision, add 60 feet to the range.

Visions of Terror: You can share your terrible knowledge of existence with others. You can cast phantasmal killer, as per the spell, three times per day (caster level equals your effective binder level).

Thursday, June 16, 2016

Feat: Suspend Spell

Your control over spells that you cast upon yourself is such that you can delay their onset.

Prerequisites: 5th level caster.

Benefit: A suspended spell is delayed (for up to 24 hours or the next time the spellcaster prepares spells) until the caster uses a swift action to activate it. Upon activation, the duration of the spell begins normally. Only spells that affect the caster can be suspended. A suspended spell uses up a spell slot one level higher than the spell's actual level.
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