Ninja master spell list

Ninja Master Spells
The ninja master has a unique set of spells that they can cast. A ninja master high enough level to cast any of these spells, automatically knows all of them, much like a divine caster. His primary casting stat when determining the DC of spells and Bonus Spells is Charisma. Koushi all have Verbal Components, Onkei and Geitou all have Somatic Components.

First Level
Koushi: Falling Flames: (evocation; fire) (single target; medium range); Deals 1d4 fire damage (max 5d4), reflex half. Augmented: Increases max to 10d4

Koushi: Stinging Cold: (evocation; water) (5 foot emanation; personal); deals 1d8 cold damage to targets in range, no save. Augmented: Increase damage to 2d8.

Koushi: Shuriken: (conjuration; metal) (single; long range); Deals 1d6 slashing/piercing damage; 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, no save, no spell resistance. Augmented: One additional charge to be discharged as a move action.

Onkei: Igniting Ones Blood: (transmutation) (personal) +4 to reflexes for 1d6+4 rounds.

Onkei: Armor of Scars: (transmutation) (personal) gain dr equal to 1/2 of current wounds for 1 round.

Onkei: Shadows Unseen: (illusion) (personal) invisibility for 1 minute.

Geitou: Secret Trick: (universal) (personal) gain one ninja or rogue trick of your choice until the end of your next turn.

Geitou: Minds Unknowing: (enchantment) (personal) +12 competence bonus to bluff and diplomacy checks for 1 minute per ninja master level.

Geitou: Ki Recharge: (conjuration) (touch) Restores 1d6 of the touched target's ki pool.

Second Level
Koushi: Absorption: (necromancy) (single; short range); Inflicts 1d6 damage per ninja master level, and restores the same amount of damage to the ninja master. Fortitude negates. The ninja master's hit points cannot exceed his normal maximum hit points through this ability.

Koushi: Thunder Strike: (evocation: air) (single target; long range); deals 1d6 electricity damage per ninja master level to a single target (max 10d6). Reflex halves. Augmented: deals 1d8 instead of 1d6.

Koushi: Angry Sand: (transmutation: earth) (single target; medium range); Attempts to trip a target using the ninja master's CMB + his Charisma Modifier; Also blinds, will save negates the blind effect. Augmented: attempt a second CMB with the same bonus to pin a target. Targets pinned by angry sand must make a strength check with a DC equal to the Ninja Master's caster level +10.

Onkei: Point of Suffering: (transmutation) (personal); All melee damage is set to piercing damage, regardless of weapon wielded, for 1 minute per ninja master level (D).

Onkei: Beating of Flesh: (transmutation) (personal); All melee damage is set to bludgeoning damage, regardless of weapon wielded, for 1 minute per ninja master level (D).

Onkei: Letting of Blood: (transmutation) (personal); All melee damage is set to slashing damage, regardless of weapon wielded, for 1 minute per ninja master level (D).

Geitou: Gauging Eyes: (transmutation) (personal); +12 competence bonus to Perception and Appraise checks for 1 minute per ninja master level.

Geitou: Stolen Knowledge: (transmutation) (personal); +12 competence bonus to knowledge checks for 1 minute per ninja master level.

Geitou: Serrated Blades: (transmutation) (weapon touched); weapon deals 1d6 bleed damage on a successful hit, and 2d6 on a successful critical hit for 1 minute per ninja master level.

Third Level
Koushi: Burning Birds Falling from Heaven: (evocation; fire) (5-burst on 1 target square per two ninja master levels; long range) Deals 1d6 fire damage per ninja master level (max 10d6) to creatures in area of effect. Reflex halves. Augmented: Affected targets burn for 1d4 fire damage for 1 round per ninja master level or until dowsed.

Koushi: Blossoms of Ice and Snow: (evocation; water) (15-foot emanation, personal) A frozen blade shoots violently away from the ninja master (though his square is unaffected) inflicting 5d6 piercing and 5d6 cold damage to affected targets, a reflex save negates this, however, on a failed save, additional blades of ice shoot out from the affected targets in a 10-foot emanation for the same amount of damage (though their square is unaffected) (this secondary burst can harm the ninja master.) Augmented: Targets affected by the secondary burst have a tertiary burst in a 5 foot emanation on themselves for the same damage, and their square IS affected.)

Koushi: Strike of Heaven's Sword: (conjuration; metal) (15-foot line) A blade of glimmering metal crashes down on a 15-foot line in a direction designated by the ninja master, the ninja master must make an attack roll as if he was wielding the weapon however he uses full BAB when casting this spell. Creatures affected are dealt 2d8 slashing damage + the ninja master's charisma modifier, and a free CMB check is made to knock them down as per a trip maneuver, however it does not provoke attacks of opportunity. Augmented: The ninja master's blade instead deals 2d8 per two ninja master levels, and deals 1d6 bleed damage.

Onkei: Turn the Blade: (illusion) (personal) This spell applies a defensive ability to the ninja master for 1 round per two ninja master levels, causing any attack that misses the ninja master due to a concealment effect, to continue through with it's attack roll, against the attacking opponent's AC instead of the ninja master's AC, if the attack hits, it deals its weapon damage against the attacker instead.

Onkei: Shadow Weapon Mastery: (illusion; shadow) (personal) When the ninja master casts this spell, choose one weapon the ninja is proficient with, or choose one monk weapon. The ninja brings into form a quasi-real masterwork version of that weapon, and gains the appropriate weapon proficiency feat for it. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The weapon only deals 1 point of damage to objects.

The spell ends if the weapon leaves your possession.

Onkei: Spirit of the Eel: (transmutation) (touch) One touched creature no longer takes penalties for fighting under water for 1 minute per ninja master level.

Geitou: Echoing Concentration: (enchantment) (personal) The ninja master gains a +12 bonus on concentration checks when casting defensively, this bonus is doubled when attack of opportunitied while casting. This lasts 1 minute per ninja master level.

Geitou: The Monkey Climbs: (transmutation) (personal) The ninja master gains a +12 competence bonus on climb, and acrobatic checks for 1 minute per ninja master level.

Geitou: Between Heaven and Earth: (transmutation) (personal) The ninja master gains a fly speed equal to his base speed with good maneuverability for 1 hour per ninja master level.

Fourth Level
Koushi: Crushing Braids of the Forest: (necromancy: wood) (5-foot square per ninja master level, must be adjacent to each other, medium range) The ninja master conjures the spirits of the dead to inhabit the roots and vines lying under the earth, any area within 10 feet of an affected square is considered to be rough terrain. The vines will each round try to grab at anyone within this area using the ninja master's cmb + his charisma modifer to grapple. Creatures grappled by these vines take 1d10+10 crushing damage per round, and become fatigued after the second round, and exhausted after the third round. These vines will never attempt to grapple the ninja master, and the ninja master can travel around them as if they were not difficult terrain.

Augmented: As an immediate action, the Ninja Master may spend a ki point to attempt to shatter a grappled creatures bones inflicting 20d8 non-lethal damage to the creature, he must expend 1 ki point per creature. A creature whose bones have been shattered cannot be affected by this augmentation a second time.

Koushi: Storm Clouds Shattering Heaven: (evocation; air) (60-foot emanation; personal) The ninja master summons a roiling storm cloud over a 60-foot area centered on his square at the time of casting, each round, the cloud will fire an augmented koushi: thunder strike at a random target in range. As a swift action, while in the area of effect of the cloud, the ninja master may fire a lightning bolt at a target dealing 10d6 electricity damage (reflex halves). This storm cloud lasts for 1 round per ninja master level or until dismissed. Control Weather spells cast to end this must make a caster level check against the ninja master's total ninja levels.

Augmented: The ninja master may spend a Ki point for the area of effect to become considered as if darkness had been cast.

Koushi: Exhumed Soldiers: (necromancy; earth) (up to one 5 foot square per ninja master level; short range) The ninja master selects a number of 5-foot squares equal to his ninja master level. Upon the start of the next round, out from the ground at the selected squares crawls a level 10 undead creature, these creatures are medium sized human skeletons with 10 hit dice wielding +3 weapons of the ninja master's choice, though the ninja master must have proficiency with the weapons being chosen. They last until destroyed or dismissed. Only up to 1 skeleton per ninja master level can be controlled by the ninja master at any given time, if this spell is cast a second time, any additional skeletons become wild and can no longer be controlled by the ninja master.

Augmented: The ninja master may burn a number of Ki points to buy evolutions for each individual undead creature, though each undead creature must spend ki points on evolutions individually, similar to how a broodmaster summoner's eidolons get them. The summoned creatures must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or more can have the pull evolution.)

Onkei: Shapes of Shadow: (illusion) (personal) The ninja master takes the shadowy form of a creature of his choice as allowed by the shapechange spell, however this new form is only 50% real and a will save can be made to disbelief, when using abilities granted by the new form, effectively negating them. Including natural attacks, which are replaced by normal form ninja master attacks.

Onkei: Seasons Unending: (transmutation) (personal) If cast while in an elemental form granted by the 10th level ninja master class feature, the form is retained for 1 minute per ninja master level. During the duration of this spell, he cannot take additional elemental forms unless this one is dismissed first, In which case, the new form would have its original duration unless this spell is cast a second time while the new form is active.

Onkei: Skin of the Oni: (conjuration) (personal) The ninja master summons mythical oni armor around himself, This armor has no weight, check penalty or maximum dexterity bonus, and grants an armor bonus to armor class equal to the ninja master's level. This armor also grants the ninja master the oni creature subtype. This armor lasts for 1 minute per ninja master level. If the armor is cast during the duration of an elemental form the ninja master gains the spell-like abilities of the respective type of oni for the duration.

Fire - Fire Yai

Water - Water Yai

Earth - Earth Yai

Air - Wind Yai

Wood - Spirit Oni

Metal - Ogre Mage

Geitou: Ghost Walk: (conjuration) (personal) The ninja master becomes partialy attuned to the ethereal plane for 1 minute per ninja master level, This grants the ninja master the incorpreal subtype, and the ability to make his attacks against touch AC, however damage dealt by any attack made in this form is halved, and instead of using his strength modifier to damage (if any) he uses his charisma modifier instead. Partially material, the ninja master retains his constitution and strength scores.

Geitou: Release the Spirits: (conjuration) (personal) As a full-round action, the ninja master may summon one of the following: 1d6 Kodama Kami (wood), 1d4 Dosojin Kami (earth), 1 Kaminari Kami (air); 1d2 Suijin (water); 1d3 Zuishin Kami (metal) or 1d2 Toshigami Kami (fire); These creatures remain for 1 round per ninja master level or until dismissed, and cannot be controlled by an opponents control summoned creature or similar spells. If summoned while in an elemental form, the creature of the respective type is granted the advanced creature template.

Geitou: Blessed Breath: (necromancy) (touch) The ninja master may, with a touch, revive a dead or unconcious creature as if using the breath of life spell. However if the creature is only unconscious there is no limit to the duration of how long they have been unconscious. The creature is then raised to the amount of hit points granted by a breath of life spell cast  by an equivelent caster level. Additionally, the creature is granted energy resistance against Fire, Acid, Cold and Electricity equal to the ninja master's level. If the ninja master is in an elemental form when this spell is cast, they instead gain immunity to the energy type of the ninja master's current form unless he is in the elemental wood or metal form, which have unique effects, detailed below.

Fire - Fire Immunity

Water - Cold Immunity

Earth - Acid Immunity

Air - Electricity Immunity

Wood - Creature is healed as per a Heal spell

Metal - Creature gains DR 30/-

The duration of these effects is 1 minute per ninja master level. The creature must be willing to come back.