PFRPG: Multi-Variable
Spells: First Set of Ten
The first question you may be asking is: What
is a multivariable spell? A multivariable spell is a spell which, once learned,
you can cast as a spell one level higher or lower than the original spell. I
first encountered spell like these in Monte Cook’s Arcana Evolved. I very much like the flexibility it
gives spellcasters. So, in addition to the normal spell block data, you will
see one or two new bits of text:
Diminished Effects: Describes changes to
the spell if cast using a slot one level lower than normal. You must be able to
cast a spell at its regular level before you can use the diminished effects. If
you use a diminished effect, treat the spell as one level lower than listed for
purposes of spell slot used, saving throw DCs, magic item pricing, and so on.
Spells that are 0-level have no diminished effects.
Heightened Effects: Describes changes to
the spell if cast using a slot one level higher than normal. If you use a
heightened effect, treat the spell as one level higher than listed, for purposes
of spell slot used, saving throw DCs, magic item pricing, and so on, regardless
of what level slot you use. Spells that are 9th level have no heightened
effects.
For this first set of ten multivariable spells
I tried to choose some of the more popular low-level spells.
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Acid Splash
School conjuration (creation) [acid]; Level magus
0, sorcerer/wizard 0, summoner 0
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell
Resistance no
You fire a small orb
of acid at the target. You must succeed on a ranged touch attack to hit your
target. The orb deals 1d3 points of acid damage. This acid disappears after 1
round.
Heightened
Effects:
You may chose to hold the orb for up to 1 round before selecting a target as a
free action. If you do not choose a target after 1 round, you take 1d3 points
of acid damage and the orb vanishes. If it hits its target, the orb deals 1d4
points of acid damage. As well, the target must make a Reflex save or suffer 1
point of Strength damage.
Flare
School evocation [light]; Level bard 0, druid 0, magus 0, sorcerer/wizard
0
Casting Time 1 standard action
Components V
Range close (25
ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This cantrip creates
a burst of light. If you cause the light to burst in front of a single
creature, that creature is dazzled for 1 minute unless it makes a
successful Fortitude save. Sightless creatures, as well as creatures
already dazzled, are not affected by flare.
Heightened
Effects:
The burst of light affects all creatures in a 10-foot-radius burst from the
target point.
Mage Hand
School transmutation; Level bard
0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft.
+ 5 ft./2 levels)
Target one
nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger
at an object and can lift it and move it at will from a distance. As a move action,
you can propel the object as far as 15 feet in any direction, though the spell
ends if the distance between you and the object ever exceeds the spell's range.
Heightened
Effects:
The spell can affect magical objects.
Spark
School evocation
[fire]; Level bard 0, cleric 0, druid 0, magus 0, sorcerer/wizard
0, witch 0
Casting Time 1 standard action
Components V or S
Range close (25 ft.
+ 5 ft./2 levels)
Target one Fine
object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes
(object)
You can make an
unattended Fine flammable object catch on fire. This works as if you were using
flint and steel except that you can use spark in any sort of
weather and it takes much less time to actually ignite an object.
Heightened
Effects:
You may make an unattended Diminutive object or attended Fine object catch on
fire. If you decide to target an attended object, its owner may make a Reflex
save to negate the effect. If the owner’s save fails, he and the burning object
take 1d3 fire damage per round for 1 round per caster level (maximum of 5
rounds). Each round the owner may make a new Reflex save to extinguish the
fire.
Expeditious Retreat
School transmutation; Level bard
1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1
min./level (D)
This spell increases
your base land speed by 30 feet. This adjustment is treated as an enhancement
bonus. There is no effect on other modes of movement, such as burrow, climb,
fly, or swim. As with any effect that increases your speed, this spell affects
your jumping distance (see the Acrobatics skill).
Diminished
Effects: The
duration changes to 1 round/level (maximum of 5 rounds).
Heightened
Effects:
You may cast this version of the spell on a willing target that you touch.
Alternatively, if you cast this spell on yourself, its duration changes to 10
min/level.
Illusion of Calm
School illusion
(figment); Level alchemist 1, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1
minute/level
Saving Throw Will disbelieve (on hit; see below); Spell Resistance no
When casting this
spell, you create an illusory double that takes the same space of you. That
double makes it look like you are standing still, even when you are not. While
under the effects of this spell, you do not provoke attacks of opportunity when
you cast a spell, make a ranged attack with a thrown weapon, or move out of
your first square during a move action. It does not hide ranged attacks made
with any type of projectile weapon.
When a creature hits
you with an attack of any type, it gains a saving throw to disbelieve the
figment. On a successful saving throw, it successfully disbelieves and the
spell's effect ends for that creature.
Diminished
Effects: The
duration changes to 1 round/level (maximum of 5 rounds) and it only prevents
you from invoking attacks of opportunity when you cast spells.
Heightened
Effects:
The spell also prevents you from invoking attacks of opportunity when you make
ranged attacks with projectile weapons.
Magic
Missile
School evocation
[force]; Level magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100
ft. + 10 ft./level)
Targets up to
five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical
energy darts forth from your fingertip and strikes its target, dealing 1d4+1
points of force damage.
The missile strikes
unerringly, even if the target is in melee combat, so long as it has less than
total cover or total concealment. Specific parts of a creature can't be singled
out. Objects are not damaged by the spell.
For every two caster
levels beyond 1st, you gain an additional missile—two at 3rd level, three at
5th, four at 7th, and the maximum of five missiles at 9th level or higher. If
you shoot multiple missiles, you can have them strike a single creature or
several creatures. A single missile can strike only one creature. You must
designate targets before you check for spell resistance or roll
damage.
Diminished
Effects: The
range changes to close and you create only a single missile, which deals 1d3
points of damage.
Heightened
Effects:
The spell’s missiles are more powerful than normal, dealing 1d6+1 points of
damage.
Ablative Barrier
School conjuration (creation) [force]; Level alchemist
2, magus 2, sorcerer/wizard 3, summoner 2
Casting Time 1 standard
action
Components V, S, M (a piece of metal cut
from a shield)
Range touch
Target creature touched
Duration 1 hour/level or until discharged
Saving Throw Will negates
(harmless); Spell Resistance no
Invisible layers of
solid force surround and protect the target, granting that target a +2 armor
bonus to AC. Additionally, the first 5 points of lethal damage the target takes
from each attack are converted into nonlethal damage. Against attacks that already
deal nonlethal damage, the target gains DR 5/—. Once this spell has converted 5
points of damage to nonlethal damage per caster level (maximum 50 points), the
spell is discharged.
Diminished
Effects: The
range is reduced to personal.
Heightened
Effects:
The target is granted a +4 armor bonus to AC, instead of +2. Additionally, the
spell is not discharged until a maximum of 100 points of damage have been
converted.
Elemental Touch
School evocation [acid, cold, electricity, or
fire]; Level alchemist 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard
action
Components V, S, M (a bit of the chosen
element: earth, water, air, or fire)
Range personal
Target you
Duration 1 round/level (D)
Saving Throw see text; Spell
Resistance no
Upon completing the
casting of this spell, elemental energy infuses your hands. Choose an energy
type: acid, cold, electricity, or fire. You gain a melee touch attack causing
1d6 points of damage of that energy type, along with a special effect described
below. You also deal energy damage and the related special effect when you
attack with your hands using an unarmed strike, a single claw, or a single slam
attack. This bonus damage can never apply to multiple weapons.
Acid: Your touch attack
causes 1 point of ongoing acid damage per round for 1 round per three caster
levels. The target must make a Fortitude save or be sickened for the duration
of the ongoing acid damage.
Cold: The target must
make a Fortitude save or be fatigued. A creature that is already fatigued
suffers no additional effect.
Electricity: The target must
make a Fortitude save or be staggered for 1 round.
Fire: Your hands ignite
and shed light as a torch. Your touch may cause targets to catch on fire.
Subsequent attacks
inflict the normal damage, but the additional effects do not stack. This spell
grants no special protection to anything held in or worn on your hands. When
you cast this spell to deal acid, cold, electricity, or fire damage, it is a
spell of that type.
Diminished
Effects: The
damage is reduced to 1d4 and does not cause the related special effect.
Heightened
Effects:
You may cast this version of the spell on a willing target that you touch.
Invisibility
School illusion (glamer); Level bard
2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard
action
Components V, S, M/DF (an eyelash encased
in gum arabic)
Range personal or touch
Target you or a creature or object weighing no
more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates
(harmless) or Will negates (harmless, object); Spell
Resistance yes (harmless) or yes (harmless, object)
The creature or
object touched becomes invisible. If the recipient is a creature carrying
gear, that vanishes, too. If you cast the spell on someone else, neither you
nor your allies can see the subject, unless you can normally see invisible things
or you employ magic to do so.
Items dropped or put
down by an invisible creature become visible; items picked up
disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so
(thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it
becomes visible.
Of course, the
subject is not magically silenced, and certain other conditions can
render the recipient detectable (such as swimming in water or stepping in a
puddle). If a check is required, a stationary invisible creature has
a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature
is moving. The spell ends if the subject attacks any creature. For purposes of
this spell, an attack includes any spell targeting a foe or whose area or
effect includes a foe. Exactly who is a foe depends on the invisible character's
perceptions. Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. Thus, an invisible being
can open doors, talk, eat, climb stairs, summon monsters and have them attack,
cut the ropes holding a rope bridge while enemies are on the bridge, remotely
trigger traps, open a portcullis to release attack dogs, and so forth. If the
subject attacks directly, however, it immediately becomes visible along with
all its gear. Spells such as bless that specifically affect
allies but not foes are not attacks for this purpose, even when they include
foes in their area.
Invisibility can be made permanent
(on objects only) with a permanency spell.
Diminished
Effects: The
duration is reduced to 1 round/per level (maximum of 5 rounds).
Heightened
Effects:
The duration is increased to 10 minutes/level.
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I have found it occasionally difficult to
make my scheduled every-other-Monday post dates due to extremely busy weekends.
Therefore, from today on I am going to bump my schedule to every-other Tuesday
post dates.
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