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Tuesday, June 4, 2013

PFRPG: Multi-Variable Spells: 0- to 2nd-Level Spells Beginning with 'A'

by Tim Wallace


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.

Abundant Ammunition
School conjuration (summoning); Level bard 1, cleric/oracle 1, ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (a single piece of ammunition)
Target one container touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
Diminished Effects: The duration is reduced to 1 round/level and the only type of projectiles that can be duplicated are nonmagical, nonmasterwork projectiles.
Heightened Effects: The duration is increased to 1 hour/level.

Accelerate Poison
School transmutation; Level druid 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a thorn)
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
You hasten the onset of poison in the target. If the poison normally has an onset time, its effects begin immediately. If the poison has no onset time, its frequency is doubled, requiring two saving throws and inflicting damage twice per round or minute, though its duration is halved. Accelerate poison does not change the cure condition for the poison. If the target is affected by more than one poison, you may choose which is affected if you administered the poison; otherwise, randomly determine which poison is affected.
Diminished Effects: If the poison has an onset time, the onset time is halved. If the poison has no onset time, it requires two saving throws and inflicts damage twice in the first round or minute, and its duration is reduced by one round or minute.
Heightened Effects: If the poison has an onset time, its effects begin immediately, its frequency is doubled (inflicting damage twice per round or minute), and its duration is halved. If the poison has no onset time, its frequency is doubled (inflicting damage twice per round or minute) for the first half of its duration, its overall duration is not halved, and its save DC is increased by +2.

Acid Arrow
School conjuration (creation) [acid]; Level sorcerer/wizard 2, magus 2
Casting Time 1 standard action
Components V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
Range long (400 ft. + 40 ft./level)
Effect one arrow of acid
Duration 1 round + 1 round per three levels
Saving Throw none; Spell Resistance no
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
Diminished Effects: The spell’s range decreases to close (25 feet + 5 feet per two caster levels), and both initial and secondary damage fall to 1d4 points.
Heightened Effects: Each round the target takes acid damage, it also suffers 1 point of Strength damage.

Acid Splash
School conjuration (creation) [acid]; Level inquisitor 0, 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.

Acute Senses
School transmutation; Level alchemist 2, bard 2, inquisitor 2, ranger 2
Casting Time 1 standard action
Components V, S, M (a glass lens)
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes
The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.
Diminished Effects: The initial bonus is reduced to +5, which increases to +10 (the maximum) at caster level 8th.
Heightened Effects: The duration is increased to 10 min./level or the spell affects one creature per two caster levels.

Adjuring Step
School abjuration (force); Level alchemist 1, bard 1, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a rabbit's foot)
Range personal
Target you
Duration 1 round/level or until discharged
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoking attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
Diminished Effects: The duration is changed to 1 round/level (up to 5 rounds) or until discharged.
Heightened Effects: The duration is increased to 1 min./level or until discharged.

Adoration
School transmutation; Level bard 1, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures. If the creature is engaged in performance combat, the target gains a +2 morale bonus on all performance combat checks.
Diminished Effects: The duration is decreased to 1 round/level (up to 5 rounds).
Heightened Effects: The morale bonus increases to +4.

Aid
School enchantment (compulsion) [mind-affecting]; Level alchemist 2, cleric/oracle 2, inquisitor 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
Diminished Effects: The duration is only 1 round per level. Additionally, the target gains temporary hit points equal to 1d4 + 1 point per two caster levels (maximum 1d4+5).
Heightened Effects: The range becomes close (25 feet + 5 feet per two levels). Additionally, the target gains a +2 enhancement bonus to Strength, Constitution, or Dexterity (your choice).

Air Bubble
School conjuration; Level cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components S, M/DF (a small bladder filled with air)
Range touch
Target one creature or one object no larger than a Large two-handed weapon
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage.
A firearm within an air bubble can be loaded—assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.
Diminished Effects: The duration is reduced to 1 round/level and can only placed on a creature.
Heightened Effects: The duration is increased to 10 min./level or the spell affects one creature per two caster levels.

Alarm
School abjuration; Level bard 1, ranger 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S, F/DF (a tiny bell and a piece of very fine silver wire)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation centered on a point in space
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
Diminished Effects: The spell may be cast only as an audible alarm. Further, the duration falls to 10 minutes per level.
Heightened Effects: If you cast this spell with an audible alarm, you may choose the type of sound that it makes, as well as a source for the sound within the area of the spell. You may choose the sound of running feet, barking dogs, guards shouting, or any similar sounds that could be made by two or three Medium creatures. If you cast this spell with a mental alarm, you may alert one additional creature within range per three caster levels (to a maximum of five additional creatures).

Alchemical Allocation
School transmutation; Level alchemist 2
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round
This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
Diminished Effects: If the spell contained in the potion or elixir has variable, numeric effects, they are decreased by half, including bonuses to those dice rolls. If the spell contained in the potion or elixir has variable, numeric effects, then instead its duration is decreased by half.
Heightened Effects: The duration of the extract increases to 10 min./level, and you can gain the benefits of one potion or elixir per your Intelligence modifier. Once you apply the extracts benefit to a number of potions or elixirs equal to your Intelligence modifier, the extract is expended.

Align Weapon
School transmutation [see text]; Level cleric 2, inquisitor 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target weapon touched or 50 projectiles (all of which must be together at the time of casting)
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
Diminished Effects: The duration of the spell is reduced to 1 round/level.
Heightened Effects: The duration of the spell is increased to 10 min./level and deals 2d6 damage to creatures of the opposing alignment.

Allegro
School transmutation; Level bard 2
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 round/level (D) or until discharged
This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining a bardic performance before you can cast allegro. You gain the benefits of the spell haste for as long as you maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell's duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based skill check—you must choose to reroll before the result of the original roll is known. You must take the result of the reroll, even if it's worse than the original roll. Allegro dispels and is dispelled by slow.
Diminished Effects: You only gain the +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves from benefits of the spell haste and may not dismiss allegro to reroll a Reflex save or Dexterity-based skill check.
Heightened Effects: The duration of the spell is increased to 1 min./level and you may make “dramatic pauses” in your performance to reroll a number of Reflex saves or Dexterity-based skill checks equal to your Charisma modifier. Once you make a number of “dramatic pauses” equal to your Charisma modifier, the spell is expended.

Allfood
School transmutation; Level ranger 2
Casting Time 1 standard action
Components V, S, M (a pinch of salt and pepper)
Range touch
Target object touched, weighing up to 5 lbs./level
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
You can transform one object, weighing up to 5 lbs. per caster level, into an edible substance that any living creature can chew, swallow, and safely digest. This allfood always has a bland taste and slightly gooey consistency when chewed regardless of its original nature. One pound of allfood provides enough sustenance to support a Medium creature for an entire day.
Objects of similar nature in close proximity, such as a pile of rocks, count as a single object for the purpose of this spell. You cannot use this spell to transform objects with magical or other exceptional qualities. An object's hardness is considered to be 0 for the purposes of eating it, but it retains its normal hardness for all other situations, and becomes no more vulnerable to sunder attacks, break attempts, or any other action typically directed against objects. Objects such as hot coals or a burning torch continue to produce energy even after you transform them into allfood and if a creature attempts to eat such an object, it takes damage accordingly.
Diminished Effects: You can only transform a single object weighing 5 lbs. or less.
Heightened Effects: When eaten, each pound of allfood also affects the consumer as if they were subject to a cure light wounds spell (using your caster level).

Alter Self
School transmutation (polymorph); Level alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.
Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
Diminished Effects: This spell allows only minor alterations to your form. You select and receive a single one of the following abilities: darkvision 60 feet, low-light vision, scent, and swim 30 feet, Small size, or Medium size.
Heightened Effects: You may cast this spell on a willing subject. The subject receives a single one of the following abilities: darkvision 60 feet, low-light vision, scent, and swim 30 feet, Small size, or Medium size. If unwilling, the subject gains a Will save against the effects, and spell resistance applies.

Alter Winds
School transmutation [air]; Level druid 1, sorcerer/wizard 1
Casting Time 1 minute
Components V, S
Range touch
Area immobile 10-ft.-radius emanation
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
You subtly enhance or diminish the effects of natural winds within the spell's area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity (Core Rulebook 439). The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter winds has no effect on magical wind effects.
Diminished Effects: The spells duration decreases to 10 min./level and the area is reduced to a 5-ft.-radius emanation.
Heightened Effects: The area changes to a 5-ft./level-radius (maximum 100-ft.-radus) emanation.

Caster Level
Wind Force
1st–3rd
Light
4th–9th
Moderate
10th–15th
Strong
16th or higher
Severe

Animal Aspect
School transmutation (polymorph); Level alchemist 2, magus 2, druid 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a part of the animal)
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance yes (harmless)
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect  spell active on you at a time.
·         Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and you always jump as if you had a running start.
·         Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the grapple or reposition combat maneuver.
·         Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb checks, and you can throw objects as if you had the Throw Anything feat.
·         Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make Constitution checks to keep holding your breath.
·         Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence bonus on Disable Device, Sleight of Hand, and Stealth checks.
·         Raptor: Your legs become built for running speed, like those of a deinonychus. You gain an enhancement bonus of +20 feet to your base speed.
·         Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.
Diminished Effects: The spells duration decreases to 1 round/level and all numerical values (i.e. bonuses to speed or skill checks) are halved.
Heightened Effects: You can either gain two aspects at once or one aspect that adds effects to the aspects that animal aspect grants, as described below.
·         Frog: You gain a Swim speed equal to half your normal speed, and all the benefits of having a swim speed.
·         Gorilla: You gain a +2 competence bonus on Perception checks, and a +1 competence bonus on Fortitude saves.
·         Monkey: You gain a +4 competence bonus on Acrobatics checks.
·         Otter: Your swim speed increases to your full normal speed, and you need not make concentration checks to cast spells underwater.
·         Raccoon: Your competence bonuses on Disable Device, Sleight of Hand, and Stealth checks increase to +4.
·         Raptor: Your enhancement bonus to speed increases to +30 feet, and you gain the benefit of the Run feat.
·         Tree Lizard: You gain a +4 competence bonus on Stealth checks.

Animal Messenger
School enchantment (compulsion) [mind-affecting]; Level bard 2, druid 2, ranger 1
Casting Time 1 minute
Components V, S, M (a morsel of food the animal likes)
Range close (25 ft. + 5 ft./2 levels)
Target one Tiny animal
Duration 1 day/level
Saving Throw none; see text; Spell Resistance yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).
Diminished Effects: The duration of the spell becomes only one hour per caster level. This version of the spell is most often employed by spell users to send notes to their apprentices or to locals to ask a favor.
Heightened Effects: The range becomes medium (100 feet + 10 feet per level) and the animal that appears can be Small or Tiny. The duration increases to one week plus one day per level. Finally, the animal’s base speed is increased by one-half and it receives the benefit of the scent bane spell. This makes it more likely to reach its destination without being disturbed by predators.

Animal Trance
School enchantment (compulsion) [mind-affecting, sonic]; Level bard 2, druid 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets animals or magical beasts with Intelligence 1 or 2
Duration concentration
Saving Throw Will negates; Spell Resistance yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
Diminished Effects: Roll 1d6 to determine the total number of HD worth of creatures that you fascinate.
Heightened Effects: Roll 3d6 to determine the total number of HD worth of creatures that you fascinate.

Animate Rope
School transmutation; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one rope-like object, length up to 50 ft. + 5 ft./level; see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.
The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.
The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical.
The spell cannot affect objects carried or worn by a creature.
Diminished Effects: The spell’s range is reduced to close (25 feet + 5 feet per two levels), and the touch attack to wrap up a creature takes a –2 penalty.
Heightened Effects: In this version of the spell, you also can command the rope to “move” and “stop.” The rope moves at a speed of 5 feet per round and can slither up trees or bumpy surfaces with a +10 bonus on its Climb check.

Ant Haul
School transmutation; Level alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S, M/DF (a small pulley)
Range touch
Target creature touched
Duration 2 hours/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Diminished Effects: The duration decreases to 2 min./level and the target’s carrying capacity only doubles.
Heightened Effects: You may divide the duration in 2-hour intervals among the creatures touched.

Anticipate Peril
School divination; Level alchemist 1, bard 1, ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute/level or until activated
Saving Throw Will negates; Spell Resistance yes
A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.
Diminished Effects: The duration has a maximum of 5 minutes and the maximum insight bonus on the initiative check is decreased to +2.
Heightened Effects: The duration is increased to 10 min./level and the maximum insight bonus on the initiative check is increased to +10.

Arcane Lock
School abjuration; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (gold dust worth 25 gp)
Range touch
Target door, chest, or portal touched, up to 30 sq. ft./level in size
Duration permanent
Saving Throw none; Spell Resistance no
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.
Diminished Effects: The spell’s duration becomes one hour/level, with a Disable Device DC 15, or +5 normal.
Heightened Effects: You can set up a password or special key to allow anyone to negate the seal for 1 round.

Arcane Mark
School universal; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
Heightened Effects: The spell allows you 1 round per caster level to write your mark, with no space or word limitation. With enough patience and castings of this spell, you could literally inscribe a book. You can key the mark to a specific creature, making it visible only to that creature; such a usage adds the [language-dependent] descriptor to the spell.

Arrow Eruption
School conjuration (creation); Level ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (arrow or crossbow bolt)
Range long (400 ft. + 40 ft./level)
Area 30-ft.-radius burst
Duration instantaneous
Saving Throw none; Spell Resistance yes
You create exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch one at enemy creatures within a 30-foot radius of the corpse. You can target one creature per caster level (maximum 15) within range of the burst and must make a single attack roll and apply it to each arrow. These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as well as those passed on to it by your bow. They also enjoy the full benefit of any bonuses or modifiers you applied to the attack from other magical items, feats, and class or racial features. However, this spell cannot reproduce any spells or other limited-use magical effects that you used to enhance that particular attack. This includes such effects as the true strike spell, as well as any area spell you might have placed on the arrow by means of the arcane archer's imbue arrow class feature.
Diminished Effects: The spells range is reduced to medium (100 ft. + 10 ft./level), its area is reduced to the 15-ft.-radius burst,  and it can only target a maximum of 5 creatures within range of the burst.
Heightened Effects: The original target does not have to die, and the spell can target a maximum of 25 creatures within range of the burst (including the original target).

Arrow of Law
School evocation [lawful]; Level cleric 2, paladin 2
Casting Time 1 standard action
Components V, S, DF (a holy symbol)
Range close (25 ft. + 5 ft./2 levels)
Effect arrow-shaped projectile of lawful energy
Duration instantaneous (1 round); see text
Saving Throw Will partial (see text); Spell Resistance yes
You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.
Diminished Effects: A chaotic creature struck by an arrow of law takes 1d6 points of damage per two caster levels (maximum 5d6). A chaotic outsider instead takes 1d4 points of damage per caster level (maximum 10d4) and is not dazed.
Heightened Effects: A chaotic creature struck by an arrow of law also takes 1 point of temporary Strength or Dexterity damage (your choice). A chaotic outsider also takes 1d4 points of temporary Strength or Dexterity damage (your choice) and is dazed for 1d4 rounds.

Aspect of the Bear
School transmutation (polymorph); Level druid 2, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity.
Diminished Effects: As above except that you still invoke attacks of opportunity when performing all combat maneuvers.
Heightened Effects: The bonuses granted are increased to +4.

Aspect of the Falcon
School transmutation (polymorph); Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
Diminished Effects: You only gain a +1 competence bonus on ranged attacks.
Heightened Effects: The bonuses granted are increased to +5 and +3, respectively.

Aura of Greater Courage
School abjuration; Level paladin 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Area 10-ft.-radius emanation centered on you
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
When you cast this spell you strengthen your paladin's aura of courage. Until the end of its duration, all allies within that aura are immune to fear (magical or otherwise). If you do not have the aura of courage class feature, aura of greater courage has no effect.
Diminished Effects: N/A.
Heightened Effects: The area increases to a 20-ft.-radius emanation centered on you. All allies within 10 feet of you are immune to fear (magical or otherwise). All allies within 20 feet of you gain a +4 morale bonus on saving throws against fear effects.

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Bonus Spell (originally from Arcana Evloved; added in reference to heightened effect of animal messenger):

Scent Bane
School abjuration; Level 1 alchemist, 0 druid, 0 inquisitor, 1 ranger
Casting Time 1 standard action
Components V, S, M (a few pine needles)
Range touch
Target once creature or object
Duration 1min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The scent ability does not help creatures find targets of this spell; they have no scent.

Heightened Effects: The duration becomes 10 minutes per level.