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. A 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.
----------
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.
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