0-2nd
Level Spells Beginning with BA-BL
Badger’s
Ferocity
School transmutation; Level cleric/oracle
3, druid 3, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2
levels)
Target one weapon/3 levels
Duration concentration
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
This spell makes the
selected weapons magically keen, improving their ability to deal telling blows.
You select the weapons to be affected, and can only affect one weapon per
creature. If a creature's weapon exceeds the spell's range, the spell ends for
that weapon.
This transmutation
doubles the threat range of a weapon. A threat range of 20 becomes 19–20, a
threat range of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–20.
The spell can be cast only on piercing or slashing weapons. If cast on arrows
or crossbow bolts, the badger’s ferocity on a particular projectile
ends after one use, whether or not the missile strikes its intended target.
Treat shuriken as arrows, rather than as thrown weapons, for the purpose of
this spell.
Multiple effects that
increase a weapon's threat range (such as the keen special
weapon property and the Improved Critical feat) don't stack. You can't cast
this spell on a natural weapon, such as a claw.
Diminished Effects: The spell can only target one weapon or 50
projectiles, all of which must be together at the time of casting.
Heightened Effects: The spell’s duration increases to 10
min./level, but it can only target one weapon or 50 projectiles, all of which
must be together at the time of casting.
Bane
School enchantment (compulsion) [emotion,
fear, mind-affecting]; Level antipaladin 1, cleric/oracle 1,
inquisitor 1
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area 50-ft.-radius burst, centered
on you
Duration 1 min./level
Saving Throw Will negates; Spell
Resistance yes
Bane fills
your enemies with fear and doubt. Each affected creature takes a –1 penalty on
attack rolls and a –1 penalty on saving throws against fear effects. Bane counters
and dispels bless.
Diminished Effects: The spell affects a single target creature and
lasts for only 1 round per level.
Heightened Effects: The spell gains the negative energy descriptor
and lasts for one hour per level. Additionally, the –1 penalty on saving throws
extends to all mind-affecting effects.
Barkskin
School transmutation; Level alchemist
2, druid 2, ranger 2, summoner 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 10 min./level
Saving Throw none; Spell
Resistance yes (harmless)
Barkskin toughens
a creature's skin. The effect grants a +2 enhancement bonus to the creature's
existing natural armor bonus. This enhancement bonus increases by 1 for every
three caster levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus
provided by barkskin stacks with the target's natural armor
bonus, but not with other enhancement bonuses to natural armor. A creature
without natural armor has an effective natural armor bonus of +0.
Diminished Effects: The spell on grants only a +1 enhancement bonus
to the creature's existing natural armor bonus. This enhancement bonus does not
increase with caster level.
Heightened Effects: The spell’s target changes to living creatures
touched, but you divide the duration in 10-minute intervals among the creatures
touched.
Bear’s
Endurance
School transmutation; Level alchemist
2, cleric/oracle 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2,
Casting Time 1 standard action
Components V, S, M/DF (a few hairs,
or a pinch of dung, from a bear)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates
(harmless); Spell Resistance yes
The affected creature
gains greater vitality and stamina. The spell grants the subject a +4
enhancement bonus to Constitution, which adds the usual benefits to hit
points, Fortitude saves, Constitution checks, and so forth. Hit
points gained by a temporary increase in Constitution score are not
temporary hit points. They go away when the
subject's Constitution drops back to normal. They are not lost first
as temporary hit points are.
Diminished Effects: You may target only yourself. The spell lasts
only 1 round per level.
Heightened Effects: The spell grants a +6 enhancement bonus to
Constitution, rather than only +4.
Beguiling
Gift
School enchantment (compulsion)
[mind-affecting]; Level bard 1, witch 1
Casting Time 1 standard action
Components V, S, F (the object to
be offered)
Range 5 ft.
Target one creature
Duration 1 round
Saving Throw Will negates; Spell
Resistance yes
You offer an object
to an adjacent creature, and entice it into using or consuming the proffered
item. If the target fails its Will save, it immediately takes the offered
object, dropping an already held object if necessary. On its next turn, it
consumes or dons the object, as appropriate for the item in question. For
example, an apple would be eaten, a potion consumed, a ring put on a finger,
and a sword wielded in a free hand. If the target is physically unable to
accept the object, the spell fails. The subject is under no obligation to
continue consuming or using the item once the spell's duration has expired,
although it may find a cursed item difficult to be rid of.
Diminished Effects: N/A.
Heightened Effects: The spell can target one creature/3 levels, up
to the number of items you are proffering.
Bestow
Grace
School abjuration; Level paladin
2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one good creature touched
Duration 1 minute/level
Saving Throw Will
(harmless); Spell Resistance yes (harmless)
With this spell you
can bestow your divine grace on another good creature for a short amount of
time, infusing that creature with a portion of your holy virtue. When you touch
the subject, you grant that creature a sacred bonus to its saving throws equal
to its Charisma bonus (if any) on all saving throws.
Diminished Effects: You grant the creature a sacred bonus to its
saving throws equal to equal to its Charisma bonus (if any) or +1, whichever is
less. The maximum sacred bonus increases by 1 for every three caster
levels above 6th, to a maximum of +4 at 18th level.
Heightened Effects: You also grant the creature a sacred bonus to
its AC equal to its Charisma bonus (if any).
Bestow Weapon Proficiency
School enchantment
(compulsion); Level alchemist 2, antipaladin 2, cleric/oracle
2, magus 2, inquisitor 2, paladin 2, sorcerer/wizard 2, witch 2
Casting Time 1
standard action
Component V,
S, M (pieces of shaved metal)
Range close
(25 ft. + 5 ft./2 levels)
Target one
creature
Duration 1
minute/level
Saving Throw Will
negates (harmless); Spell Resistance yes (harmless)
You bestow the subject with the
ability to use a single type of weapon he is not proficient in as if he were
proficient with that weapon. The weapon can be any type, including an exotic
weapon, but the subject of the spell must be holding the weapon when you cast
it.
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.
Bleed
Bleed has been
incorporated into inflict light wounds
(see Multi-Variable
Spells: Cure and Inflict Spells).
Bless Water
School transmutation
[good]; Level cleric/oracle 1, inquisitor 1, paladin 1
Casting Time 1
minute
Components V,
S, M (5 pounds of powdered silver worth 25 gp)
Range touch
Target flask
of water touched
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes
(object)
This transmutation imbues a flask (1
pint) of water with positive energy, turning it into holy water (splash
weapon that deals 2d4 damage to undead and evil outsiders).
Diminished Effects: The liquid only holds its positive
energy for 1 round per caster level. This use of the spell is employed most
often as part of a ceremony or ritual.
Heightened Effects: The damage dealt to undead evil
outsiders increases to 2d6. If the liquid produced by this casting of the spell
is used as a component for spells with the good descriptor, your effective
caster level for those spells increases by 1.
Bless Weapon
School transmutation; Level paladin
1
Casting Time 1
standard action
Components V,
S
Range touch
Target weapon
touched
Duration 1
min./level
Saving Throw none; Spell
Resistance no
This transmutation makes a
weapon strike true against evil foes. The weapon is treated as having a +1
enhancement bonus for the purpose of bypassing
the DR of evil creatures or striking
evil incorporeal creatures (though the spell doesn't grant an actual
enhancement bonus). The weapon also becomes good-aligned, which means it can
bypass the DR of certain creatures. (This effect overrides and
suppresses any other alignment the weapon might have.) Individual arrows or
bolts can be transmuted, but affected projectile weapons (such as bows) don't
confer the benefit to the projectiles they shoot.
In addition, all
critical hit rolls against evil foes are automatically successful, so every
threat is a critical hit. This last effect does not apply to any weapon that
already has a magical effect related to critical hits, such as a keen weapon
or a vorpal sword.
Diminished Effects: The spell can be cast only on a melee
weapon you personally wield. The duration lasts for 1 round per caster level,
to a maximum of 5 rounds.
Heightened Effects: The weapon glows as if subject to a light spell (shedding normal light in a
20-foot radius, and increasing the light level for an additional 20 feet by one
step). If cast on a melee weapon (but not ammunition), the wielder gains a +1
morale bonus on saving throws against fear and negative energy effects.
Bless
School enchantment (compulsion)
[mind-affecting]; Level cleric/oracle 1, paladin 1, inquisitor
1
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies
within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell
Resistance yes (harmless)
Bless fills
your allies with courage. Each ally gains a +1 morale bonus on attack rolls and
on saving throws against fear effects. Bless counters and
dispels bane.
Diminished Effects: The spell affects only a single target creature
within 50 feet, and lasts for only 1 round per level.
Heightened Effects: The spell gains the positive energy descriptor
and lasts for 10 minutes per level. Additionally, the +1 bonus on saving throws
extends to all mind-affecting effects.
Blessing of Courage and Life
School conjuration
(healing) [emotion]; Level cleric/oracle 2, paladin 2
Casting Time 1
standard action
Components V,
S, DF
Range close
(25 ft. + 5 ft./2 levels)
Target one
living creature
Duration 1
minute/level (see below)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
With this prayer you provide
long-lasting succor to a wounded creature. For as long as the effect lasts, the
target receives a +2 morale bonus on saving throws against fear and death
effects. At any time while the spell is in effect, the target can choose to end
the spell as a swift action for a burst of healing energy. The target loses the
saving throw bonus, but is healed of 1d8 points of damage +1 point per caster
level (maximum +10).
Diminished Effects: The range is reduced to touch. If the
target chooses to end the spell the target is only healed of damage equal to 1
point per caster level (maximum 5 points).
Heightened Effects: The morale bonus is increased to +4.
If the target chooses to end the spell the target is healed of 2d8 points of
damage +1 point per caster level (maximum +15).
Blindness/Deafness
School necromancy [curse]; Level antipaladin
2, bard 2, cleric/oracle 3, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10
ft./level)
Target one living creature
Duration permanent (D)
Saving Throw Fortitude negates; Spell
Resistance yes
You call upon the
powers of unlife to render the subject blinded or deafened, as
you choose.
Diminished Effects: The range is reduced to Close (25 feet + 5 feet
per two caster levels). The effects of the spell wear off after one minute per
caster level (maximum five minutes).
Heightened Effects: If the target fails its save, it is both
blinded and deafened.
Blistering Invective
School evocation
[fire, language-dependant]; Level alchemist 2, bard 2,
inquisitor 2
Components V,
S
Casting Time 1
standard action
Range personal
Area 30-ft.
radius
Duration instantaneous
Saving Throw Reflex
partial, see text; Spell Resistance special, see below
You unleash an insulting tirade so
vicious and spiteful that enemies who hear it are physically scorched by your
fury. When you cast this spell, make an Intimidate check to
demoralize each enemy within 30 feet of you. Enemies that are demoralized this
way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can
negate the fire damage caused by this spell, but does not protect the creature
from the demoralizing effect.
Diminished Effects: Demoralized enemies only take 1d8
points of fire damage and do not catch on fire.
Heightened Effects: Each round the target takes fire
damage (including that from catching fire), it also suffers 1 point of
Dexterity damage.
Blood Biography
School divination; Level bard
2, cleric/oracle 3, inquisitor 3, sorcerer/wizard 3
Casting Time 1
minute
Components V,
S, M/DF (a scrap of parchment)
Range touch
Target one
creature's blood or one bloodstain
Duration instantaneous
Saving Throw Will
negates (see text); Spell Resistance no
You learn the answers to a specific
set of questions about a creature so long as you have access to at least one
drop of its blood. You can cast this spell on the blood of the living or the
dead, but living or undead creatures are entitled to a saving throw to resist
the spell. You can cast the spell on dried or fresh blood. Once you cast the
spell the answers to the following four questions appear on any flat surface
you designate (a wall, a piece of paper, and so on).
·
Who
are you? (The name by which the creature is most commonly known)
·
What
are you? (Gender, race, profession/role)
·
How
was your blood shed? (Brief outline of the events that caused its wound, to the
best of the victim's knowledge)
·
When
was your blood shed?
These answers always appear in a
language you can read even if the creature cannot speak that or any language.
Diminished Effects: The casting time is increased to 10
minutes and only one question (your choice) is answered.
Heightened Effects: The duration of the spell changes to
1 round/level, and you are allowed to ask one question about the creature per
caster level. Relevant questions include those mentioned above as well as: age,
deity, employer, nationality, and similar such questions. The answers given
will be 1-3 words, no more.
Blood Transcription
School divination
[evil]; Level alchemist 2, magus 2, wizard 2, witch 2
Casting Time 1
standard action
Components V,
S
Range touch
Target one
dead spellcaster
Duration 24
hours
Saving Throw none; Spell
Resistance no
By consuming 1 pint of blood from a
spellcaster killed within the last 24 hours, you can attempt to learn a spell
that spellcaster knew. Select one spell available to the dead spellcaster (this
must be a spell on your spell list); you gain the knowledge of this spell for
24 hours. During this time, you may write it down (or teach it to your
familiar, if you are a witch) using the normal rules for copying a spell from
another source. Once you have learned it, you may prepare the spell normally.
Diminished Effects: The casting time is increased to 1
minute and you can only learn a 2nd-level or lower spell.
Heightened Effects: You can learn two spells available to
the dead spellcaster (they must be spells on your spell list).
Bloodhound
School transmutation; Level alchemist
3, inquisitor 2, ranger 2
Casting Time 1
standard action
Components V,
S, M (a drop of blood and a pinch of cinnamon)
Range personal
Target you
Duration 1
hour/level
You gain the scent special quality,
including the ability to track by scent. You receive a +8 competence
bonus on Perception checks involving smell and a +4 competence bonus
on Survival checks to track using scent. You take a –4 penalty on saving
throws against odor-related effects such as the stench ability and stinking
cloud. A creature under the effects of bloodhound can
detect poison by scent with a DC 20 Perception check.
Diminished Effects: You only receive a +4 competence
bonus on Perception checks involving smell and a +2 competence bonus
on Survival checks to track using scent. You take a –2 penalty on saving
throws against odor-related effects such as the stench ability and stinking
cloud. Your scent special quality only functions for corpses and badly
wounded creatures (creatures with 50% or fewer hit points).
Heightened Effects: The distances for the scent ability
double (60 feet with no wind, 120 feet when up wind, and 30 feet when
downwind). In addition, you can track by scent at your normal speed with a no
penalty on the check, or at up to twice your normal speed with a –10 penalty on
the check.
Blur
School illusion
(glamer); Level alchemist 2, bard 2, magus 2, sorcerer/wizard
2, summoner 2
Casting Time 1
standard action
Components V
Range touch
Target creature
touched
Duration 1
min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
The subject's outline appears blurred,
shifting, and wavering. This distortion grants the subject concealment (20%
miss chance).
A see invisibility spell
does not counteract the blur effect, but a true
seeing spell does.
Opponents that cannot see the subject
ignore the spell's effect (though fighting an unseen opponent carries penalties
of its own).
Diminished Effects: The range is reduced to personal.
Heightened Effects: The duration is increased to 10
min./level.
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