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Tuesday, June 18, 2013

PFRPG: Multi-Variable Spells: 0- to 2nd-Level Spells Beginning with BA to BL

by Tim Wallace

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).
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.