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Tuesday, June 25, 2013

PFRPG: Multi-Variable Spells: 0- to 2nd-Level Spells Beginning with BO to BU

by Tim Wallace

Boiling Blood
School transmutation; Level bard 2, cleric 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one creature per three levels, no two of which may be more than 30 ft. apart
Duration concentration + 1 round/level (D)
Saving Throw Fortitude negates (see text); Spell Resistance yes
The blood of the targeted creatures begins to boil. If a target fails its save, it takes 1 point of fire damage per round. This spell has no effect on creatures that don't have blood.
If a target has the orc subtype, it doesn't take fire damage and instead gains a +2 morale bonus to Strength.
Diminished Effects: The range is reduced to close (25 ft. + 5 ft./2 levels) and can only target one creature.
Heightened Effects: If the target fails its save, it takes 1d4 points of fire damage per round. If the target has the orc subtype, it instead gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC.

Bomber’s Eye
School transmutation; Level alchemist 1
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round/level
This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons.
Diminished Effects: N/A.
Heightened Effects: You instead receive a +2 insight bonus on attack rolls made with thrown weapons, and a +2 insight bonus on Perception checks involving sight.

Borrow Skill
School transmutation; Level bard 1
Casting Time 1 standard action
Component S
Range touch
Target creature touched
Duration up to 1 round/level (see description)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You borrow one of the target's known skills. After touching the subject, you can make a single check with the chosen skill using the subject's skill ranks, but modified by your own key ability. If you take longer than the spell's duration to make the check or the check requires more time, then it fails and you must use your own skill ranks (if any). If the borrowed skill is a class skill for you, you gain the +3 bonus on checks using that skill.
Diminished Effects: The casting time increases to 1 full round, and you only have one round in which to make the skill check using the subject's skill ranks, or the spell fails and you must use your own skill ranks (if any).
Heightened Effects: You choose a number of skills equal to your Intelligence modifier (minimum 1) to borrow, and you can make a number of skill checks using those skills equal to 1/3 caster levels. If you take longer than the spell's duration to make the checks or a check requires more time, then it fails and you must use your own skill ranks (if any).

Bowstaff
School transmutation; Level inquisitor 1, paladin 1, ranger 1
Casting Time 1 swift action
Components V
Range personal
Target one weapon (bow)
Duration 1 round/level (D)
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow's enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.
Diminished Effects: N/A.
Heightened Effects: The bow gains a +1 enhancement bonus on attack rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

Brand
School transmutation; Level inquisitor 0
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.
Heightened Effects: The spell allows you 1 round per caster level to etch the rune or mark, with no space or word limitation.

Break
School transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a twig)
Range close (25 ft. + 5 ft./2 levels)
Target one Medium or smaller object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can attempt to break or at least damage any one Medium or smaller object within range. If the target fails its Fortitude saving throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.
Diminished Effects: The spell is only able to target unattended Fine objects.
Heightened Effects: The spell can target one Medium or smaller object per 3 caster levels.

Bristle
School transmutation; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one creature
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of –5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose.
Diminished Effects: The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1.
Heightened Effects: The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 2 caster levels, to a maximum penalty/bonus of –10/+10 at 20th level.

Brow Gasher
School necromancer: Level inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S
Range touch
Area one slashing melee weapon touched
Duration 1 round/level or until discharged
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a free action to open a gash on the target's forehead that deals bleed damage equal to half your caster level. At the start of each of the target's turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When that penalty reaches –3, the target also treats all targets as having concealment (20% miss chance). When the penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the bleeding creature. A target that is immune to bleed damage is also immune to all this spell's effects.
Diminished Effects: The maximum penalty on attack rolls for bleed damage is –3. When the penalty reaches –3, the target still treats all targets as having concealment (20% miss chance).
Heightened Effects: Each round the target takes bleed damage, it also suffers 1 point of Dexterity damage.

Bull’s Strength
School transmutation; Level alchemist 2, cleric/oracle 2, druid 2, magus 2, paladin 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 bull)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
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 Strength, rather than only +4.

Bullet Shield
School abjuration; Level alchemist 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a bullet)
Range touch
Target creature touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality.
Diminished Effects: You may target only yourself. The spell lasts only 1 minute per level.
Heightened Effects: The Spell grants a +6 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +10 at 20th level), and the target may redirect one ranged attack per round at its attacker.

Bungle
School enchantment (compulsion); Level sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid
Duration concentration + 2 rounds or until triggered
Saving Throw Will negates; Spell Resistance yes
The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.
Diminished Effects: The range is reduced to touch, the penalty is reduced to –10, and the duration is reduced to concentration or until triggered.
Heightened Effects: The spell can affect animals, magical beasts, fey, humanoids, and monstrous humanoids with up to 15 HD. Creatures with more than 15 HD are unaffected by this spell.

Burning Gaze
School evocation [fire]; Level druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (eye of a mundane salamander)
Range personal
Target you
Duration 1 round/level
Saving Throw Fortitude negates (see text); Spell Resistance yes
Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance.
As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze.
Note that this spell does not grant an actual gaze attack—foes and allies are not in danger of catching on fire simply by meeting your gaze.
Diminished Effects: Creatures damaged by the spell do not have to make a Reflex save to avoid catching fire.
Heightened Effects: You may direct your burning gaze against a number of creatures or objects equal to 1 per 3 caster levels (to a maximum 5 creatures or objects at 15th level).

Burning Hands
School evocation [fire]; Level magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Diminished Effects: The fire deals only 1d4 points of fire damage in a 10-foot cone.
Heightened Effects: The range increases to 20 feet, and the force from the cone of flame is tremendous. Creatures that fail their saves against the fire fan are shaken during their next action.

Burst Bonds
School evocation; Level inquisitor 1
Casting Time 1 standard action
Components V
Range touch
Target one object or creature restraining you
Duration instantaneous
Saving Throw Fortitude half (object); Spell Resistance yes
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a saving throw.
You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a saving throw, burst bonds allows a new saving throw with a +1 luck bonus per two caster levels (maximum +5).
Diminished Effects: The spell only deals 1d6 points of damage to the target object, grants only a +1 luck bonus on your CMB to break the grapple, or grants only a +1 luck bonus on a new saving throw.
Heightened Effects: The spell deals 1d8 points of damage per caster level to the target object (maximum 5d8), grants a +1 luck bonus to your CMB per caster level to break the grapple (maximum +10), or grants a +1 luck bonus per two caster levels on a new saving throw (maximum +10).

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