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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