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Tuesday, July 16, 2013

0- to 2nd-Level Spells Beginning with CA to CL

by Tim Wallace


Cacophonous Call
School enchantment (compulsion) [mind-affecting]; Level bard 2
Casting Time 1 standard action
Components V, S, M (a scrap of sheet music)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save.
Diminished Effects: The spell’s range is reduced to touch the duration is changed to 1 round/level (maximum 5 rounds).
Heightened Effects: If the target fails its Will save, it also takes 1d4 points of Wisdom damage.

Call Animal
School enchantment (compulsion) [mind-affecting]; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range see description
Effect one animal whose CR is equal or less than your caster level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance none
This spell calls the nearest wild animal of a particular type you designate (provided the animal's CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell's duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (nature) skill check (DC 15) to know what animals can be found in an area.
When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell. Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so.
Once the spell's duration expires, the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked.
Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are unaffected by call animals.
Diminished Effects: The designated animal must have a CR equal to or less than 1/2 your caster level.
Heightened Effects: The duration of the spell increases to 1 day/level.

Calm Animals
School enchantment (compulsion) [mind-affecting]; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets animals within 30 ft. of each other
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Diminished Effects: You may only influence one animal with a number of HD equal to or less than your caster level.
Heightened Effects: The maximum number of HD of animals you can affect is equal to 3d6 + caster level.

Calm Emotions
School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric/oracle 2, inquisitor 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area creatures in a 20-ft.-radius spread
Duration concentration, up to 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Diminished Effects: The range is reduced to close (25 ft. + 5 ft./2 levels) and you may only target one creature.
Heightened Effects: In addition to the normal effects, affected creatures become fatigued. Since this secondary effect is similar to sleep, creatures immune to sleep are immune to the effect.

Castigate
School enchantment (compulsion) [fear, language-dependent, mind-affecting]; Level inquisitor 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save, it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A creature who worships the same god as you takes a –2 penalty on its saving throw.
Diminished Effects: On a failed save, the target is only shaken. On a successful save, the spell is negated. In addition, there is no penalty for creatures who worship the same god as you.
Heightened Effects: The spell’s range increases to medium (100 feet + 10 feet per level) and on a failed save, the target is also affected by the brand spell (even if it is not one of your spells known). A creature who worships the same god as you takes a –4 penalty on its saving throw.

Cat’s Grace
School transmutation; Level alchemist 2, bard 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M (pinch of cat fur)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Diminished Effects: You may target only yourself, and the spell lasts only 1 round per level.
Heightened Effects: The enhancement bonus to Dexterity increases to +6.

Cause Fear
School necromancy [fear, mind-affecting]; Level bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 5 or fewer HD
Duration 1d4 rounds or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Diminished Effects: The spell’s range is reduced to touch and duration is reduced to one round. If the subject succeeds on a Will save, the spell is negated.
Heightened Effects: The affected creature is panicked for 1d4 rounds then frightened 1d4 rounds. If the subject succeeds on a Will save, it is shaken for 1d4 rounds. Creatures with HD greater than your caster level are immune to this effect.

Certain Grip
School transmutation; Level alchemist 2, druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a tiny ball of tar)
Target creature touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject's grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell, the target is also immune to the disarm combat maneuver.
Diminished Effects: The subject is only granted a +2 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. In addition, the target is granted a +4 competence bonus to CMD against the disarm combat maneuver instead of immunity.
Heightened Effects: The competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts is increased to +6. In addition, the target is granted a +2 competence bonus to CMB to perform the disarm combat maneuver.

Challenge Evil
School enchantment (compulsion) [mind-affecting]; Level paladin 1
Casting Time 1 standard action
Components V, DF
Range close (25 ft. + 5 ft./2 levels)
Target one evil creature
Duration 1 minute/level (D)
Saving Throw Will negates; Spell Resistance yes
You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends.
Diminished Effects: The spell’s duration is reduced to 1 round/level (maximum 5 rounds) , you only gain a +1 sacred bonus on all melee attacks against the subject of the spell, and the target does not become sickened if it chooses not to attack you.
Heightened Effects: You gain a +3 sacred bonus on all melee attacks against the subject of the spell. Each round, at the end of its turn, if the target has not made at least one attack on you, it becomes nauseated for 1 round.

Chameleon Stride
School illusion (glamer); Level ranger 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).
Diminished Effects: You gain a +10 bonus on Stealth checks, but are not granted any concealment. The bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Heightened Effects: You gain a +6 bonus on Stealth checks, have concealment from creatures 5 feet away (attacks have a 20% miss chance), and have total concealment from creatures more than 5 feet away (attacks have a 50% miss chance).

Charm Animal
This spell functions like charm person, except that it affects a creature of the animal type.

Charm Person
School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
Diminished Effects: The spell’s range becomes touch.
Heightened Effects: The spell’s duration is increased to 1 day/level.

Chill Metal
School transmutation [cold]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration 7 rounds
Saving Throw Will negates (object); Spell Resistance yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.
Round
Metal Temperature
Damage
1
Cold
None
2
Icy
1d4 points
3–5
Freezing
2d4 points
6
Icy
1d4 points
7
Cold
None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.
Chill metal counters and dispels heat metal.
Diminished Effects: The spell’s range becomes touch.
Heightened Effects: The spell lasts 9 rounds and deals damage as follows:
Round
Metal Temperature
Damage
1
Cold
None
2
Icy
1d4 points
4
Bitter
1d6 points
5–6
Freezing
2d6 points
7
Bitter
1d6 points
8
Icy
1d4 points
9
Cold
None
Further, a creature holding or wearing an object while it is freezing cold suffers 1 point of Dexterity damage (regardless of how many rounds the object is worn or held).

Chill Touch
School necromancy; Level magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Targets creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
Diminished Effects: You may make only a single attack, which deals no Strength damage.
Heightened Effects: The negative energy damage increases to 1d8 points.

Chord of Shards
School evocation; Level bard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance no
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.
Diminished Effects: The spell deals 1d6 points of piercing damage to one target (your choice) within the spell’s range. In addition, you must overcome the target's spell resistance (if any).
Heightened Effects: The spell deals 4d6 points of piercing damage to all creatures caught in the area of effect. Creatures who fail their Reflex save take 1 point of bleed damage.

Cloak of Shade
School abjuration; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, M (a leaf from a shade tree)
Range touch
Target one creature per level
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature (see heat dangers). The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade has no effect on environmental heat from sources other than the sun.
Diminished Effects: N/A.

Heightened Effects: Creatures wearing heavy clothing or armor do not suffer the ­–4 penalty on saves against nonlethal damage from heat exposure. In addition, targets with light sensitivity are treated as if they do not have any weakness to light, and targets with light blindness are instead treated as if they only had light sensitivity.