The following spell should have been included in Multi-Variable Spells: 0-2nd Level Spells Beginning with CA-CL:
Campfire
Wall
School evocation [fire,
light]; Level bard 3, druid 2, ranger 2, sorcerer/wizard 3
Casting Time 1
standard action
Components V, S, M/DF (ash made from
burnt thorns)
Range close (25 ft. + 5 ft./2
levels)
Effect 20-ft.-radius sphere
centered on fire source
Duration 2 hours/level; see below
(D)
Saving Throw none; Spell
Resistance yes
You can create a barrier around a
fire of at least campfire size that shelters everyone inside so long as the
fire continues to burn. The barrier appears as a crackling sphere of light and
fire that is clearly visible, providing as much illumination as a torch. The
barrier bocks line of sight, granting creatures on either side of the barrier
total concealment from creatures on the other side. Any object or creature
passing through the barrier from outside takes 1d6 points of fire damage and is
also outlined with light equivalent to that of a torch, for 1d6 minutes.
Creatures outlined in this way are plainly visible regardless of the light
conditions and do not benefit from any sort of concealment, magical or
otherwise. The light is not bright enough to have any special effect on undead
or creatures vulnerable to light. Creatures inside the barrier can leave
without penalty, but if they try to return they suffer the same consequences as
anyone else. If the fire source at the barrier's center is extinguished or
moved, the spell ends.
Diminished Effects: The spell’s effect is reduced to
a 10-ft.-radius sphere. In addition objects or creatures passing through the
barrier from outside only take 1d4 points of fire damage and are not outlined
with light.
Heightened
Effects: The spell’s effect
is increased to a 40-ft.-radius sphere. In addition objects or creatures
passing through the barrier from outside only take 2d6 points of fire damage.And back to this week's programming:
Color Spray
School illusion (pattern)
[mind-affecting]; Level magus 1, sorcerer/wizard 1
Casting
Time 1
standard action
Components V, S, M (red, yellow, and blue
powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand,
causing creatures to become stunned, perhaps also blinded, and
possibly knocking them unconscious. Each creature within the cone is
affected according to its HD.
2 HD or less: The creature
is unconscious, blinded, and stunned for 2d4 rounds,
then blinded and stunned for 1d4 rounds, and
then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4
rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for
1 round.
Sightless creatures are not affected by color spray.
Diminished Effects: The fan of lights is narrower,
affecting only the nearest creature within range. Creatures of 3 HD or less are
blinded for 1d3 rounds, then stunned for 1 round. Creatures of 4 or 5 HD are
stunned for 1 round.
Heightened Effects: Unconsciousness lasts for 2d6 rounds,
blindness lasts for 1d6 rounds, and stunning lasts for 1d3 rounds.
Command
School enchantment (compulsion) [language-dependent,
mind-affecting]; Level cleric/oracle 1, inquisitor 1, witch 1
Casting
Time 1
standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You give the subject a single command, which it obeys to the best
of its ability at its earliest opportunity. You may select from the following
options.
Approach: On its turn, the subject moves toward you as quickly and
directly as possible for 1 round. The creature may do nothing but move during
its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't
pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and
remains prone for 1 round. It may act normally while prone but
takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as
possible for 1 round. It may do nothing but move during its turn, and it
provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any
actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the
spell automatically fails.
Diminished Effects: The spell only functions on humanoids.
Heightened Effects: Your commands may be telepathic—no
common language need be shared, and nothing need be spoken aloud.
Command Undead
School necromancy; Level sorcerer/wizard
2
Casting
Time 1
standard action
Components V, S, M (a shred of raw meat and a
splinter of bone)
Range close (25 ft. + 5 ft./2 levels)
Targets one undead creature
Duration 1 day/level
Saving Throw Will negates; see text; Spell Resistance yes
This spell allows you a degree of control over an undead creature.
If the subject is intelligent, it perceives your words and actions favorably
(treat its attitude as friendly). It will not attack you while the spell lasts.
You can 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 intelligent commanded undead never
obeys suicidal or obviously harmful orders, but it might be convinced that
something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this
spell. When you control a mindless being, you can communicate only basic
commands, such as “come here,” “go there,” “fight,” “stand still,” and so on.
Nonintelligent undead won't resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the
commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able
to hear you.
Diminished Effects: The spell only functions nonintelligent
undead.
Heightened Effects: Your commands may be telepathic—nothing
need be spoken aloud.
Compassionate Ally
School enchantment (compulsion) [emotion,
mind-affecting]; Level bard 2; cleric/oracle 2,
sorcerer/wizard 2
Casting
Time 1
standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
At the sight of an injured ally, the target immediately disengages
from its current course of action and rushes to provide aid. If the target
possesses curative spells or magic items, it utilizes them to help the injured
ally. If not, the target provides aid by performing a Heal check. The
target remains with the injured ally to assure her safety and refuses to leave
the ally's side until her wounds are fully treated or the spell ends, but can
otherwise defend itself and make attacks.
Diminished Effects: The spell’s range is reduced to touch
and it lasts for a maximum of 5 rounds.
Heightened Effects: The target will also defend the injured
ally by way of fighting
defensively or the Combat
Expertise feat, except that the AC bonus gained from these actions is
instead applied to the injured ally.
Compel Hostility
School enchantment (compulsion)
[mind-affecting]; Level bard 1, cleric/oracle 1, inquisitor 1,
paladin 1, ranger 1, summoner 1, witch 1
Casting
Time 1
standard action
Components V, S, M (a drop of your blood)
Range personal
Target you
Duration 1 round/level
Saving Throw see text; Spell Resistance see text
Whenever a creature you can see that threatens you makes an attack
against one of your allies, as an immediate action, you can compel that
creature to attack you instead. When you compel a creature to attack you, you
must first overcome that creature's spell resistance, and the creature can
attempt a Will saving throw to ignore the compulsion.
A summoner casting this spell can choose his eidolon as the target
of the spell.
Diminished Effects: N/A.
Heightened Effects: Even if the target’s Will save is
successful, it still takes a –2 penalty on all attack rolls against your
allies. However, this penalty does not apply if it attacks you (or your
eidolon).
Comprehend Languages
School divination; Level bard
1, cleric/oracle 1, sorcerer/wizard 1
Casting
Time 1
standard action
Components V, S, M/DF (pinch of soot and
salt)
Range personal
Target you
Duration 10 min./level
You can understand the spoken words of creatures or read otherwise
incomprehensible written messages. The ability to read does not necessarily
impart insight into the material, merely its literal meaning. The spell enables
you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words)
per minute. Magical writing cannot be read, though the spell reveals that it is
magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does
not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Diminished Effects: The casting time is a full-round
action, and the duration falls to one minute per level. Further, you are only
able to catch the gist of the words, which might lead to misunderstandings.
Heightened Effects: You also receive the benefit of the read magic spell.
Confess
School enchantment (compulsion)
[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 creature
Duration 1 round
Saving
Throw Will
partial; see text; Spell Resistance yes
You ask the target creature a single question. On the subject's
next action, it must answer truthfully in the same language as the question or
take 1d6 points of damage per two caster levels (maximum 5d6) and be sickened
for 2d4 rounds. A successful Will save negates the sickening effect and halves
the damage. A creature that is unable to answer still takes damage.
Diminished Effects: A target who does not answer truthfully
only takes 1d6 points of damage and is only sickened for 1 round.
Heightened Effects: A target who does not answer truthfully
takes 1d6 points of damage per two caster levels (maximum 10d6) and is
nauseated for 1d4 rounds then sickened for 1d4 rounds.
Confusion
School enchantment (compulsion)
[mind-affecting]; Level bard 2, sorcerer/wizard 3
Casting
Time 1
standard action
Components V, S, M/DF (three nutshells)
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round/level
Saving Throw Will negates; Spell
Resistance yes
This spell causes confusion in the target, making them unable to determine their actions. Roll on
the following table at the start of each subject's turn each round to see what
it does in that round.
d%
|
Behavior
|
01–25
|
Act normally
|
26–50
|
Do nothing but babble incoherently
|
51–75
|
Deal 1d8 points of damage + Str modifier to self with
item in hand
|
76–100
|
Attack nearest creature (for this purpose, a familiar counts as
part of the subject's self)
|
A confused creature that can't carry out the indicated action does
nothing but babble incoherently. Attackers are not at any special advantage
when attacking a confused creature. Any confused creature that is attacked
automatically attacks its attackers on its next turn, as long as it is still
confused when its turn comes. Note that a confused creature will not make
attacks of opportunity against any creature that it is not already devoted to
attacking (either because of its most recent action or because it has just been
attacked).
Diminished Effects: The spell’s range is reduced to close
(25 ft. + 5 ft./2 levels) and its duration is reduced to 1 round.
Heightened Effects: The spell targets all creatures in a
15-ft.-radius burst.
Consecrate
School evocation [good]; Level cleric/oracle
2
Casting
Time 1
standard action
Components V, S, M (a vial of holy water and
25 gp worth of silver dust), DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 2 hours/level
Saving Throw none; Spell Resistance no
This spell blesses an area with positive energy. The DC to resist
positive channeled energy within this area gains a +3 sacred bonus. Every
undead creature entering a consecrated area suffers minor disruption, suffering
a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created
within or summoned into a consecrated area. If the consecrated area contains an
altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or
aligned higher power, the modifiers given above are doubled (+6 sacred bonus to
positive channeled energy DCs, –2 penalties for undead in the area).
You cannot consecrate an area with a similar fixture of a deity
other than your own patron. Instead, the consecrate spell curses the area, cutting off its
connection with the associated deity or power. This secondary function, if
used, does not also grant the bonuses and penalties relating to undead, as
given above.
Consecrate counters and dispels desecrate.
Diminished Effects: The spell’s duration is reduced to 1
round/level and only the closest 1d12 undead creatures are affected.
Heightened Effects: The spell’s duration is
increased to 1 day/level. The sacred bonus to positive channeled energy DCs is
increased to +4, and the penalties for undead are increased to –2. If the
consecrated area contains a permanent fixture dedicated to your deity,
pantheon, or aligned higher power, the modifiers given above are doubled (+8
sacred bonus to positive channeled energy DCs, –4 penalties for undead in the
area). In addition, undead within the area suffer a –1 penalty to AC.
Continual Flame
School evocation [light]; Level cleric/oracle
2, sorcerer/wizard 1
Casting
Time 1
standard action
Components V, S, M/DF (a firefly)
Range touch
Target object touched
Effect magical, heatless flame
Duration 1 hour/level
Saving
Throw none; Spell
Resistance no
A flame, equivalent in brightness to a torch, springs forth from
an object that you touch. The effect looks like a regular flame, but it creates
no heat and doesn't use oxygen. A continual flame can be
covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an
equal or lower level.
Diminished Effects: The spell’s duration is reduced to 10
minutes/level.
Heightened Effects: The spell’s duration is increased to
permanent. In addition, instead of a firefly it requires ruby dust worth 50 gp
as the material component.
(Note: This spell uses
the effects of light and continual flame, respectively, as the
diminished and heightened versions of the spell.
Corrosive Touch
School conjuration (creation)
[acid]; Level magus 1, sorcerer/wizard 1, summoner 1
Casting
Time 1
standard action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving
Throw none; Spell
Resistance yes
Your successful melee touch attack deals 1d4 points of acid damage
per caster level (maximum 5d4).
Diminished Effects: The spell only deals 1d4 points of acid
damage.
Heightened Effects: The target must make a Fortitude save or
become stunned for 1 round.
Corruption Resistance
School abjuration [chaotic, evil, good,
or lawful]; Level antipaladin 2, inquisitor 2, paladin 2
Casting
Time 1
standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 minutes/level
Saving
Throw Fortitude
negates (harmless); Spell Resistance yes (harmless)
You grant the touched creature limited protection from magical
effects that inflict damage based on the target creature's alignment, such as holy
smite, order's wrath, a paladin's smite evil attack, or
an unholy weapon. Choose one alignment type: chaos, evil,
good, or law. The subject takes 5 less points of damage from effects that
specifically harm creatures of that alignment. The value of the protection
increases to 10 points at 7th level and 15 points at 11th level. The spell
protects the recipient's equipment as well.
Corruption resistance protects against spells, spell-like abilities, and special
abilities, not physical attacks. Corruption resistance only
protects against damage. The subject can still suffer side effects from such
attacks. When you use this spell to protect an alignment, it gains the
descriptor of that alignment.
Diminished Effects: The spell’s duration is reduced to 1
minute per level and the value of the protection does not increase from 5
points.
Heightened Effects: The subject gains a +4 bonus to
save against the side effects from such attacks, and may save against the side
effects even if a save would not normally be allowed.
Crafter’s Curse
School transmutation; Level sorcerer/wizard
1
Casting
Time 1
standard action
Component V, S, M (a broken tool)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level (D)
Saving
Throw Will
negates; Spell Resistance yes
The target of crafter's curse takes a –5 penalty
on all Craft skill checks while the spell lasts.
Diminished Effects: The spell’s duration is reduced to 1
hour per level or until discharged and is discharged on the target’s next Craft
skill check.
Heightened Effects: The
Crafter’s Fortune
School transmutation; Level alchemist
1, sorcerer/wizard 1
Casting
Time 1
standard action
Component V, S, F (a tool)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level or until discharged (D)
Saving
Throw Will
negates (harmless); Spell Resistance yes (harmless)
The target is struck by inspiration and gains a +5 luck bonus on
its next Craft skill check.
Diminished Effects: The spell’s duration is reduced to 1
hour per level or until discharged.
Heightened Effects: The spell’s duration is reduced to 1 hour
per level but is not discharged until the end of the spell’s duration. In
addition, the luck bonus increases to +10 at caster level 5th, and to +15 (the
maximum) at caster level 9th.
Create Pit
School conjuration
(creation); Level sorcerer/wizard 2, summoner 2; Domain caves 2
Casting Time 1 standard action
Components V, S,
F (miniature shovel costing 10 gp)
Range medium
(100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft.
hole, 10 ft. deep/2 levels
Duration 1 round
+ 1 round/level
Saving Throw Reflex negates; Spell Resistance no
You
create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two
caster levels (maximum 30 feet). You must create the pit on a horizontal surface
of sufficient size. Since it extends into another dimension, the pit has no weight
and does not otherwise displace the original underlying material. You can create
the pit in the deck of a ship as easily as in a dungeon floor or the ground of a
forest. Any creature standing in the area where you first conjured the pit must
make a Reflex saving throw to jump to safety in the nearest open space. In addition,
the edges of the pit are sloped, and any creature ending its turn on a square adjacent
to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into
it. Creatures subjected to an effect intended to push them into the pit (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by
the pushing effect.
Creatures
who fall into the pit take falling damage as normal. The pit's coarse stone walls
have a Climb DC of 25. When the duration of the spell ends, creatures within the
hole rise up with the bottom of the pit until they are standing on the surface over
the course of a single round.
Diminished Effects The spell’s range is reduced to
close (25 ft. + 5 ft./2 levels) and has a maximum depth of 10 feet.
Heightened Effects The pit is lined with wickedly
sharp spikes along its bottom and walls and has a maximum depth of 50 feet.
Creatures who fall into the pit take falling damage as normal, plus 2d6 points
of piercing damage from the spikes. Any creature or object coming into contact
with the spikes along the walls, such as a creature trying to climb out, or
rope or other typical aids to climbing, takes 1d6 points of piercing damage
each round they are in contact with the walls. For those willing to accept the
damage incurred while climbing, the pit's walls have a Climb DC of 20.
Notes This
spell combines the effects of the following spells: create pit and spiked pit.
School divination; Level bard
2, druid 3, ranger 2, sorcerer/wizard 2
Casting
Time 1
hour
Components V, S, M (powdered metal and rare
inks worth 100 gp)
Range touch
Target one dead creature
Duration instantaneous
Saving
Throw none; Spell
Resistance no
You can take a piece from a dead creature's body and use it to
create a map that reveals the locations of any valuables that creature knew
about while still alive. You must cut this piece off yourself and the creature
cannot have died more than 24 hours prior to the casting of this spell. You
cannot cast this spell on a creature without a physical body, and the portion
you remove must have a fairly level surface such as a piece of hide, carapace,
or skin. The map you create is accurate to the best knowledge the creature had
at the time of its death. It reveals the location of one source of treasure for
every three caster levels you possess. Any inaccuracies or faulty information
held by the creature are represented on the map as well. Similarly, the map
cannot account for any changes that occur after the creature's death. You must choose the scale of the map when
creating it, opting between nearby (e.g., one or two dungeon levels), local
(e.g., a valley or community), or broad (e.g., a country or larger). The map
reveals the locations of what the creature deemed most valuable within its
area. Depending on the creature, the map might reveal a source of tasty food,
suitable mates, or even your own treasure vault.
Diminished Effects: The spell’s duration is reduced
to 1 day/level.
Heightened Effects: You may create multiple maps based
on the size category of the creature. For example, you can create one map from
a Small creature, two maps from a Medium creature, three maps from a Large
creature, and so on. You must provide powdered metal and rare inks worth 100 gp for, and choose the scale of, each map.
Create Water
School conjuration (creation)
[water]; Level cleric/oracle 0, druid 0, paladin 1
Casting
Time 1
standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving
Throw none; Spell
Resistance no
This spell generates wholesome, drinkable water, just like clean
rain water. Water can be created in an area as small as will actually contain
the liquid, or in an area three times as large—possibly creating a downpour or
filling many small receptacles. This water disappears after 1 day if not
consumed.
Note:
Conjuration spells can't create substances or objects within a creature. Water
weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8
gallons and weighs about 60 pounds.
Heightened Effects: The water created can appear with
force, dousing flames and putting out small fires. An elemental creature with
the fire subtype caught in the area of the spell suffers 1d6 points of damage
per two caster levels (maximum 5d6, Reflex save for half damage). An elemental
creature of the water subtype caught in the area of the spell enjoys 1d6 points
of healing per two caster levels (maximum 5d6).
Cure Light Wounds
School conjuration (healing); Level bard
1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2
Casting
Time 1
standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving
Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds. An undead creature can apply spell
resistance, and can attempt a Will save to take half damage.
Diminished Effect: The spell stabilizes a living creature
that has –1 or fewer hit points.
Heightened Effect: The spell cures 2d8 points of damage +
1 point per caster level (maximum +10).
Curse Water
School necromancy [evil]; Level cleric/oracle
1, inquisitor 1
Casting
Time 1
minute
Components V, S, M (5 lbs. 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 spell imbues a flask (1 pint) of water with negative energy,
turning it into unholy water (see Equipment). Unholy water damages good
outsiders the way holy water damages undead and evil outsiders.
Diminished Effects: The liquid only holds its negative
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 good
outsiders increases to 2d6. If the liquid produced by this casting of the spell
is used as a component for spells with the evil descriptor, your effective
caster level for those spells increases by 1.
Cushioning Bands
School conjuration (creation)
[force]; Level sorcerer/wizard 2, summoner 2
Casting
Time 1
standard action
Components V, S,
Range touch
Target creature touched
Duration 1 hour/level or until
discharged (D)
Saving Throw Will
negates (harmless); Spell Resistance yes
Invisible bands of force encircle
vital areas of the target. The bands resist crushing forces and impacts without
interfering with movement. The target gains DR 2/piercing or slashing and takes
half damage from constriction, falling, and being buried, as well as from
similar crushing effects such as crushing hand. Grapple checks for
attacks other than constricting (such as pinning or swallowing whole) are not
affected. Once the spell has blocked 12 points of damage per caster level (to a
maximum of 120 points at 10th level), it is discharged. The bands have no
effect on incorporeal attacks unless they deal damage from constriction or
crushing, or unless the attacks would be subject to damage reduction.
Diminished Effects: The spell’s duration is reduced
to 10 minutes/level and is discharged once it has blocked 6 points of damage
per caster level (to a maximum of 60 points at 10th level).
Heightened
Effects: In addition to the
normal effects, the target of the spell gains a +2 enhancement bonus to
Constitution.
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