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Tuesday, August 27, 2013

Multi-Variable Spells: 0-2nd Level Spells Beginning with DA-DES

by Tim Wallace

Damp Powder
School transmutation; Level druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a damp piece of cotton)
Range close (25 ft. + 5 ft./2 levels)
Target 1 loaded firearm
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it. If aware of this spell's effect prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
Diminished Effects: Firearm’s user is automatically aware of the spell’s casting and may make a save against to negate it.
Heightened Effects: The spell instead destabilizes the powder, increasing the misfire range by 1 + 1 per five caster levels (maximum +5) for the ammunition currently loaded into that firearm. If aware of this spell's effect prior to firing the altered ammunition (a DC 17 Spellcraft check to identify the spell being cast or similar effect), the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.

Dancing Lantern
School transmutation [fire, light]; Level bard 1, cleric/oracle 1, ranger 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, F (a lantern)
Range touch
Effect animates one lantern
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell (CL 9th, 2,500 gp).
Diminished Effects: The spell’s duration is reduced to 10 minutes/level.
Heightened Effects: Creatures that take penalties in bright light take them while within the first increment of area illuminated by the lantern (i.e. a 60-foot cone of light from a bullseye lantern and a 30-foot radius from a hooded lantern). The spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

Dancing Lights
School evocation [light]; Level bard 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell.
Heightened Effects: The number of lights created doubles. Further, the spell’s duration increases to one minute per level.

DARKNESS
School evocation [darkness]; Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2,magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, M/DF (bat fur and a piece of coal)
Range touch
Target object touched
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.
Diminished Effects The spell’s duration is decreased to 1 round/level and it only radiates darkness out to a 10-foot radius.
Heightened Effects The target object radiates darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines.
Notes This spell combines the effects of the following spells: darkness and deeper darkness.


Darkvision
School transmutation; Level alchemist 2, antipaladin 2, ranger 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (either a pinch of dried carrot or an agate)
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
Darkvision can be made permanent with a permanency spell.
Diminished Effects: Subject gains low-light vision.
Heightened Effects: Subject can see 5 feet in magical darkness in addition to normal effects.

Daze
School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature of 7 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 6 or fewer Hit Dice so that it takes no actions. Humanoids of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and it only can only affect a humanoid creature with 4 or fewer Hit Dice.
Heightened Effects: The spell can affect any one living creature of any type with 6 or fewer Hit Dice.

Deadeye’s Lore
School divination; Level bard 1, cleric/oracle 1, druid 1, inquisitor 1, ranger 1
Casting Time 1 round
Components V, S
Range personal
Target you
Duration 1 hour/level
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level and you do not gain the sacred bonus on Survival checks.
Heightened Effects: The spell’s range becomes touch and its target becomes one living creature.

Death Knell
School necromancy [death, evil]; Level antipaladin 1, cleric/oracle 2, inquisitor 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous/10 minutes per HD of subject; see text
Saving Throw Will negates; Spell Resistance yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.
Diminished Effects: If the subject fails its saving throw, you only gain 1d8 temporary hit points.
Heightened Effects: The spell’s range increases to close (25 ft. + 5 ft./2 levels).

Deathwatch
School necromancy; Level cleric/oracle 1
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area cone-shaped emanation
Duration 10 min./level
Saving Throw none; Spell Resistance no
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Diminished Effects: You only know the condition one creature (your choice) within the spell’s range.
Heightened Effects: The spell’s area is a 60-foot cone. You additionally know if any of the following states apply to creatures you can see: exhausted, fatigued, poisoned, shaken, or stunned.

Decompose Corpse
School necromancy; Level cleric/oracle 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (a pinch of dried toadstool)
Range touch
Target one corpse or corporeal undead
Duration instantaneous or 1 minute; see text
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2 penalty on all rolls and to its Armor Class and CMD for 1 minute.
Diminished Effects: The spell can only decompose the flesh from a single corpse of size Large or smaller and has no effect on non-skeletal corporeal undead.
Heightened Effects: The spell can decompose the flesh from a single corpse size Gargantuan or smaller. If it is cast on a non-skeletal corporeal undead, the creature takes a –4 penalty on all rolls and to its Armor Class and CMD for 1 minute.

Defensive Shock
School evocation [electricity]; Level alchemist 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a hollow metal sphere)
Range personal
Target you
Duration 1 minute/level or until discharged
Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with its body or a handheld weapon takes 1d6 points of electricity damage per two caster levels (maximum 6d6). If the attacker has spell resistance, it applies against this damage. Each time the spell discharges, the number of damage dice it deals is halved (rounded down); when the spell's damage dice reach 0, the spell ends.


Delay Pain
School enchantment [emotion]; Level bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
You override the target's ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect the target until this spell's duration has expired. This does not negate any physical damage, ability damage, or ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell lasts.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level.
Heightened Effects: The spell’s target changes to creatures touched, but you divide the duration in 1-hour intervals among the creatures touched.

Delay Poison/Communal
School conjuration (healing); Level alchemist 2, bard 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, witch 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level.
Heightened Effects: The spell’s target changes to creatures touched, but you divide the duration in 1-hour intervals among the creatures touched.

Delusional Pride
School enchantment (compulsion) [emotion, 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 creature
Duration 1 minute
Saving Throw Will negates; Spell Resistance yes
The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and compulsion effects.
Diminished Effects: The spell’s range is reduced to touch, its duration is reduced to 5 rounds, and the penalty and bonus are reduced to –1/+1.
Heightened Effects: The spell can  target one creature plus one creature per two spellcaster levels.

Desecrate
School evocation [evil]; Level antipaladin 2, cleric/oracle 2, inquisitor 2
Casting Time 1 standard action
Component V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 2 hours/level
Saving Throw none; Spell Resistance yes
This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead 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.
Desecrate counters and dispels consecrate.
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 profane bonus to negative channeled energy DCs is increased to +4, profane bonuses for undead in the area are increased to +2, and undead created within or summoned into such an area gain +2 hit points per HD. If the consecrated area contains a permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+8 profane bonus to negative channeled energy DCs, +4 profane bonus and +4 hit points per HD for undead created in the area). In addition, undead within the area gain a +1 profane bonus to AC.