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.
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