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Tuesday, September 3, 2013

Multi-Variable Spells: 0-2nd Level Spells Beginning with DET-DU

by Tim Wallace

Detect Aberration
School divination; Level druid 1, ranger 1
Casting Time 1 standard action
Component V, S
Range long (400 ft. + 40 ft./level)
Area cone-shaped emanation
Duration concentration, up to 10 minutes/level (D)
Saving Throw none; Spell Resistance no
This spell functions like detect animals or plants, except it detects creatures of the aberration type.

Detect Animals or Plants
School divination; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area cone-shaped emanation
Duration concentration, up to 10 min./level (D)
Saving Throw none; Spell Resistance no
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.
1st Round: Presence or absence of that kind of animal or plant in the area.
2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen.
3rd Round: The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
·         Normal: Has at least 90% of full normal hit points, free of disease.
·         Fair: 30% to 90% of full normal hit points remaining.
·         Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
·         Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to close (25 feet + 5 feet per two levels) and its duration is reduced to 1 minute/level.
Heightened Effects: The spell’s duration increases to 1 hour/level, and it takes 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of wood to block the spell.

Detect Chaos
School divination; Level cleric/oracle 1, inquisitor 1
This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.


Detect Evil
School divination; Level cleric/oracle 1, inquisitor 1
Casting Time 1 standard action
Component V, S, DF
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you arestunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength
Duration of Lingering Aura
Faint
1d6 rounds
Moderate
1d6 minutes
Strong
1d6 × 10 minutes
Overwhelming
1d6 days
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Creature/Object
–––Aura Power–––
None
Faint
Moderate
Strong
Overwhelming
Aligned creature1 (HD)
4 or lower
5–10
11–25
26–50
51 or higher
Aligned Undead (HD)
2 or lower
3–8
9–20
21 or higher
Aligned outsider (HD)
1 or lower
2–4
5–10
11 or higher
Cleric or paladin of an aligned deity2 (class levels)
1
2–4
5–10
11 or higher
Aligned magic item or spell (caster level)
5th or lower
6th–10th
11th–15th
16th–20th
21st or higher
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Diminished Effects: The range of this spell is reduced to 30 feet and its duration is reduced to 1 minute/level.
Heightened Effects: All information is revealed in the first round.


Detect Good
School divination; Level cleric 1, inquisitor 1
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.

Detect Law
School divination; Level cleric 1, inquisitor 1
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

Detect Magic
School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magicindicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength
Duration of Lingering Aura
Faint
1d6 rounds
Moderate
1d6 minutes
Strong
1d6 × 10 minutes
Overwhelming
1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object
–––Aura Power–––
Faint
Moderate
Strong
Overwhelming
Functioning spell (spell level)
3rd or lower
4th–6th
7th–9th
10th+ (deity-level)
Magic item (caster level)
5th or lower
6th–11th
12th–20th
21st+ (artifact)
Heightened Effects: All information is revealed in the first round.


Detect Poison
School divination; Level antipaladin 1, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, ranger 1, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Heightened Effects: It takes 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of wood to block the spell.

Detect Secret Doors
School divination; Level alchemist 1, bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its duration is reduced to 1 round/level.
Heightened Effects: All information is revealed in the first round.

Detect Snares and Pits
School divination; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./level (D)
Saving Throw none; Spell Resistance no
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
Each round, you can turn to examine a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its duration is reduced to 1 minute/level.
Heightened Effects: All information is revealed in the first round.

Detect Thoughts
School divination [mind-affecting]; Level alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, F/DF (a copper piece)
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw Will negates; see text; Spell Resistance no
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its duration is reduced to 1 round/level.
Heightened Effects: All information is revealed in the first round.

Detect Undead
School divination; Level alchemist 1, cleric/oracle 1, inquisitor 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (earth from a grave)
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/ level (D)
Saving Throw none; Spell Resistance no
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.
HD
Strength
Duration of Lingering Aura
1 or lower
Faint
1d6 rounds
2–4
Moderate
1d6 minutes
5–10
Strong
1d6 × 10 minutes
11 or higher
Overwhelming
1d6 days
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to 30 feet and its duration is reduced to 1 round/level.
Heightened Effects: All information is revealed in the first round.

Diagnose Disease
School divination; Level cleric/oracle 1, druid 1, paladin 1, ranger 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature's disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished Effects: The range of this spell is reduced to touch.
Heightened Effects: It takes 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of wood to block the spell.

Discovery Torch
School evocation [light]; Level bard 2, cleric/oracle 3, inquisitor 2
Casting Time 1 round
Components V, S
Range touch
Target object touched
Area 20-ft.-radius emanation or 40-ft.-radius emanation from object touched (see below)
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
An object you touch emanates bright light within the spell's area. The effect looks like a regular flame but creates no heat and uses no oxygen. Allies within the area of this light gain a +2 enhancement bonus on Perception and Sense Motive checks, as well as on Knowledge checks to identify monsters that are also within the area and their special powers and vulnerabilities.
When an inquisitor casts this spell, the light emanation doubles (40-ft.-radius emanation) while that inquisitor has a judgment active.
Light spells counter and dispel darkness spells of an equal or lower level.
Diminished Effects: The enhancement bonus on skill checks is reduced to +1.
Heightened Effects: The enhancement bonus on skill checks is increased to +4.

Disfiguring Touch
School transmutation [curse]; Level cleric/oracle 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured. The physical appearance of the deformity is subject to the caster's whim (most demon worshipers choose deformities that reflect their Abyssal patron's shape or form). The target takes one of the following penalties.
·         –2 decrease to an ability score (minimum 1).
·         –2 penalty on attack rolls or saving throws.
·         Land speed reduced by 5 feet.
You may also invent other effects, but they should be no more powerful than those described above.
Diminished Effects: The target takes one of the following penalties.
·         –1 decrease to an ability score (minimum 1).
·         –1 penalty on attack rolls or saving throws.
Heightened Effects: The spell’s casting time in increased to 1 round, but penalties bestowed are permanent and cannot be dispelled. However, they can be removed with a break enchantmentlimited wishmiracleremove curse, or wish spell.

Disguise Self
School illusion (glamer); Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Diminished Effects: The spell’s duration is reduced to 1 minute/level and you only get a +5 bonus on the Disguise check.
Heightened Effects: The spell’s range increases to touch and you can disguise yourself or another creature.

Disrupt Undead
School necromancy; Level inquisitor 0, magus 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Heightened Effects: The target takes 1d6 points of damage per two caster levels (maximum 5d6).

Distracting Cacophony
School evocation [sonic]; Level bard 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft. spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
The air fills with loud and discordant noise, making concentration difficult. Casting a spell in this area of cacophony requires a concentration check (DC 15 + the level of the spell being cast). Any other concentration checks in the area have their DCs increased by 5. The DC of Perception checks involving hearing is likewise increased by 5.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and the area is reduced to a 10-foot spread.
Heightened Effects: In addition to the normal effects, in the first round the spell deals 3d6 points of sonic damage  (Fort save for half) to every creature within the area. Unattended objects also take this damage.

Distressing Tone
School evocation [sonic]; Level bard 2, inquisitor 2
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target 1d4 living creatures
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
You create a powerful tone that vibrates living flesh. Targets must save or gain the sickened condition. Creatures that are immune to critical hits are immune to this spell.
Diminished Effects: Targets only take a –1 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Heightened Effects: Targets gain the nauseated condition if they fail their Fortitude saves.

Divine Arrow
School transmutation [good]; Level paladin 2
Casting Time 1 standard action
Components V, S
Range touch
Target one projectile
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance no
You imbue a projectile, such as an arrow or shuriken, with holy energy so that it deals extra damage to undead equal to that dealt by your lay on hands feature. This extra damage is not multiplied on a critical hit. Although this spell does not expend a daily use of your lay on hands class feature, you must have at least one daily use available to cast this spell. If the projectile hits a target or is destroyed before the duration ends, the spell is discharged.
Diminished Effects: The imbued projectile only deals 1d6 extra damage to undead.
Heightened Effects: The imbued projectile deals extra damage to undead and evil outsiders.

Divine Favor
School evocation; Level cleric/oracle 1, inquisitor 1, paladin 1
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Diminished Effects: The spell’s duration is reduced to 1 round.
Heightened Effects: The bonus is +1 plus an additional +1 per three caster levels (maximum +8). Additionally, the spell lasts for one minute per level. Finally, the bonus damage applies to those spells that require an attack roll.

Doom
School necromancy [fear, mind-affecting]; Level antipaladin 1, cleric/oracle 1, inquisitor 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Diminished Effects: The spell’s range is reduced to touch and its duration is reduced to 1 round/level.
Heightened Effects: The target is instead frightened for the duration of the spell.

Dread Bolt
School evocation [evil]; Level cleric/oracle 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect arrow-shaped projectile of evil energy
Duration instantaneous (1d4 rounds)
Saving Throw Will partial (see text); Spell Resistance yes
You unleash a crackling missile of darkness from your unholy symbol at any one target in range as a ranged touch attack.
A good creature struck by dread bolt takes 1d8 points of damage per two caster levels (maximum 5d8). A good outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is sickened for 1 round. A successful Will save reduces the damage to half and negates the sickened effect. This spell deals only half damage to creatures that are neither good nor evil, and they are not sickened. The bolt has no effect on evil creatures.
Diminished Effects: Good creatures only take 1d8 points of damage and good outsiders only take 2d6 points of damage and are not sickened. The spell has no effect on creatures that are not good.
Heightened Effects: Good creatures take 1d8 points of damage per two caster levels (maximum 10d8) and are sickened for 1 round and good outsiders take 1d6 points of damage per caster level (maximum 15d6) and are nauseated for 1 round. Creatures that are neither good nor evil still take half damage.

Dust of Twilight
School conjuration [darkness]; Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (coal dust)
Range medium (100 ft. + 10 ft./level)
Target creatures and objects in a 10-ft. spread
Duration instantaneous
Saving Throw Fortitude negates (fatigue only); Spell Resistance no
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), and it only extinguishes mundane light sources.
Heightened Effects: The spell’s target expands to creatures and objects in a 20-ft. spread, it dispels any spell of 3rd level or lower with the light descriptor, and creatures in the area must make a Fortitude save or become exhausted for a duration of 1 round/level.