AMZN_Banner

Tuesday, September 10, 2013

Multi-Variable Spells: 0-2nd Level Spells Beginning with E

by Tim Wallace

Eagle Eye
School divination; Level druid 2, ranger 2
Casting Time 1 minute
Component V, S, DF
Range long (400 ft. + 40 ft./level)
Effect magical sensor
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
Eagle eye creates a magical sensor directly above you. The sensor can appear anywhere above you, to a maximum height equal to the spell's range. You can see from this vantage as if you were actually there, rotating your viewpoint 360 degrees. You perceive with your normal visual senses. A caster using eagle eye can easily see for a considerable distance. The spell does not penetrate any solid surface, although it is unaffected by foliage and the like.
Diminished Effects: The spell’s range is reduced to medium (100 ft. + 10 ft./level) and the duration is changed to 1 minute/level (maximum 5 minutes).
Heightened Effects: The spell’s duration is increased to 10 minutes/level, and you gain a +5 enhancement bonus on Perception checks when perceiving though the sensor.

Eagle’s Splendor
School transmutation; Level alchemist 2, antipaladin 2, bard 2, cleric/oracle 2, paladin 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M/DF (feathers or droppings from an eagle)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.
Diminished Effects: You may only target yourself, and the spell lasts only 1 round per level.
Heightened Effects: The enhancement bonus to Charisma increases to +6.

Ear-Piercing Scream
School evocation [sonic]; Level bard 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 creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
Diminished Effects: The spell only deals 1d3 points of sonic damage.
Heightened Effects: You may target one creature per two caster levels, no two of which can be more than 30 ft. apart.

Effortless Armor
School transmutation; Level cleric/oracle 2, inquisitor 2, magus 2, paladin 2, ranger 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5).
Diminished Effects: You only reduce the armor’s armor check penalty by 1.
Heightened Effects: The spell’s target changes to creature touched.

Elemental Speech
School divination [air, earth, fire, or water]; Level bard 3, cleric/oracle 3, druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (iron filings)
Range personal
Target you
Duration 1 minute/level
This spell enables you to converse with creatures associated with a chosen element, including but not limited to true elemental creatures. This spell gains the elemental subtype based on the version of the spell you cast. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of 1 or greater, even if they do not understand one another.
When cast as an air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed.
When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a burrow speed.
When cast as a fire spell, you can converse in Ignan and with any creature that has the fire subtype.
When cast as a water spell, you can converse in Aquan and with any creature that has the water subtype or a swim speed.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s target changes to creature touched.

Elemental Touch
School evocation [acid, cold, electricity, or fire]; Level alchemist 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a bit of the chosen element: earth, water, air, or fire)
Range personal
Target you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance no
Upon completing the casting of this spell, elemental energy infuses your hands. Choose an energy type: acid, cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can never apply to multiple weapons.
Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.
Cold: The target must make a Fortitude save or be fatigued. A creature that is already fatigued suffers no additional effect.
Electricity: The target must make a Fortitude save or be staggered for 1 round.
Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire.
Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.
Diminished Effects: Your melee touch, unarmed strike, claw, or slam attack only deals 1d6 damage of the chosen energy type and does not cause the associated special effect.
Heightened Effects: Your melee touch, unarmed strike, claw, or slam attack deals 1d6 damage of the chosen energy type per two caster levels (maximum 5d6) as well as the associated special effect.

Endure Elements
School abjuration; Level alchemist 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Diminished Effects: You may only target yourself, and the spell’s duration is reduced to 1 hour/level (maximum 6 hours).
Heightened Effects: The spell’s target changes to creatures touched; you divide the duration in 1-hour intervals among the creatures touched.

Enlarge Person
School transmutation; Level alchemist 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
Diminished Effects: The spell’s range is reduced to touch and its duration is reduced to 1 minute/level.
Heightened Effects: The spell’s casting time is reduced to 1 standard action and its range is increased to medium (100 ft. + 10 ft./level) .

Entangle
School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw: Reflex partial; see text; Spell Resistance: no
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), its area is reduced to a 10-foot-square, and its duration is reduced to 1 round/level (maximum 5 rounds). The affected area is only treated as difficult terrain without any chance of becoming entangled.
Heightened Effects: Creatures who fail their Reflex save must also make Will save or gain the shaken condition in addition to the entangled condition.

Enter Image
School transmutation; Level bard 2, cleric/oracle 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (a drop of paint and a ball of clay)
Range 50 ft./level
Effect transfer consciousness to any object bearing your likeness
Duration concentration
Saving Throw none; Spell Resistance no
You gain a dim impression of the activities around any object bearing your face or form and can also project your consciousness into one such object at a time, allowing you to observe or even interact with nearby creatures. This spell allows you to leave your body and subconsciously monitor the immediate area around any depiction of your image whether one, hundreds, or even thousands. Each such image has the full range of your normal senses (sight, hearing, smell, etc.) and you can make a Perception check to notice anything occurring nearby. The DC of this check is always 10 greater than what it would be if you were actually present at that location, so even if you would normally notice something automatically (such as talking, normally a DC of 0), you would need to make a DC 10 Perception check to notice it.
You may, at any time, choose to fill one specific image within range with your consciousness. While inside an image you lose the ability to monitor any other images within range but remain fully aware of your own body's surroundings. Your body is defenseless and helpless (always failing any saving throw) while your consciousness is filling an image, but you can return to it at any time as an immediate action.
When you fill an image with your consciousness it gains a limited form of animation. Statues and similar three-dimensional representations can move their heads, make gestures, and talk, but cannot attack or leave their square without assistance. Portraits or similar two-dimensional representations bearing your likeness can also talk and your image can move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). You cannot use any spells or other abilities while within an image.
You may leave the image at any time, returning you to your body. Once your consciousness departs from an object bearing your likeness, it immediately reverts to the appearance it had before you entered it. If someone destroys or damages the image you return to your body unharmed. The spell lasts until you cease concentrating, or until it is terminated by some outside means, such as a dispel magic cast upon either the image or your body, or if your body is killed.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and its duration is changed to concentration, up to 1 minute/level.
Heightened Effects: The spell’s range is increased to long (400 ft. + 40 ft./level) and when you fill statue or similar three-dimensional representation of yourself which is one size category larger than yourself or smaller, you may treat it as an animated object you are in complete control of. The statue ceases to function as an animated object as soon as you leave it. You still cannot use any spells or other abilities while within an image.

Enthrall
School enchantment (charm) [language dependent, mind-affecting, sonic]; Level bard 2, cleric/oracle 2, inquisitor 2, witch 2
Casting Time 1 round
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets any number of creatures
Duration 1 hour or less
Saving Throw Will negates; see text; Spell Resistance yes
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use theCharisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charismacheck result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
Diminished Effects: The spell’s range is reduced to (25 ft. + 5 ft./2 levels) and you may only target a single creature of the humanoid type.
Heightened Effects: You may keep creatures subject to this spell for up to four hours. However, each hour after the first you must make a concentration  check (DC 10 + 5 per hour after the first). If you fail it, the spell ends (but the 1d3 round delay still applies). While the effects last, you may cast one other enchantment (charm) spell per hour. Creatures already subject to this spell take a –4 penalty on saves against the new spells. New enchantment (charm) spells take effect as soon as this spell ends.

Entropic Shield
School abjuration; Level cleric/oracle 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.
Diminished Effects: The spell’s duration is reduced to1 minute and the miss chance for ranged attacks is reduced to 10%.
Heightened Effects: The spell’s duration is increased to10 minutes plus 1 minute/level and the miss chance for ranged attacks is increased to 25%.

Erase
School transmutation; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one scroll or two pages
Duration instantaneous
Saving Throw see text; Spell Resistance no
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, glyph of warding, sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Diminished Effects: You can erase only nonmagical writing and you can only target one page.
Heightened Effects: You can erase nonmagical writings automatically. If erasing magical writings, a natural 1 is no longer considered a failure. Finally, you can target one page per caster level or one scroll per two caster levels.

Expeditious Excavation
School transmutation [earth]; Level druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (tiny shovel)
Range close (25 ft. + 5 ft./2 levels)
Area dirt in a 5-ft. cube
Duration instantaneous
Saving Throw see text; Spell Resistance no
You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling. Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.
The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.
Diminished Effects: The spell’s range is reduced to 5 feet and the area is reduced to dirt in a single 5-foot square. In addition, you may only use the spell to create a cloud of debris which provides concealment to any creatures in the square affected and all adjacent squares for 1 round. 
Heightened Effects: Spell’s area increases to dirt in a 10-foot cube. You can open a 10-foot-deep pit at a creature’s or creatures’ feet. You can affect one Large creature or four Medium or smaller creatures with the spell in this way. The affected creatures fall prone in the pit unless they succeed in on a Reflex save. A creature that fails its Reflex save also takes 1d6 points of falling damage.

Expeditious Retreat
School transmutation; Level alchemist 1, bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
Diminished Effects: The spell’s duration is reduced to 1 round/level (maximum 5 rounds).
Heightened Effects: You may cast this version of the spell on a willing target that you touch.

Next Week: Lovecraftian Deep Ones and Deep One Hybrids

No comments:

Post a Comment