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, a glyph of warding, a 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
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