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Tuesday, October 1, 2013

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

Fabricate Bullets
School transmutation; Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (1 pound of lead or other soft metal worth 2 gp)
Range touch
Target 1 pound of soft metal
Duration instantaneous
Saving Throw none; Spell Resistance no
You convert 1 pound of lead into bullets. When you cast this spell, you decide whether you create normal sling bullets, firearm bullets, or firearm pellets. The spell creates two sling bullets, 30 firearm bullets, or 10 uses of pellets.
Diminished Effects: The spell only converts 1/2 pound of lead (or other soft metal worth 1 gp) into one sling bullet, 15 firearm bullets, or 5 uses of pellets.
Heightened Effects: The transmuted projectiles gain a +1 enhancement bonus on attack and damage rolls. Against undead, the projectiles gain a +2 enhancement bonus on attack and damage rolls and deal double damage (i.e. a pistol firing transmuted bullets would deal 1d8+1 damage, or 2d8+2 damage against undead). While the projectiles are permanently transmuted, the magical charge only lasts for 30 minutes.

Faerie Fire
School evocation [light]; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area creatures and objects within a 5-ft.-radius burst
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blurdisplacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Diminished Effects: The spell’s range is reduced to medium (100 ft. + 10 ft./level) and only affects a single target.
Heightened Effects: Targets of the spell take a –1 penalty on bonuses gained from cover (a creature benefiting from partial cover only gains a +1 bonus to AC) and any concealment miss chance is reduced by 5 percent (attacks against a creature in fog only have a 15% miss chance).

False Life
School necromancy; Level alchemist 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a drop of blood)
Range personal
Target you
Duration 1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Diminished Effects: You gain only 1d10 temporary hit points, which last for 10 minutes per level (to a maximum of 60 minutes).
Heightened Effects: You gain 1d12 + 3 hit points per two caster levels (to a maximum of +15). These last for 24 hours. In addition, you gain a +1 enhancement bonus to your existing natural armor bonus. This bonus fades when the temporary hit points have been expended.

Feast of Ashes
School transmutation [curse]; Level druid 2, witch 2
Casting Time 1 standard action
Component V, S, M (a pinch of ash)
Range close (25 ft. + 5 ft/2 levels)
Target one creature
Duration 2 days/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
You curse the target with a hunger no food can assuage. On a failed saving throw, the target begins to starve. The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed (such as poisons or potions). Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of starvation must be healed by normal means.
Diminished Effects: The spell’ range is reduced to touch and its duration is reduced to 1 day/level.
Heightened Effects: The spell’s duration becomes permanent.

Feather Fall
School transmutation; Level bard 1, magus 1, sorcerer/wizard 1, summoner 1
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Diminished Effects: The spell’ range is reduced to touch and it only affects one Medium or smaller freefalling object or creature.
Heightened Effects: The spell’s range is increased to medium (100 ft. + 10 ft./level) and the targets only need to be within 30 feet of each other.

Feather Step
School transmutation; Level bard 1, druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Diminished Effects: The spell’ range is reduced to touch and its duration is reduced to 1 minute/level.
Heightened Effects: The spell’s target changes to creatures touched but you divide the duration in 10 minute increments among the creatures touched.

Fester
School necromancy; Level inquisitor 3, witch 2
Casting Time 1 standard action
Components V, S, M (rotted meat)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level or 1 round; see text
Saving Throw Fortitude partial; Spell Resistance yes
Necrotic energy permeates the target, blocking healing abilities. The subject gains spell resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing provided by effects that ignore spell resistance (such as fast healing, regeneration, and some spells) are halved. If the target succeeds on a Fortitude saving throw, fester lasts only a single round.
Diminished Effects: The spell’s range is reduced to touch and it if the target succeeds on a Fortitude saving throw it has no effect.
Heightened Effects: The spell’s target changes to on living creature/two caster levels.

Fiery Shuriken
School conjuration (creation) [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a pinch of sulfur and a single shuriken worth 2 sp)
Range close (25 ft. + 5 ft./2 levels)
Effect Two or more fiery shuriken
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
You call forth two fiery projectiles resembling shuriken, plus one more for every two caster levels beyond 3rd (to a maximum of eight shuriken at 15th level), which hover in front of you. When these shuriken appear, you can launch some or all of them at the same target or different targets. Each shuriken requires a ranged touch attack roll to hit and deals 1d8 points of fire damage. You provoke no attacks of opportunity when launching them.
Any shuriken you do not launch as part of casting this spell remains floating near you for the spell's duration. On rounds subsequent to your casting of this spell, you can spend a swift action to launch one of these remaining shuriken or a standard action to launch any number of these remaining shuriken. If you fail to launch a shuriken before the duration ends, that shuriken disappears and is wasted.
Diminished Effects: You can only call forth a maximum of fiery shuriken (at 9th level) and each shuriken only deals 1d6 points of fire damage on a successful ranged touch attack.
Heightened Effects: Targets hit by your fiery shuriken must make a Reflex save or catch on fire.

Find Traps
School divination; Level cleric/oracle 2, inquisitor 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks made to find traps while the spell is in effect. You receive a check to notice traps within 10 feet of you, even if you are not actively searching for them. Note that find traps grants no ability to disable the traps that you may find.
Diminished Effects: The spell’s duration is reduced to 1 round per level.
Heightened Effects: The spell’s range changes to touch and target changes to creature touched.

Fire Breath
School evocation [fire]; Level alchemist 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a chili pepper)
Range 15 ft.
Area cone-shaped burst
Duration 1 round/level or until discharged; see text
Saving Throw Reflex half; see text; Spell Resistance yes
Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in the area. The second cone of flame deals 2d6 points of fire damage to every creature in the area. The third cone of flame deals 1d6 points of fire damage to every creature in the area. A successful Reflex save halves this damage. After the third cone of flame, the spell ends.
Diminished Effects: You can only belch forth one cone of fire which deals 2d6 points of fire damage to every creature in the area.
Heightened Effects: Creatures in the area who fail their Reflex saving throws also catch on fire.

Fire of Entanglement
School evocation; Level paladin 2
Casting Time 1 swift action
Components V, S
Range special; see text
Target one creature
Duration 1 round/level
Saving Throw Reflex partial; Spell Resistance yes
The next creature you attack using your smite evil class ability is wreathed in flames that impede its movement. Until the end of the spell's duration, the target is entangled. If the target starts its turn in a square adjacent to you, it is considered to be entangled to an immobile object (you) and cannot move. A target that saves against this spell is affected for only 1 round.
Diminished Effects: The spell’s duration is reduced to 1 round and a target that saves against this spell is not affected.
Heightened Effects: The target takes 1d6 points of fire damage for every round it spends entangled.

Fire Trap
School abjuration [fire]; Level druid 2, sorcerer/wizard 4
Casting Time 10 minutes
Components V, S, M (gold dust worth 25 gp)
Range touch
Target object touched
Duration permanent until discharged (D)
Saving Throw Reflex half; see text; Spell Resistance yes
Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap spell can ward any object that can be opened and closed.
When casting fire trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
A fire-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.
Magic traps such as fire trap are hard to detect and disable. A character with trapfinding can use the Perception skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).
Diminished Effects: The spell’s duration becomes one day per level.
Heightened Effects: When triggered the explosion deals 1d6 points of fire damage + 1 point per caster level (maximum +25).

Flame Blade
School evocation [fire]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range 0 ft.
Effect sword-like beam
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
Diminished Effects: The blade only deals 1d6 points of fire damage.
Heightened Effects: The blade deals 1d10 points of fire damage + 1 point per two caster levels (maximum +15) + your spellcasting ability score modifier.

Flames of the Faithful
School transmutation [fire]; Level inquisitor 2
Casting Time 1 standard action
Components V
Range touch
Target weapon touched
Duration 1 round/level
Saving Throw Fortitude negates (object, harmless); Spell Resistance yes (object, harmless)
With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature, your weapon gains the flaming burst property instead. The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already possess.
Diminished Effects: If you are using the judgment class feature, the weapon gains the flaming property. When the judgment class feature is not being used, this spell has no effect.
Heightened Effects: The weapon gains the flaming burst property. In addition, if you are using the judgment class feature, the weapon also gains the bane property. You must designate the foe of the bane property when casting the spell.

Flaming Sphere
School evocation [fire]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./level), its duration is changed to 1 round/level (up to 5 rounds), and it only deals 1d6 points of fire damage.
Heightened Effects: The spell’s diameter increases to 10 feet and it deals 5d6 points of fire damage to all creatures it occupies the space of. In addition, you may direct the sphere to attempt a bull rush or overrun combat maneuver. The sphere uses your concentration bonus plus +1 size bonus as its CMB for these maneuvers. Even if the sphere does not overcome its opponent’s CMD, it still enters the opponent’s square.

Flare
School evocation [light]; Level bard 0, druid 0, magus 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Heightened Effects: The burst of light affects all creatures in a 10-foot-radius burst from the target point.

Floating Disk
School evocation [force]; Level magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a drop of mercury)
Range close (25 ft. + 5 ft./2 levels)
Effect 3-ft.-diameter disk of force
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level and the disk can only hold 25 pounds of weight per caster level.
Heightened Effects: You may ride on the disk which grants you a fly speed equal to your base speed with poor maneuverability (–4 penalty on all Fly checks). You may take the disk any distance above the surface.

Fog Cloud

School conjuration (creation) [poison (heightened version only)]; Level druid 2, magus 2, sorcerer/wizard 2, witch 2; Domain water 2, weather 2

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft. level)

Effect fog spreads in 20-ft. radius

Duration 10 min./level

Saving Throw none; Spell Resistance no

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./level), and it only spreads in a 10-foot radius.

Heightened Effects The fog’s vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its Fortitude save but remains in the cloud must continue to save each round on your turn. This is a poison effect. This version of the spell can be made permanent with a permanency spell by a caster of 11th level or higher for the cost of 7,500 gp. A permanent heightened fog cloud dispersed by wind reforms in 10 minutes.

Notes This spell combines the effects of the following spells: fog cloud and stinking cloud.


Follow Aura
School divination [chaotic, evil, good, or lawful]; Level inquisitor 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 10 minutes/level (D)
Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability to follow the trail of a strong or overwhelming aura of that alignment (see detect evil). This is treated as tracking using the scent special quality, except you are following the traces of their aura upon the ground rather than their scent, and you receive no bonus on Perception checks. At 10th level, you can track the trail of creatures with a moderate alignment aura as well.
When you use this spell to track a given alignment, it gains the descriptor of the opposite alignment. For example, when follow aura is used to track evil, it gains the good descriptor.
Diminished Effects: You can only follow the trail of an overwhelming aura. At 8th level, you can track the trail of creatures with a strong aura as well.
Heightened Effects: The spell’s range becomes touch and its target becomes one creature.

Forbid Action
School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric/oracle 1, inquisitor 1
Casting Time 1 standard action
Component V
Range close (25 ft. +5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe or an area that includes a foe.
Cast: Target cannot cast spells or use spell-like abilities.
Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.
Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move).
The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell's demand to not move is still free to cast spells, make attacks, or shout for help.
Diminished Effects: The spell’s range is reduced to touch.
Heightened Effects: The spell’s target changes to one creature/two caster levels (no two of which may be more than 20 ft. apart), and it its duration improves to 1 round/level.

Forced Quiet
School transmutation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks.
Diminished Effects: The spell’s range is reduced to close (25 ft. +5 ft./2 levels) and its duration is reduced to 1 round.
Heightened Effects: The spell’s target changes to one creature/two caster levels (no two of which may be more than 30 ft. apart).

Forest Friend
School abjuration: Level druid 2, ranger 2
Casting Time: 1 round
Components: V, S, M (a pinch of manure)
Range close (25 ft. + 5 ft./2 levels)
Targets one willing living creature per three levels, no two of which may be more than 30 ft. apart.
Duration: 1 minute/level
Saving Throw: none; Spell Resistance: no
While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal.
When moving in and among trees, those subject to the spell gain a +5 circumstance bonus on Acrobatics checks and Climb checks. Rangers in their favored terrain can also add their favored terrain bonus on such Acrobatics and Climb checks.
Diminished Effects: The spell’s range is reduced to touch and its target is reduced to one willing living creature.
Heightened Effects: The spell’s casting time is reduced to 1 standard action.

Fox’s Cunning
School transmutation; Level alchemist 2, bard 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M/DF (hairs or dung from a fox)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligencemodifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.
Diminished Effects: You may only target yourself, and the spell lasts only 1 round per level.
Heightened Effects: The enhancement bonus to Intelligence increases to +6.

Frigid Touch
School evocation [cold]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
This spell causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.
Diminished Effects: Your melee touch attack only deals 4d6 cold damage.
Heightened Effects: Your melee touch attack deals 4d8 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.

Frost Fall
School evocation (cold); Level druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 5-foot radius burst
Duration 1 round/2 levels
Saving Throw Fortitude partial; Spell Resistance yes
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell's duration. Any creature that starts your turn within the spell's area takes 1d6 points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving throw.
Diminished Effects: The spell’s area is reduced to one 5-foot square and its duration is reduced to 1 round.
Heightened Effects: The spell’s duration changes to 1 round/level and any creature that starts your turn within the spell’s area becomes staggered on a failed Fortitude saving throw.

Frostbite
School transmutation [cold]; Level druid 1, magus 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.
Diminished Effects: You may make only a single attack, which does not cause the target to become fatigued.
Heightened Effects: The nonlethal cold damage increases to 1d8 points + 1 point per level and it can cause a fatigued creature to become exhausted.

Fumbletongue
School enchantment (compulsion) [mind-affecting]; Level bard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. +5 ft./2 levels)
Target one creature
Duration 1d4 rounds
Saving Throw Will negates; Spell Resistance yes
This enchantment causes a creature to be unable to speak intelligibly. Any effort the target makes to talk, in any language, comes out as a useless mix of unconnected words and noises. Even magic words are affected to some extent; the target has a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word to activate a magic item. This spell has no effect on telepathic communication, or the vocalizations of creatures that lack a spoken language.
Diminished Effects: The spell’s duration is reduced to 1 round and the chance for spell failure and to incorrectly use a command word to activate a magic item is reduced to 10%.
Heightened Effects: The spell effects all creatures in a 5-foot radius burst and its duration increases to 1 round/2 caster levels.