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Tuesday, October 15, 2013

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

Haunted Fey Aspect
School illusion (glamer); Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components S
Range Personal
Target You
Duration 1 round/level (D)
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.
Heightened Effects: The spell’s duration increases to 1 minute/level, and, for the duration of the spell, you gain DR 3/cold iron.

Haunting Mists
School illusion (figment) [fear, shadow]; Level bard 2, sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 standard action
Range 20 ft.
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 minute/level (D)
Saving Throw Will partial (see text); Spell Resistance no
An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.
Diminished Effects: All creatures within the mist must save or take 1 point of Wisdom damage. There is no shaken condition.
Heightened Effects: All creatures within the mist must save or take 1d3 points of Wisdom damage and gain the shaken condition. The shaken condition lasts for the duration of the spell, even if the creature moves outside the mist.

Heat Metal
School transmutation [fire]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle
Duration 7 rounds
Saving Throw Will negates (object); Spell Resistance yes (object)
Heat metal causes metal objects to become red-hot. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table below.
Round
Metal Temperature
Damage
1
Warm
None
2
Hot
1d4 points
3–5
Searing
2d4 points
6
Hot
1d4 points
7
Warm
None
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.
Diminished Effects: The spell’s range becomes touch.
Heightened Effects: The spell lasts 9 rounds and deals damage as follows:
Round
Metal Temperature
Damage
1
Warm
None
2
Hot
1d4 points
4
Blistering
1d6 points
5–6
Searing
2d6 points
7
Blistering
1d6 points
8
Hot
1d4 points
9
Warm
None
Further, a creature holding or wearing an object while it is searing hot suffers 1 point of Dexterity damage (regardless of how many rounds the object is worn or held).

Hero’s Defiance
School conjuration (healing); Level paladin 1
Casting Time 1 immediate action
Components V
Range personal
Target you
Duration instantaneous
The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points. If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect.
Diminished Effects: N/A.
Heightened Effects: You roll d8s instead of d6s to determine the amount your lay on hands ability heals you, plus an additional 2d8 hit points.

Heroism
School enchantment (compulsion) [mind-affecting]; Level alchemist 3, bard 2, inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Diminished Effects: The target only gains a +1 morale bonus on attack rolls, saves, and skill checks.
Heightened Effects: The target gains a +3 morale bonus on attack rolls, saves, and skill checks. If the target is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Hex Ward
School abjuration; Level inquisitor 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You give the target a +4 resistance bonus on saving throws against witch hexes.
Diminished Effects: You may only target yourself, and the spell’s duration is only 1 round per level (maximum 5 rounds).
Heightened Effects: The resistance bonus on saving throws against witch hexes increases to +6.

Hidden Speech
School transmutation [language-dependent]; Level bard 2, inquisitor 3, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a cipher written on a piece of parchment)
Range close (25 ft. + 5 ft./2 levels)
Target you plus one creature/level, no two of which can be more than 30 ft. apart
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret message to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a –5 penalty. All subjects affected by the spell must share a language to be able to pass messages.
Diminished Effects: Each target only gains a +5 competence bonus on Bluff checks to send secret messages to other recipients, and others using opposed Sense Motive checks to decipher these messages only receive a –2 penalty.
Heightened Effects: Each target gains a +15 competence bonus on Bluff checks to send secret messages to other recipients, and others using opposed Sense Motive checks to decipher these messages receive a –8 penalty.

Hide Campsite
School illusion (glamer); Level druid 3, ranger 2
Casting Time 10 minutes
Components V, S, M (a sprig of mistletoe, and a vial of quicksilver)
Range close (25 ft. + 5 ft./2 levels)
Area one 20-ft. cube
Duration 2 hours/level (D)
Saving Throw Will disbelief (if interacted with); Spell Resistance no
You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area—they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally.
Diminished Effects: The spell’s duration is reduced to 1 hour/level.
Heightened Effects: The spell’s area increases to one 30-ft. cube and its duration is increased to 1 day/level.

Hide From Animals
School abjuration; Level druid 1, ranger 1
Casting Time 1 standard action
Components S, DF
Range touch
Targets one creature touched/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsightscent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Diminished Effects: The spell’s range personal and its duration is reduced to 10 minutes.
Heightened Effects: The spell affects all creatures in a 30-foot-burst from your location.

Hide From Undead
School abjuration; Level cleric/oracle 1, inquisitor 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); see text; Spell Resistance yes
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsightscent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
Diminished Effects: The spell’s range is reduced to personal and its duration is reduced to 10 minutes.
Heightened Effects: The spell effects all creatures in a 30-foot-burst from your location.

Hideous Laughter
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
Range close (25 ft. + 5 ft./2 levels)
Target one creature; see text
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't “translate” well.
Diminished Effects: The spell’s range is reduced to touch and its duration is reduced to 1 round.
Heightened Effects: The spell can target one humanoid creature per two caster levels, but its duration is divided in 1 round intervals among the affected creatures.

Hold Animal
School enchantment (compulsion) [mind-affecting]; Level druid 2, ranger 2
Components: V, S
Target one animal
This spell functions like hold person, except that it affects an animal instead of a humanoid.


Hold Person
School enchantment (compulsion) [mind-affecting]; Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 3, witch 2
Casting Time 1 standard action
Components V, S, F/DF (a small, straight piece of iron)
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
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 can target one humanoid creature per two caster levels, but its duration is divided in 1 round intervals among the affected humanoid creatures.

Hold Portal
School abjuration; Level sorcerer/wizard 1
Casting Time 1 standard action
Component V
Range medium (100 ft. + 10 ft./level)
Target one portal, up to 20 sq. ft./level
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
Add 5 to the normal DC for forcing open a portal affected by this spell.
Diminished Effects: The spell can only target a portal up to 20 square feet, and its duration is reduced to 1 minute.
Heightened Effects: The spell’s duration increases to 10 minutes/level, and add 10 to the normal DC for forcing open a portal affected by this spell.

Holy Shield
School abjuration; Level paladin 2
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
You gain the ability to magically project the defense of your shield to protect another creature at a distance. As a swift action, you designate one target within 30 feet. The target gains your shield's shield bonus and enhancement bonus to Armor Class until your next turn; you gain no benefit from the shield's shield bonus or enhancement bonus while using this spell and cannot use any of the shield's other properties or abilities (such as magical abilities, making a shield bash, or providing cover with a tower shield). As a swift action, you may move the protection to another target (including yourself); if you move the protection to yourself, you may use any of the shield's properties or abilities as normal. If the shielded creature exceeds the 30-foot range, your shield's protection automatically reverts to you. Any circumstance that would make you lose your shield bonus (such as an enemy breaking the shield, you dropping the shield, or you becoming helpless or unconscious) means the protected creature loses the shield's benefit.
Diminished Effects: The spell’s duration is reduced to 1 minute/level and the target only gains half your shield's shield bonus and enhancement bonus to Armor Class until your next turn.
Heightened Effects: Both you and the target benefit from your shield's shield bonus and enhancement bonus to Armor Class until your next turn.

Honeyed Tongue
School transmutation; Level bard 2, inquisitor 2, paladin 1
Casting Time 1 standard action
Components V, M/DF (a drop of honey)
Range personal
Target you
Duration 10 minutes/level
This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature's attitude, taking the highest roll. If this results in a roll low enough to reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check.
Diminished Effects: N/A.
Heightened Effects: The spell’s range changes to touch, and its target changes to one creature.

Horn of Pursuit
School evocation [sonic]; Level bard 1, inquisitor 1, paladin 1, ranger 1
Casting Time 1 standard action
Component S
Range personal
Effect 3 peals of a horn
Duration 1 round
Saving Throw none; Spell Resistance no
You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during the spell's duration as a free action, and each sounding can be short or long, allowing you to send very simple coded messages.
Diminished Effects: The notes can only be heard up to 1 mile away in typical outdoor conditions.
Heightened Effects: The spell’s duration increased to 1 round/level and you can blow up to three notes each round.

Hunter’s Eye
School divination; Level inquisitor 3, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 minute/level
Saving Throw none; Spell Resistance yes
Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter's eye greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the target. You ignore concealment provided by fog or mist, blurdisplacementinvisibility, and similar effects affecting the target, but not concealment provided by darkness. This spell provides no benefits to your allies, and no benefits against creatures other than the target.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), and you only receive a +10 competence bonus on Perception checks to locate the target.
Heightened Effects: The spell’s duration increases to 10 min./level and you gain darkvision out to 60 feet in addition to the spell’s normal effects. You are still not able to ignore concealment provided by magical darkness (as caused by deeper darkness).

Hunter’s Howl
School necromancy [emotion, fear, mind-affecting]; Level ranger 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Area 20-ft.-radius burst
Duration 1 round/level
Saving Throw Will negates; Spell Resistance none
With a single primal howl, you strike fear in your opponents. Until the end of the spell's duration, you treat those affected by it as if they were your favored enemy, gaining a +2 bonus on weapon attack and damage rolls against them, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them. If an affected creature is already one of your favored enemies, it is shaken instead. This is a mind-affecting fear effect.
Diminished Effects: N/A.
Heightened Effects: The spell’s duration is increased to 1 minute/level and. You gain a +3 bonus on weapon attack and damage rolls, and a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the affected creatures.

Hydraulic Torrent
School evocation [water]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area 30-ft. line
Duration instantaneous
Saving Throw none; Spell Resistance yes
You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past. Against creatures and moveable objects this stream acts as a bull rush. You can bull rush creatures of any size, not just those one size larger than your own. Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity.
Against immovable objects this stream instead allows you to make a Strength check to destroy the target. When attempting to break an object, the stream has an effective Strength equal to your caster level plus the ability score modifier as above. The Break DC depends on the object you're trying to break—see Breaking Items.
Hydraulic torrent extinguishes any normal fires it encounters along its path. Magical fires are unaffected.
 Diminished Effects: The spell’s range increases to close (25 ft. + 5 ft./2 levels), but it can only affect one creature (or square) within range.
Heightened Effects: The spell’s area increases to 60 feet and it affects all creatures in a 60-foot line.
Note: This spell combines the effects of the following spells:  hydraulic push and hydraulic torrent.

Hypnotic Pattern
School illusion (pattern) [mind-affecting]; Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V (bard only), S, M (a stick of incense or a crystal rod); see text
Range medium (100 ft. + 10 ft./level)
Effect colorful lights in a 10-ft.-radius spread
Duration Concentration + 2 rounds
Saving Throw Will negates; Spell Resistance yes
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component.
Diminished Effects: The spell only affects 2d4 HD of creatures.
Heightened Effects: Roll 3d4 and add your caster level (maximum 15) to determine the total number of HD of creatures affected.

Hypnotism
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area several living creatures, no two of which may be more than 30 ft. apart
Duration 2d4 rounds (D)
Saving Throw Will negates; Spell Resistance yes
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.
Diminished Effects: The spell’s range is reduced to 30 feet and it only affects 1d4 HD of creatures.

Heightened Effects: Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected.