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, blindsight, scent, 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, blindsight, scent, 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, blur, displacement, invisibility, 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.
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