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Tuesday, October 22, 2013

Multi-Variable Spells: 0-2nd Level Spells Beginning with I, J, & K

by Tim Wallace

Icicle Dagger
School conjuration (creation) [cold]; Level sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one icicle
Duration 1 minute/level
Saving Throw none; Spell Resistance no
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.
Diminished Effects: The spell’s duration is decreased to 1 round/level (maximum of 5 rounds).
Heightened Effects: The spell’s duration is increased to 10 minutes/level.

Identify
School divination; Level alchemist 1, bard 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S, M (wine stirred with an owl's feather)
Range 60 ft.
Area cone-shaped emanation
Duration 3 rounds/level (D)
Saving Throw: none; Spell Resistance: no
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Diminished Effects: The spell’s duration is reduced to 3 rounds, and you only receive a +5 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
Heightened Effects: You receive a +15 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
Note: Identify could alternately be used as the heightened form of detect magic.

Ill Omen
School enchantment (compulsion) [curse, mind-affecting]; Level witch 1
Casting Time 1 standard action
Components V, S, M (hair from a black cat)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.
Diminished Effects: The spell’s range is reduced to touch and the target can only be forced to roll twice one time.
Heightened Effects: The target cannot negate the effect.

Illusion of Calm
School illusion (figment); Level alchemist 1, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1 minute/level
Saving Throw Will disbelieve (on hit; see below); Spell Resistance no
When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell's effect ends for that creature.
Diminished Effects: The duration changes to 1 round/level (maximum of 5 rounds) and it only prevents you from invoking attacks of opportunity when you cast spells.
Heightened Effects: The spell also prevents you from invoking attacks of opportunity when you make ranged attacks with projectile weapons.

Imbue with Aura
School transmutation; Level cleric/oracle 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes
You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own clerical aura. The target's actual alignment is not changed, but spells like detect evil or detect good detect only the aura, not the creature's actual alignment. For the duration of this spell, effects influenced by the target's alignment function according to the imposed aura, not the creature's actual aura. When the spell ends, the target's aura returns to normal, and alignment-affecting magic affects it according to its actual alignment.
Diminished Effects: The spell’s duration is decreased to 1 round/level (maximum of 5 rounds).
Heightened Effects: The spell’s duration is increased to 10 minutes/level.

Inflict Light Wounds
School necromancy; Level antipaladin 1, cleric/oracle 1, inquisitor 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Diminished Effect: The spell causes a stabilized living creature that has –1 or fewer hit points to begin dying, taking 1 point of damage per round.
Heightened Effect: The spell deals 2d8 points of damage + 1 point per caster level (maximum +10).
Note: This spell combines the effects of the following spells: bleed, inflict light wounds, and inflict moderate wounds.

Innocence
School transmutation; Level bard 1
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1 minute/level (D)
You surround yourself with an aura of innocence and trustworthiness. You gain a +10 competence bonus on Bluff skill checks to convince others of your innocence. They find it difficult to believe you capable of any wrongdoing. This bonus does not apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to convince anyone of anything other than your complete innocence and blamelessness.
Diminished Effects: The spell’s duration is decreased to 1 round/level (maximum of 5 rounds) and you only gain a +5 competence bonus on Bluff skill checks to convince others of your innocence.
Heightened Effects: The spell’s duration is increased to 10 minutes/level and you gain a +15 competence bonus on Bluff skill checks to convince others of your innocence.

Instant Armor
School conjuration (creation) [force]; Level cleric/oracle 2, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level (D)
You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion's holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.
Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Since instant armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your caster level.
Caster Level
Armor Created
5th or lower
chainmail
6th–8th
banded mail
9th–11th
half-plate
12th or higher
full plate
If you choose to create lesser armor than your level allows you gain a +1 magical enhancement bonus to the armor you do create for every type of armor you pass over. For instance, if you have the capacity to create full plate instant armor you could instead choose to create +1 half-plate+2 banded mail, or +3 chainmail. You cannot replace these bonuses with armor special properties.
Diminished Effects: The spell’s duration is decreased to 1 round/level, you cannot create full plate armor, and the maximum magical enhancement bonus gained by creating a lesser armor is +2.
Heightened Effects: The spell’s duration is increased to 10 minutes/level and the created armor is treated as masterwork (its armor check penalty is lessened by 1).

Instrument of Agony
School transmutation; Level cleric/oracle 2, inquisitor 2
Casting Time 1 standard action
Components V, S
Range touch
Target weapon touched
Duration 1 minutes/level
Saving Throw Will negates (harmless, object), see text; Spell Resistance yes (harmless, object), see text
You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature gains a +2 morale bonus on Intimidate checks. When an attack made using the targeted weapon hits, the wielder can spend a free action to discharge the effect to inflict agony on the creature the weapon hit. If that creature has spell resistance, it applies against this effect. If the creature fails a Will save, it is nauseated for 1d4+1 rounds. If it succeeds at the saving throw, the creature is instead sickened for 1 round. The sickened condition created by the instrument is a mind-affecting effect.
Diminished Effects: If the wielder chooses to discharge the effect and the hit creature fails a Will save, it is only sickened for 1 round. If the hit creature succeeds at the saving throw, the sickened effect is negated.
Heightened Effects: If the wielder chooses to discharge the effect and the hit creature fails a Will save, it is nauseated for 2d4+1 rounds. If the hit creature succeeds at the saving throw, the creature is instead sickened for 1d4 rounds.

Interrogation
School necromancy [evil, pain]; Level inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 round
Components V, S
Range touch
Target living creature touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes
You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying.
Diminished Effects: You may only ask one question, and the target only takes a –2 penalty on Bluff checks to convince you when it is lying.
Heightened Effects: You may ask one question per caster level. The target can either answer the question or take 1d6 points of damage plus your Wisdom bonus, and the target takes a –6 penalty on Bluff checks to convince you when it is lying.

Invigorate
School illusion [figment]; Level bard 1
Casting Time 1 standard action
Component V
Range touch
Target creature touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell banishes feelings of weariness. For the duration, the subject takes no penalties from the fatigued or exhausted conditions. The effect of invigorate is merely an illusion, however, not a substitute for actual rest or respite. When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the original condition(s). A creature can be under the effects of only one invigorate spell at a time; if it is cast a second time on that creature, the first effect immediately ends.
Diminished Effects: The spell’s duration is reduced to 1 minute/level and the subject takes 1d8 points of nonlethal damage when the spell ends.
Heightened Effects: The subject does not take any nonlethal damage when the spell ends.

Invisibility
School illusion (glamer); Level alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silencedand certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Diminished Effects: The duration is reduced to 1 round/per level (maximum of 5 rounds).
Heightened Effects: The spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient. Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the spell ends.
Note: This spell combines the effects of the following spells: invisibility, invisibility sphere, and vanish.

Jump
School transmutation; Level alchemist 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S, M (a grasshopper's hind leg)
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Diminished Effects: The spell’s duration is reduced to 1 round/level and the subject only receives a +5 bonus to Acrobatics check made to attempt high jumps or long jumps.
Heightened Effects: The subject gets a +15 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. This bonus increases to +25 at caster level 5th, +35 at caster level 10th, and +5 per five caster levels above 10th.

Jury-Rig
School transmutation; Level bard 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Range touch
Target one broken object of up to 2 lbs./level
Duration 1 round/level
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy the object.
Diminished Effects: The spell can only target one object up to 2 pounds in weight, and the affected weapon is destroyed if the wielder rolls a natural 1 on an attack roll with it.
Heightened Effects: The affected weapon is treated as if it were a masterwork weapon (+1 enhancement bonus to attacks.

Keen Senses
School transmutation; Level alchemist 1, druid 1, ranger 1
Casting Time 1 standard action
Components V, M/DF (a hawk's feather)
Range touch
Target creature touched
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject gains a +2 competence bonus on Perception checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.
Diminished Effects: The spell’s duration is reduced to 1 round/level and you can only target yourself.
Heightened Effects: The target creature also gains the scent ability, but can only use it to detect corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Ki Arrow
School conjuration; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components S
Range touch
Target 1 arrow touched
Duration instantaneous
Saving Throw Fortitude (object); Spell Resistance yes (object)
You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your Strength bonus).
Diminished Effects: The arrow can only be thrown at a target up to 30 feet away. If it hits, If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including 1/2 your Strength bonus).
Heightened Effects: The arrow can be thrown at a target up to 150 feet away. If it hits, If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including 1-1/2 your Strength bonus).

Kinetic Reverberation
School transmutation; Level alchemist 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (rubber tree sap)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
This spell converts the momentum and force from melee attacks made against the target of the spell, reflecting them back upon the attacker's weapon. After making a successful melee attack against the target, an attacker must make a Fortitude saving throw for the weapon used. If the weapon fails the save, it takes damage equal to the damage rolled against the target. Creatures using natural attacks or unarmed strikes are unaffected by this spell.
Diminished Effects: You may only target yourself, and on a failed save the weapon only takes damage equal to 1/2 the damage rolled against the target (round down).
Heightened Effects: The spell amplifies the damage reverberated back on the weapon. On a failed save the roll the damage (with all modifiers) a second time and add that to the damage rolled against the target. That is amount of damage the weapon takes.

Knight’s Calling
School enchantment (compulsion) [mind-affecting]; Level paladin 1
Casting Time 1 standard action
Components V, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You compel an enemy to come and fight you. On its turn, the target moves its speed toward you, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target.
Diminished Effects: N/A.
Heightened Effects: The spell’s duration increases to 1 round/level.

Knock
School transmutation; Level inquisitor 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one door, box, or chest with an area of up to 10 sq. ft./level
Duration instantaneous; see text
Saving Throw none; Spell Resistance no
Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels). In addition, you only gain a +5 bonus on your caster level check, and, if successful, the spell only opens one means of closure. If used to open a door sealed by hold portal, the spell does not remove the seal but simply suspends its functioning for 10 minutes. This version of the spell does not function against an arcane locked door.
Heightened Effects: The spell negates an arcane locked door; unless the arcane locked door has also been heightened, in which case the spell only suspends the arcane lock’s functioning for 10 minutes.

Know Direction
School divination; Level bard 0, druid 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration instantaneous
When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Heightened Effects: The spell’s duration increases to 10 minutes/level, and for the duration of the spell you know the sun’s current location relative to you and can therefore tell what time of day it is with a DC 5 Knowledge (nature) or Survival check.

Know the Enemy
School divination; Level cleric/oracle 1, inquisitor 1, paladin 1, ranger 1
Casting Time 1 minute
Components S, V, DF
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus.
Diminished Effects: The spell’s casting time becomes 2 minutes and you only gain a +5 insight bonus on the Knowledge check.
Heightened Effects: The spell’s duration increases to 1 round/level and you may make Knowledge checks regarding one creature you encountered per caster level.