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 silenced, and 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.
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