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Tuesday, October 8, 2013

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

by Tim Wallace

Gallant Inspiration
School divination; Level bard 2
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds.
Diminished Effects: The spell’s range is reduced to touch and the target only gains a +1d6 competence bonus to the attack roll or skill check.
Heightened Effects: The spell’s range is increased to medium (100 ft. + 10 ft./level)  and the target gains a +2d6 competence bonus to the attack roll or skill check.

Gentle Repose
School necromancy; Level cleric/oracle 2, sorcerer/wizard 3, witch 2
Casting Time 1 standard action
Components V, S, M/DF (salt and a copper piece for each of the corpse's eyes)
Range touch
Target corpse touched
Duration 1 day/level
Saving Throw Will negates (object); Spell Resistance yes (object)
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.
The spell also works on severed body parts and the like.
Diminished Effects: The spell’s duration is reduced to 1 hour/level.
Heightened Effects: The spell’s duration is changed to permanent.

Ghost Sound
School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Heightened Effects: You may preprogram the sound so it occurs when a specific event triggers it (it lasts until triggered).
Trigger events can be as general or as detailed as desired, although only visual and audible triggers work. Triggers react to what appears to be the case, so disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Note that actions can serve as triggers if they are visible or audible. A spell cannot distinguish invisible creatures, level, Hit Dice, or class except by external garb. The range limit of a trigger is 15 feet per caster level. Regardless of range, the spell can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Ghostbane Dirge
School transmutation; Level bard 2, cleric/oracle 2, inquisitor 2, paladin 1
Casting Time 1 standard action
Components V, S, M/DF (an old reed from a wind instrument)
Range close (25 ft. + 5 ft./2 levels)
Target one incorporeal creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.
Diminished Effects: The spell’s range is reduced to touch and the spellcaster must make a melee touch attack to deliver the spell’s effect.
Heightened Effects: The spell’s duration is increased 1 minute/level.

Ghostly Disguise
School illusion (glamer); Level alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes/level (D)
You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale green, blue, or violet coloration, or a muted version of your normal appearance.
The spell does not actually make you ghostly or provide any incorporeal abilities. If you choose, the illusion can make you appear to float slightly above the ground, though you are actually still on the ground. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Diminished Effects: The spell’s duration is reduced to 1 minute/level.
Heightened Effects: The spell’s range becomes touch and its target becomes one creature.

Ghoul Touch
School necromancy; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (cloth from a ghoul or earth from a ghoul's lair)
Range touch
Target living humanoid touched
Duration 1d6+2 rounds
Saving Throw Fortitude negates; Spell Resistance yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.
Diminished Effects: The spell’s duration is reduced to 1d4 rounds, and the subject does not exude a stench.
Heightened Effects: You can use the melee touch attack per four caster levels.

Glide
School transmutation; Level druid 2, ranger 1, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a leaf)
Range personal
Target you
Duration until landing or 1 minute/level (D)
You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s range becomes touch and its target becomes one creature.

Glitterdust
School conjuration (creation); Level bard 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S, M (ground mica)
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Save Will negates (blinding only); SR no
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a –40 penalty on Stealth checks.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and its target is changed to one creature or object.
Heightened Effects: A creature that succeeds on its Will save against the blindness is still dazzled for the duration of the spell.

Goodberry
School transmutation; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets 2d4 fresh berries touched
Duration 1 day/level
Saving Throw none; Spell Resistance yes
Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level and it only affects one berry.
Heightened Effects: Each berry consumed allows grants subject a +1 luck bonus per three caster levels (maximum +5 at 15th level) against disease and poison for 1 hour.

Grace
School abjuration; Level cleric/oracle 2, paladin 1
Casting Time 1 swift action
Components V
Range personal
Target you
Duration see text
Until the end of your turn, your movement does not provoke attacks of opportunity.
Diminished Effects: You can move up to your base speed without provoking attacks of opportunity.
Heightened Effects: The spell’s range becomes touch and its target becomes one creature.

Gravity Bow
School transmutation; Level ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.
Diminished Effects: N/A.
Heightened Effects: Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if two sizes larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 3d6 points of damage if fired from a gravity bow.

Grease
School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Diminished Effects: The spell may only target one object or a 5-foot square and its duration is reduced to 1 round.
Heightened Effects: The spell may affect up to one object (no two which can be more than 20 feet apart) or 10-foot square (all of which must share at least 5 feet of common border with another square) per three caster levels (maximum five objects or squares).

Guidance
School divination; Level cleric/oracle 0, druid 0, inquisitor 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Heightened Effects: The spell’s duration is increased to 10 minutes or until discharged and may be used on an initiative check.

Guiding Star
School divination; Level cleric/oracle 3, ranger 2, witch 3
Casting Time 1 minute
Components V, S, M (a spool of thread or string)
Range personal
Target you
Duration 1 day/level (D)
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as ”very familiar” for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Diminished Effects: The spell’s duration is reduced to 1 hour per level.
Heightened Effects: The spell’s range becomes touch and its target becomes one creature.

Gust of Wind
School evocation [air]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range 60 ft.
Effect line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a –4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.
Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within a gust of wind effect.
This spell can't move a creature beyond the limit of it's range.
Any creature, regardless of size, takes a –4 penalty on ranged attacks and Perception checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Gust of wind can be made permanent with a permanency spell.
Diminished Effects: The wind cannot knock creatures down.
Heightened Effects: The wind extinguishes even protected flames and continues to blow for 1d4+1 rounds (or until dismissed). Each round in the affected area, creatures must make saves or be knocked down.