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.
A 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
A 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.
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