Lead Blades
School transmutation; Level ranger
1
Casting Time 1 standard
action
Components V, S
Range personal
Target touch
Duration 1 minute/level (D)
Lead blades increases
the momentum and density of your melee weapons just as they strike a foe. All
melee weapons you are carrying when the spell is cast deal damage as if one
size category larger than they actually are. For instance, a Medium longsword
normally deals 1d8 points of damage, but it would instead deal 2d6 points of
damage if benefiting from lead blades. Only you can benefit from
this spell. If anyone else uses one of your weapons to make an attack it deals
damage as normal for its size.
Diminished Effects: N/A.
Heightened Effects: All melee weapons you are carrying when the spell is
cast deal damage as if one size category larger than they actually are. For
instance, a Medium longsword normally deals 1d8 points of damage, but it would
instead deal 3d6 points of damage.
Lend Judgment
School divination; Level inquisitor
1
Casting Time 1 standard
action
Components V, DF
Range touch
Target one ally
Duration 1 round/level
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
You create a conduit of divine knowledge and outrage
between you and an ally. That ally gains the benefit of one of your active
judgments (as do you). If you cannot use a judgment (for example, if you are
not in combat, are frightened or unconscious, and so on) or change judgments,
the ally loses the benefit of the judgment. If you have multiple judgments
active, the ally gains only one, chosen when you cast this spell.
Diminished Effects: The target ally only gains on half (minimum 1) of the
benefit of one of your active judgments for a maximum of 5 rounds.
Heightened Effects: All allies within 10 feet of you at the time the spell
is cast gain the benefit of one of your active judgments. The center of the
effect is mobile with you. Any affected creature loses the benefit of the
judgment if you cannot use a judgment, you change the judgment, or they move
out of the affected area.
Levitate
School transmutation; Level alchemist
2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard
action
Components V, S, F (a leather loop or
golden wire bent into a cup shape)
Range personal or close (25 ft. + 5 ft./2
levels)
Target you or one willing creature or one
object (total weight up to 100 lbs./level)
Duration 1 min./level (D)
Saving Throw none; Spell
Resistance no
Levitate allows you
to move yourself, another creature, or an object up and down as you wish. A
creature must be willing to be levitated, and an object must be
unattended or possessed by a willing creature. You can mentally direct the
recipient to move up or down as much as 20 feet each round; doing so is a move
action. You cannot move the recipient horizontally, but the recipient could
clamber along the face of a cliff, for example, or push against a ceiling to
move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged
weapon finds itself increasingly unstable; the first attack has a –1 penalty on
attack rolls, the second –2, and so on, to a maximum penalty of –5. A full
round spent stabilizing allows the creature to begin again at –1.
Diminished Effects: The spell’s range is reduced to personal and its target
becomes you. You cannot levitate more
than 5 feet off the ground.
Heightened Effects: The spell’s range is reduced to touch. The subject can
fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if
it carries a medium or heavy load). It can ascend at half speed and descend at
double speed, and its maneuverability is good. Using a fly spell
requires only as much concentration as walking, so the subject can attack or
cast spells normally. The subject can charge but not run, and it cannot carry
aloft more weight than its maximum load, plus any armor it wears. The subject
gains a bonus on Fly skill checks equal to 1/2 your caster level.
Should the spell duration expire while the subject is
still aloft, the magic fails slowly. The subject floats downward 60 feet per
round for 1d6 rounds. If it reaches the ground in that amount of time, it lands
safely. If not, it falls the rest of the distance, taking 1d6 points of damage
per 10 feet of fall. Since dispelling a spell effectively ends it, the subject
also descends safely in this way if the spell is dispelled, but not if it is
negated by an antimagic field.
Note: This spell combines
the effects of the following spells: levitate
and fly.
Liberating Command
School transmutation; Level bard
1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
Casting Time 1 immediate
action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
If the target is
bound, grappled, or otherwise restrained, he may make an Escape
Artist check to escape as an immediate action. He gains a competence bonus
on this check equal to twice your caster level (maximum +20). This spell has no
effect if the target could not get free by using the Escape
Artist skill (for example, if he were under the effects of a hold person spell or
paralyzed by Strength damage).
Diminished Effects: The spell’s casting time in increased to 1 standard
action, its range is reduced to touch, and the target only gains a competence
bonus on the Escape Artist check equal to your caster level (maximum +5).
Heightened Effects: The target gains competence bonus on the Escape Artist
check equal to twice your caster level (maximum +40).
Life Conduit
School conjuration (healing); Level summoner
2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
You utilize life conduit to share hit
points with your eidolon. While this spell is active, you can spend a swift
action to transfer 2d4 hit points between you and your eidolon, either taking
damage yourself and healing your eidolon or healing yourself and damaging your
eidolon. If your eidolon moves farther than 50 feet from you, this spell ends.
Diminished Effects: You can transfer 1d6 hit points as a swift action.
Heightened Effects: You can transfer 2d6 hit points as a swift action.
Note: This spell
combines the effects of the following spells: life conduit and improved
life conduit.
Light Lance
School evocation [good, light]; Level paladin
2
Casting Time 1 standard
action
Components V, S
Range personal
Effect lance of light
Duration 1 round + 1 round/level (D)
You create a glorious beam of brilliant radiance that
acts as a +1 holy lance suitable
for your size. You must have a free hand when casting the
spell and, once you call the lance into being, you cannot switch it to another
hand or put it down without prematurely ending the spell. As a standard action
while holding a light lance, you can choose not to make an attack
and instead hold the lance aloft as a beacon of light and truth, creating an
area of bright light with a radius of 90 feet. If you choose to do this for one
or more additional rounds the lance also casts a spear of brilliant light up
into the sky that grows progressively more visible as it continues to climb
toward the heavens. Under cover of night or other darkness, if nothing
obstructs the beam, it becomes visible for an additional 2 miles during each
round in which you continue to aim your lance skyward (2 miles in the second
round, 4 miles in the third round, and so on).
Diminished Effects: You only create a +1
lance. If you hold the lance aloft, it only produces bright light in a 60-foot-radius.
Under cover of darkness, it only becomes visible for an additional 1 mile
during each round in which you continue to aim your lance skyward.
Heightened Effects: The +1 holy lance’s
enhancement bonus on attack and damage rolls increases by an additional +1 per
6 caster levels (maximum +3). If you hold the lance aloft, it produces bright
light in a 120-foot-radius. Under cover of darkness, it becomes visible for an
additional 3 miles during each round in which you continue to aim your lance
skyward.
Light
School evocation
[light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0,
magus 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell
Resistance no
This spell causes a
touched object to glow like a torch, shedding normal light in a 20-foot radius,
and increasing the light level for an additional 20 feet by one step, up to
normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is
immobile, but it can be cast on a movable object.
You can only have
one light spell active at any one time. If you cast this spell
while another casting is still in effect, the previous casting is dispelled. If
you make this spell permanent (through permanency or a similar effect), it does not
count against this limit. Light can be used to counter or dispel
any darkness spell of equal or lower spell level.
Heightened Effects: The light
moves as you will it. You control its movement as a free action. However, it
never moves further than 10 feet from you.
Litany of Defense
School transmutation; Level antipaladin
2, inquisitor 2, paladin 2
Casting Time 1 swift action
Components V, S, DF
Range personal
Target you
Duration 1 round
Saving Throw no; Spell
Resistance yes
Invoking this litany strengthens your defenses. Any
enhancement bonus your armor has is doubled and you are immune to fear.
While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Diminished Effects: Any enhancement bonus your armor has is multiplied by 1-1/2
(round down) and you gain a +4 morale bonus against fear.
Heightened Effects: The spell’s duration increases to concentration (maximum 1
round/level) (D).
Litany of Eloquence
School enchantment (charm) [language
dependent]; Level antipaladin 2, inquisitor 3, paladin 2
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw no; Spell
Resistance yes
Your litany is a fascinating diatribe of grace, causing your
target to do nothing but listen. The target is fascinated.
While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Diminished Effects: The target receives a Will save to negate the fascinated
effect.
Heightened Effects: The spell’s duration increases to concentration (maximum
1 round/level) (D).
Litany of Entanglement
School conjuration (calling) [language
dependent]; Level antipaladin 2, inquisitor 3, paladin 2
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will
negates; Spell Resistance yes
Your litany conjures chains of energy that lash upward
from the ground and hamper the target's movement. The target is entangled. This
spell has no effect on flying creatures, or creatures not standing upon solid
ground.
While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Diminished Effects: The target receives a Reflex save to negate the entangled
effect.
Heightened Effects: The spell’s duration increases to concentration (maximum
1 round/level) (D).
Litany of
Righteousness
School evocation [good, language
dependent]; Level inquisitor 3, paladin 2
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw no; Spell
Resistance yes
Calling down a litany of anathema, you make an evil more
susceptible to the attacks of good creatures. If the target is evil, it takes
double damage from attacks made by creatures with a good aura (from a class
feature or as a creature with the good subtype). If the target also has the
evil subtype; when it is hit with attacks made by creatures with a good aura,
it is also dazzled for 1d4 rounds. If this spell targets a nonevil creature (or
one that lacks the evil subtype), it has no effect, and the spell is wasted.
While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Diminished Effects: An evil target only take 1-1/2 times damage from attacks
made by creatures with a good aura. A target with the evil subtype suffers no
additional effect.
Heightened Effects: The spell’s duration increases to concentration (maximum
1 round/level) (D).
Litany of Sloth
School enchantment (compulsion) [language
dependent, mind-affecting]; Level antipaladin 1, inquisitor 1,
paladin 1
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw no; Spell
Resistance yes
With a litany against the wages of sloth, you slow the
target's defenses. The target cannot make attacks of opportunity or cast spells
defensively.
While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Diminished Effects: The target cannot make attacks of opportunity. The target
can cast spells defensively, but doing so requires the target to take a
full-round action.
Heightened Effects: The spell’s duration increases to concentration (maximum
1 round/level) (D).
Litany of Warding
School transmutation; Level antipaladin
2, inquisitor 3, paladin 2
Casting Time 1 swift action
Components V, S, DF
Range personal
Target you
Duration 1 round
With this litany, you become more aware of your
opponents. You can make two additional attacks of opportunity this round.
Furthermore, you gain a +2 sacred bonus to AC against attacks of opportunity.
While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Diminished Effects: You only gain one additional attack of opportunity a
round and only a +1 sacred bonus to AC against attacks of opportunity.
Heightened Effects: The spell’s duration increases to concentration (maximum
1 round/level) (D).
Litany of Weakness
School necromancy [language dependent]; Level antipaladin
1, inquisitor 1
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw no; Spell Resistance yes
Your litany proclaims your target weak, sapping its
strength. The target is fatigued for 1 round.
While subject to this spell, the target cannot be the
target of another spell that has the word "litany" in the title.
Diminished Effects: The target receives a Will save to negate the fatigued
effect.
Heightened Effects: The spell’s duration increases to concentration (maximum
1 round/level) (D).
Locate Object
School divination; Level bard
2, cleric/oracle 3, inquisitor 3, sorcerer/wizard 2, witch 3
Casting Time 1 standard
action
Components V, S, F/DF (a forked twig)
Range long (400 ft. + 40 ft./level)
Area circle, centered on you, with a radius
of 400 ft. + 40 ft./level
Duration 1 min./level
Saving Throw none; Spell
Resistance no
You sense the direction
of a well-known or clearly visualized object. You can search for general items,
in which case you locate the nearest of its kind if more than one is within
range. Attempting to find a certain item requires a specific and accurate
mental image; if the image is not close enough to the actual object, the spell
fails. You cannot specify a unique item unless you have observed that
particular item firsthand (not through divination).
The spell is blocked
by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object and nondetection fool it.
Diminished Effects: You cannot detect specific objects, only general ones
(you can look for swords, but not a specific sword).
Heightened Effects: The spell’s duration increases to 10 minutes/level.
Locate Weakness
School divination; Level inquisitor
3, magus 3, ranger 2, sorcerer/wizard 3, witch 3
Casting time 1 standard
action
Components V, S, M/DF (a pickled predator's
eye)
Range personal
Target you
Duration 1 minute/level
You can sense your
foes' weak points, granting you greater damage with critical hits. Whenever you
score a critical hit, roll the
attack's damage dice (but not extra or precision damage dice) twice and take
the highest result.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s range becomes touch and it target becomes
one creature.
Lock Gaze
School enchantment (compulsion)
[mind-affecting]; Level bard 1, inquisitor 1, magus 1, sorcerer/wizard
1, witch 1
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will
negates; Spell Resistance yes
You compel the target to look at you and only you for the
spell's duration or until the spell is discharged. While staring at you, the
target is considered to be averting its eyes from every creature but you,
granting creatures other than you concealment against the target's attacks. If
the target willingly leaves your line of sight, it is blinded for 1 round and
the spell ends. If you willingly leave the target's line of sight or become
unconscious or dead, the spell creature suffers no ill effects. Blind creatures
and creatures immune to gaze attacks are immune to this spell.
Diminished Effects: The spell’s duration is reduced to 1 round. If the target
willing leaves your line of sight it is only dazzled for 1 round.
Heightened Effects: In addition to the above effects, the target gains the
staggered condition; however, the spell’s duration changes to concentration (maximum 1
round/level) (D). If you or the target willing leave the other’s line of sight,
the target is blinded for 1d4 rounds and the spell ends. If you become
unconscious or dead, the spell creature suffers no ill effects.
Lockjaw
School transmutation; Level druid
2, ranger 2
Casting Time 1 standard
action
Components V, S, M (sticky tree gum)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude
negates (harmless); Spell Resistance yes (harmless)
You give a creature the ability to use one of its natural
attacks to firmly attach itself to an opponent. Choose one of the creature's
natural attacks (usually a claw or bite attack). The creature gains the grab
ability with that natural attack, including the +4 bonus on combat maneuver
checks to start or maintain a grapple. A creature with multiple natural attacks
can strike at its grappled opponent with its other natural attacks, but cannot
attack any other creature.
Diminished Effects: The target creature only gains a +2 bonus on combat
maneuver checks to start or maintain a grapple.
Heightened Effects: The spell works for creatures with natural weapons (i.e.
a monk’s unarmed strike), including natural attacks. The creature must choose a
limb that can grasp a weapon (i.e. its right or left hand) to gain the grab
ability.
Longshot
School transmutation; Level alchemist 1,
antipaladin 1, inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (a piece of fletching)
Range personal
Target you
Duration 1 minute/level
This spell reduces the effect of range, granting a
+10-foot bonus to the range increment of any weapon used by the subject.
Diminished Effects: The spell’s duration is reduced to 1 round/level (maximum
5 rounds).
Heightened Effects: The spell’s range becomes touch and its target becomes
one creature.
Longstrider
School transmutation; Level druid
1, ranger 1
Casting Time 1 standard
action
Components V, S, M (a pinch of dirt)
Range personal
Target you
Duration 1 hour/level (D)
This spell gives you a +10 foot enhancement bonus to your
base speed. It has no effect on other modes of movement, such as burrow, climb,
fly, or swim.
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.
Lullaby
School enchantment (compulsion)
[mind-affecting]; Level bard 0
Casting Time 1 standard
action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius
burst
Duration concentration + 1 round/level
(D)
Saving Throw Will negates; Spell
Resistance yes
Any creature within
the area that fails a Will save becomes drowsy and inattentive,
taking a –5 penalty on Perception checks and a –2 penalty
on Will saves against sleep effects while the lullaby is
in effect. Lullaby lasts for as long as the caster
concentrates, plus up to 1 round per caster level thereafter.
Heightened
Effects:
The spell’s area increases to a 20-foot-radius burst. Further, the targets also
suffer a –5 penalty on Knowledge and Sense Motive checks.
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