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Tuesday, November 5, 2013

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

by Tim Wallace

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 levitatedand 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.