Mad Hallucination
School illusion (phantasm); Level bard
2, sorcerer/wizard 2, witch 2
Casting Time 1 standard
action
Components V, S
Range 20 ft.
Target one humanoid creature
Duration 5 minute/level (maximum 1 hour)
Saving Throw Will
negates; Spell Resistance yes
This spell induces a
hallucinogenic reality in the mind of your target. Surfaces seem to swim, and
movement constantly distracts the eye. The target takes a –2 penalty on Will
saving throws, caster level checks, Intelligence-based skill checks, and
Wisdom-based skill checks.
Diminished
Effects: The
spell’s range is reduced to touch and its duration is reduced to 1 minute/level.
Heightened
Effects:
The spell affects all creatures in a 10-foot-radius burst from the target
point.
Mage Armor
School conjuration (creation) [force]; Level sorcerer/wizard
1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving
Throw Will negates (harmless); Spell
Resistance no
An invisible but tangible field of force surrounds the
subject of a mage armor spell, providing a +4 armor bonus
to AC.
Unlike mundane armor, mage armor entails
no armor check penalty, arcane spell failure chance, or speed reduction.
Since mage armor is made of
force, incorporeal creatures can't bypass it the way they do normal
armor.
Diminished Effects: The spell’s duration is reduced to 1 round/level and the
armor bonus to AC is reduced to +1.
Heightened Effects: The armor bonus to AC is increased to +5.
Mage Hand
School transmutation; Level bard
0, magus 0, sorcerer/wizard 0, summoner 0
Casting Time 1 standard action
Components V, S
Range close (25 ft.
+ 5 ft./2 levels)
Target one
nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger
at an object and can lift it and move it at will from a distance. As a move
action, you can propel the object as far as 15 feet in any direction, though
the spell ends if the distance between you and the object ever exceeds the spell's
range.
Heightened
Effects:
The spell can affect magical objects.
Magic Aura
School illusion (glamer); Level bard
1, sorcerer/wizard 1
Casting Time 1 standard
action
Components V, S, F (a small square of silk
that must be passed over the object that receives the aura)
Range touch
Target one touched object weighing up to 5
lbs./level
Duration 1 day/level (D)
Saving Throw none; see
text; Spell Resistance no
You alter an item's
aura so that it registers to detect spells (and spells with
similar capabilities) as though it were nonmagical, or a magic item of a kind
you specify, or the subject of a spell you specify. If the object bearing magic
aura has identify cast on it or is similarly
examined, the examiner recognizes that the aura is false and detects the
object's actual qualities if he succeeds on a Will save. Otherwise,
he believes the aura and no amount of testing reveals what the true magic is.
If the targeted
item's own aura is exceptionally powerful (if it is an artifact, for
instance), magic aura doesn't work.
Note: A magic weapon,
shield, or suit of armor must be a masterwork item, so a sword of average make,
for example, looks suspicious if it has a magical aura.
Diminished
Effects: The
spell’s duration is reduced to 1 round/level (maximum 5 rounds).
Heightened
Effects:
The spell’s duration becomes permanent.
Magic Fang
School transmutation; Level druid 1,
ranger 1, summoner 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
Magic fang gives one natural
weapon or unarmed strike of the subject a +1 enhancement bonus on attack and
damage rolls. The spell can affect a slam attack, fist, bite, or other natural
weapon. The spell does not change an unarmed strike's damage from nonlethal
damage to lethal damage.
Magic fang can be made permanent
with a permanency spell.
Diminished Effects: The spell’s duration is reduced to 1 round.
Heightened Effects: All of the natural weapons or unarmed strikes of the
target gain a +1 enhancement bonus on attack and damage rolls
Magic
Missile
School evocation
[force]; Level magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100
ft. + 10 ft./level)
Targets up to
five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical
energy darts forth from your fingertip and strikes its target, dealing 1d4+1
points of force damage.
The missile strikes
unerringly, even if the target is in melee combat, so long as it has less than
total cover or total concealment. Specific parts of a creature can't be singled
out. Objects are not damaged by the spell.
For every two caster
levels beyond 1st, you gain an additional missile—two at 3rd level, three at
5th, four at 7th, and the maximum of five missiles at 9th level or higher. If
you shoot multiple missiles, you can have them strike a single creature or
several creatures. A single missile can strike only one creature. You must
designate targets before you check for spell resistance or roll
damage.
Diminished
Effects: The
spell’s range is reduced to close (25 ft. + 5 ft./2
levels) and you create only a single missile, which deals 1d3 points of damage.
Heightened
Effects:
You gain additional missiles at higher levels—six at 11th, seven at 13th, eight
at 15th, nine at 17th, and the maximum of ten missiles at 19th level or higher.
Magic Mouth
School illusion (glamer); Level bard
1, sorcerer/wizard 2, summoner 1
Casting Time 1 standard
action
Components V, S, M (a small bit of
honeycomb and jade dust worth 10 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration permanent until discharged
Saving Throw Will negates
(object); Spell Resistance yes (object)
This spell imbues the
chosen object or creature with an enchanted mouth that suddenly appears and
speaks its message the next time a specified event occurs. The message, which must
be 25 or fewer words long, can be in any language known by you and can be
delivered over a period of 10 minutes. The mouth cannot utter verbal
components, use command words, or activate magical effects. It does, however,
move according to the words articulated; if it were placed upon a statue, the
mouth of the statue would move and appear to speak. Magic mouth can
also be placed upon a tree, rock, or any other object or creature.
The spell functions
when specific conditions are fulfilled according to your command as set in the
spell. Commands can be as general or as detailed as desired, although only
visual and audible triggers can be used. Triggers react to what appears to be
the case. 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. Actions can serve as triggers if they are
visible or audible. A magic mouth cannot distinguish
alignment, level, Hit Dice, or class except by external garb.
The range limit of a
trigger is 15 feet per caster level, so a 6th-level caster can command a magic
mouth to respond to triggers as far as 90 feet away. Regardless of
range, the mouth can respond only to visible or audible triggers and actions in
line of sight or within hearing distance.
Magic mouth can be made permanent
with a permanency spell.
Diminished
Effects: The
spell’s range is reduced to touch and the message must be 6 or fewer words
long.
Heightened
Effects:
The event that triggers the illusion can be as general or as specific and
detailed as desired but must be based on one or more of the following, as you
select: an audible; tactile; olfactory; or visual trigger. The trigger cannot
be based on some quality not normally obvious to the senses, such as alignment.
Magic Siege Engine
School transmutation; Level antipaladin
2, cleric/oracle 2, inquisitor 2, paladin 2, sorcerer/wizard 2
Casting Time 1 standard
action
Components V, S, DF
Range touch
Target one siege engine touched
Duration 1 minutes/level
Saving Throw Will negates
(harmless, object); Spell Resistance yes (harmless, object)
This spell permits an
indirect fire siege engine to bombard its targets with greater accuracy,
delivering more damage. The siege weapon receives a +1 enhancement bonus on
targeting rolls and damage rolls. If used on a direct fire siege weapon, this
spell acts a magic weapon.
Diminished Effects: The spell’s duration is reduced to 1 round.
Heightened Effects: The +1 bonus on attack and damage rolls is changed to a
luck bonus, and therefore stacks with a masterwork or magic siege engine’s existing
enhancement bonus.
Magic Stone
School transmutation; Level cleric/oracle
1, druid 1
Casting Time 1 standard
action
Components V, S, DF
Range touch
Targets up to three pebbles touched
Duration 30 minutes or until discharged
Saving Throw Will negates
(harmless, object); Spell Resistance yes (harmless, object)
You transmute as many as three pebbles, which can be no
larger than sling bullets, so that they strike with great force when thrown or
slung. If hurled, they have a range increment of 20 feet. If slung, treat them
as sling bullets (range increment 50 feet). The spell gives them a +1
enhancement bonus on attack and damage rolls. The user of the stones makes a
normal ranged attack. Each stone that hits deals 1d6+1 points of
damage (including the spell's enhancement bonus), or 2d6+2 points against
undead.
Diminished Effects: Each pebble deals only 1d4+1 points of damage (or 2d4+2
points against undead).
Heightened Effects: In addition to dealing damage, each pebble can be used
to make a bull rush against any target it strikes. Your CMB for this bull rush
is equal to your caster level plus your Intelligence, Wisdom, or Charisma
modifier, whichever is highest. This bull rush does not provoke an attack of
opportunity.
Magic Weapon
School transmutation; Level antipaladin
1, cleric/oracle 1, inquisitor 1, magus 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target weapon touched
Duration 1 min./level
Saving
Throw Will negates (harmless, object); Spell
Resistance yes (harmless, object)
Magic weapon gives a
weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus
does not stack with a masterwork weapon's +1 bonus on attack rolls.
You can't cast this spell on a natural weapon, such as an
unarmed strike (instead, see magic fang). A monk's unarmed strike
is considered a weapon, and thus it can be enhanced by this spell.
Diminished Effects: The spell’s duration is reduced to 1 round.
Heightened Effects: The +1 bonus on attack and damage rolls is changed to a
luck bonus, and therefore stacks with a masterwork or magic weapon’s existing
enhancement bonus.
Make Whole
School transmutation; Level bard 1, cleric/oracle 1, druid 1, sorcerer/wizard 1,
summoner 1, witch 1
Casting Time 10 minutes
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one object of up to 10 cu. ft./level or
one construct creature of any size
Duration instantaneous
Saving Throw: Will negates
(harmless, object); Spell Resistance: yes (harmless, object)
This spell repairs
damaged objects, restoring 1d6 hit points to the object. If the object has
the broken condition, this
condition is removed if the object is restored to at least half its original
hit points. All of the pieces of an object must be present for this spell to
function. This spell has no effect on objects that have been warped or
otherwise transmuted, but it can still repair damage done to such items.
Magic items can be
repaired by this spell, but you must have a caster level equal to or higher
than that of the object. Magic items that are destroyed (at 0 hit points or
less) can be repaired with this spell, and restores the magic properties
of the item if your caster level is at least twice that of the item. Items with
charges (such as wands) and single-use items (such as potions and scrolls)
cannot be repaired in this way.
When make
whole is used on a construct creature, the spell bypasses any immunity
to magic as if the spell did not allow spell resistance and repairs 1d6
points of damage per two caster levels (maximum 3d6).
Diminished Effects: The spell’s range is reduced to 10 feet and it can only
target one object of up to 1 lb./level. It can still repair magic items that
are destroyed, but it does not restore their magic abilities. It does not
affect construct creatures.
Heightened Effects: When
used on a construct creature, spell repairs 1d6 points of damage per caster
level (maximum 5d6).
Note: This spell combines
the effects of the following spells: make
whole and mending.
Mask Dweomer
School illusion (glamer); Level witch
1
Casting Time 1 standard
action
Components V, S, M (a piece of gauze)
Range touch
Target creature or object touched
Duration 1 day/level (D)
Saving Throw none; see
text; Spell Resistance no
You mask and
manipulate a spell's magic aura to make it harder to detect. Select one spell
effect on the target creature or object. You must have either cast this spell
yourself or have perceived it by means such as detect magic or arcane sight. Both the
desired spell effect and mask dweomer are hidden from detect
magic, although more powerful spells (such as arcane sight)
pierce the deception if the caster succeeds on a Will save. Analyze dweomer automatically
detects both mask dweomer and any masked spell effects.
Diminished Effects: The spell’s duration is reduced to 1 hour/level.
Heightened Effects: You divide the duration in 1-day increments among the
creatures or objects touched.
Note: This spell
combines the effects of the following spells: mask dweomer and communal
mask dweomer.
Masterwork Transformation
School transmutation; Level bard 2, cleric/oracle
2, druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 hour
Components V, S, M (see below)
Range touch
Target one weapon, suit of armor, shield,
tool, or skill kit touched
Duration instantaneous
Saving Throw none; Spell
Resistance no
You convert a
non-masterwork item into its masterwork equivalent. A normal sword becomes a
masterwork sword, a suit of leather armor becomes a masterwork suit of leather
armor, a set of thieves' tools becomes masterwork thieves' tools, and so on. If
the target object has no masterwork equivalent, the spell has no effect. You
can affect 50 pieces of ammunition as if they were one weapon. You decide if
the object's appearance changes to reflect this improved quality.
The material
component for the spell is magical reagents worth the cost difference between a
normal item and the equivalent masterwork item (typically 300 gp for a weapon,
150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork
options (such as a double weapon, or a spiked shield that could be made
masterwork as a weapon or armor), you choose one option of the object to affect
(though you can cast the spell again to affect another option).
Diminished Effects: The spell’s duration is changed to 1 day/level.
Heightened Effects: You
can convert a number of non-masterwork items equal to your Intelligence, Wisdom, or Charisma
modifier, whichever is highest, into their masterwork equivalents. You must use
magical reagents worth the cost difference between each normal item and its
masterwork equivalent.
Memory Lapse
School enchantment [mind-affecting]; Level bard
1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
You cause the target to forget what happened from the
casting of the spell back to the beginning of its last turn. This may allow a
retry on a Diplomacy, Intimidate, or opposed skill check, though only
with respect to the target, not other creatures that may be present.
Diminished Effects: The spell’s casting time is increased to 1 round and its
range is reduced to touch.
Heightened Effects: The spell affects all creatures (maximum one
creature/level) in a 10-foot-radius burst from the target point. If there are
more creatures than you can affect in the burst area, you may choose which
creatures to affect.
Message
School transmutation
[language-dependent]; Level bard 0, sorcerer/wizard 0,
summoner 0, witch 0
Casting Time 1 standard
action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell
Resistance no
You can whisper
messages and receive whispered replies. Those nearby can hear these messages
with a DC 25 Perception check. You point your finger at each creature you want
to receive the message. When you whisper, the whispered message is audible to
all targeted creatures within range. Magical silence, 1 foot of
stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or
dirt blocks the spell. The message does not have to travel in a straight line.
It can circumvent a barrier if there is an open path between you and the
subject, and the path's entire length lies within the spell's range. The
creatures that receive the message can whisper a reply that you hear. The spell
transmits sound, not meaning; it doesn't transcend language barriers. To speak
a message, you must mouth the words and whisper.
Diminished
Effects: Those
nearby can hear these messages with a Perception check (DC 25 + your
Intelligence, Wisdom, or
Charisma modifier, whichever is highest).
Mirror Image
School illusion (figment); Level bard 2, magus 2,
sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
This spell creates a number of illusory doubles of you
that inhabit your square. These doubles make it difficult for enemies to
precisely locate and attack you.
When mirror image is cast, 1d4 images
plus one image per three caster levels (maximum eight images total) are
created. These images remain in your space and move with you, mimicking your
movements, sounds, and actions exactly. Whenever you are attacked or are the
target of a spell that requires an attack roll, there is a possibility that the
attack targets one of your images instead. If the attack is a hit, roll
randomly to see whether the selected target is real or a figment. If it is a
figment, the figment is destroyed. If the attack misses by 5 or less, one of
your figments is destroyed by the near miss. Area spells affect you normally
and do not destroy any of your figments. Spells and effects that do not require
an attack roll affect you normally and do not destroy any of your figments.
Spells that require a touch attack are harmlessly discharged if used to destroy
a figment.
An attacker must be able to see the figments to be
fooled. If you are invisible or the attacker is blind, the spell has
no effect (although the normal miss chances still apply).
Diminished Effects: The spell’s duration is reduced to 1 round/level, and you
only create 1d4 illusory duplicates.
Heightened Effects: You create 2d4 illusory duplicates plus one per two
caster levels (maximum twelve images total).
Mirror Strike
School transmutation; Level magus
1, sorcerer/wizard 1
Casting Time 1 standard
action
Components V, S, M (a shard of mirror)
Range personal
Target you
Duration see text
You briefly alter the
flow of time to split a melee attack into two attacks. Before the end of your
next turn, when you make your next melee attack roll, compare the result to the
AC of two opponents within your reach. If the selected opponents are flanking
you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see
below). If you hit both enemies, you can deal half damage to each. Hitting only
one opponent allows you to deal that opponent normal damage for your attack. On
a critical threat, you can make only one attack roll to confirm the critical
hit against both opponents. If you confirm against both, you deal half your
critical hit damage to each. Your hit is a normal hit rather than a critical if
you confirm against only one opponent. If you fail to use the effect before the
end of your next turn, the spell ends.
Diminished
Effects: You
take a –2 penalty on the attack roll. If the selected opponents are flanking
you, you gain no bonus on your attack roll (and confirmation attack roll).
Heightened
Effects:
If you hit both enemies, you can deal normal damage to each.
Misdirection
School illusion (glamer); Level bard 2,
sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object, up to a 10-ft.
cube in size
Duration 1 hour/level
Saving Throw none or Will negates;
see text; Spell Resistance no
By means of this
spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like).
On casting the spell, you choose another object within range. For the duration
of the spell, the subject of misdirection is detected as if it were
the other object. Neither the subject nor the other object gets a saving throw
against this effect. Detection spells provide information based on the second
object rather than on the actual target of the detection unless the caster of
the detection succeeds on a Will save. For instance, you could make
yourself detect as a tree if one were within range at casting: not evil, not
lying, not magical, neutral in alignment, and so forth. This spell does not
affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and
the like).
Diminished Effects: The spell’s range is reduced to touch, its duration is
reduced to 1 hour, and you can only target one creature or object, up to a
5-ft. cube in size.
Heightened Effects: The spell’s range is increased to medium (100 ft. + 10
ft./level) and you may target one creature or object, up to a 20-ft. cube in
size (or area of the same volume).
Miserable Pity
School abjuration [emotion, mind-affecting]; Level bard
2, sorcerer/wizard 2, witch 2
Casting Time 1 standard
action
Components V, S
Range touch
Target creature touched
Duration 1 round/level and 1 minute; see
text
Saving Throw Will negates
(see text); Spell Resistance yes
This spell functions
as sanctuary, except creatures
attempting to attack the target who fail their saves also feel a strong sense
of pity toward the target, as if it were weak, pathetic, and not a threat. If
the target breaks the spell by
attacking, any creature that failed its save against the spell gains a +2
morale bonus on attack rolls against the target for 1 minute.
Diminished Effects: The spell’s duration is reduced to 1 minute.
Heightened Effects: The spell confers the sanctuary effect upon all creatures within 10 feet of the recipient
at the time the spell is cast.
Moment of Greatness
School enchantment (compulsion) [mind-affecting]; Level bard
1, cleric/oracle 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (rabbit fur)
Range 50 ft.
Target The caster and allies within a 50-ft. burst
centered on the caster
Duration 1 minute/level or until discharged
Saving Throw none; Spell Resistance yes
(harmless)
Each creature affected by this spell is given the
potential for greater success and glory. If the affected creature is benefiting
from a morale bonus of any type, it can double that morale bonus on one roll or
check, before making the roll. Once an affected creature uses this spell's
effect, the spell is discharged for that subject.
Diminished Effects: The spell’s duration is reduced to 1 round/level or until
discharged. If the affected creature is benefiting from a morale bonus of any
type, it can only add a +1 bonus on on one roll or check, before making the
roll.
Heightened Effects: If the affected creature is benefiting from a morale
bonus of any type, it can triple that morale bonus on one roll or check, before
making the roll.
Mount
School conjuration (summoning); Level magus
1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (a bit of horse hair)
Range close (25 ft. + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You summon a light horse or a pony (your choice) to serve
you as a mount. The steed serves willingly and well. The mount comes with a bit
and bridle and a riding saddle.
Diminished Effects: N/A.
Heightened Effects: You can summon up to six light horses or ponies, and you
divide the duration in 2-hour increments among the steeds summoned.
Note: This spell combines
the effects of the following spells: mount
and communal mount.
Moving Image
School illusion (figment); Level bard
2, magus 2, sorcerer/wizard 2
Casting Time 1 standard
action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend
beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration + 2 rounds
Saving Throw Will disbelief
(if interacted with); Spell Resistance no
This spell creates
the visual illusion of an object, creature, or force, as visualized by you. The
illusion does not create smell, texture, temperature, or understandable speech
(but it can create some minor sounds). You can move the image within the limits
of the size of the effect.
Diminished Effects: The spell’s duration is reduced to concentration, and the
illusion does not create sound (in addition to the other restrictions).
Heightened Effects: The spell’s duration is increased to concentration + 3
rounds, and the illusion can create sound, smell, and thermal effects. The
image disappears when struck by an opponent unless you cause the illusion to
react appropriately.
Note: This spell
combines the effects of the following spells: major image, minor image, and silent
image.
Murderous Command
School enchantment (compulsion) [mind-affecting]; Level antipaladin
1, cleric/oracle 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You give the target a mental urge to kill its nearest
ally, which it obeys to the best of its ability. The target attacks its nearest
ally on its next turn with a melee weapon or natural weapon. If necessary, it
moves to or charges to the nearest ally in order to make this attack. If it is
unable to reach its closest ally on its next turn, the target uses its turn to
get as close as possible to the ally.
Diminished Effects: The target is only provides flanking against its nearest
ally for you and your allies. If the creature is currently being threatened or
attacked by you or your allies, however, it receives a +5 bonus on its saving
throw.
Heightened Effects: The spell’s duration is increased to 1 round/level.
Natural Rhythm
School transmutation; Level druid 2
Casting Time 1 standard action
Components V, S, M (a handful of pebbles dropped one by one
onto the ground)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
You enhance a creature's ability to harm an opponent
based on the number of times it has already injured that opponent with a
natural attack. Each time the creature successfully strikes an opponent with a
natural attack, the subject gains a cumulative +1 bonus on damage rolls made
against that opponent when making natural attacks (maximum +5 bonus). If an
attack misses, the bonus to damage for all attacks resets to +0.
Diminished Effects: The spell only affects one type of the target creature’s
natural attacks (bite, claw, gore, hoof, pincers, slam, sting, tail slap,
talon, tentacle, or wing; your choice).
Heightened Effects: Each time the creature successfully strikes an opponent
with a natural attack, the subject gains a cumulative +1 bonus on attack and
damage rolls made against that opponent when making natural attacks (maximum +5
bonus).
Negate Aroma
School transmutation; Level alchemist 1,
druid 1, ranger 1
Casting Time 1 standard action
Components V, S, M/DF (a pinch of alum)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object/level touched
Duration 1 hour/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
With a gesture, this spell allows you to dismiss even the
foulest or most distinctive scents. When cast, the targeted creatures or
objects lose all natural and unnatural odors. A creature under the effect
of negate aroma cannot be tracked, located, or pinpointed by
the scent special quality. In addition, this spell prevents the target creature
from using the stench special ability and similar odor-based abilities (such as
those possessed by troglodytes).
Negate aroma does
not prevent the target from acquiring outside smells or odors. Dowsing the
creature with a pungent substance effectively negates the benefits of the spell
until the substance is neutralized or washed away.
Diminished Effects: The spell can only target one creature and its duration
is reduced to 1 hour.
Heightened Effects: The spell’s duration is increased to 1 day/level.
Negative Reaction
School illusion; Level bard 1, magus 1,
sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
The target's actions and words fail to impress. The
target of this spell takes a –10 penalty on any Bluff, Diplomacy,
and Intimidate checks as well as any performance combat checks it
attempts.
Diminished Effects: The spell’s duration is reduced to 1 round and the target
only takes a –5 penalty on any Bluff, Diplomacy, and Intimidate
checks as well as any performance combat checks it attempts.
Heightened Effects: The spell affects all creatures (maximum one
creature/level) in a 10-foot-radius burst from the target point. If there are
more creatures than you can affect in the burst area, you may choose which
creatures to affect.
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