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Tuesday, November 19, 2013

Multi-Variable Spells: 0-2nd Level Spells Beginning with M & N

by Tim Wallace

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 attackEach 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 silence1 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 magicdiscern 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 thoughtsclairaudience/clairvoyanceand 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.