Obscure Object
School abjuration; Level bard 1,
cleric/oracle 3, inquisitor 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (chameleon skin)
Range touch
Target one object touched of up to 100
lbs./level
Duration 8 hours (D)
Saving Throw Will negates
(object); Spell Resistance yes (object)
This spell hides an
object from location by divination (scrying) effects, such as the scrying spell or a crystal
ball. Such an attempt automatically fails
(if the divination is targeted on the object) or fails to perceive the object
(if the divination is targeted on a nearby location, object, or person).
Diminished Effects: The spell’s duration is reduced to 2 hours (D) and can
only target an object up to 25 lbs./level (maximum 100 lbs.).
Heightened Effects: You divide the duration in 1-hour increments among up to
eight objects touched.
Obscuring Mist
School conjuration (creation); Level cleric/oracle
1, druid 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Effect cloud spreads in 20-ft. radius from
you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell
Resistance no
A misty vapor arises
around you. It is stationary. The vapor obscures all sight, including darkvision,
beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss
chance). Creatures farther away have total concealment (50% miss chance, and
the attacker cannot use sight to locate the target).
A moderate wind (11+
mph), such as from a gust of wind spell,
disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1
round. A fireball, flame strike, or similar
spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away
the fog in the area into which it deals damage.
This spell does not function underwater.
Diminished Effects: The spell’s duration is reduced to 1 round/level and its
effect becomes a 5-foot spread that is 8 feet high.
Heightened Effects: You may move the cloud as you wish, ignoring the wind,
up to 10 feet per round.
Open/Close
School transmutation; Level bard
0, magus 0, sorcerer/wizard 0, summoner 0
Casting Time 1 standard
action
Components V, S, F (a brass key)
Range close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal
that can be opened or closed
Duration instantaneous
Saving Throw Will negates
(object); Spell Resistance yes (object)
You can open or close
(your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other
container. If anything resists this activity (such as a bar on a door or a lock
on a chest), the spell fails. In addition, the spell can only open and close
things weighing 30 pounds or less. Thus, doors, chests, and similar objects
sized for enormous creatures may be beyond this spell's ability to affect.
Heightened
Effects:
You may apply real force to your manipulation, opening and closing objects up
to 30 lbs. + 2 lbs./caster level.
Oppressive Boredom
School enchantment (compulsion) [emotion,
mind-affecting]; Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level or until broken (see text)
Saving Throw Will negates (see text); Spell Resistance yes
You fill your target with boredom. The target loses all
interest in its current task and must make a Will save against the spell's
effect in order to perform its next action. If the target fails, it takes no
action that round. The boredom lasts until the duration expires or the target
breaks the spell's effect with a successful Will save.
Diminished Effects: The spell’s range is reduced to touch.
Heightened Effects: The spell affects all creatures in a 10-foot-radius
burst from the target.
Oracle’s Burden
School necromancy; Level oracle 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You entreat the forces of fate to bestow your oracle's
curse upon another creature. The target creature suffers all the hindrances and
none of the benefits of your oracle's curse class feature. You still suffer all
effects of your oracle's curse. If you do not have the oracle's curse class
feature, this spell has no effect.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2
levels).
Heightened Effects: The spell affects all creatures in a 10-foot-radius
burst from the target point.
Owl’s Wisdom
School transmutation; Level alchemist
2, cleric/oracle 2, druid 2, paladin 2, ranger 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard
action
Components V, S, M/DF (feathers or
droppings from an owl)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates
(harmless); Spell Resistance yes
The transmuted
creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom,
adding the usual benefit to Wisdom-related skills. Clerics, druids, and
rangers (and other Wisdom-based spellcasters) who receive owl's
wisdom do not gain any additional bonus spells for the increased Wisdom,
but the save DCs for their spells increase.
Diminished
Effects:
You may target only yourself, and the spell lasts only 1 round per level.
Heightened
Effects:
The enhancement bonus to Wisdom increases to +6.
Paladin’s Sacrifice
School abjuration; Level paladin 2
Casting Time 1 immediate action
Components V, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving
Throw Fortitude negates (harmless); Spell
Resistance yes (harmless)
You open up a brief but powerful divine conduit between
you and another creature, taking on the damage and any other effects that
creature suffers. When a creature in range is hit by an attack or fails a
saving throw, you can cast this spell and the wounds and/or effects are
magically transmitted to you instead of the target. You are affected as if you
were hit by the attack or failed the saving throw, taking all the damage and
suffering all of the adverse effects. Any resistances or immunities you have
are applied normally, but you cannot otherwise reduce or negate the damage or
effects in any way.
If you use this spell against an effect that also targets
you or includes you in its area, you suffer the effects for both yourself and
the target you spared, potentially taking damage or suffering other
consequences twice.
Diminished Effects: The damage and adverse effects bypass any resistances or
immunities you have.
Heightened Effects: At the beginning of your next turn, you receive a new saving
throw with a bonus equal to your Charisma modifier to end any adverse effect gained
through the use of this spell.
Pass Without Trace
School transmutation; Level druid
1, ranger 1
Casting Time 1 standard
action
Components V, S, DF
Range touch
Targets one creature/level touched
Duration 1 hour/level (D)
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
The subject or
subjects of this spell do not leave footprints or a scent trail while moving.
Tracking the subjects is impossible by nonmagical means.
Diminished
Effects:
You may target only yourself, and the spell lasts only 10 minutes.
Heightened
Effects:
The subjects also gain a +4 insight bonus on Stealth checks.
Peacebond
School abjuration; Level inquisitor 1,
sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one sheathed or slung weapon
Duration 1 minute/level
Saving Throw Will negates (object); Spell Resistance yes
(object)
You lock a weapon in place on its owner's body, or within
the weapon's sheath or holster. Anyone who then tries to draw the weapon must spend
a standard action and succeed at a Strength check (DC equal to the saving throw
DC) to do so, provoking attacks of opportunity whether the attempt succeeds or
fails.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s range is changed to weapons touched. You
divide the duration in 1 minute intervals among the weapons touched.
Perceive Cues
School transmutation; Level alchemist 2,
inquisitor 2, ranger 2, witch 2
Casting Time 1 standard action
Components V, S, M (a drop of water)
Range personal
Target you
Duration 10 minutes/level
Your senses become preternaturally keen, and you gain
insight into subtle behavioral cues. For the duration of the spell, you receive
a +5 competence bonus on Perception and Sense
Motive checks.
Diminished Effects: The spell’s duration is reduced to 1 minute/level.
Heightened Effects: The spell’s range is changed to creature touched.
Pernicious Poison
School necromancy [poison]; Level antipaladin
2, druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 minute/level
Saving Throw none; Spell Resistance yes
You weaken the target's defenses against poison. The target
gains a –4 penalty on saves against poison, and poisons affecting the target
continue for another 2 frequency increments (for example, black adder venom
lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4).
Attempts to cure the poisoned target with skill or magic take a –4 penalty.
Diminished Effects: The target only gains a –2 penalty on saves against
poison, and poisons affecting the target continue for another 1 frequency
increment (for example, black adder venom lasts 7 rounds instead of 6, and
arsenic lasts for 5 minutes instead of 4). Attempts to cure the poisoned target
with skill or magic only take a –2 penalty.
Heightened Effects: The target gains a –6 penalty on saves against poison,
and poisons affecting the target continue for another 3 frequency increments
(for example, black adder venom lasts 9 rounds instead of 6, and arsenic lasts
for 7 minutes instead of 4). Attempts to cure the poisoned target with skill or
magic take a –6 penalty.
Persuasive Goad
School necromancy [pain]; Level inquisitor
1
Casting Time 1 standard action
Component V, S
Range close (25 ft. +5 ft./2 levels)
Target one creature
Duration instantaneous and 1 minute
Saving Throw Fortitude negates; Spell Resistance yes
Your eyes flash and the target takes 1d6 points of
nonlethal damage. For the next minute, you gain a +4 circumstance bonus
on Intimidate checks against the target.
Diminished Effects: The target does not take any nonlethal damage, and the
circumstance bonus on Intimidate checks only lasts for 1 round.
Heightened Effects: The target takes 2d6 points of nonlethal damage, and for
the next minute, you gain a +6 circumstance bonus on Intimidate checks against
the target.
Phantom Trap
School illusion (glamer); Level sorcerer/wizard
2
Casting Time 1 standard action
Components V, S, M (special dust worth 50 gp)
Range touch
Target object touched
Duration permanent (D)
Saving Throw none; Spell Resistance no
This spell
makes a lock or other small mechanism seem to be trapped to anyone who can
detect traps. You place the spell upon any small mechanism or device, such as a
lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps,
or who uses any spell or device enabling trap detection, is certain a real trap
exists. Of course, the effect is illusory and nothing happens if the trap is
“sprung”; its primary purpose is to frighten away thieves or make them waste
precious time.
If another phantom trap is active within
50 feet when the spell is cast, the casting fails.
Diminished Effects: The spell’s duration is reduced to 1 hour/level.
Heightened Effects: The spell’s range is increased to close (25 ft. + 5
ft./2 levels), and you may affect a number of mechanisms or devices in a
50-foot area equal to your Intelligence modifier. You must pay the material
cost of 50 gp of special dust for every affected mechanism or device.
Piercing Shriek
School evocation [pain, sonic]; Level bard
2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10ft./level)
Target one creature
Duration 1 round/level
Saving Throw Fortitude
negates; Spell Resistance yes
You emit an
ear-splitting shriek which can be heard only by the target of this spell; all
other observers merely see you screaming silently. The target suffers wracking
pain from the scream, gaining the staggered condition. This spell has no effect
on deaf creatures and cannot penetrate an area of silence.
Diminished Effects: The spell’s range is reduced to close (25 ft. +5 ft./2
levels).
Heightened Effects: The spell affects all creatures in a 10-foot-radius
burst from the target.
Pilfering Hand
School evocation [force]; Level bard 2, cleric/oracle
2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one object
Duration see text
Saving Throw none; Spell Resistance yes
(object)
You create and control an invisible telekinetic force,
manipulating it with either startling abruptness or careful deliberateness,
allowing you to seize an object from an opponent or remotely manipulate an
object. You can utilize this force to one of two ends.
Abrupt Maneuver: You
instantaneously attempt a disarm or steal combat maneuver against a target
within range. Use your caster level as your Combat Maneuver Bonus, adding your Intelligence,
Wisdom, or Charisma modifier, whichever is highest, in place of your Strength
or Dexterity modifier. This combat maneuver attempt does not provoke an attack
of opportunity from its target, but casting this spell might. If you are
successful, you pull the target object to you, and if you have enough hands
free, you can catch it. Otherwise, the object lands in your square as if you
dropped it.
Careful Maneuver: You
attempt a Disable Device check or a Sleight of Hand check
to pick-pocket a target within range. This spell lasts as long as you need to
accomplish the task, requiring your full concentration for that duration. Once
you resolve the skill check, the spell ends. If you are successful on
your Sleight of Hand check, you pull the target object to you as with
an abrupt maneuver. The target gains a +2 bonus on
its Perception check to notice the successful attempt.
Diminished Effects: The combat maneuver or skill check is made at a –2
penalty.
Heightened Effects: If the target object is a weapon, instead of pulling it
to you after a successful combat maneuver or skill check, you can animate it by
concentrating (up to 1
round/level). It moves and attacks as you would if you were wielding it
(including any penalties for wielding a weapon
you are not proficient with). The weapon uses your base speed and base attack
bonus (adding your Intelligence, Wisdom, or Charisma modifier, whichever is
highest, in place of your Strength or Dexterity modifier) to move and make
attacks.
The weapon threatens areas and can flank foes, just as if
it were in your hands. Reach weapons have reach. The weapon also can provoke
attacks of opportunity as if it were a creature.
The weapon can be targeted for attacks (AC = 13 + your
Intelligence, Wisdom, or Charisma modifier, whichever is highest). If the
weapon is successfully attacked, you must make a concentration check (DC 13 +
the attacker’s attack bonus) or the spell ends.
Play Instrument
School divination; Level bard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minute/level
You may play one instrument of your choice as if you had
1 rank in the appropriate Perform skill. Instead of a conventional
instrument, you may use an object as an improvised instrument, such as using a
barrel as a drum or a bow as a harp, playing it as if it were crafted to make
music.
Diminished Effects: The spell’s duration is reduced to 1 minute/level.
Heightened Effects: You gain a +2 circumstance bonus on Perform checks
involving the instrument, as if it were a masterwork instrument.
Polypurpose Panacea
School transmutation; Level alchemist 1,
sorcerer/wizard 1
Casting Time 1 standard action
Components S
Range personal
Target you
Duration see below
This creates one of
several cantrip-level effects relating to your health, well-being, and
entertainment. The panacea has no side effects (for example, the intoxication
panacea does not cause a hangover). When you use polypurpose panacea,
choose one of the following effects.
Analgesic: You do not feel
minor aches and pains, such as from arthritis, a cold, or a hangover, for 1
hour. For the duration, you gain a +2 resistance bonus against pain-related
spells.
Clarity: You get a +1
competence bonus on a single attack roll, saving throw, or skill check within 1
minute. You must choose to use the bonus before making the roll to which it
applies.
Hallucination: You have pleasant
hallucinations for 1 hour, such as wandering lights, music, playful surreal
animals, and so on. You can tell these are not real, but they are distracting,
and you take a –2 penalty on Perception checks for the duration.
Intoxication: You feel
comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.
Lucid Dream: If you take this
panacea within 1 hour of going to sleep, you have a lucid dream that is under
your control and lasts for an hour.
Resistance: You gain a +1
resistance bonus on saves for 1 minute.
Sleep: You enter a
pleasant and restful sleep for at least 1 hour unless wakened. If you would
normally begin sleeping at this time, when the panacea ends you continue
sleeping normally.
Sobriety: You become
completely sober for 1 hour, negating any penalties to your actions for being
drunk (GameMastery Guide, Chapter 8). Magical and alchemical
methods (such as detect poison) still detect
you as inebriated. Time spent under the effect of this panacea do not count
toward the time necessary to sober up (it merely delays your intoxication).
Tenacity: You gain 1
temporary hit point for 1 minute.
Wakefulness: You remain awake
for 2 hours without feeling sleepy, and without side effects such as
jitteriness. You gain a +5 resistance bonus against sleep-related spells such
as lullaby and sleep. This use of the
panacea merely delays your need for sleep and does not count as rest or sleep.
You can use it multiple times in succession,
but as each effect wears off, you are as tired as you would be had you not used
the panacea.
Diminished Effects: N/A.
Heightened Effects: The spell’s range changes to creature touched.
Pox Pustules
School necromancy; Level druid 2, witch 2
Casting Time 1 standard action
Components V, S, M (leaves from a toxic plant)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes
You inflict a painful, itching rash on the target
creature. The target is sickened and takes a –4 penalty to Dexterity (this
penalty cannot lower Dexterity below 0). The target can spend a move action
scratching furiously at the rash to remove the sickened condition (but not the
Dexterity penalty) until the start of its next turn.
Diminished Effects: The spell’s range is reduced to touch and its duration
is reduced to 1 round/level.
Heightened Effects: The spell’s duration is reduced to 1 round/level, but
the target becomes nauseated instead of sickened.
Prestidigitation
School universal; Level bard
0, magus 0, sorcerer/wizard 0
Casting Time 1 standard
action
Components V, S
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell
Resistance no
Prestidigitations are
minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell
enables you to perform simple magical effects for 1 hour. The effects are minor
and have severe limitations. A prestidigitation can slowly lift 1 pound of
material. It can color, clean, or soil items in a 1-foot cube each round. It
can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage
or affect the concentration of spellcasters. Prestidigitation can
create small objects, but they look crude and artificial. The materials created
by a prestidigitation spell are extremely fragile, and they cannot
be used as tools, weapons, or spell components. Finally, prestidigitation lacks
the power to duplicate any other spell effects. Any actual change to an object
(beyond just moving, cleaning, or soiling it) persists only 1 hour.
Heightened
Effects:
The spell allows you to perform feats of legerdemain and sleight of hand
(pulling a small rabbit or dove out of your hat, for example, or producing a
bouquet of flowers from your sleeve). If the spell is used in this way, add your
caster level to all Perform checks. Created items vanish when the spell does,
although you may make them vanish sooner.
You can slowly lift
up to 5 lbs. per caster level, but no higher than a single foot above the
surface below the item.
If this spell is
ongoing while you cast other spells, it can alter the way the new spell
manifests to an observer. For example, if a spell normally is accompanied by a
bright flash of light, you might choose to have the spell accompanied by an
explosion of rose petals. This has the effect of doubling the spell level for
the purpose of a caster’s Spellcraft check to determine what spell you are
casting.
Produce Flame
School evocation [fire]; Level druid 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect flame in your palm
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
Flames as
bright as a torch appear in your open hand. The flames harm neither you nor
your equipment.
In addition
to providing illumination, the flames can be hurled or used to touch enemies.
You can strike an opponent with a melee touch attack, dealing fire damage equal
to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the
flames up to 120 feet as a thrown weapon. When doing so, you attack with a
ranged touch attack (with no range penalty) and deal the same damage as with
the melee attack. No sooner do you hurl the flames than a new set appears in
your hand. Each attack you make reduces the remaining duration by 1 minute. If
an attack reduces the remaining duration to 0 minutes or less, the spell ends
after the attack resolves.
This spell does not function underwater.
Diminished Effects: The spell’s duration is reduced to 1 round per level. In
addition you may only make a single melee or ranged touch attack, dealing 1d4+1
points of fire damage. The spell ends after you make a single attack.
Heightened Effects: The attacks deal fire damage equal to 2d6 + 1 point per
caster level (maximum +10).
Protection from
Arrows
School abjuration; Level alchemist
2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard
action
Components V, S, F (a piece of
tortoiseshell or turtle shell)
Range touch
Target creature touched
Duration 1 hour/level or until discharged
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
The warded creature
gains resistance to ranged weapons. The subject gains damage reduction 10/magic
against ranged weapons. This spell doesn't grant you the ability to damage
creatures with similar damage reduction. Once the spell has prevented a
total of 10 points of damage per caster level (maximum 100 points), it is
discharged.
Diminished
Effects:
The spell’s duration is reduced to 10 minutes/level and only grants DR 5/magic
against ranged weapons. Once the spell has prevented a total of 5 points of
damage per caster level (maximum 25 points), it is discharged.
Heightened
Effects:
You divide the duration in 1-hour
intervals among the creatures. Once the spell absorbs 10 points of damage per
caster level (maximum 100 points) for a subject, the spell's effects end for
that subject.
Note: This spell
combines the effects of the following spells: protection from arrows and communal
protection from arrows.
Protection from Chaos
School abjuration [lawful]; Level cleric/oracle
1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner 1
This spell functions like protection from evil, except
that the deflection and resistance bonuses apply to attacks made by chaotic
creatures. The target receives a new saving throw against control by chaotic
creatures and chaotic summoned creatures cannot touch the target.
Note: This spell combines
the effects of the following spells: protection
from chaos and communal protection
from chaos.
Protection from Energy
School abjuration; Level alchemist
3, cleric/oracle 3, druid 3, inquisitor 3, ranger 2, sorcerer/wizard 3,
summoner 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level or until discharged
Saving Throw Fortitude negates (harmless); Spell
Resistance yes (harmless)
Protection
from energy grants temporary immunity to the type of energy
you specify when you cast it (acid, cold, electricity, fire, or sonic). When
the spell absorbs 12 points per caster level of energy damage (to a maximum of
120 points at 10th level), it is discharged.
Protection from energy overlaps (and does not stack with) resist
energy. If a character is warded by protection from
energy and resist energy, the protection spell
absorbs damage until its power is exhausted.
Diminished Effects: The spell’s duration is reduced to 1 minute/level, and
you may only target yourself.
Heightened Effects: You divide the duration in 10-minute intervals among the creatures touched. Once the
spell absorbs 12 points of energy damage per caster level (maximum 120 points)
for a subject, the spell's effects end for that subject.
Protection from Evil
School abjuration [good]; Level cleric/oracle
1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S, M/DF
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates
(harmless); Spell Resistance no; see text
This spell wards a
creature from attacks by evil creatures, from mental control, and from summoned
creatures. It creates a magical barrier around the subject at a distance of 1
foot. The barrier moves with the subject and has three major effects.
First, the subject
gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by evil
creatures.
Second, the subject
immediately receives another saving throw (if one was allowed to begin with)
against any spells or effects that possess or exercise mental control over the
creature (including enchantment [charm] effects and enchantment [compulsion]
effects, such as charm person, command, and dominate
person. This saving throw is made with a +2 morale bonus, using the same DC
as the original effect. If successful, such effects are suppressed for the
duration of this spell. The effects resume when the duration of this spell
expires. While under the effects of this spell, the target is immune to any new
attempts to possess or exercise mental control over the target. This spell does
not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent
them from controlling the target. This second effect only functions against
spells and effects created by evil creatures or objects, subject to GM
discretion.
Third, the spell
prevents bodily contact by evil summoned creatures. This causes the natural
weapon attacks of such creatures to fail and the creatures to recoil if such
attacks require touching the warded creature. Summoned creatures that are not
evil are immune to this effect. The protection against contact by summoned
creatures ends if the warded creature makes an attack against or tries to force
the barrier against the blocked creature. Spell resistance can allow
a creature to overcome this protection and touch the warded creature.
Diminished
Effects:
The spell’s duration is reduced to 1 round and you may only target yourself.
Heightened
Effects:
You divide the duration in 1-minute intervals among the creatures touched.
Note: This spell combines
the effects of the following spells: protection
from evil and communal protection
from evil.
Protection from Good
School abjuration [evil]; Level antipaladin
1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, summoner 1
This spell functions like protection from evil,
except that the deflection and resistance bonuses apply to attacks made by good
creatures. The target receives a new saving throw against control by good
creatures and good summoned creatures cannot touch the target.
Diminished
Effects:
The spell’s duration is reduced to 1 round and you may only target yourself.
Heightened
Effects:
You divide the duration in 1-minute intervals among the creatures touched.
Note: This spell combines
the effects of the following spells: protection
from good and communal protection
from good.
Protection from Law
School abjuration
[chaotic]; Level antipaladin 1, cleric/oracle 1, inquisitor 1,
sorcerer/wizard 1, summoner 1
This spell functions like protection from evil,
except that the deflection and resistance bonuses apply to attacks made by
lawful creatures. The target receives a new saving throw against control by
lawful creatures and lawful summoned creatures cannot touch the target.
Diminished
Effects:
The spell’s duration is reduced to 1 round and you may only target yourself.
Heightened
Effects:
You divide the duration in 1-minute intervals among the creatures touched.
Note: This spell combines
the effects of the following spells: protection
from law and communal protection from
law.
Protective Penumbra
School evocation [darkness]; Level cleric/oracle
2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S,
Range touch
Target creature touched
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes
This spell keeps the target slightly in shadow. A target
with light blindness, light sensitivity, or vulnerability to sunlight (such as
vampires and wraiths) may ignore penalties from those qualities. The spell
gives the target a +2 bonus on saving throws against nonmagical hazards related
to bright light, such as glare or sunburn.
Diminished Effects: The spell’s duration is reduced to 1 minute/level, and
you may only target yourself.
Heightened Effects: The bonus on saving throws against nonmagical hazards
related to bright light increases to +4.
Protective Spirit
School conjuration (creation); Level ranger
2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level
A protective spirit is an
invisible, mindless, shapeless force that hovers about you, defending you
against unexpected attacks. When a creature makes an attack of opportunity
against you, the protective spirit makes an immediate attack
using your base attack bonus plus your Dexterity modifier. On a successful hit,
the spirit does no damage, but it causes the attack of opportunity to
automatically miss. A protective spirit can defend against a
number of attacks of opportunity equal to your Dexterity bonus (minimum 1) per
round.
A protective
spirit occupies your space, and moves with you. It cannot be attacked
or harmed by physical attacks, but dispel magic, disintegrate, a sphere
of annihilation, or a rod of cancellation affects
it. A protective spirit's AC against touch attacks is 10 +
your Dexterity modifier.
Diminished Effects: The protective spirit can only defend
against 1 attack of opportunity per round.
Heightened Effects: The protective spirit makes attacks using
your character level plus your Dexterity modifier.
Purify Food and Drink
School transmutation; Level cleric/oracle
0, druid 0
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target 1 cu. ft./level of contaminated food and water
Duration instantaneous
Saving
Throw Will negates (object); Spell
Resistance yes (object)
This spell makes spoiled, rotten, diseased, poisonous, or
otherwise contaminated food and water pure and suitable for eating and
drinking. This spell does not prevent subsequent natural decay or spoilage.
Unholy water and similar food and drink of significance is spoiled by purify
food and drink, but the spell has no effect on creatures of any type
nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot
of water contains roughly 8 gallons and weighs about 60 pounds.
Heightened Effects: The spell prevents subsequent natural decay or spoilage
for 1 day/level. In addition, food and drink purified by the spell cannot be
spoiled by putrefy food and drink
unless the caster makes a dispel check (DC = 11 + your caster level).
Putrefy Food and Drink
School transmutation; Level witch 0
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target 1 cu. ft./level of food and water or one potion;
see text
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes
(object)
This spell causes otherwise edible food to rot and spoil
instantly, and water and other liquids to become brackish and undrinkable. Holy
water and similar food and drink of significance are spoiled by putrefy
food and drink, but the spell has no effect on creatures of any type, nor
upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of
water contains roughly 8 gallons and weighs about 60 pounds.
Although potions and elixirs are unaffected by the normal
use of the spell, you can instead choose to target a single such object with
this spell, destroying it if it fails a saving throw.
Heightened Effects: You can target 1 potion or elixir/two caster levels (maximum
5) in a 10-foot-radius.
Pyrotechnics
School transmutation; Level bard 2, magus
2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (one fire source)
Range long (400 ft. + 40 ft./level)
Target one fire source, up to a 20-ft. cube
Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave
the smoke cloud; see text
Saving
Throw Will negates
or Fortitude negates; see text; Spell Resistance yes or no;
see text
Pyrotechnics turns a fire into a
burst of blinding fireworks or a thick cloud of choking smoke, depending on
your choice. The spell uses one fire source, which is immediately extinguished.
A fire so large that it exceeds a 20-foot cube is only partly extinguished.
Magical fires are not extinguished, although a fire-based creature used as a
source takes 1 point of damage per caster level.
Fireworks: The fireworks are a
flashing, fiery, momentary burst of glowing, colored aerial lights. This effect
causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates).
These creatures must have line of sight to the fire to be affected. Spell
resistance can prevent blindness.
Smoke Cloud: A stream of smoke
billows out from the fire, forming a choking cloud that spreads 20 feet in all
directions and lasts for 1 round per caster level. All sight, even darkvision,
is ineffective in or through the cloud. All within the cloud take –4 penalties
to Strength and Dexterity (Fortitude negates). These
effects last for 1d4+1 rounds after the cloud dissipates or after the creature
leaves the area of the cloud. Spell
resistance does not apply.
Diminished Effects: The spell’s range is reduced to medium (100 ft. + 10
ft./level). The blindness from fireworks reduces to 1 round. The smoke cloud
only spreads in a 10-foot radius and only lasts a maximum of 5 rounds.
Heightened Effects: The blindness from fireworks increases to 2d4+1 rounds.
The smoke cloud spreads in a 40-foot radius. A fire-based creature used as a
source takes 2 points of damage per caster level.
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