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Tuesday, December 24, 2013

Multi-Variable Spells: 0-2nd Level Spells Beginning with Q & R

by Tim Wallace

This is my last post for 2013. I will be taking the next week off. Then I will start off the new year with Multi-Variable Spells: 0-2nd Level Spells Beginning with SA-SL on Tuesday, January 7, 2013.

Qualm
School enchantment (compulsion) [mind-affecting]; Level bard 2, inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level or until discharged
Saving Throw Will negates; Spell Resistance yes
The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and concentration checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round action gaining focus). Spending an entire turn doing nothing discharges the spell.
Diminished Effects: The spell’s range is reduced to touch, and you must make a ranged touch attack against the target.
Heightened Effects: The spell cannot be discharged by the target.

Rage
School enchantment (compulsion) [emotion, mind-affecting]; Level alchemist 3, bard 2, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration concentration + 1 round/level (D)
Saving Throw none; Spell Resistance yes
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.
Diminished Effects: The spell may only target one creature.
Heightened Effects: The spell’s duration increases to 1 minute + 1 round/level, and you no longer need to concentrate to maintain the spell.

Rally Point
School enchantment (compulsion) [emotion, good, mind-affecting]; Level paladin 1
Casting Time 1 standard action
Components V, S, DF
Range 5 ft.
Area one 5-ft. square
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You create a spot that has the power to briefly hearten any good creature who comes into contact with it. A good creature who enters this square (even if simply as part of its normal move) gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit points per caster level for 1 round. Nongood creatures gain no benefit from this spell. A creature cannot benefit more than once from the same casting of this spell.
Heightened Effects: A good creature who enters this square (even if simply as part of its normal move) gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit points per caster level for 1 round/level.

Ray of Enfeeblement
School necromancy; Level magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
Diminished Effects: The spell’s duration is reduced to 1 round, and the subject only takes a penalty to Strength equal to 1d4.
Heightened Effects: You gain a +2 competence bonus on your ranged touch attack.

Ray of Frost
School evocation [cold]; Level magus 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
Heightened Effects: The ray deals 1d6 points of cold damage per two caster levels (maximum 5d6).

Ray of Sickening
School necromancy; Level cleric/oracle 1, druid 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action
Components V, S, M (a drop of sweat)
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 min./level
Saving Throw Fortitude partial; see text; Spell Resistance yes
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.
The subject is immediately sickened for the spell's duration. A successful Fortitude save means the creature is unaffected.
Diminished Effects: The spell’s duration is reduced to 1d12 rounds.
Heightened Effects: You gain a +2 competence bonus on your ranged touch attack.

Read Magic
School divination; Level antipaladin 1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, ranger 1, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Heightened Effects: The spell’s duration is increased to 1 hour/level

Recoil Fire
School transmutation; Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (hoof shavings from a mule)
Range close (25 ft. + 5 ft./2 levels)
Target 1 firearm
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
The target firearm suddenly fires of its own volition, even if it is unloaded, generating a recoil so great that the wielder or carrier of the firearm must scramble to hold onto it and becomes flat-footed until the start of his next turn. If the wielder is already flat-footed, he is instead knocked prone. If the firearm was loaded, that ammunition is wasted.
Diminished Effects: Instead becoming flat-footed, the wielder only cannot make attacks of opportunity, unless he has the Combat Reflexes feat.
Heightened Effects: Instead becoming flat-footed, the wielder is knocked prone.

Reduce Animal
School transmutation; Level druid 2, ranger 3
Casting Time 1 standard action
Components V, S
Range touch
Target one willing animal of Small, Medium, Large, or Huge size
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size.
Diminished Effects: The spell’s casting time is increased to 1 round and its duration is reduced to 1 minute/level.
Heightened Effects: The spell’s range is increased to close (25 ft. + 5 ft./2 levels).

Reduce Person
School transmutation; Level alchemist 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (a pinch of powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.
Diminished Effects: The spell’s range is reduced to touch.
Heightened Effects: The spell’s casting time is reduced to 1 standard action and its range is increased to medium (100 ft. + 10 ft./level) .

Reinforce Armaments
School transmutation; Level cleric/oracle 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF
(a metal pin)
Range touch
Target one armor suit or weapon touched
Duration 10 minutes/level
Saving Throw Will negates (harmless, object);
Spell Resistance yes (harmless, object)
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell's duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell's duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their hardness is doubled for the duration of the spell.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s target becomes suits or armor or weapons touched, and you divide the duration in 10-minute intervals among the objects touched.
Note: This spell combines the effects of the following spells: communal reinforce armaments and reinforce armaments.

Rejuvenate Eidolon
School conjuration (healing); Level summoner 2
Casting Time 1 standard action
Components V, S, M (a drop of your blood)
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw none; Spell Resistance no
By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This spell cures 2d10 points of damage +1 point per caster level (maximum +7).
Diminished Effects: The spell only cures 1d10 points of damage +1 point per caster level (maximum +5).
Heightened Effects: The spell cures 2d10 points of damage +1 point per caster level (maximum +10).
Note: This spell combines the effects of the following spells: lesser rejuvenate eidolon and rejuvenate eidolon.

Reloading Hands
School conjuration (creation); Level magus 2, ranger 2, sorcerer/wizard 2
Casting time 1 standard action
Components V, S
Range touch
Target projectile weapon touched
Duration 1 round/caster level (D)
Saving throw Will negates (object, harmless); Spell Resistance yes (object, harmless)
Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.
Diminished Effects: This conjured ammunition counts as mundane, not magical, for overcoming damage reduction and attacking incorporeal creatures.
Heightened Effects: The conjured ammunition gains a +1 enhancement bonus on attack and damage rolls.

Remove Fear
School abjuration; Level bard 1, cleric/oracle 1, inquisitor 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration 10 minutes; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.
Diminished Effects: The spell range is reduced to creatures touched.
Heightened Effects: The targets are granted a +6 morale bonus against fear effects and a +1 morale bonus on all other Will saves.

Remove Paralysis
School conjuration (healing); Level cleric/oracle 2, inquisitor 2, paladin 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets up to four creatures, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or drain.
Diminished Effects: The spell’s range is reduced to touch and its target is changed to creatures touched.
Heightened Effects: The paralysis is negated in all targeted creatures.

Remove Sickness
School conjuration (healing); Level cleric/oracle 1, druid 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level; see text
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.
Diminished Effects: The spell’s range is reduced to touch.
Heightened Effects: The spell’s range is reduced to touch, and one disease, nausea, or sickened effect (your choice) is removed from the target. You must make a caster level check (1d20 + caster level) against the DC of the disease, nausea, or sickened effect.

Residual Tracking
School divination; Level ranger 1
Casting Time 1 minute
Components V, S, M (a bit of plaster)
Range touch
Target footprint touched
Duration instantaneous
Saving Throw none; Spell Resistance no
By touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.
Heightened Effects: You gain a competence bonus equal to half your caster level (minimum 1) to Survival skill checks made to follow the tracks of the person or creature who made the footprint. This bonus lasts for a duration of10 minutes/level.

Resist Energy
School abjuration; Level alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Resist energy overlaps (and does not stack with) protection from 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 range is reduced to personal.
Heightened Effects: The spell’s target changes to creatures touched and you divide the duration in 10-minute intervals among the creatures touched.
Note: This spell combines the effects of the following spells: communal resist energy and resist energy.

Resistance
School abjuration; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Heightened Effects: The spell’s duration increases to 10 minutes/level.

Restful Sleep
School necromancy; Level bard 1
Casting Time 10 minutes
Components V, S, M (a pinch of sand)
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration 8 hours or 24 hours; see text
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night's sleep. If a subject completes a full night's rest, it regains hit points as if it had undergone a full day of bed rest (regaining twice its character level in hit points). If a subject completes a full day's rest, it regains three times its character level in hit points. Any significant interruption during the rest (such as being awoken) prevents any healing that night and ends the effect of this spell on the awakened subject. Any healing acquired while under the effects of restful sleep is considered natural healing, and has no affect on effects requiring magical healing to cure.
Diminished Effects: The spell’s range is reduced to touch, and it can only target one creature.
Heightened Effects: If a subject completes a full night's rest, it regains two times its character level in hit points and 2 points of temporary ability damage for each affected ability score. If a subject completes a full day's rest, it regains three times its character level in hit points and 3 points of temporary ability damage for each affected ability score.

Restoration
School conjuration (healing); Level alchemist 3, cleric/oracle 3, druid 3, inquisitor 3, paladin 2
Casting Time 3 rounds
Components V, S, M (diamond dust worth 100 gp)
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Diminished Effects: The spell does not require a material component. It dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Heightened Effects: The spell also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.
Note: This spell combines the effects of the following spells: lesser restoration and restoration.

Restore Corpse
School necromancy; Level cleric/oracle 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target corpse touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.
Diminished Effects: N/A.
Heightened Effects: You can grow flesh on a decomposed or skeletonized corpse of any size creature.

Restore Eidolon
School conjuration (healing); Level summoner 3
Casting Time 3 rounds
Components V, S
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions as restoration, except it only affects an eidolon.
Note: This spell combines the effects of the following spells: lesser restore eidolon and restore eidolon.

Returning Weapon
School conjuration (teleportation); Level bard 2, cleric/oracle 2, inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one weapon that can be thrown
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.
This spell can be used as the prerequisite for the returning weapon special ability.
Diminished Effects: The spell’s range is reduced to touch.
Heightened Effects: The spell’s target changes to weapons touched and you divide the duration in 1-minute intervals among the weapons touched.
Note: This spell combines the effects of the following spells: communal returning weapon and returning weapon.

Ricochet Shot
School evocation; Level ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a wishbone)
Range close (25 ft. + 5 ft./2 levels)
Target one projectile weapon
Duration 1 round/level or until discharged
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
You imbue a projectile weapon with the ability to ricochet any projectiles that hit one target so that they also hit another. When the wielder ricochets a projectile, she selects a primary target to attack. If she hits the primary target, the projectile ricochets instead of being destroyed. The wielder can then select a secondary target that is within 20 feet of the primary target. She makes an attack roll against the secondary target at the same base attack bonus, but does not gain the benefit from any enhancement bonuses or magic qualities on the projectile. If the shot comes from a firearm, the ricochet targets normal AC rather than touch AC.
While the spell lasts, the target weapon's wielder can ricochet one projectile per three caster levels you possess, to a maximum of six at caster level 18th. Once the target weapon's wielder ricochets that many shots, the spell is discharged. If the weapon's wielder fails to use all the ricochets before the spell end, those ricochets are wasted.
Diminished Effects: The spell’s range is reduced to touch, and the target weapon's wielder can only ricochet one projectile per four caster levels you possess, to a maximum of three at caster level 12th.
Heightened Effects: The target weapon's wielder can ricochet one projectile per two caster levels you possess, to a maximum of ten at caster level 20th.

Righteous Vigor
School enchantment (compulsion) [mind-affecting]; Level inquisitor 3, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Infusing the target with a surge of furious divine energy, you enhance a creature's ability to hit an opponent based on the number of times it has already hit that opponent with a successful attack. Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 1d8 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0 but any accumulated temporary hit points remain. The temporary hit points disappear at the end of the spell's duration.
Diminished Effects: The spell’s range becomes personal.
Heightened Effects: Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +5 bonus) and gains 1d10 temporary hit points (to a maximum of 40 temporary hit points).

Rope Trick
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (powdered corn and a twisted loop of parchment)
Range touch
Target one touched piece of rope from 5 ft. to 30 ft. long
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
Diminished Effects: The space can only hold up to four creatures (of any size). The rope can only support up to 8,000 pounds.
Heightened Effects: The spell’s duration is increased to 2 hours/level. The space holds as many as twelve creatures (of any size). The rope can support up to 24,000 pounds.