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Tuesday, January 7, 2014

Multi-Variable Spells: 0-2nd Level Spells Beginning with SA-SL

by Tim Wallace

Happy New Year!

In addition to today's post, I would also like to plug Forgotten Realms and Pathfinder Tales author Richard Lee Byer's eBook, THE PLAGUE KNIGHT AND OTHER STORIES (link), on sale today for $0.99. Tomorrow the price goes up to $1.99, Thursday it goes up to $2.99, and on Friday it will be back to its list price of $3.99. I do not know how often I will do this, but I like supporting the authors whose works I love.

Next week I will finish up the 0-2nd level spells beginning with S, and the week after I think I will finish up 0-2nd level spells altogether. I don't know how long it will take me, but I will compile them all into a PDF and see if I can sell it using DriveThruRPG.com's pay-what-you-want option.

Sacred Bond
School conjuration (healing); Level cleric/oracle 3, inquisitor 2, paladin 2
Casting Time 1 round
Components V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target)
Range touch; see text
Target creature touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between you. Once the spell has been cast, you and the target may cast conjuration (healing) spells with a range of touch upon each other so long as you are within close range (25 ft. + 5 ft./2 levels). Should either you or the target remove your bracelet, the spell immediately ends.
Diminished Effects: The spell’s duration is reduced to 1 minute/level.
Heightened Effects: You and the target may cast conjuration (healing) spells with a range of touch upon each other so long as you are within medium range (100 ft. + 10 ft./level).

Saddle Surge
School transmutation; Level paladin 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Targets you and your mount
Duration 1 round/level (D); see text
You and your mount form a perfect synergy that endows both of you with advantages based upon how far you travel each round. For every 5 feet your mount moves in a given round, you gain a +1 competence bonus on Ride checks and both you and your mount gain a +1 morale bonus on damage rolls made with weapons or natural attacks for 1 round. For instance, if your mount traveled 40 feet in a round, you would gain a +8 bonus on Ride checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your caster level. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends.
Diminished Effects: For every 10 feet your mount moves in a given round, you gain a +1 competence bonus (maximum +5) on Ride checks and both you and your mount gain a +1 morale bonus (maximum +5) on damage rolls made with weapons or natural attacks for 1 round.
Heightened Effects: The spell’s duration increased to 1 minute/level.

Sanctify Corpse
School evocation [good]; Level cleric/oracle 1, inquisitor 1, paladin 1, witch 1
Casting Time 1 standard action
Components V, S, DF, M (a pinch of silver dust)
Range touch
Area corpse touched
Duration 24 hours
Saving Throw none; Spell Resistance no
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day.
Sanctify corpse can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell can target a living creature. If cast on a living creature, the target is immune to the create spawn ability of undead for the duration of the spell. If slain by an undead with the create spawn ability while under the affects of the spell, the target does not rise as a spawn; even after the spell has expired.

Sanctuary
School abjuration; Level cleric/oracle 1, inquisitor 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Diminished Effects: The spell’s range is reduced to personal.
Heightened Effects: The spell’s duration is increased to 1 minute/level.

Saving Finale
School evocation [mind-affecting]; Level bard 1
Casting Time 1 immediate action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.
Diminished Effects: The spell’s range is reduced to 10 feet.
Heightened Effects: The spell’s range increases to medium (100 ft. + 10 ft./level).

Scare
School necromancy [emotion, fear, mind-affecting]; Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a bone from an undead creature)
Range medium (100 ft. + 10 ft./level)
Targets one living creature per three levels, no two of which can be more than 30 ft. apart
Duration 1d4 rounds or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 7 or more HD are immune to this effect. Scare counters and dispels remove fear.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), and creatures with 6 or more HD are immune to this effect. 
Heightened Effects: The spell’s range is increased to long (400 ft. + 40 ft./level) , and creatures with 8 or more HD are immune to this effect.
Note: This spell combines the effects of the following spells: cause fear and scare. I will probably use this version in the planned compilation, rather than the version found in 0-2nd Level Spells Beginning with CA-CL.

Scent Trail
School transmutation; Level druid 2
Casting Time 1 standard action
Components V, S, M (a queen ant)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 hour/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of casting can detect. These creatures find it very easy to follow this trail. They gain a +20 competence bonus on any Survival checks made for the purpose of tracking the creature laying this trail. Subject creatures with the scent special ability gain a +10 competence bonus on Wisdom or Survival checks to follow the trail.
In addition, you can leave scent messages along the trail. Each word or emotion in this message requires spending a move action in the same spot. Subject creatures seeking to understand this message must make another DC 20 Survival check, with a –1 penalty for every word or emotion in the message, in order to understand it. Creatures cannot benefit from this smell if they cannot use, or do not have, a sense of smell. Creatures can use this spell to backtrack through a dungeon, maze, or similar areas even if the creature laying down the trail crossed over the spot multiple times.
Diminished Effects: The spell’s duration decreases to 1 minute/level.
Heightened Effects: The spell’s duration increases to 1 day/level.

Scorching Ray
School evocation [fire]; Level magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
Diminished Effects: You may only fire one ray at a single target.
Heightened Effects: You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of five rays at 19th level).

Sculpt Corpse
School necromancy; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (lump of wax)
Range touch
Target one dead creature touched
Duration instantaneous
Saving Throw Will partial; see text; Spell Resistance no
With a clammy caress and a word to the powers lurking beyond death, you can reshape a dead body look like another creature or even a specific person so long as you have first-hand knowledge of how that creature or person actually looks. You can make the corpse one size larger or smaller and change anything else about it including its apparent type, gender, or age. Creatures with a reason to suspect deception may make a Will saving throw to realize that the corpse was altered. If you chose to make the corpse look like a specific individual anyone who knows that individual can make a Will save to realize that the corpse is not actually that person. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This spell merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.
Diminished Effects: The spell’s duration becomes 1 day/level, after which the dead body resumes its original form.
Heightened Effects: In addition to the normal components, the spell requires a body part (a lock of hair, bit of nail, drop of blood, or similar thing) of the creature or person you wish the dead body to look like. The dead body becomes a perfect replica of that creature or person, and only a spell or effect that targets the corpse can reveal the deception.

Sculpt Simulacrum
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target simulacrum touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
You create cosmetic changes to a simulacrum, similar to disguise self, except the changes are physical rather than illusory. This does not change any of the simulacrum's abilities.
Diminished Effects: The spell’s duration becomes 1 day/level, after which the simulacrum resumes its original form.
Heightened Effects: The spell allows you to change the size of a simulacrum, as if you were casting enlarge person or reduce person on it, even though the simulacrum is a supernatural effect and not a true creature.

See Alignment
School divination; Level alchemist 1, bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (eye of newt)
Range personal
Target you
Duration 1/round per level
When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that alignment glow with a ghostly radiance while they are within your vision. Though you can see this radiance, other creatures cannot.
Spells and effects that obscure alignment, like undetectable alignment, also obscure the effects of this spell.
Diminished Effects: The spell’s duration becomes Concentration, up to 1 round/level (maximum 5 rounds).
Heightened Effects: The spell’s duration increases to 1 minute/level.

See Invisibility
School divination; Level alchemist 2, bard 3, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S, M (talc and powdered silver)
Range personal
Target you
Duration 10 min./level (D)
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Diminished Effects: The spell’s duration is reduced to 1 minute/level.
Heightened Effects: The spell’s range increases to touch and its target becomes 1 creature.

Shadow Bomb Admixture
School conjuration (creation); Level alchemist 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Saving Throw special, see below; Spell Resistance special, see below
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
When you throw a bomb and hit a direct target, a shadowy substance is released from the bomb covering the direct target and up to three creatures that take damage from the bomb's splash (alchemist's choice). The affected creatures must successfully make a Fortitude saving throw, or they gain concealment but treat all other creatures as having concealment for the duration of the shadow bomb admixture. This effect does not ignore spell resistance.
Diminished Effects: Only the direct target must make a Fortitude saving throw or gain concealment and treat all other creatures as having concealment.
Heightened Effects: The spell’s duration increases to 1 minute/level.

Shadow Weapon
School illusion (shadow) [shadow]; Level sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one shadow weapon
Duration 1 minute/level
Saving Throw Will disbelief (if interacted with); Spell Resistance yes
Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon's attacks. The weapon only deals 1 point of damage to objects.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its disbelief save.
The spell ends if the weapon leaves your possession.
Diminished Effects: The weapon is mundane, not masterwork, and only deals damage of a weapon one size category smaller. For example, if a Medium creature shapes a shadow dagger it would only deal 1d3 points of damage. The weapon deals no damage if the target makes its disbelief save.
Heightened Effects: At 15th-level, you may increase the enhancement bonus to +3 or add the icy burst or stalking weapon property. At 20th-level, you may increase the enhancement bonus to +4 or add the nullifying or speed weapon property. The the icy burst, stalking, nullifying, and speed properties have no effect if the target makes its disbelief save.

Shard of Chaos
School evocation [chaos]; Level cleric/oracle 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect dart-shaped projectile of chaotic energy
Duration instantaneous (1d6 rounds)
Saving Throw Will partial (see text); Spell Resistance yes
You hurl a multicolored shard of congealed chaos from your holy symbol, affecting any one target in range as a ranged touch attack.
A lawful creature struck by the shard takes 1d8 points of damage per two caster levels (maximum 5d8). A lawful outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is slowed (as slow) for 1 round. A successful Will save reduces the damage to half and negates the slow effect. The bolt has no effect on chaotic creatures. This spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed.
Diminished Effects: A lawful creature struck by the shard takes 1d6 points of damage per two caster levels (maximum 5d6). A lawful outsider instead takes 1d4 points of damage per caster level (maximum 10d4) but is not slowed.
Heightened Effects: A lawful creature struck by the shard takes 1d10 points of damage per two caster levels (maximum 5d10) and is slowed for 1 round. A lawful outsider instead takes 1d8 points of damage per caster level (maximum 10d8) and is slowed for 1d4 rounds.

Share Language
School divination; Level bard 1, cleric/oracle 2, druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a page from a dictionary)
Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork.
Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery.
Diminished Effects: You may only share one language with the target creature.
Heightened Effects: The spell’s target becomes creatures touched and you divide the duration in 1-hour increments among the creatures touched.
Note: This spell combines the effects of the following spells: communal share language and share language.

Share Memory
School divination; Level bard 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target you and one creature touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can show the target one of your memories, show the target one of its own memories, or view one of the target's memories.
Diminished Effects: The shared memory is only retained by the recipient for 1 day/level.
Heightened Effects: You can share one memory, plus one additional memory for every four levels beyond 3rd (to a maximum of five memories at 19th level). Each memory cannot be longer than 1 minute, but sequential shared memories can create a longer overall memory. Individual 1 minute memories can be yours or the targets, as you choose.

Shatter
School evocation [sonic]; Level bard 2, cleric/oracle 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a chip of mica)
Range close (25 ft. + 5 ft./2 levels)
Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature
Duration instantaneous
Saving Throw Will negates (object) or Fortitude half; see text; Spell Resistance yes
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Diminished Effects: The spell can only be used in a 5-ft.-radius spread with you at its center, though you are immune to the effect.
Heightened Effects: If you cast shatter as an area attack, creatures in the area must make a Fortitude save or be deafened for 1d3 days. You can target non-crystalline creatures, but such creatures take only 1d4 points of damage per two caster levels (maximum of 10d4) with a Fortitude save allowed for half damage. If such a creature fails its Fortitude save, it must save again or be deafened for 1d3 days.

Shield of Faith
School abjuration; Level cleric/oracle 1, inquisitor 1
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Diminished Effects: The spell’s casting time become 1 swift action, but the spell’s range is reduced to personal and its duration is reduced to 1 round/level (up to 5 rounds)
Heightened Effects: The spell gains the force descriptor and therefore applies against incorporeal touch attacks.

Shield Other
School abjuration; Level cleric/oracle 2, inquisitor 2, paladin 2
Casting Time 1 standard action
Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Diminished Effects: The spell’s range is reduced to touch and its duration is reduced to 10 minutes/level.
Heightened Effects: The deflection bonus to AC and resistance bonus on saves increases by +1 for every five levels beyond 3rd (maximum +4 at 18th level).

Shield
School abjuration [force]; Level alchemist 1, magus 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Diminished Effects: The spell’s duration is reduced to 1 round/level (maximum  5 rounds), and the shield bonus to AC is reduced to +1.
Heightened Effects: The spell’s range becomes touch and it target becomes creature touched.

Shillelagh
School transmutation; Level druid 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one touched nonmagical oak club or quarterstaff
Duration 1 min./level
Saving Throw Will negates (object); Spell Resistance yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
Diminished Effects: The spell expires after a single attack, but the staff deals an damage as if it were three size categories larger (a Small club or quarterstaff so transmuted deals 2d6 points of damage, a Medium 3d6, and a Large 3d8), +1 for its enhancement bonus if you hit.
Heightened Effects: The spell’s target becomes nonmagical oak clubs or quarterstaffs touched, and you divide the duration in 1-minute intervals among the objects touched. Allies can wield the affected clubs or quarterstaffs as if they were the caster.

Shock Shield
School abjuration [electricity, force]; Level alchemist 1, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks.
At any time, as a free action, you may dismiss your shield, at which point it deals 1d6 points of electricity damage to all creatures within a 5-foot burst, including you. A Reflex saving throw halves the damage.
Diminished Effects: The spell’s duration is reduced to 1 round/level (maximum  5 rounds), and the shield bonus to AC is reduced to +1. If you choose to dismiss the shield, it only deals 1d3 points of electricity damage to you and one creature within 5 feet of you.
Heightened Effects: The spell’s range becomes touch and it target becomes creature touched.

Shocking Grasp
School evocation [electricity]; Level magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
Diminished Effects: The spell only deals 1d3 points of electricity damage, and you only gain a +1 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
Heightened Effects: The spell deals 1d6 points of electricity damage per caster level (maximum 10d6).

Sift
School divination; Level bard 0, inquisitor 0
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Heightened Effects: The perception check does not have a penalty.

Silence
School illusion (glamer); Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius emanation centered on a creature, object, or point in space
Duration 1 round/level (D)
Saving Throw: Will negates; see text or none (object); Spell Resistance: yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
Diminished Effects: The spell’s range is reduced to medium (100 ft. + 10 ft./level) and it only affects a an area in a 10-ft.-radius emanation centered on a creature, object, or point in space.
Heightened Effects: The spell affect an area in a 40-ft.-radius emanation centered on a creature, object, or point in space.

Silent Image
Silent image has been incorporated into moving image (see Multi-Variable Spells: 0-2nd Level Spells Beginning with M & N).

Silk to Steel
School transmutation; Level bard 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target one scarf
Duration 1 round/level
Saving Throw none; Spell Resistance no
You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus to your Armor Class) or to attack as if the scarf were a whip.
Diminished Effects: N/A.
Heightened Effects: Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +3 shield bonus to your Armor Class) or to attack as if the scarf were a scorpion whip.

Skinsend
School necromancy; Level alchemist 2, sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range personal
Target you
Duration 1 hour/level (D)
You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your animated skin or return it to your actual body as a standard action. When your consciousness is in your body, you are helpless (except for transferring your will to your skin, or dismissing the spell).
Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the spell, and cannot be healed above this maximum; construct type, traits, and immunities; Str 3, Con —; DR 10/piercing or slashing; and compression (as the universal monster ability). Your skin can take any actions you could normally take in your own body (such as to fight or cast spells).
When your skin leaves your body, your body's hit points drop to 0. Your body cannot heal damage naturally while you have no skin, nor do spells that cure hit point damage work on your body; only regeneration (from a regenerate spell, ring of regeneration, the regeneration monster ability, or any other effect that can regrow missing limbs) or heal can regrow your skin and allow you heal above 0 hit points.
If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body. Your skin can be preserved with gentle repose and is suitable for any purpose that requires some of your flesh (such as a resurrection spell) or any magic or ritual that requires a creature's skin.
When your skin returns to your body, you regain hit points equal to your skin's remaining hit points. If the spell ends before you reunite with your skin or if your skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is restored to you (requiring powerful magic, as described above). If your body dies while you are possessing your skin, you die when the spell ends, regardless of how many hit points the skin has left. If your body or skin is slain with your consciousness in it, the spell ends and you are instantly killed.
This spell leaves long scars on your skin where it split apart, although these fade normally with the use of healing magic.
Diminished Effects: The spell’s casting time is increased to 10 minutes.
Heightened Effects: The spell’s casting time is reduced to 1 round.

Sleep
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), its duration is reduced to 1 round, and it only affects 3 HD of creatures.
Heightened Effects: The spell’s range is increased to long (400 ft. + 40 ft./level) , and it affects 5 HD of creatures.

Slipstream
School conjuration (creation) [water]; Level druid 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a few drops of oil and water)
Range touch
Target creature touched
Duration 10 minutes/level (D)
Saving Throw Reflex negates (harmless); Spell Resistance no
You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet. If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill. While swimming, the slipstream increases the target's swim speed by 20 feet—if the target does not have a swim speed, this spell grants a swim speed of 20 ft.
Diminished Effects: The spell’s range becomes personal and its target becomes self.

Heightened Effects: The spell’s target becomes creatures touched and you divide the duration in 10-minute increments among the creatures touched.

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