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Tuesday, January 14, 2014

Multi-Variable Spells: 0-2nd Level Spells Beginning with SN-SY

by Tim Wallace

This finishes up the 0-2nd level S spells. I recounted the remaining spells, and there will be one post for 0-2nd level spells beginning with T & U and one post for 0-2nd level spells beginning with V-Z.



Snapdragon Fireworks
School transmutation [fire, light]; Level bard 2, sorcerer/wizard 1
Casting Time 1 standard action
Components S, V, M (a bundle of sulfur wrapped in cloth)
Range long (400 ft. + 40 ft./level)
Effect dragon-shaped fireworks
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.
Diminished Effects: The spell’s range is reduced to medium (100 ft. + 10 ft./level), its duration is reduced to 1 round, and creatures in the target square take 1 point of fire damage and are dazzled for 1 round (a successful Reflex save negates the damage and the dazzled condition).
Heightened Effects: Creatures in the target square take 1d6 points of fire damage and are dazzled for 1d4 rounds (Reflex half, a successful save negates the dazzled condition).

Snare
School transmutation; Level druid 3, ranger 2
Casting Time 3 rounds
Components V, S, DF
Range touch
Target touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration Until triggered or broken
Saving Throw none; Spell Resistance no
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (DC 23 Perception check for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend, straightening when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
Diminished Effects: The spell’s casting time increases to 1 minute and it can only be used to entangle. The DC for Perception, Escape Artist, and Strength checks is reduced to 22.
Heightened Effects: The spell’s casting time is reduced to 1 round, and can trap or entangle one Small or Medium creature per four caster levels (maximum six creatures at 24th level). The DC for Perception, Escape Artist, and Strength checks is increased to 24.

Soften Earth and Stone
School transmutation [earth]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft. square/level; see text
Duration instantaneous
Saving Throw none; Spell Resistance no
When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
Diminished Effects: The spell’s duration is changed to 1 day per level.
Heightened Effects: The spell can affect dressed or worked stone.

Solid Note
School conjuration (creation); Level bard 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect one solidified musical note
Duration concentration + 1 round/level
Saving Throw none; Spell Resistance no
You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the solid note depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the solid note resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective Strength equal to 10 + your caster level. It cannot hold more weight than the equivalent of a heavy load for its Strength without disappearing. Any creature that wins an opposed Strength check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier) or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack bonus + your Charisma modifier). Any creature obstructed by the solid note simply fails to budge it and loses that action for the round.
Diminished Effects: N/A.
Heightened Effects: The note has an effective Strength equal to 10 + your caster level + your Charisma modifier, and you can mentally direct it to move up or down as much as 20 feet each round.

Sound Burst
School evocation [sonic]; Level bard 2, cleric/oracle 2
Casting Time 1 standard action
Components V, S, F/DF (a musical instrument)
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
Diminished Effects: The spell deals only 1d6 points of damage. Creatures that fail their Fortitude saves are merely shaken for 1 round.
Heightened Effects: The spell deals 1d12 points of damage. Creatures that fail their Fortitude saves are also deafened for 1d3 days.

Spark
School evocation [fire]; Level bard 0, cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V or S
Range close (25 ft. + 5 ft./2 levels)
Target one Fine object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Heightened Effects: You may make an unattended Diminutive object or attended Fine object catch on fire. If you decide to target an attended object, its owner may make a Reflex save to negate the effect. If the owner’s save fails, he and the burning object take 1d3 fire damage per round for 1 round per caster level (maximum of 5 rounds). Each round the owner may make a new Reflex save to extinguish the fire.

Speak with Animals
School divination; Level bard 3, druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s range becomes touch and its target becomes creature touched.

Speak with Plants
School divination; Level bard 4, druid 3, ranger 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them. A normal plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly, it may do some favor or service for you.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s range becomes touch and its target becomes creature touched.

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

Spectral Hand
School necromancy; Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one spectral hand
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), and its duration is reduced to 1 round/level. On casting the spell, you lose 1d6 hit points that return when the spell ends.
Heightened Effects: The spell’s range is increased to long (400 ft. + 40 ft./level). In addition, the spell gives you a +3 bonus on your melee touch attack roll, and the hand has an AC of 24 (+8 size, +6 natural armor) plus your Intelligence modifier.

Spider Climb
School transmutation; Level alchemist 2, druid 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M (a live spider)
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
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.
Note: This spell combines the effects of the following spells: communal spider climb and spider climb.

Spike Growth
School transmutation; Level druid 3, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial; Spell Resistance yes
Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.
Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can't be disabled with the Disable Device skill.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level, and a creature moving on foot into or through the spell's area only takes 1d2 points of piercing damage for each 5 feet of movement through the spiked area.
Heightened Effects: The spell can be cast in areas of sand or unworked stone, and a creature moving on foot into or through the spell's area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Spiritual Weapon
School evocation [force]; Level cleric/oracle 2, inquisitor 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity's own personal weapon. A cleric/oracle without a deity gets a weapon based on his alignment. A neutral cleric/oracle without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).
Diminished Effects: The spell’s duration range is reduced close (25 ft. + 5 ft./2 levels) and it only deals 1d4 + 1 points of force damage.
Heightened Effects: At 5th level, the weapon gains the corrosive, flaming, frost, or shock weapon property, whichever best fits with your deity or mystery (or your choice at the time of casting if multiple or none of them fit well with your deity or mystery). At 10th level, the weapon gains the corrosive burst, flaming burst, icy burst, or shocking burst weapon property, whichever best fits with your deity or mystery (or your choice at the time of casting if multiple or none of them fit well with your deity or mystery). The spell gains the elemental descriptor associated with whichever weapon property used.

Spontaneous Immolation
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (pinch of saltpeter)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Fortitude half and Reflex (see description); Spell Resistance yes
You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.
Diminished Effects: The target takes 3d6 points of fire damage and but does not catch on fire.
Heightened Effects: The target takes 3d8 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.

Stabilize
Stabilize has been incorporated into cure light wounds (see Multi-Variable Spells: 0-2nd Level Spells Beginning with CO-CU).

Stabilize Powder
School transmutation; Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a few drops of liquor)
Range close (25 ft. + 5 ft./2 levels)
Target 1 loaded firearm
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Ammunition currently loaded in the target firearm is less prone to misfire. Decrease the misfire range by 1 + 1 per five caster levels (maximum +5, minimum misfire 0) for the ammunition currently loaded into that firearm.
Diminished Effects: The spell’s range is reduced to touch.
Heightened Effects: The spell’s can stabilize one loaded firearm, plus one additional loaded firearm for every four levels beyond 4th (to a maximum of six firearms). All secondary targets must be within 20 feet of the primary target.

Status
School divination; Level cleric/oracle 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Targets one living creature touched per three levels
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level.
Heightened Effects: The spell’s effect is maintained, even if a subject leaves the plane.

Steal Voice
School necromancy; Level bard 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration permanent (D)
Saving Throw Fortitude negates; Spell Resistance yes
The target's throat constricts, giving it the caster croak spellblight.
Diminished Effects: Spells with a verbal component cast by the target only have a 10% chance of spell failure, and the save DCs of any spells she casts with the language-dependant descriptor are only reduced by 2.
Heightened Effects: Spells with a verbal component cast by the target have a 30% chance of spell failure, and the save DCs of any spells she casts with the language-dependant descriptor are reduced by 6.

Stone Call
School conjuration (creation) [earth]; Level druid 2, magus 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no
A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2 levels), and its area is reduced to a 20-foot radius cylinder 10 feet high.
Heightened Effects: The spell’s duration becomes instantaneous, and the affected area stays difficult terrain after the spell ends. In addition, every creature in the area is dealt 2d8 points of bludgeoning damage.

Stone Fist
School transmutation [earth]; Level alchemist 1, druid 1, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a chip of granite)
Range personal
Target you
Duration 1 minute/level (D)
This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.
Stone to flesh immediately dispels stone fist. Should you be the target of transmute rock to mud, this spell immediately ends and you take 4d6 points of damage.
Diminished Effects: The spell expires after a single attack, but the unarmed strike deals damage as if it were one size category larger (1d8 if you are Medium, 1d6 if you are Small).
Heightened Effects: Should you be the target of transmute rock to mud, this spell immediately ends but you do not take any damage.

Stumble Gap
School conjuration (creation); Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect see text
Duration 1 round + 1 round/level
Saving Throw Reflex partial; Spell Resistance no
You create a shallow extradimensional hole perfectly sized to trip anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a Reflex saving throw to avoid falling prone in an adjacent square and taking 1d6 points of damage. A creature that makes its saving throw still stumbles ever so slightly and takes a –1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the hole.
Diminished Effects: The spell’s duration is reduced to 1 round.
Heightened Effects: The spell creates four holes any four contiguous 5-foot squares.

Summon Eidolon
School conjuration (summoning); Level summoner 2
Casting Time 1 round
Components V, S, M (a silver coin)
Range close (25 ft. + 5 ft./2 levels)
Target one eidolon
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
You open a rift between dimensions that summons your eidolon. Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s duration is increased to 10 minutes/level.

Summon Instrument
School conjuration (summoning); Level bard 0
Casting Time 1 round
Components V, S
Range 0 ft.
Effect one summoned handheld musical instrument
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The spell’s duration is increased to 10 minutes/level.

Summon Monster, Lesser
School conjuration (summoning) [see text]; Level antipaladin 2, bard 2, cleric/oracle 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on the following table. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on following table marked with an “*” are summoned with the celestial template, if you are good, the entropic template, if you are chaotic, the fiendish template, if you are evil, or the resolute template, if you are lawful. If you are true neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Monster
Subtype
Evil, Lawful
Diminished Effects: You instead summon one of the monsters on the following table:
Monster
Subtype
1d3 animals^*
^Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.
Heightened Effects: You instead summon one of the monsters on the following table:
Monster
Subtype
Chaotic, Evil
Good, Lawful
Note: This spell combines the effects of the following spells: summon minor monster, summon monster I, summon monster II, and summon monster III.

Summon Nature’s Ally, Lesser
School conjuration (summoning); Level druid 2, ranger 2
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the following table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Creature
Subtype
Diminished Effects: You instead summon one of the creatures on the following table:
Creature
Subtype
1d3 animals^
^Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.
Heightened Effects: You instead summon one of the creatures on the following table:
Creature
Subtype
Note: This spell combines the effects of the following spells: summon minor ally, summon nature’s ally I, summon nature’s ally II, and summon nature’s ally III.

Summon Swarm
School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 round
Components V, S, M/DF (a square of red cloth)
Range close (25 ft. + 5 ft./2 levels)
Effect one swarm of bats, rats, or spiders
Duration concentration + 2 rounds
Saving Throw none; Spell Resistance no
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Diminished Effects: The summoned swarm only deals 1 point of damage with its swarm attack. Creatures that take damage are still nauseated for 1 round, spellcasting or concentrating on spells within the area of a swarm still requires a caster level check (DC 20 + spell level), and using skills that involve patience and concentration still requires a DC 20 Will save.
Heightened Effects: The summoned swarm has maximum hit points and lasts for 1d6+2 rounds after you are done concentrating.

Sun Metal
School transmutation [fire]; Level cleric/oracle 1, paladin 1, ranger 1
Casting Time 1 standard action
Components V, S
Range touch
Target one melee weapon
Duration 1 round/level (see text)
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon's wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.
Diminished Effects: The spell expires after a single attack, but the weapon deals 1d6 points of fire damage.
Heightened Effects: The spell’s target becomes melee weapons touched, and you divide the duration in 1-round intervals among the weapons touched.

Surmount Affliction
School abjuration; Level cleric/oracle 2, inquisitor 2
Casting Time 1 standard action
Components V, S
Range you
Target personal
Duration 1 round/level
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition's effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.
Diminished Effects: The spell only suspends the effect of one of the following conditions: dazzled, fatigued, shaken, or sickened.
Heightened Effects: The spell range becomes touch and its target becomes creature touched.

Symbol of Mirroring
School illusion (figment); Level sorcerer/wizard 2, witch 2
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 100 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will partial (harmless); Spell Resistance yes
This spell functions as symbol of death, except it instead creates one illusory duplicate of each creature within 60 feet of the symbol. These duplicates function as mirror image, moving with the original creatures and mimicking their movements, sounds, and actions exactly. If an illusory double is destroyed, a new one appears on the creature's turn. The images last for as long as a creature remains within 60 feet of the symbol, and for 1 round/level thereafter. Once triggered, the symbol remains active for 10 minutes per caster level.
Symbol of mirroring can be made permanent with a permanency spell by a caster of 10th level or higher for the cost of 5,000 gp.
Diminished Effects: Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects: Once triggered, the symbol only remains active for 1 hour per caster level.