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Tuesday, January 21, 2014

Multi-Variable Spells: 0-2nd Level Spells Beginning with T & U

by Tim Wallace



Reckless Infatuation
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 2, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
You fill your target with feelings of intense infatuation for a specific individual known to the target. At the time of the casting, you designate a single creature as the focus of the target's desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the staggered condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, the target can attempt a second save to break the spell's effect.
Reckless infatuation counters unadulterated loathing.
Diminished Effect: The spell’s duration is reduced to 1 hour/level.
Heightened Effect: The target suffers a –2 penalty on its Will save to break the spell's effect if remaining within 30 feet of the focus of its affection would place the target in obvious physical danger.

And here are the spells pertaining to today’s post:

Tactical Acumen
School enchantment (compulsion) [mind-affecting]; Level bard 2, inquisitor 2, magus 2, paladin 1, sorcerer/wizard 2
Casting time 1 standard action
Components V, S, M/DF (a small piece of a map)
Range 30 ft.
Area The caster and all allies within a 30-ft.-radius burst, centered on the caster
Duration 1 round/level (D)
Saving throw Will negates (harmless); Spell Resistance yes (harmless)
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).
Diminished Effect: The spell’s range becomes personal and its target becomes self.
Heightened Effect: The insight bonus also applies to bonuses gained from teamwork feats.

Tar Ball
School transmutation; Level druid 2
Casting Time 1 standard action
Components V, S, M (a tiny ball of bitumen)
Range close (25 ft. + 5 ft./2 levels)
Effect ranged attack
Duration instantaneous
Saving Throw none; Spell Resistance no
You create a sticky ball of burning tar that you can hurl at your enemies as a ranged attack. If the tar ball strikes, it deals 1d4 points of fire damage + your Strength modifier, and splashes the target with hot, sticky tar. The tar deals 1d4 points of fire damage each round on the creature's turn for the next 1d4 rounds and gives the target a –2 penalty to Dexterity for that duration. If desired, the target can use a full-round action to attempt to extinguish or cool the tar before taking this additional damage. Extinguishing or cooling the tar requires a DC 15 Reflex save or at least 1 gallon of nonflammable liquid. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically cooling the target automatically ends the effect.
Diminished Effect: The spell does not inflict the target with a –2 penalty to Dexterity.
Heightened Effect: The spell’s effect becomes a ranged touch attack.

Targeted Bomb Admixture
School transmutation; Level alchemist 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
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 bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
Diminished Effect: The spell only lasts until the end of your next turn.
Heightened Effect: All bombs thrown also increase their damage dice by one category (i.e. a bomb that deals 2d6 damage instead deals 2d8 damage).

Telekinetic Assembly
School transmutation; Level magus 2, sorcerer/wizard 2
Casting time 1 minute
Components V, S, F (a miniature of the target siege engine, costing 10 gp)
Range close (25 ft + 5 ft./2 levels)
Target one disassembled siege engine
Duration instantaneous
Saving throw none Spell Resistance no
You assemble a siege engine, using up to one fewer worker per two caster levels you possess. You can do without one additional worker if you have any ranks in Knowledge (engineering), plus one additional worker per 5 ranks you have in that skill. If your caster level combined with Knowledge (engineering) fails to eliminate the need for workers, this spell fails.
Diminished Effect: The spell’s range is reduced to touch.
Heightened Effect: You assemble a siege engine, using one fewer worker plus up to one fewer worker per two caster levels you possess.

Thunder Fire
School transmutation; Level bard 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a piece of spent thunderstone)
Range close (25 ft. + 5 ft./2 levels)
Target 1 firearm
Duration instantaneous
Saving Throw Will negates (object), see text; Spell Resistance yes (object), see text
The firearm targeted creates a thunderous report, even if the firearm is not loaded. Every creature within 15 feet of the creature wielding or carrying the firearm must succeed at a Fortitude save or be deafened for 1 minute. The creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and his misfire range increases by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this spell, that ammunition is wasted.
Diminished Effect: The spell’s range becomes touch, you must make a melee touch attack against the wielder of the firearm, and the firearm must be loaded.
Heightened Effect: Every creature within 15 feet of the creature wielding or carrying the firearm who fails their Fortitude save also takes 1d4 points of sonic damage. This version of the spell gains the sonic descriptor.
Note: I changed the spell’s target from “1 loaded firearm” to “1 firearm” because in the spell’s text it is clear that the firearm need not be loaded.

Timely Inspiration
School divination; Level bard 1
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.
Diminished Effect: The spell’s range is reduced to 10 feet and the target only gains a +1 competence bonus on the attack roll or skill check retroactively.
Heightened Effect: The target gains a +1 competence bonus per four caster levels (maximum +5 bonus) on the attack roll or skill check retroactively.

Tireless Pursuit
School transmutation; Level inquisitor 2, ranger 2
Casting Time 1 standard action
Components V, S, M (a hard biscuit)
Range touch
Target you plus one touched creature
Duration 1 hour/level (D)
You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced marching (see Sidebar: Hustle and Forced March). In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or exhausted if already fatigued.
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects The spell’s range becomes you plus one touched creature per three caster levels.
Notes This spell combines the effects of the following spells: tireless pursuit and tireless pursuers.

Tongues
School divination; Level bard 2, cleric 4, sorcerer/wizard 3
Casting Time 1 standard action
Components V, M/DF (a clay model of a ziggurat)
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Diminished Effect: The subject can understand the language of any intelligent creature, but not speak it.
Heightened Effect: The spell’s target becomes 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 tongues and tongues.

Touch Injection
School transmutation; Level alchemist 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. If you miss, the substance remains in the magical sac for you to use later.
This spell protects you from poison in the sac, but unless you have the poison use class feature, you suffer a 5% chance of exposing yourself to the poison when you first cast the spell. If you roll a natural 1 while attempting to inject the poison into an enemy, you are exposed to it.
Diminished Effect: The spell’s duration is reduced to 10 minutes/level.
Heightened Effect: Whether or not you have the poison use class feature, you do not suffer a chance of exposing yourself to the poison. You are still exposed to the poison if you roll a natural 1 while attempting to inject it into an enemy.

Touch of Fatigue
School necromancy; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a drop of sweat)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Heightened Effect: The spell’s duration increased to 1 minute/level and the target suffers 1 point of Dexterity damage for the duration of the spell.

Touch of Gracelssness
School transmutation; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1.
In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).
A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.
Diminished Effect: The target does not suffer the possibility of falling prone or the reduction to fly maneuverabilities.
Heightened Effect: If the target fails it Fortitude save, it is also staggered for 1 round.

Touch of Idiocy
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration 10 min./level
Saving Throw no; Spell Resistance yes
With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.
This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.
Diminished Effect: The spell’s duration is reduced to 1 minute/level and it only applies a 1d4 penalty to the target's Intelligence, Wisdom, and Charisma scores.
Heightened Effect: The spell affects all creatures in a 10-foot burst from the target creature.

Touch of the Sea
School transmutation; Level alchemist 1, druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a fish scale)
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.
Diminished Effect: The spell’s range becomes personal and its target becomes self.
Heightened Effect: The spell’s target becomes creatures touched, and you divide the duration in 1-minute intervals among the creatures touched.

Toxic Gift
School necromancy [poison]; Level antipaladin 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration instantaneous; see text
Saving Throw Fortitude negates (see text); Spell Resistance yes
You can cast this spell only if you are currently poisoned. You draw upon the poison in your body and duplicate its effects in the target, which is affected by the same poison you are, except it uses this spell's DC instead of the poison's normal DC. If you are affected by more than one poison, you must choose one to afflict upon the target.
Diminished Effect: The spell’s casting time is increased to 1 round.
Heightened Effect: You may also make a caster level check (1d20 + caster level) against the DC of the poison you afflicted upon the target. Success means that the poison is neutralized in your body and you suffer no additional effects from the poison.

Transmute Potion to Poison
School transmutation; Level alchemist 2
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round then 1 minute/level; see text
This extract causes you to take on a pale, sickly pallor for 1 round. During this time, if you consume a potion, it has no effect. Instead, your mouth fills with a vile poison that you can spit onto a weapon as a free action. If you do not spit out the poison in 1 round, it affects you instead. The effect of the poison depends on the level of spell contained in the potion consumed (see below). If the poison is not used within 1 minute per caster level it becomes inert. You can only create one dose of poison in this way per casting of this spell.
Transmuted Poisons
The following poisons are created through the transmute potion to poison spell. The power of the poison depends on the level of the spell contained in the transmuted potion.
0-LEVEL POTION POISON
Type poison, injury; Save Fortitude DC 10
Frequency 1/round for 2 rounds
Effect 1 Dex damage; Cure 1 save
1ST-LEVEL POTION POISON
Type poison, injury; Save Fortitude DC 11
Frequency 1/round for 4 rounds
Effect 1d2 Dex damage; Cure 1 save
2ND-LEVEL POTION POISON
Type poison, injury; Save Fortitude DC 13
Frequency 1/round for 6 rounds
Effect 1d4 Str damage; Cure 1 save
3RD-LEVEL POTION POISON
Type poison, injury; Save Fortitude DC 14
Frequency 1/round for 6 rounds
Effect 1d4 Con damage; Cure 2 consecutive saves
Diminished Effect: The spell is only able to transmute potions containing 0- and 1st-level spells. In addition, unless you have the poison use class feature, you suffer a 5% chance of exposing yourself to the poison when you first cast the spell.
Heightened Effect: You can spit the poison at a target within close range (25 ft. + 5 ft./2 levels) using a ranged touch attack.

Tree Shape
School transmutation; Level druid 2, ranger 3
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 hour/level (D)
This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action).
Diminished Effect: The spell’s duration is reduced to 1 minute/level.
Heightened Effect: The spell’s range becomes touch and its target becomes one living creature.

True Strike
School divination; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, F (small wooden replica of an archery target)
Range personal
Target you
Duration see text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Diminished Effect: The insight bonus to attack is reduced to +5.
Heightened Effect: The insight bonus to attack is increased to +30.

Twisted Space
School transmutation; Level magus 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M (a length of wire bent into a circle)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You distort the space around a creature, twisting the path of its melee attacks unpredictably, but always toward a nearby creature that the target threatens. Until the start of your next turn, melee attacks made by the target creature affect a random target instead of their intended target.
Diminished Effect: The spell’s range is reduced to touch.
Heightened Effect: The spell’s duration becomes 1 round per two caster levels (maximum 5 rounds).

Unadulterated Loathing
School enchantment (compulsion) [emotion, mind-affecting]; Level antipaladin 2, bard 2, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
You fill the target with a terrible loathing aimed at a specific creature. At the time of the casting, you designate a single creature as the object of the target's revulsion. Thereafter, the target does all it can to remain at least 60 feet away from the object of its loathing. As soon as the target moves within this range, it becomes nauseated until it can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would place the target in obvious physical danger, the target can attempt a second save to break the spell's effect.
Unadulterated loathing counters reckless infatuation.
Diminished Effect: The spell’s duration is reduced to 1 hour/level.
Heightened Effect: The target suffers a –2 penalty on its Will save to break the spell's effect if traveling beyond 60 feet of the object of its loathing would place the target in obvious physical danger.

Undetectable Alignment
School abjuration; Level bard 1, cleric 2, paladin 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 24 hours
Saving Throw Will negates (object); Spell Resistance yes (object)
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
Diminished Effect: The spell’s duration becomes 1 hour.
Heightened Effect: The spell’s target becomes creatures touched, and you divide the duration in 1-hour intervals among the creatures touched.

Unerring Weapon
School transmutation; Level inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one weapon or 20 projectiles, all of which must be together at the time of casting
Duration 1 round/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels (maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered projectiles.
Diminished Effect: The spell’s range becomes touch and its target becomes one weapon or 20 projectiles touched. In addition, the spell only grants a +2 bonus on attack rolls to confirm critical hits.
Heightened Effect: The spell’s range becomes touch and its target becomes weapons or groups of 20 projectiles. You divide the duration in 1-round intervals among the weapons or projectile groups touched..

Unfetter
School transmutation; Level summoner 1
Casting Time 1 standard action
Components V, S, M (a broken chain)
Range medium (100 ft. + 10 ft./level)
Target your eidolon
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance no
This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport mishap table, using the “studied carefully” row.
Diminished Effect: The spell’s duration is reduced to 1 minute per level.
Heightened Effect: While the spell is in effect, you can sacrifice hit points to prevent damage to your eidolon, and damage that would be transferred due to the life bond is not transferred.

Unnatural Lust
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 1, 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 round
Saving Throw Will negates; Spell Resistance yes
Your target is filled with lust and desire for a single creature or object as designated by you at the time of casting. That creature or object must be within the spell's range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +4 bonus on its saving throw.
Diminished Effect: The spell’s range is reduced to touch.
Heightened Effect: The spell’s duration increases to 1 round/level.

Unprepared Combatant
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
The target takes a –4 penalty on initiative checks and Reflex saves.
Diminished Effect: The spell’s duration is reduced to 1 round/level, and the target only takes a –1 penalty on initiative checks and Reflex saves.
Heightened Effect: The spell’s duration increases to 10 minutes/level.

Unseen Servant
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 50 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Diminished Effect: The spell’s duration is reduced to 1 minute, and the unseen servant’s speed is reduced to 10 feet.
Heightened Effect: The servant has an effective Strength Score of 4 (so it can lift 40 pounds or drag 100 pounds) and speed of 30 feet.

Unshakable Chill
School necromancy [cold]; Level druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 10 minutes/level; see text
Saving Throw Fortitude negates (see text); Spell Resistance yes
The target is filled with an unshakable chill for the duration of the spell, and suffers from the effects of severe cold. Severe cold means if the initial saving throw fails, the target takes 1d6 points of nonlethal cold damage and must save every 10 minutes (using the DC of severe cold instead of this spell's DC) or take additional damage.
Diminished Effect: The spell’s range is reduced to touch.
Heightened Effect: The target also gains the staggered condition for 1d6 rounds. If the target succeeds on its Fortitude save, it negates the severe cold effects but is still staggered for 1d6 rounds.

Unwitting Ally
School enchantment (charm) [mind-affecting]; Level bard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect.
Heightened Effect: The spell’s duration increases to 1 round/level.