First off, here is a spell I missed on Multi-Variable Spells: 0-2nd Level Spells
Beginning with Q & R:
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.
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