And, without further ado, here are the final 0-2nd level spells from the Core Rule Book, Advanced Player's Guide, Ultimate Combat, and Ultimate Magic:
Vanish
Vanish has been
incorporated into invisibility (see Multi-Variable Spells: 0-2nd Level Spells
Beginning with I, J, & K).
Veil of Positive
Energy
School abjuration [good]; Level paladin
1
Casting Time 1 standard
action
Components V, S, DF
Range personal or 5 ft.; see text
Target you or all creatures within 5 ft.; see
text
Duration 10 minutes/level (D)
You surround yourself
with a veil of positive energy, making it harder for undead creatures to harm
you. When under the effect of this spell, you gain a +2 sacred bonus to AC and
a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead
creatures. You can dismiss this spell before its normal duration as a swift
action on your turn to deal a number of points of positive energy damage equal
to your level to all undead creatures within 5 feet of you.
Heightened Effects: The sacred bonus apply to attacks or effects created by
evil-aligned outsiders, evil-aligned dragons, and undead. Likewise, the damage
dealt by dismissing the spell before its normal duration is dealt to
evil-aligned outsiders, evil-aligned dragons, and undead.
Ventriloquism
School illusion (figment); Level bard
1, sorcerer/wizard 1
Casting Time 1 standard
action
Components V, F (parchment rolled into
cone)
Range close (25 ft. + 5 ft./2 levels)
Effect intelligible sound, usually speech
Duration 1 min./level (D)
Saving Throw Will disbelief
(if interacted with); Spell Resistance no
You can make your
voice (or any sound that you can normally make vocally) seem to issue from
someplace else. You can speak in any language you know. With respect to such
voices and sounds, anyone who hears the sound and rolls a successful save
recognizes it as illusory (but still hears it).
Diminished
Effects:
You must be touching the object from which your voice issues.
Heightened
Effects:
The spell’s range increases to medium (100 ft. + 10 ft./level).
Versatile Weapon
School transmutation; Level bard
2, ranger 2, sorcerer/wizard 3
Casting Time 1 standard
action
Components V, S, M (iron filings)
Range close (25 ft. + 5 ft./2 levels)
Target one weapon or 50 projectiles, all of
which must be together at the time of casting
Duration 1 minute/level
Saving Throw Will negates
(harmless, object); Spell Resistance yes (harmless, object)
You transform the
physical makeup of a weapon as you desire. This spell subtly alters the
physical properties of a weapon,
enabling it to bypass damage reduction of one the following types: bludgeoning,
cold iron, piercing, silver, or slashing. The affected weapon still inflicts
damage of its normal type and its hardness and hit points are unchanged. This
spell can be cast on a natural weapon or unarmed strike.
Diminished Effects: The spell’s duration is reduced to 1 round/level.
Heightened Effects: The altered weapon can instead bypass damage reduction
of one the following types: adamantine or alignment-based.
Vestment of the
Champion
School abjuration; Level antipaladin
2, cleric/oracle 2, inquisitor 2, paladin 2
Casting Time 1 standard
action
Component V, S
Range touch
Target armor or shield touched
Duration 10 minutes/level
Saving Throw Will negates (harmless, object); Spell
Resistance (harmless, object)
You imbue a suit of armor or a shield you are
wearing or carrying with an
enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).. If
the armor or shield is worn or carried by anyone other than you, the spell has
no effect, but resumes its effect when you are wearing or carrying it again.
An outfit of regular clothing counts as armor that grants
no AC bonus for the purpose of this spell.
Diminished Effects: The spell’s duration decreases to 1 minute/level, and
the suit of armor or shield is only imbued with a +1 enhancement bonus.
Heightened Effects: The spell’s duration increases to 1 hour/level, and you
may imbue any suit of armor or shield, not just one you are wearing or
carrying.
Note: This spell
combines the effects of the following spells: magic vestment and vestment
of the champion.
Virtue
School transmutation; Level cleric
0, druid 0, paladin 1
Casting Time 1 standard
action
Components V, S, DF
Range touch
Target creature touched
Duration 1 min.
Saving Throw none; Spell
Resistance yes (harmless)
With a touch, you infuse a creature with a tiny surge of
life, granting the subject 1 temporary hit point.
Heightened Effects: The subject is granted 1d4 temporary hit points + 1
point per two caster levels (maximum 1d4+5).
Vocal Alteration
School transmutation; Level alchemist
1, bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 minute/level
Saving Throw Fortitude
negates; Spell Resistance yes
You alter the target's voice to something else. For
example, you could make the target's voice high-pitched, husky, or nasal, or
change its accent to an accent you are familiar with. If this spell is used as
part of a disguise, the target gets a +10 bonus on the Disguise check
when trying to fool a listener.
The target can vary the disguised voice just as it could
its normal voice. For example, a halfling female given a male dwarf noble's
voice and accent could speak in falsetto, with a rural halfling accent, and so
on.
Diminished Effects: The spell’s range is reduced to touch, its duration is
reduced to 1 round/level, and the target only gets a +5 bonus on
the Disguise check when trying to fool a listener.
Heightened Effects: The target gets a +20 bonus on
the Disguise check when trying to fool a listener.
Vomit Swarm
School conjuration (summoning); Level alchemist
2, witch 2
Casting Time 1 standard
action
Components S
Range personal
Effect one swarm of spiders
Duration 1 round/level
You vomit forth
a swarm of spiders that
attacks all other creatures within its area. The swarm begins adjacent to you,
but if no living creatures are within its area, it moves in one direction of
your choosing at its normal speed. You can move the swarm or change the swarm's
direction by spending a standard action to concentrate on the swarm, otherwise
it continues moving in its current direction. If your caster level is at least
7th, you can vomit forth a swarm of wasps instead. Finally,
if your caster level is at least 13th, you can vomit forth a swarm of army ants.
Diminished Effects: You only vomit forth 1d3 greensting scorpions which you
can direct just as if you had summoned up a swarm.
Heightened Effects: The spell’s range becomes touch, and the target must
make a Fortitude save or become sickened for one round as they vomit up the
swarm, after which they are attacked by the swarm. If the target succeeds on
its Fortitude save it is instead sickened for 1d3 rounds, and it does not vomit
up a swarm.
Wake of Light
School evocation [good]; Level paladin
2
Casting Time 1 standard
action
Components V, S, DF
Range 120 ft.
Effect a 10-ft.-wide path in a straight line,
up to 120 ft. long
Duration 1 round/level
Saving Throw none; Spell
Resistance yes
You and your mount
lay down a trail of glowing, heavenly mist behind you as you move that makes
passage easier for good creatures but more difficult for evil creatures. This
glowing trail of mist appears behind your mount in a straight line starting
where you cast the spell and ending where your mount ends its movement. The
mist takes the form of a path 10 feet wide and up to 120 feet long and always
floats just above the ground, up to a height of 1 foot. Thereafter, the mist
persists for 1 round per level.
Good creatures may
walk along the top of the mist as if it were solid, treating squares of
difficult terrain containing the mist as normal terrain. Evil creatures find
the mist thick and cloying, and treat squares of normal terrain containing the
mist as difficult terrain instead. Neutral creatures pass through the mist with
no effect. The mist has no effect on obstacles or otherwise impassable terrain,
and does not block sight or provide concealment.
Except for very
special circumstances (such as a celestial or fiendish mount), mounts use the
alignment of their rider when determining how this spell affects them. You must
be mounted to enjoy the benefits of this spell. If you dismount, get knocked
off, or take any other action that separates you from your mount, the spell immediately ends, although the mist
remains for the spell's normal duration.
A wake of light cannot follow across water, underwater,
or through the air in the case of a mount capable of walking on water,
swimming, or flight.
Diminished Effects: The spell’s effect is a 10-ft.-wide path in a straight
line, up to 60 ft. long.
Heightened Effects: A wake of light can follow across water or through the
air, but not under water. It can form a bridge as long as it begins and ends on
solid ground. If you dismount, get knocked off, or take any other action that
separates you from your mount, the spell immediately ends, and any creatures
traversing the wake immediately falls threw the mist bridge, taking fall damage
as normal.
Warding
Weapon
School abjuration; Level magus
1, sorcerer/wizard 2, summoner 2
Casting Time 1 standard
action
Components V, S, F (one melee weapon you
are proficient in and you are holding)
Range personal
Target you
Duration 1 round/level
The focus of this
spell flies upward above your head and takes a defensive position within your
space. It lunges at opponents, as if guided by a martially trained hand,
parrying and turning back melee attacks aimed at you, but does not strike back
at any opponent nor does it damage them. The weapon serves only as a defense.
While it protects you, you can cast spells without provoking attacks of
opportunity, without the need to cast them defensively.
A creature with
the Disruptive feat can easily
bypass this spell's defenses. You provoke attacks of opportunity for casting spells against these creatures
even when subject to this spell, though you can still choose to cast
defensively.
Diminished Effects: N/A
Heightened Effects: The spell’s range becomes 5 feet and it target becomes
one 5-foot square. The weapon will ward any ally occupying the target square.
Warp Wood
School transmutation; Level druid
2
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target 1 Small wooden object/level, all within
a 20-ft. radius
Duration instantaneous
Saving Throw Will negates
(object); Spell Resistance yes (object)
You cause wood to bend and warp, permanently destroying
its straightness, form, and strength. A warped door springs open (or becomes
stuck, requiring a Strength check to open, at your option). A boat or
ship springs a leak. Warped ranged weapons are useless. A warped melee weapon
causes a –4 penalty on attack rolls.
You may warp one Small or smaller object or its
equivalent per caster level. A Medium object counts as two Small objects, a
Large object as four, a Huge object as eight, a Gargantuan object as 16, and a
Colossal object as 32.
Alternatively, you can unwarp wood (effectively warping
it back to normal) with this spell. Make whole, on the other hand,
does no good in repairing a warped item.
You can combine multiple consecutive warp
wood spells to warp (or unwarp) an object that is too large for you to
warp with a single spell. Until the object is completely warped, it suffers no
ill effects.
Diminished Effects: The spell’s target becomes 1 Small wooden object/level,
all within a 10-ft. radius.
Heightened Effects: The spell’s target becomes 1 Medium wooden object/level, all within a 20-ft.
radius.
Wartrain Mount
School enchantment (compulsion)
[mind-affecting]; Level antipaladin 1, bard 2, druid 2,
inquisitor 1, paladin 1, ranger 1
Casting Time 1 minute
Components V, S, M (a swatch of black
cloth)
Range close (25 ft. + 5 ft./2 levels)
Target one indifferent or friendly animal
Duration 1 hour/level
Saving Throw none; Spell
Resistance yes
You instill the target animal with the combat
training general purpose (see the Handle Animal skill). This
supersedes the animal's previous trained purpose and any tricks it knows. When
the spell ends, it reverts to its previous trained purpose and known tricks.
Diminished Effects: The spell’s duration is reduced to 10 minutes/level.
Heightened Effects: For
every four caster levels beyond 4th, you may instill the animal with an
additional animal trick (in addition to the combat training general purpose).
Weaken Powder
School transmutation; Level druid
1, sorcerer/wizard 1, witch 1
Casting Time 1 standard
action
Components V, S, M/DF (an empty paper
cartridge)
Range close (25 ft. + 5 ft./2 levels)
Target 1 loaded firearm
Duration instantaneous
Saving Throw Will negates
(object); Spell Resistance yes (object)
Ammunition in the
target firearm generates less of an explosive charge when fired. With such
ammunition, the firearm's range increment is halved and the firer takes a –2
penalty on damage rolls. If aware of this spell's effect prior to firing the
altered ammunition (a DC 16 Spellcraft check to identify the spell
being cast or similar effect), the firearm's user can spend a standard action
to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
Diminished Effects: Firearm’s user is automatically aware of the spell’s casting
and may make a save against to negate it.
Heightened Effects: The firearm's firer takes a –2 penalty on attack rolls
in addition to the –2 penalty on damage rolls. If aware of this spell's effect
prior to firing the altered ammunition (a DC 17 Spellcraft check to
identify the spell being cast or similar effect), the firearm's user can spend
a standard action to clear the altered ammunition from the firearm. Doing so
destroys that ammunition.
Weapon of Awe
School transmutation; Level cleric
2, inquisitor 2, paladin 2
Casting Time 1 standard
action
Components V, S, DF
Range touch
Target weapon touched
Duration 1 minute/level
Saving Throw Will negates
(harmless, object); Spell Resistance yes (harmless, object)
You transform a single weapon into an awe-inspiring
instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the
weapon scores a critical hit, the target of that critical hit becomes shaken
for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged
weapon affected by this spell applies these effects to its ammunition.
You can't cast this spell on a natural weapon, but you
can cast it on an unarmed strike.
Diminished Effects: Targets of critical hits do not become shaken.
Heightened Effects: The spell’s target becomes weapons touched and you
divide the duration in 1-minute intervals among the weapons touched.
Web Shelter
School conjuration (creation); Level cleric
2, druid 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
Components V, S, DF
Casting Time 1 minute
Range close (25 ft. + 5 ft./two levels)
Effect 5 ft.–10 ft. diameter web sphere or 5
ft.–20 ft. hemisphere
Duration 1 hour/level (D)
Saving Throw none; Spell
Resistance no
You create a shelter
of slightly sticky webbing. The shelter has a hinged door large enough to
accommodate a Medium creature. The opaque walls of the shelter measure 1 inch
thick and provide total cover to anyone within it.
Only Fine creatures
with negligible Strength can be caught in the webbing (including swarms); all
other creatures can pull themselves free without making a Strength check or
taking an action. The webbing is
sticky enough to hold twigs, leaves, dirt, and other light items, allowing you
to conceal the shelter. The shelter is watertight and insulated when the door
is closed. Its surface has a hardness of 0 and 2 hit points for every 5-foot
square of web surface area. It takes normal damage from fire and burns as
easily as wood. When the spell ends, the webbing decays rapidly and disappears.
Diminished Effects: The web sphere or hemisphere is only large enough to
shelter a 5-foot cube of space.
Heightened Effects: The web sphere or hemisphere gains resist energy 5 to
your choice of one of five energy types: acid, cold, electricity, fire, or
sonic. The spell gains the descriptor of the energy type you choose.
Web
School conjuration
(creation); Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (spider web)
Range medium (100 ft. + 10 ft./level)
Effect webs in a
20-ft.-radius spread
Duration 10 min./level (D)
Saving Throw Reflex negates;
see text; Spell Resistance no
Web creates a many-layered mass of strong,
sticky strands. These strands trap those caught in them. The strands are
similar to spiderwebs but far larger and tougher. These masses must be anchored
to two or more solid and diametrically opposed points or else the web collapses
upon itself and disappears. Creatures caught within a web become grappled by the sticky
fibers. Attacking a creature in a web doesn't cause you to become grappled.
Anyone in the effect's area when the spell is
cast must make a Reflex save. If this save succeeds, the creature is
inside the web but is otherwise unaffected. If the save fails, the creature
gains the grappled condition, but can break free by making a combat
maneuver check or Escape Artist check as a standard action against the DC of
this spell. The entire area of the web is considered difficult terrain. Anyone
moving through the webs must make a combat maneuver check or Escape Artist
check as part of their move action, with a DC equal to the spell's DC.
Creatures that fail lose their movement and become grappled in the
first square of webbing that they enter.
If you have at least 5 feet of web between
you and an opponent, it provides cover. If you have at least 20 feet of web
between you, it provides total cover.
The strands of a web spell
are flammable. A flaming weapon can slash them away as easily
as a hand brushes away cobwebs. Any fire can set the webs alight and burn away
one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points
of fire damage from the flames.
Web can be made permanent with a permanency spell. A
permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Diminished Effects: The spell’s effect becomes a 5-ft.-radius spread.
Heightened Effects: Creatures
grappled by the web take 1d4 points of bludgeoning damage each round as the
strands constrict.
Whispering Wind
School transmutation [air]; Level bard
2, sorcerer/wizard 2
Casting Time 1 standard
action
Components V, S
Range 1 mile/level
Area 10-ft.-radius spread
Duration no more than 1 hour/level or
until discharged (destination is reached)
Saving Throw none; Spell
Resistance no
You send a message or
sound on the wind to a designated spot. The whispering wind travels
to a specific location within range that is familiar to you, provided that it
can find a way to the location. A whispering wind is as gentle
and unnoticed as a zephyr until it reaches the location. It then delivers its
whisper-quiet message or other sound. Note that the message is delivered
regardless of whether anyone is present to hear it. The wind then dissipates.
You can prepare the
spell to bear a message of no more than 25 words, cause the spell to deliver
other sounds for 1 round, or merely have the whispering wind seem
to be a faint stirring of the air. You can likewise cause the whispering
wind to move as slowly as 1 mile per hour or as quickly as 1 mile per
10 minutes.
When the spell reaches its objective, it swirls and
remains in place until the message is delivered. As with magic mouth,
whispering wind cannot speak verbal components, use command words, or
activate magical effects.
Diminished Effects: The spell’s range is reduced to 1 mile per two caster
levels and the message must be 6 or fewer words long.
Heightened Effects: When the spell reaches its objective, it will wait to
deliver the message until a recipient you designate arrives or the spell’s
duration ends, whichever comes first.
Wilderness Soldiers
School transmutation: Level druid
2, ranger 2
Casting Time 1 standard
action
Components V, S
Range 30 ft.
Area 30-ft.-radius emanation, centered on
you
Duration 1 round/level
Saving Throw none; Spell
Resistance no
You call on the
plants nearby to aid you in combat. This spell is ineffective if no plants you
can direct are within the area. You can spend a swift action and/or a standard
action on each of your turns to direct one of the following attacks. The attack
bonus or CMB for these attacks equals your base attack bonus + your Wisdom
modifier. You grant a +1 bonus per three caster levels (maximum +5) on damage
rolls due to this spell. Your wilderness soldiers never
provoke attacks of opportunity, and they do not count as allies for flanking or
other purposes.
Tree: A tree makes a
melee attack with a 10-foot reach from its trunk. A hit deals an amount of
damage equal to 1d8 points + your Wisdom modifier. The tree can instead attempt
a bull rush, drag, or reposition combat maneuver with the same reach, but the
tree cannot move itself.
Undergrowth or
Hedgerow:
Acting as a Medium creature, one square of undergrowth or hedgerow attempts a
grapple combat maneuver against an opponent within or adjacent to that square.
Heavy undergrowth gains a +2 bonus to its CMD. Undergrowth cannot move the
grapple or pin a foe, but it can deal an amount of damage equal to 1d4 points +
your Wisdom modifier by making a successful grapple check against a foe it is grappling. The
undergrowth's CMD is 5 + its CMB. If you fail to direct the undergrowth to
maintain the grapple, it releases its opponent.
Diminished Effects: The spell only affects plants in a 15-ft.-radius
emanation, centered on you.
Heightened Effects: The spell affects plants in a 60-ft.-radius emanation,
centered on you. In addition, a successful hit from tree deals damage equal to
1d10 + your Wisdom modifier and undergrowth can deal an amount of damage equal
to 1d6 points + your Wisdom modifier by making a successful grapple check
against a foe it is grappling.
Wind Wall
School evocation [air]; Level cleric
3, druid 3, ranger 2, sorcerer/wizard 3
Casting Time 1 standard
action
Components V, S, M/DF (a tiny fan and an
exotic feather)
Range medium (100 ft. + 10 ft./level)
Effect wall up to 10
ft./level long and 5 ft./level high (S)
Duration 1 round/level
Saving Throw none; see
text; Spell Resistance yes
An invisible vertical
curtain of wind appears. It is 2 feet thick and of considerable strength. It is
a roaring blast sufficient to blow away any bird smaller than an eagle, or tear
papers and similar materials from unsuspecting hands. (A Reflex save
allows a creature to maintain its grasp on an object.) Tiny and Small flying
creatures cannot pass through the barrier. Loose materials and cloth garments
fly upward when caught in a wind wall. Arrows and bolts are
deflected upward and miss, while any other normal ranged weapon passing through
the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine
projectile, and other massive ranged weapons are not affected.) Gases, most
gaseous breath weapons, and creatures in gaseous form cannot pass
through the wall (although it is no barrier to incorporeal creatures).
While the wall must
be vertical, you can shape it in
any continuous path along the ground that you like. It is possible to create
cylindrical or square wind walls to enclose specific points.
Diminished Effects: The spell’s range is reduced to close (25 ft. + 5 ft./2
levels).
Heightened Effects: Creatures passing through the wall must make a Fortitude
save or be blinded for 1d6 rounds because of the debris being kicked up by the
wall.
Wood Shape
School transmutation; Level druid
2
Casting Time 1 standard
action
Components V, S, DF
Range touch
Target one touched piece of wood no larger
than 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw Will negates
(object); Spell Resistance yes (object)
Wood shape enables you to form one existing
piece of wood into any shape that suits your purpose. While it is possible to
make crude coffers, doors, and so forth, fine detail isn't possible. There is a
30% chance that any shape that includes moving parts simply doesn't work.
Diminished Effects: The spell’s target becomes one piece of wood no larger
than 1 cu. ft. + 1 cu. ft. per two caster levels.
Heightened Effects: There is only a 10% chance that any shape that includes
moving parts simply doesn't work.
Word of Resolve
School abjuration; Level paladin
1
Casting Time 1 immediate
action
Components V, DF
Range close (25 ft. + 5 ft./2 levels)
Target one ally
Duration instantaneous
Saving Throw Will negate
(harmless); Spell Resistance yes (harmless)
You focus your aura on one ally, allowing it to reroll a
failed saving throw against a charm or fear effect with a +4 sacred bonus. If
you do not have the aura of courage class ability, this spell has no effect on
the target's fear. If you do not have the aura of resolve class ability, this
spell has no effect on any charm effects on the target.
Heightened Effects: You allow the ally to reroll a failed saving throw
against a charm or fear effect with a +6 sacred bonus.
Wrath
School enchantment (compulsion)
[mind-affecting]; Level inquisitor 1
Casting Time 1 standard
action
Components V, S, M (a thorny vine)
Range personal
Target you
Duration 1 minute
You focus your anger
against an enemy. Choose one enemy creature that you can see. You gain a +1
morale bonus on attack rolls and weapon damage rolls against that designated
creature for every three caster levels you have (at least +1, maximum +3). You
also receive this bonus on caster level checks made to overcome the creature's
spell resistance, if any. At
12th level, you gain the benefits of the Improved Critical feat on
attack rolls made against the designated creature. This effect doesn't stack
with any other effect that expands the threat range of a weapon.
Diminished Effects: You only gain a +1 morale bonus on attack rolls and
weapon damage rolls against that designated creature.
Heightened Effects: The spell’s range becomes touch and its target becomes
one living creature touched.
Youthful Appearance
School transmutation (polymorph); Level alchemist
1, bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard
action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level
You make your target
look like a younger version of itself. You select how much younger it looks
(for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target's
appearance other than those directly associated with aging (for example, gray
hair returns to its original color). The target cannot appear so much younger
that it changes size. This spell does not affect any age-based modifications to
ability scores or other age-related effects.
Diminished Effects: The spell’s duration is reduced to 1 minute/level.
Heightened Effects: The target creature can ignore age-based modifications
to ability scores or other age-related effects for the duration of the spell.
Zone of Truth
School enchantment (compulsion)
[mind-affecting]; Level cleric 2, paladin 2
Casting Time 1 standard
action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 1 min./level
Saving Throw Will negates; Spell
Resistance yes
Creatures within the
emanation area (or those who enter it) can't speak any deliberate and
intentional lies. Each potentially affected creature is allowed a save to avoid
the effects when the spell is cast or when the creature first enters the
emanation area. Affected creatures are aware of this enchantment. Therefore,
they may avoid answering questions to which they would normally respond with a
lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who
leave the area are free to speak as they choose.
Diminished Effects: The spell’s duration is reduced to 1 round/level and its
area is reduced to a 10-ft.-radius emanation.
Heightened Effects: Affected creatures must make a separate Will save for
each question they wish to provide an evasive answer to or to avoid answering a
question outright.
No comments:
Post a Comment