Here is are a few preview spells from tomorrow's post: Multi-Variable Spells – 3rd-5th Level Spells Beginning with B.
BALEFUL POLYMORPH
School transmutation (polymorph);
Level druid 5, magus 5, sorcerer/wizard 5, summoner 4, witch 5
Casting
Time 1
standard action
Components
V, S
Range
close
(25 ft. + 5 ft./2 levels)
Target
one creature
Duration
permanent
Saving
Throw:
Fortitude negates, Will partial, see text; Spell Resistance: yes
As
beast shape III, except that you change the subject into a Small or smaller
animal of no more than 1 HD. If the new form would prove fatal to the creature,
such as an aquatic creature not in water, the subject gets a +4 bonus on the save.
If
the spell succeeds, the subject must also make a Will save. If this second save
fails, the creature loses its extraordinary, supernatural, and spell-like abilities,
loses its ability to cast spells (if it had the ability), and gains the alignment,
special abilities, and Intelligence, Wisdom, and Charisma scores of its new form
in place of its own. It still retains its class and level (or HD), as well as all
benefits deriving there from (such as base attack bonus, base save bonuses, and
hit points). It retains any class features (other than spellcasting) that aren't
extraordinary, supernatural, or spell-like abilities.
Any
polymorph effects on the target are automatically dispelled when a target fails
to resist the effects of baleful polymorph, and as long as baleful polymorph
remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal
or gaseous creatures are immune to baleful polymorph, and a creature with
the shapechanger subtype can revert to its natural form as a standard action.
Diminished Effects The spell’s duration is changed to 1 day/level, after
which time the target regains its original form. The spell automatically fails
if you attempt to change the target into a form that would prove immediately
fatal to it.
Heightened Effects Even if the
target succeeds at the initial Fortitude save (and therefore retains its own
form), it must still make a secondary Will save. If the target fails the Will
save, the creature loses its supernatural and spell-like abilities, loses its
ability to cast spells (if it had the ability), and gains the alignment, supernatural
and spell-like abilities, and Intelligence, Wisdom, and Charisma scores of its
new form in place of its own. It still retains its class and level (or HD), as
well as all benefits deriving there from (such as base attack bonus, base save
bonuses, and hit points). It retains any class features (other than
spellcasting) that aren't supernatural or spell-like abilities.
BLESSING
OF FERVOR
School transmutation; Level
cleric/oracle 4
Casting
Time
1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2
levels)
Targets one creature/level, no
two of which can be more than 30 ft. apart
Duration 1 round/level
Saving
Throw
Fortitude negates (harmless); Spell Resistance yes (harmless)
With
this blessing, you call your allies to move forth and empower them to conquer and
become victorious. Each round for the duration of this spell, each of your allies
can choose one of the following bonuses for that round at the beginning of its turn
(their choice).
·
Increase
its speed by 30 feet.
·
Stand
up as a swift action without provoking an attack of opportunity.
·
Make
one extra attack as part of a full attack action, using its highest base attack
bonus.
·
Gain
a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
·
Cast
a single spell of 2nd level or lower as if it were an enlarged, extended, silent,
or still spell.
These
effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually
grant an extra action, so you can't
use it to cast a second spell or otherwise take an extra action in the round. Blessing
of fervor does not stack with haste.
Diminished Effects The spell’s range is reduced to touch and its target
becomes one creature.
Heightened Effects For the
duration of this spell, each of your allies can choose two of the above bonuses
for that round at the beginning of its turn (their choice).
BURST
OF SPEED
School transmutation; Level
alchemist 3, antipaladin 3, magus 3, inquisitor 3, paladin 3, ranger 3
Casting
Time
1 swift action
Component V
Range personal
Target you
Duration see text
Until
the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you
are wearing Medium or Heavy armor or carrying a Medium or Heavy load), your movement
does not provoke attacks of opportunity, and you can move through the space of creatures
that are larger than you are, but you cannot end your movement this round in a space
occupied by a creature.
Diminished
Effects
You only gain a +10-foot bonus to speed (or +5-foot bonus if you are wearing
Medium or Heavy armor or carrying a Medium or Heavy load) and you cannot move
through the space of creatures that are larger than you.
Heightened Effects The spell’s range
becomes touch and its target becomes one creature. The spell lasts until the
end of the target’s next turn instead of until the end of your turn.
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