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Monday, April 14, 2014

Preview Monday: Three Multi-Variable Spells Beginning with B

by Tim Wallace

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.