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Tuesday, May 6, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with E

by Tim Wallace

ECHOLOCATION
School transmutation [sonic]; Level alchemist 4, bard 4, druid 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 10 minutes/level
You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. The echo-producing noises are too high-pitched to be heard by most creatures, and can only be detected by dragons, other creatures with this ability (such as bats), and creatures with hearing-based blindsense or blindsight. You cannot use this ability if you are deaf, and cannot detect anything in an area of silence.
Diminished Effects The spell only gives you blindsense to a range of 40 feet.
Heightened Effects The spell’s range becomes touch and its target becomes creature touched.

ELDRITCH FEVER
School necromancy [curse, disease, evil]; Level inquisitor 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
The target gains the eldritch ague spellblight.
Diminished Effects The target is only fatigued (not sickened) by the spellblight. Any circumstance that would cause the target to become fatigued instead causes it to become exhausted (even if the spell or ability text states otherwise).
Heightened Effects Using remove disease to remove the spellblight imposes a –5 penalty on the caster level check, like with most spellblights.

ELEMENTAL AURA
School evocation [acid, cold, electricity, or fire]; Level alchemist 3, magus 3, sorcerer/wizard 3; Bloodline boreal 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
Saving Throw Reflex half; see text; Spell Resistance yes
This spell forms an aura of energy around you, damaging all those that come near you. Choose an energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending upon the type of energy chosen.
Acid: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster levels, and are sickened for the duration of the ongoing acid damage.
Cold: Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.
Electricity: Creatures affected by your aura are staggered for 1 round.
Fire: Creatures affected by your aura catch on fire.
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect. The aura's additional effects do not stack if a creature takes damage from your aura multiple times. You may only have one elemental aura in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.
Diminished Effects Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of energy damage of the selected type but are not affected by the associated additional effect.
Heightened Effects Creatures adjacent to you when this spell is cast and at the start of your turn take 2d8 points of energy damage and are affected by the associated additional effect.

ELEMENTAL BODY
School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects You can assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.
Air elemental: As above, except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As above, except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As above, except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As above, except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.
Notes This spell combines the effects of the following spells: elemental body I and elemental body II.

ELUDE TIME
School transmutation; Level alchemist 5
Casting Time 1 standard action
Components V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 500 gp)
Range personal
Target you
Duration up to 1 minute/level; see text
You place yourself in a state of suspended animation, similar to temporal stasis. At the time of casting, you choose when the stasis will expire, up to the maximum duration of the spell. Until the duration ends, time ceases to flow for you, and all bodily functions cease. No force or effect can harm you until the spell expires or is removed, such as by a successful dispel magic spell.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The spell’s range becomes touch and its target becomes creature touched. In addition, you must overcome the target’s spell resistance (if any) to affect them with the spell.

ENERGY SIEGE SHOT
School transmutation [variable]; Level sorcerer/wizard 5, summoner 5
Casting Time 10 minutes
Component V, S, M (a ball of pitch)
Range close (25 ft. + 5 ft./2 levels)
Target one Large siege engine
Duration 10 minute/level
Saving Throw Fortitude negates (harmless, object); Spell Resistance yes (harmless/object)
This spell transforms any ammunition fired by the target ranged siege engine into ammunition made of pure energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire, sonic, or force. The ammunition within the siege weapon now deals that type of energy damage on a hit, though the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects. Based on the type of energy the caster chose while casting, the ammunition also gains one of the following effects.
Acid: The ammunition deals half its damage in a splash to all creatures and unattended objects within 15 feet of the target hit by the siege engine. Creatures can halve the splash damage with a Reflex saving throw. The DC of the splash is the same as the DC of the spell.
Cold: The ammunition creates an ice sheen within a 20-foot-radius burst around the target of the siege engine's attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
Electricity: Creatures hit by the siege engine attack or within 15 feet of the attack are staggered for 1 round.
Fire: Creatures and wood objects within 15 feet of the attack may catch on fire.
Sonic: Creatures hit by the attack or within 20 feet of the attack must succeed at a Fortitude saving throw or be deafened for one hour. The DC of this effect is the same as the spell DC.
Force: No extra effect.
Diminished Effects The spell’s duration is reduced to 1 minute/level.
Heightened Effects The spell can target siege engines of any size, not just Large siege engines.
Notes This spell combines the effects of the following spells: energy siege shot and greater energy siege shot.

ENERVATION
School necromancy; Level sorcerer/wizard 4, witch 4; Domain loss 5, undead 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray of negative energy
Duration instantaneous
Saving Throw none; Spell Resistance yes
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don't last long enough to do so.
An undead creature struck by the ray gains 1d4 × 5 temporary hit points for 1 hour.
Diminished Effects Assuming the subject survives, it regains lost levels after a number of minutes equal to 10 times your caster level (maximum 120 minutes). Undead struck by the spell gain 1d4 temporary hit points per three caster levels (maximum 5d4 hit points).
Heightened Effects You gain 1d4 temporary hit points for each negative level you inflict with the spell. These last as long as the negative levels do (unless lost to damage before then).

ENLARGE PERSON, MASS
School transmutation; Level magus 4, sorcerer / wizard 4, summoner 3
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target One humanoid creature/level, no two of which can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant growth of humanoid creatures, doubling their height and multiplying their weight by 8. This increase changes the creatures’ size category to the next larger one. The targets gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Enlarge person counters and dispels reduce person.
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects The spell’s casting time is reduced to 1 standard action and its range is increased to medium (100 ft. + 10 ft./level) .

ENVIOUS URGE
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You fill creatures with feelings of seething envy. Affected targets turn upon the nearest creature (whether an ally or enemy) and attempt to disarm it of a valuable weapon, steal something it is holding, or grapple it and strip it of something it prizes (your choice). Affected targets can attempt a new Will save each round as a free action to end this effect.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels).
Heightened Effects The targets do not receive a Will saving throw to negate the spell’s effect.

ERUPTIVE PUSTULES
School transmutation [acid]; Level alchemist 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw Fortitude partial (see text); Spell Resistance yes
Your skin erupts in swollen, pus-filled bumps that burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.
Diminished Effects Any creature that strikes you with its body or a handheld weapon takes 1d6 points of acid damage but does not need to save or become sickened. If the attack against you is a critical hit, the attacker must save or be sickened for 1 round.
Heightened Effects Any creature that strikes you with its body or a handheld weapon takes 1d8 points of acid damage and must save or be sickened for 1d4 rounds.

EVOLUTION SURGE
School transmutation; Level summoner 3
Casting Time 1 standard action
Components V, S, M (a chameleon scale)
Range touch
Target your eidolon
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance no
This spell causes your eidolon to take on new characteristics. You can grant the eidolon any evolution whose total cost does not exceed 4 evolution points. You may only grant one evolution with this spell, even if that evolution can be taken multiple times. You can grant an evolution that allows you to spend additional evolution points to upgrade that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow an eidolon to exceed its maximum number of natural attacks.
Diminished Effects You can grant the eidolon any evolution whose total cost does not exceed 2 evolution points.
Heightened Effects You can grant the eidolon any two evolutions whose total cost does not exceed 6 evolution points.
Notes This spell combines the effects of the following spells: evolution surge, lesser evolution surge, and greater evolution surge.

EXCRUCIATING DEFORMATION
School transmutation (polymorph) [evil, pain]; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Your touch attack causes your target to become painfully malformed. Its limbs twist and buckle, while its body contorts uncontrollably, shifting and warping. Each round the target suffers excruciating pain and takes 2d6 points of nonlethal damage, 1 point of Dexterity damage, and 1 point of Constitution damage, and its speed is reduced by 10 feet. Once per round as a free action on its turn, the target can attempt a new Fortitude saving throw to resist the spell for 1 round.
Diminished Effects Each round the target takes 1d6 points of nonlethal damage, 1 point of Dexterity damage or 1 point of Constitution damage (your choice each round), and its speed is reduced by 5 feet.
Heightened Effects Each round the target fails the Fortitude saving throw it is also sickened.

EXPLOSIVE RUNES
School abjuration [force]; Level sorcerer/wizard 3; Domain rune 4
Casting Time 1 standard action
Components V, S
Range touch
Target one touched object weighing no more than 10 lbs.
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance yes
You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion.
Magic traps such as explosive runes are hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart explosive runes. The DC to find magic traps using Perception and to disable them is 25 + spell level, or 28 for explosive runes.
Diminished Effects Creatures next to the explosive runes (close enough to read them) are entitled to a Reflex save for half damage; no other creatures are affected by the spell. In addition, a Disable Device check that fails by 5 or more does not accidentally trigger the trap, but still cannot be retried.
Heightened Effects When read, the detonation deals 6d8 points of force damage. In addition, any failed Disable Device check accidentally triggers the trap.

EXQUISITE ACCOMPANIMENT
School illusion (shadow) [shadow]; Level bard 3
Casting Time 1 standard action
Components V, S
Range personal
Effect phantom instrument
Duration 1 round/level (D)
Saving Throw none;
Spell Resistance no
You create a phantom instrument, a glowing construct of magic in the form of a portable musical instrument of your choice. The instrument floats beside you, moving as you move (even if you teleport). It cannot be damaged, but can be dispelled. The instrument plays as you direct, and as long as it plays, you do not have to expend rounds of bardic performance from your daily allotment to maintain an effect. Activating a bardic performance or switching to a new effect still costs a round of your overall bardic performances per day.
Diminished Effects As long as the instrument plays, you only have to expend half as many rounds of bardic performance from your daily allotment to maintain an effect (round up).
Heightened Effects You no longer have to expend rounds of bardic performance to activate a bardic performance or switch to a new effect.