Talk:Spells (Apath)

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Possible Spell Lists

Alchemy Arcane Divine Psychic
  1. Alchemist
  1. Bard
  2. Bloodrager
  3. Magus
  1. Sorcerer/Wizard
  2. Summoner
  3. Witch
  1. Cleric/Oracle
  2. Druid
  3. Inquisitor
  4. Paladin
  5. Ranger
  6. Shaman
  1. Medium
  2. Mesmerist
  3. Occultist
  4. Psychic
  5. Spiritualist

Possible Spell Lists (Alphabetical)

  1. Alchemist
  2. Bard
  3. Bloodrager
  4. Cleric/Oracle (Domain)
  5. Druid
  6. Inquisitor
  7. Magus
  8. Medium
  9. Mesmerist
  10. Occultist
  11. Paladin
  12. Psychic
  13. Ranger
  14. Shaman
  15. Sorcerer/Wizard (Elemental School)
  16. Spiritualist
  17. Summoner
  18. Witch

Spell List List

Alchemist, Bard, Bloodrager, Cleric/Oracle, Druid, Inquisitor, Magus, Medium, Mesmerist, Occultist, Paladin, Psychic, Ranger, Shaman, Sorcerer/Wizard, Spiritualist, Summoner, Witch

Spell List List For Copying

alchemist, bard, bloodrager, cleric/oracle, druid, inquisitor, magus, medium, mesmerist, occultist, paladin, psychic, ranger, shaman, sorcerer/wizard, spiritualist, summoner, witch

Summon Monster CR

  1. 1/2
  2. 1
  3. 2
  4. 3-4
  5. 5-6
  6. 7-8
  7. 9-10
  8. 11-12
  9. 13-14

Activated Spells

Bleeding Wound

Comparisons:

  1. http://www.d20pfsrd.com/magic/all-spells/t/touch-of-bloodletting
  2. http://archivesofnethys.com/SpellDisplay.aspx?ItemName=Bleeding%20Strike
  3. http://www.d20pfsrd.com/magic/all-spells/b/bleed

Creeping Mist

Conjuration (creation)
Level: druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
Range: long (400 ft. + 40/level)
Duration: 10 minutes/level (D)
Effect Cloud of fog in 20-ft. radius or mist in 10 ft. radius/level 20 ft. high (see text) (S)

As fog cloud except as noted above and that you can spend a move action to re-shape the cloud, make it move 20 ft. within the range of the spell, or thin the mist to expand the cloud up to 10 ft. spread/caster level, 20 ft. high. In thin mist creature 5 feet away has no concealment. Creatures farther away have concealment (attacks have a 20% miss chance).

Crack

  1. http://www.d20pfsrd.com/magic/all-spells/s/shatter
  2. http://www.d20pfsrd.com/magic/all-spells/m/mending

Nauseating Touch

  1. http://www.d20pfsrd.com/magic/all-spells/n/nauseating-dart
  2. http://www.d20pfsrd.com/magic/all-spells/c/cacophonous-call

Ground Mist

Conjuration (creation)
Level: cleric/oracle 0, druid 0, magus 0, mesmerist 0, shaman 0, sorcerer/wizard 0, witch 0
Duration: 1 round/level

As obscuring mist except as noted above, that the mist always hugs the ground, and that it offers less concealment. A creature 5 feet away has no concealment. Creatures farther away have concealment (attacks have a 20% miss chance).

Touch of Sickness

  1. http://www.d20pfsrd.com/magic/all-spells/p/pain-strike
  2. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=1105

Miserly Necromancer’s Grimoire

Necromancy is an exclusive school with high material component costs. These spells are made by miserly necromancers to save funds.

Ghost Spears

Publisher: Trailseeker.

Necromancy
Level: bloodrager 2, cleric/ oracle 3, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (one tiny piece of bone per spear)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more incorporeal bone spears
Duration: instantaneous
Saving Throw: none;
Spell Resistance: yes

You turn bone shards into incorporeal bone spears that you can throw at your enemies. You may create one spear, plus one additional spear for every four levels beyond 3rd (to a maximum of three spears at 11th level). A divine caster gains additional spears 4 levels later. Each spear requires an incorporeal ranged touch attack to hit and deals 4d6 points of magical piercing damage to living creatures and undead. It deals full damage to incorporeal creatures. The spears may be thrown at the same or different targets, but all spears must be aimed at targets within 30 feet of each other and must be thrown simultaneously.

Incorporeal Jaunt

Publisher: Trailseeker.

Necromancy
Level: cleric/oracle 5, inquisitor 5, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 round/level (D)

You and your equipment becomes incorporeal, as the monster ability, except that you suffer no change in Strength, Armor Class, or your attack abilities. Any physical attacks you make against creatures on the material plane are incorporeal touch attacks. While incorporeal, you count as either undead or your normal creature type, as decided by the creature acting against you.

Rouse Corpse

Publisher: Trailseeker.

Necromancy [evil]
Level: antipaladin 4, cleric/oracle 5, sorcerer/wizard 6, witch 5
Casting Time: 1 round
Components: V, S, M (drop of fresh blood)
Range: close (25 ft. + 5 ft./2 levels)
Target: dead creature touched
Duration: 1 round/level
Saving Throw: Will negates (see text);
Spell Resistance: no

You restore temporary life and full health to a formerly living body for the duration of the spell, after which the target dies again. The corpse must have died no more than 10 minutes ago. The target counts as either undead or its normal creature type, as decided by the creature acting against it. The creature is roused with the spell slots and prepared spells remaining when it died. You control the revived creature as per dominate monster, and it acts immediately on your turn. Creatures of good alignment are allowed a save to avoid being roused. If the resurrected creature has hit dice equal to or greater than your caster level, it gains a saving throw each round to negate the domination, otherwise it only gains saving throws as outlined under dominate monster. A roused creature that breaks domination is likely to attack you. This spell does not work within the area of a consecrate or hallow spell.

Rouse Rouse Corpse, Lasting

Publisher: Trailseeker.

Necromancy [evil]
Level: cleric/oracle 7, sorcerer/wizard 8, witch 7
Duration: 10 minutes/level

As rouse corpse, except as noted.

Rouse Spirit

Publisher: Trailseeker.

Necromancy [evil]
Level: cleric/oracle 6, sorcerer/wizard 7, witch 6
Components: V, S, F (part of the corpse to be roused)
Target: one dead creature

As rouse corpse, except the corpses need not be present as long as you use a part of its body as the focus of this spell, and that it can have been dead for any amount of time as long as it was no more than 10 minutes dead when you collected the focus body part. You must collect the body part yourself; it is not included in a spell component pouch, and the player is responsible for keeping track of the identity and abilities of the creature tied to each focus item. The creature is roused with the equipment it carried when it died, and both corpse and gear disappear when defeated or when the spell ends. The creature cannot use any charged or one-use items or cast spells with material components with a gp cost.

Rouse Rouse Spirit, Lasting

Publisher: Trailseeker.

Necromancy [evil]
Level: cleric/oracle 8, sorcerer/wizard 9, witch 8
Duration: 10 minutes/level

As rouse spirit, except as noted.

Skeletal Hand

Publisher: Trailseeker.

Necromancy
Level: bard 1, cleric/oracle 2, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action Components S
Range: close (25 ft. + 5 ft./2 levels)
Target: one hovering skeletal hand
Duration: 10 minutes per level or until discharged
Saving Throw: none;
Spell Resistance: yes

This functions as mage hand except that it takes the form of a floating skeletal hand. When you do not concentrate on controlling the hand, it hides on your body. At any point, you can concentrate to make the skeletal hand perform as either pilfering hand or spectral hand; this discharges the spell at the end of the round.

Skeletal Regeneration

Publisher: Trailseeker.

Necromancy
Level: cleric/oracle 7, sorcerer/ wizard 8, witch 7
Target: living or undead creature touched

This is the same as regeneration, except it has full effect on undead and that any body part regenerated becomes skeletal in appearance while remaining fully functional.

Quicken the Dead

Publisher: Trailseeker.

Necromancy [evil]
Level: antipaladin 2, cleric/oracle 3, sorcerer/wizard 3
Components: V, S, M (black pebble)
Duration: 10 minutes/level (D)

As animate dead, except as noted.

Quicken Undead

Publisher: Trailseeker.

Necromancy [evil]
Level: antipaladin 4, cleric/oracle 6, sorcerer/wizard 6
Components: V, S, M (a clay pot filled with grave dirt and a black pebble)
Duration: 10 minutes/level (D)

As create undead, except as noted.

Quicken Undead, Greater

Publisher: Trailseeker.

Necromancy [evil]
Level: cleric/oracle 8, sorcerer/wizard 8
Duration: 10 minutes/level (D)

As greater create undead, except as noted.

Anti-Undead Spells

The cleric/oracle lists has many anti-outsider spells, but fewer spells that work against undead. While clerics can channel energy against undead, oracles cannot, and these spells fill that niche.

Sacred Beam

Evocation [good]
Level cleric/oracle 2, inquisitor 2.
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will half (see text)
Spell Resistance yes

You channel searing positive energy against a creature in range. An undead target takes 1d6 points of damage per caster level (maximum 10d6) A successful save halves the damage and negates blindness. Any other type of creature takes half damage and is blinded for one round (save negates). This spell does full damage to incorporeal creatures.

Sacred Light

Evocation [good, light]
Level cleric/oracle 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius burst
Duration instantaneous
Saving Throw will half (see text)
Spell Resistance yes

You channel a burst of blinding light and positive energy that harms creatures with affinity for negative energy. Undead and creatures harmed by sunlight take 1d8 points of damage per two caster levels (maximum 5d8) and are blinded for one round. Creatures with light blindness or light sensitivity are blinded for 1 round but take no damage. This spell does full damage to incorporeal creatures. It counters or dispels any darkness spell of equal or lower level, such as darkness. A successful Will save reduces the damage to half and negates the blinded effect.

Sacred Smite

Evocation [good, light]
Level cleric/oracle 4, inquisitor 4.
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous
Saving Throw will half (see text)
Spell Resistance yes

You channel a burst of blinding light and positive energy that harms creatures of darkness. Undead and creatures harmed by sunlight take 1d6 damage per caster level (maximum 15d6) and are blinded for 1d3+1 rounds. If they save they take half damage and are not blinded. Creatures with light blindness or light sensitivity are blinded for 1 round and take half damage, save negates. Other creatures suffer no effect.

This spell does full damage to incorporeal creatures. It counters or dispels any darkness spell of equal or lower level, such as darkness. A successful Will save reduces the damage to half and negates the blinded effect.

Practical Divination

Divination is often seen as a magic with little practical application. This is an attempt to use divination magic to solve practical problems. The result, however, is often indirect: divination magic cannot affect the world directly, but can change how you interact with it.

Animal Spy

Publisher: Trailseeker.

Divination (scrying)
Level: bard 3, druid 2, ranger 1, shaman 2
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. + 40 ft./level)
Target: one animal
Duration: concentration, up to one minute per level
Saving Throw: Will negates (see text); Spell Resistance: yes

You can sense what an animal perceives. You decide whether this affects a specific animal known to you or on a location, in which case you will see through the eyes of the animal closest to the chosen location. If thetarget is an animal companion or mount it is allowed a Will save to negate the spell. If the animal has spell resistance, you must overcome that resistance. You can give basic commands to the animal, but it will not take risks for you. The distraction and odd perspective limits your Perception to a maximum skill bonus equal to your Wisdom bonus, both when sensing through the animal and when sensing through your own body.

Arcane Calculations

Publisher: Trailseeker.

Divination
Level: sorcerer/wizard 4, witch 4
Casting Time: 10 minutes
Components: V, S, F (divination tool or manual worth 100 gp)
Range: unlimited
Target: one creature, place, or object
Duration: instantaneous
Saving Throw: Will negates; Spell Resistance: no

You gain information about a creature, place, or object through arcane means. This involves such methods as astrology, numerology, cards, tea leaves, or divination sticks. This information provides you with an answer to a specific question regarding a specific place, creature, or object; the answer must be a few words or a number.
Range: is not a factor. Arcane calculations only divines the present and past and it cannot predict the future. You can ask one question per three caster levels; all must be about the same subject and must be asked and answered within the casting time. You must be able to identify the target uniquely, generally by name and family, profession, or location. If you know the date of birth/ creation of the target or possess a former part of or an object that has been close to the target for a month or more, the save DC increases by 5.

Auspicious Moment

Publisher: Trailseeker.

Divination
Level: bard 2, bloodrager 2, cleric/oracle 2, inquisitor 2, magus 2, paladin 2, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one creature
Duration: 2 minutes
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)

Select a task that can be done in a single round and a target creature. Then roll 1d20. If the target creature performs the selected task after exactly as many rounds as indicated on the die, the die roll used to resolve the task is an automatic 20. This does not affect any secondary rolls, like critical threat confirmation rolls. The target can take any actions in between, but a major change in circumstance or positioning (more than 30 ft. difference) negates the benefit of this spell.

Belomancy

Publisher: Trailseeker.

Divination [air]
Level: druid 3, magus 3, ranger 2, paladin 3, shaman 3, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, F (bow and arrows)
Range: personal
Target: you
Duration: instantaneous

You prepare a number of arrows, marking each with a possible answer to a question. You also add one blank arrow to the mix. Preparing each arrow takes one standard action, but this can be done beforehand. When using the spell, you ask a question and randomly draw an arrow; it the spell is successful, the arrow with the most relevant and correct answer will be drawn. If none of the answers are relevant or correct, you draw the blank arrow. You can also ask for a direction; you toss an arrow in the air and it will point out the answer. Belomancy can only answer questions about things you might encounter within the next 24 hours, and can only give out information you would automatically notice during such encounters. Typical questions include “Where is the dragon?” or “What monster will I meet along this path?” Analytical questions, such as “Who killed the duke?” draw a blank. Belomancy requires a concentration check with a DC of 5 +2 per arrow drawn amongst (including the optional blank arrow) to select an answer or DC 20 to provide a direction. By increasing the casting time to 10 minutes in a wide open space, the spell can be cast by actually shooting the arrows, this gives a +10 bonus on the concentration check. A failed concentration check draws a random arrow.

Meditations on Motivation

Publisher: Trailseeker.

Divination
Level: bard 3, cleric/ oracle 3, inquisitor 3
Casting Time: 1 standard action Components S
Range: unlimited
Target: one or more creatures involved in a dilemma
Duration: concentration, up to one hour per level
Saving Throw: Will negates (see text); Spell Resistance: yes

You can enter a deep meditative trance where you analyze a problem or question, seeing it from several angles at once. Deep meditation primarily helps with questions of motivation, morality, and ethics—both your own and those of others. After each hour you spent in concentration, choose one creature whose motivations you are trying to understand (this can be yourself). That creature must make a Will saving throw; if it fails, you gain insight into its true motivations and goals, and into the proper resolution according to your creed, generally in the form of a proverb, quote from scripture, or a short vision. Continued concentration can give variant answers, or considers the question from the perspective of another creature of your choice. Once a creature has passed its saving throw, you cannot use this spell against that creature for 24 hours.

Eyes of the Fox

Publisher: Trailseeker.

Divination
Level: bard 1, cleric/oracle 2, inquisitor 1, magus 1, paladin 1, witch 2, sorcerer/ wizard 2
Casting Time: 1 standard action
Components: V
Range: personal
Target: you
Duration: 10 minutes/level

While this spell is active, you become an excellent judge of ability. When you see a creature within 60 ft. use a skill, make an attack, or attempt a saving throw you can learn the bonus the creature has on the roll as an immediate action. When you see a spell being cast, you can learn the caster level, spell level, and save DC (if any) as an immediate action.

Fiery Visions

Publisher: Trailseeker.

Divination (scrying) [fire]
Level: alchemist 3, cleric/oracle 4, sorcerer/ wizard 3
Casting Time: 1 hour
Components: V, S, F (an open flame)
Range: personal (see text) Effect magical sensor
Duration: concentration (up to 1 hour/level)
Saving Throw: see text; Spell Resistance: see text

You can scry through fire. You must either focus on a location to see through the largest flame present there as clairaudience/ clairvoyance or look for a specific creature and hope it is near a fire, as scrying. In either case, the range is unlimited on the same plane. If there is no fire near the target or location, you can choose to continue concentrating, hoping that a flame will appear.

Incidental Armor

Publisher: Trailseeker.

Divination
Level: sorcerer/wizard 1, witch 1
Casting Time: 1 minute
Components: V, S, F (see text)
Range: personal
Target: you
Duration: 1 hour/level or until discharged

You make a prediction of the attacks you will face in the near future, and position small pieces of armor or even incidental pieces of equipment like a book or brooch in the locations on your body that you see might be at risk. These objects are the focus of the spell and must be carried for the duration. They entail no armor check penalty, arcane spell failure chance, or speed reduction. Incidental armor provides a +3 armor bonus to Armor Class and a +1 dodge bonus to Armor Class and CMD. You can only predict one attack per caster level; after you have been attacked this number of times (successfully or not), the spell is discharged.

Magic Mapping

Publisher: Trailseeker.

Divination [earth]
Level: sorcerer/ wizard 7
Casting Time: 10 minutes
Components: V, S, M (pen)
Range: long (400 ft. + 40 ft./level) Area area within
Range: (see text)
Duration: instantaneous
Saving Throw: Will partial (see text); Spell Resistance: no

You create a map of the area in a direction you indicate. The map is drawn in your mind, as a figment lasting 1 minute/level, or on a surface you supply. The GM creates the map based on map points—you start out with a number of map points equal to your caster level. Each of the following features costs a point to map.

  • A single room, square, street, or open area with no dimension exceeding 100 ft.
  • Interesting but obvious features of an area as defined above, such as doorways, connecting passages, large furniture, and statues.
  • A stairway, lift, steep slope, or other marked change in elevation
  • A single concealed, hidden, or otherwise not obvious feature such as a trap or secret door

In general, features at the beginning of the list are mapped first, but the map also has more detail in areas near the caster. The point system is only a guideline; this spell may work differently depending on the GM as long as the effect remains approximately the same. Magic mapping never registers creatures. All of the mapped area must be within range. Mapping a room with creatures inside allows a Will save to avoid having the area registered; success leaves the map of that area blank, but the map may continue on the other side. If a room holds several creatures, only the one with the best Will save bonus is allowed to roll.

Measure Difficulty

Publisher: Trailseeker.

Divination
Level: alchemist 1, bard 1, bloodrager 1, cleric/oracle 1, sorcerer/ wizard 1, witch 1
Casting Time: 1 standard action
Components: V
Range: personal
Target: you
Duration: 10 minutes/level

While this spell is active you become an excellent judge of difficulty. When you see a situation with a possible task within 60 ft. that could be attempted with a skill check, attack roll, ability check, or saving throw, you can learn the difficulty and the kind of check involved as an immediate action.

Trial by Fire

Publisher: Trailseeker.

Divination [fire]
Level: alchemist 4, druid 5, inquisitor 4, ranger 3, sorcerer/ wizard 5, witch 5
Casting Time: 10 minutes
Components: V, S, M (body part or excrement), F (alchemy kit)
Range: personal
Target: you
Duration: instantaneous

By burning a former body part or excrement from a creature, you can make a Knowledge skill check to identify that creature with a +10 circumstance bonus, and can do so unskilled. If this check succeeds, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including spell resistance, damage resistance, energy resistance, fast healing, regeneration, and other defensive special qualities. If there is a way to bypass these defenses, you learn how to do so. This is in addition to the normal result of the Knowledge check.

X-Ray Eyes

Publisher: Trailseeker.

Divination [earth]
Level: alchemist 5, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, F (lens of colored glass or amber)
Range: personal
Target: you
Duration: concentration (up to 1 min./level)

You can see into and through solid matter. Vision range is 20 feet, and you can see as if you have darkvision. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Proposed Spells

Blowing Dust

Transmutation
Level cleric/oracle 0, druid 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw none
Spell Resistance yes

Dust and/or sand around the target is kicked up and swirls around their face. In an environment with no air or dust/sand or other suitable material, the spell fails. All creatures have concealment (20% miss chance) against the target for 1 round.

Cancel Action

Divination
Level: cleric/oracle 2, inquisitor 2, occultist 2, psychic 2, witch 2.
Components: V, S
Cast Time: 1 immediate action
Range: personal
Target: you
Duration: instantaneous

When you make a skill check and fail, you can cast this spell. This gives you a premonition of failure, allowing you to cancel the action that initiated the skill check. You instead waste the action spent on the skill check. This allows you to avoid the consequences of a failed attempt. You cannot use this on opposed skill checks, such a Stealth check opposed by another creature's Perception.

Cleromancy

Divination
Level: bard 2, bloodrager 2, cleric/oracle 2, druid 2, occultist 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 2.
Components: V, S, F (divination tokens)
Cast Time: 1 standard action
Range: personal
Target: you
Duration: instantaneous

To cast this spell, you need a set of lots or tokens, each associated with a spiritual entity or ideal. You also need one blank lot. To select a specific mix of such tokens in preparation for using this spell is a full-round action. To make a new token to represent a new concept is also a full-round action. Tokens can be anything from pebbles and twigs to crafted items.

To use the power, you randomly select one of the tokens. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful cleromancy will yield the blank lot. To succeed, make a concentration check with a DC of 10, +2 per non-blank token in the draw. On a failure, a random token is drawn.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity's or spirit's influence the answer lies.

Anwulf casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdall as the god of watchmen. Had Loki been in the lot, this token would have been the most meaningful.

Creature Image

Caster
Level
Maximum Creature
Image Size
1-2 Small
3-5 Medium
6-8 Large
9-11 Huge
12-14 Gargantuan
15+ Colossal

Illusion (figment)
Level mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2
Components V, S, F (a tooth)
Cast Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect visual figment of one creature.
Duration concentration + 1 round/level (D)
Saving Throw Will disbelief
Spell Resistance no

Creates a visual illusion of a single creature, as visualized by the caster. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. The maximum size of the illusory creature depends on caster level, see the attached table.

The figment acts according to the caster's instructions, not unlike a summoned monster. The spell ends if the figment moves out of range.

Deflect Blow

Abjuration
Level: cleric 1, magus 1, sorcerer/wizard 1, witch 1
Components: S
Cast Time: 1 immediate action
Range: personal
Target: you
Duration: instantaneous

Seeing the opponent aiming an attack of you, you make a quick warding gesture and his weapon strays.

Cast this spell when an attack hits you. It confers a +4 Dodge bonus to AC against that one attack only, which can turn it into a miss.

Fumble

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 1, magus 1, sorcerer/wizard 1, witch 1
Components: V, S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature.
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes

This spell causes the target to fumble. One of the following happens to the target, as selected by the caster. If the event is not applicable, nothing happens.

  • Fumbles and drops any items it holds in its hands (or other appendages).
  • Trips up and falls prone. A flying or swimming creature first takes a full move downwards, then falls prone if it hits the ground or bottom.
  • Blunders and triggers an attack of opportunity from all creatures threatening it
  • Has its vision (or other primary sense) blocked and is blind until it takes a move action to clear it.
  • Gets entangled by it’s own gear or a nearby terrain feature such as a bush. Takes a standard action to clear.

Ignite

Evocation (Fire)
Level: Druid 0, Ranger 1, Sor/Wiz 0, Witch 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels
Effect: 1 target or 5-ft.-radius spread, see text
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, matches, or other items made to be lit, as long as they are all within 5 ft. of each other.

When used against a creature, the targets clothes of fur begins to burn and the target catches on fire. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune.

On each of his turns, the burning character may make another Reflex saving throw against this spells save DC. Once he succeeds on a saving throw, he’s no longer on fire. In each of your turns when the creature remains on fire he takes 1d6 points of fire damage. In other words, the target receives two saving throws before taking damage the first time, more if he attempts to douse the flame (see below).

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like (a standard action) permits the character another save with a +4 bonus.

Instant Action

Evocation
Level: bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5, summoner 5
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately take a move or standard action of their choice.

Other extra-action spells for comparison:

Instant Attack

Evocation
Level: bard 1, cleric/oracle 2, mesmerist 1, psychic 2, sorcerer/wizard 2, summoner 2
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately make an additional attack.

Invoke Anxiety

  1. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=658
  2. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=64
  3. http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=170

Mist of Deceit

Illusion (Pattern) (Mind-Affecting)
Level: Sorcerer/Wizard 4, Witch 3
Components: V, S
Cast Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Save: Will partial (see text)
SR: No

A bank of fog billows out from the point you designate and appears similar to a fog cloud to casual observation, although the effect is quite different. The fog prevents all vision into or out of the area. Creatures can see normally inside, but their vision is distorted making position and movement uncertain and friends appear as foes.

Whenever a creature inside the cloud attempts to make an attack or cast a targeted spell at an enemy, a Will save is required; on a failure all attacks in that round are actually directed at the closest friendly creature instead, assuming there are any within sight. If several friends are equidistant the attacker gets to pick whom to attack. If the new target is out of range, the attacker must move 5 ft. to get in position to attack; this is an extra free move, and actually represents the uncertainty of position the spell engenders; the attacker wasn't actually where he was supposed to be. If the attack is not possible after this movement, the attacker does nothing. A new saving throw is required for each attack sequence or targeted spell cast.

Whenever a creature inside the cloud bank tries to leave the cloud under his own power (by walking, teleporting, flying etc), a Will save is required; on a failure, the creature instead stands still or teleports back to the same location.

The caster is immune to the confusion effects of this spell, tough his vision is still impaired.

Nonlethal Strike

Transmutation
Level: cleric/oracle 0, druid 0, magus 0, occultist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0
Components: V, S, M (bit of cotton fluff)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 caster levels
Target: one creature
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes

Any non-magical weapon or natural attack damage dealt by the subject of this spell is transformed into nonlethal damage. The natural attacks of creatures with damage reduction defeated by magic or a material are immune to this spell.

Readiness

Evocation
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, summoner 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately take a move action of its choice, but its speed is reduced to 5 ft. for this action only.

Remain Alive

Necromancy
Level: cleric/oracle 0, inquisitor 0, psychic 0, spiritualist 0
Components: V, S, M (bit of cotton fluff)
Casting Time: 1 standard action
Range: touch
Target: one living creature
Duration: 1 round
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)

Any non-magical weapon or natural attack damage dealt to the subject of this spell is transformed into nonlethal damage. Creatures with damage reduction defeated by magic or a material are assumed to do magical damage with their natural attacks and ignore the effect.

Sensory Lapse

Illusion (figment) [mind-affecting]
Level: bard 0, inquisitor 0, magus 0, mesmerist 0, occultist 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

The target creature is deafened but does not realize it. Others can use Stealth checks to hide from the target regardless of cover or concealment. Target gets a new save to disbelieve the spell each round in which they use their Perception.

http://www.d20pfsrd.com/magic/all-spells/l/lullaby

Slide

Evocation
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, summoner 0
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The target creature can immediately take a 5 ft. step. This does not affect its movement later in the round.

Summon Sycophant

Conjuration (creation)
Level: cleric/oracle 0, druid 0, magus 0, mesmerist 0, shaman 0, sorcerer/wizard 0, witch 0

Touch of Clemency

Enchantment (compulsion) [mind-affecting]
Level: bard 0, cleric/oracle 0, mesmerist 0, psychic 0, sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: touched creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes

The target deals only nonlethal damage with any non-magical attack. The natural attacks of creatures with damage reduction defeated by magic or a material ignore the effect. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.

  1. http://www.d20pfsrd.com/magic/all-spells/t/touch-of-mercy