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I-L Spells for APG

Working on adding these.  If you add any spells delete them from here so I'll know in the morning what to do.

Ill Omen

School enchantment [compulsion] mind-affecting Level witch 1
Casting Time 1 standard action
Components V, S, M (hair from a black cat)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level or until discharged
Saving Throw none Spell Resistance yes

You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identifythe spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

Source Advanced Player's Guide

Innocence

School transmutation Level bard 1
Casting Time 1 standard action
Components V, S
Range personal
Targets you
Duration 1 minute/level (D)

You surround yourself with an aura of innocence and trustworthiness. You gain a +10 competence bonus on Bluff skill checks to convince others of your innocence. They find it difficult to believe you capable of any wrongdoing. This bonus does not apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to convince anyone of anything other than your complete innocence and blamelessness.

Source Advanced Player's Guide

Instant Armor

School conjuration [creation] force Level cleric 2, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Targets you
Duration 1 minute/level (D)

You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion's holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.

Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Sinceinstant armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your caster level.

Caster LevelArmor Created
5th or lowerchainmail
6th-8th bandedmail
9th-11thhalf-plate
12th or higherfull plate
If you choose to create lesser armor than your level allows you gain a +1 magical enhancement bonus to the armor you do create for every type of armor you pass over. For instance, if you have the capacity to create full plate instant armor you could instead choose to create +1 half-plate+2 banded mail, or +3 chainmail. You cannot replace these bonuses with armor special properties.

Instant Enemy

School enchantment Level ranger 3
Casting Time 1 swift action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 
Effect 
Targets one creature that is not your favored enemy.
Duration 1 minute/level
Saving Throw none Spell Resistance no

With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

Source APG

Invigorate

School illusion figment Level bard 1
Casting Time 1 standard action
Components V
Range touch
Area 
Effect 
Targets creature touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless) Spell Resistance yes (harmless)

This spell banishes feelings of weariness. For the duration, the subject takes no penalties from the fatigued or exhausted conditions. The effect of invigorate is merely an illusion, however, not a substitute for actual rest or respite. When the spell ends, the subject takes 1d6 points ofnonlethal damage, along with the return of the original condition(s). A creature can be under the effects of only one invigorate spell at a time; if it is cast a second time on that creature, the first immediately ends.

Source APG

Invigorate, Mass

School illusion figment Level bard 3
Casting Time 1 standard action
Components V
Range touch
Area 
Effect 
Targets creatures touched, up to one/level
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless) Spell Resistance yes (harmless)

This spell work as invigorate, except it affects multiple creatures.

Source APG

Jester's Jaunt

School conjuration [teleportation] Level bard 3
Casting Time 1 standard action
Components V, S
Range touch
Area 
Effect 
Targets one living creature
Duration instantiations
Saving Throw Will negates Spell Resistance yes

You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.

Source APG

Keen Senses

School transmutation Level alchemist 1, druid 1, ranger 1
Casting Time 1 standard action
Components V, M/DF (a hawk's feather)
Range touch
Area 
Effect 
Targets creature touched
Duration 1 minute/level (D)
Saving Throw Will negates (harmless) Spell Resistance yes (harmless)

The subject gains a +2 competence bonus on Perception checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.

Source APG

King's Castle

School conjuration [teleportation] Level paladin 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 
Effect 
Targets one creature
Duration instantaneous
Saving Throw Will negates (harmless) Spell Resistance yes (harmless)

This spell allows you to switch places with an ally. When you cast this spell, choose a single ally within range. You teleport to your ally's space while your ally teleports to your former space.

Source APG

Knight's Calling

School enchantment [compulsion] mind-affecting Level paladin 1
Casting Time 1 standard action
Components V, DF
Range close (25 ft. + 5 ft./2 levels)
Area 
Effect 
Targets one creature
Duration 1 round
Saving Throw Will negates Spell Resistance yes

You compel an enemy to come and fight you. On its turn, the target moves its speed toward you, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target.

Source APG

Lead Blades

School transmutation Level ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Area 
Effect 
Targets touch
Duration 1 minute/level (D)
Saving Throw Spell Resistance

Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

Source APG

Life Bubble

School abjuration Level cleric 5, druid 4, ranger 3, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (a bit of eggshell)
Range touch
Area 
Effect 
Targets creatures touched, up to one/level
Duration 2 hours/level; see text
Saving Throw Will negates (harmless) Spell Resistance yes (harmless)

You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.

Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).

When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.

Source APG

Light Lance

School evocation good, light Level paladin 2
Casting Time 1 standard action
Components V, S
Range personal
Area 
Effect lance of light
Targets 
Duration 1 round + 1 round/level (D)
Saving Throw Spell Resistance

You create a glorious beam of brilliant radiance that acts as a +1 holy lance suitable for your size. You must have a free hand when casting the spell and, once you call the lance into being, you cannot switch it to another hand or put it down without prematurely ending the spell. As astandard action while holding a light lance, you can choose not to make an attack and instead hold the lance aloft as a beacon of light and truth, creating an area of bright light with a radius of 90 feet. If you choose to do this for one or more additional rounds the lance also casts a spear of brilliant light up into the sky that grows progressively more visible as it continues to climb toward the heavens. Under cover of night or other darkness, if nothing obstructs the beam, it becomes visible for an additional 2 miles during each round in which you continue to aim your lance skyward (2 miles in the second round, 4 miles in the third round, and so on).

Source APG

Lily Pad Stride

School transmutation Level druid 3
Casting Time 1 standard action
Components V, S, M (a frog's leg)
Range long (400 ft. + 40 ft./level)
Area 
Effect trail of lily pads behind you
Targets 
Duration 10 minutes/level (D); see text
Saving Throw none Spell Resistance no

Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your size or smaller that is following you. These lily pads only appear when you cross water or other liquids which do not immediately destroy plants. You can walk across these liquid surfaces without any fear of stumbling (though if knocked prone, dragged under, or otherwise pulled off your feet you still sink in the liquid). For the duration of the spell, any creature of your size or smaller can attempt to follow you by making a DC 10 Acrobatics check every round. Each such check allows it to move at half its normal land speed. If the creature takes a -5 penalty on its check it can move at its normal speed.

If a creature fails an Acrobatics check, or if a creature that's larger than you attempts to follow, it falls through, damaging the plants. Each time a creature falls through, all subsequent creatures take a cumulative -5 penalty on their Acrobatics checks when traveling across that particular stretch of plants.

As you move, the lily pads disappear behind you once you pass beyond the spell's range. Otherwise, they remain until the spell's duration expires.

Source APG

Lockjaw

School transmutation Level druid 2, ranger 2
Casting Time 1 standard action
Components V, S, M (sticky tree gum)
Range touch
Area 
Effect 
Targets creature touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless) Spell Resistance yes (harmless)

You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent. Choose one of the creature's natural attacks (usually a claw or bite attack).

The creature gains the grab ability with that natural attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple. A creature with multiple natural attacks can strike at its grappled opponent with its other natural attacks, but cannot attack any other creature.