Advanced Race Guide | Races | Halflings | New Racial Rules | Halfling Spells

Halfling Spells

Halflings have access to the following spells.

Blessing Of Luck And Resolve

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: cleric: 2; oracle: 2; warpriest: 2; inquisitor: 2; paladin: 2
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level (D), special see below
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one living creature touched

Description: A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects.

A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take the new result, even if it is worse.

Blessing Of Luck And Resolve, Mass

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: cleric: 6; oracle: 6; warpriest: 6; inquisitor: 6; paladin: 4
Components:
Casting time:
Range: close (25 ft. + 5 ft./2 levels)
Duration:
Saving Throws:
Spell Resistance:
Targets: one creature/level, no two of which can be more than 30 ft. apart

Description: Functions like blessing of luck and resolve, except that it affects multiple creatures.

This spell functions like blessing of luck and resolve, except that it affects multiple creatures.

Escaping Ward

School: abjuration [] ()
Domain:
Level: bard: 2; skald: 2; inquisitor: 2; magus: 2; ranger: 2; sorcerer: 2; wizard: 2; arcanist: 2; hunter: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you

Description: This ward grants you extra maneuverability when you avoid attacks against larger foes.

This ward grants you extra maneuverability when you avoid attacks against larger foes. While affected by this spell, when you are attacked and missed by a creature that is at least one size category larger than you, you can, as an immediate action, move up to 5 feet away from the attacking creature. You can increase this movement by 5 feet for every 5 caster levels. This movement does not provoke attacks of opportunity.

Fearsome Duplicate

School: illusion [figment] ()
Domain:
Level: bard: 3; skald: 3; inquisitor: 3; sorcerer: 3; wizard: 3; arcanist: 3; witch: 3
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute/level (D)
Saving Throws: Will disbelief (if interacted with)
Spell Resistance: no
Effect: monstrously distorted duplicate of you

Description: You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet, and use to interact with others.

You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet, and use to interact with others. You can make the duplicate up to two size categories larger than you are and determine a theme as to how it alters your original appearance. However, this duplicate always retains some vestiges of your actual appearance. Creatures who already know you gain a +2 bonus on saving throws made to disbelieve this spell. Your duplicate has no actual substance, and you cannot use it to alter its surroundings or to attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with creatures using the Bluff, Diplomacy, and Intimidate skills, and you gain a +2 competence bonus on Intimidate checks when using that skill through the duplicate.

You can see, hear, taste, and smell your duplicate's surroundings as if you are actually present using your Perception skill. While you also remain aware of your own immediate surroundings when controlling your duplicate, controlling it does take a toll on your senses. You take a –4 penalty on Perception checks while you control your duplicate.

The duplicate moves under your mental command, and while you need not act out its movements, you must take a standard action to control your duplicate for 1 round (concentrating on the spell) or it winks out of existence. You can maintain control of your duplicate even if you have no line of sight or line of effect to it.

The duplicate immediately winks out of existence if it is hit by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the spell.

Village Veil

School: illusion [figment] (mind-affecting)
Domain:
Level: bard: 5; skald: 5; cleric: 5; oracle: 5; warpriest: 5; sorcerer: 5; wizard: 5; arcanist: 5; witch: 5
Components: V, S
Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 day/level
Saving Throws: Will disbelief
Spell Resistance: no
Area: one 10-ft. cube per level

Description: You throw an illusion over an area to make creatures that view or interact with it believe it has suffered some great catastrophe or calamity that renders it utterly worthless for their needs.

You throw an illusion over an area to make creatures that view or interact with it believe it has suffered some great catastrophe or calamity that renders it utterly worthless for their needs. You must set a few general guidelines when casting the spell as to the nature of this disaster (fire, tornado, bandit raid, plague, etc.), after which the illusion fills in the remaining details to make it seem realistic. When casting the spell, you can grant creatures with particular, clearly identifiable physical traits (race, gender, age category, etc.) immunity to this spell. This allows all such eligible creatures to perceive the true nature of the affected area instead of its illusory appearance. Creatures without this immunity that fail their saving throws always perceive the affected area as having absolutely nothing of interest or worth to them. Unless they have reason for suspicion, they always move on without closely investigating the area. Creatures with sufficient reasons for suspicion who do choose to investigate the area gain another saving throw, this one with a +2 bonus, as they enter the village and directly interact with the illusion.

You can expand the area of this spell by casting it multiple times. Each time you do, you must effectively "attach" the spell to the existing area by using the same disaster and granting the same sorts of creatures immunity to its effects. If you fail to do this, the entire illusion, no matter how large, disappears.