Baleful Spells for Pathfinder 1st Ed
I love the idea of offensive versions of spells that are normally beneficial, or “baleful” spells.This line of Pathfinder 1st edition spells is based on an idea from my wife Lj, who pitched this to me years ago and I never finished any of the ideas that came from it.
Blur, Baleful
School illusion (glamer); Level alchemist 3, bard 2, magus 3, medium 3, mesmerist 2, occultist 3, psychic 3, spiritualist 3, witch 2, wizard 3
Casting Time 1 standard action
Components V
Range medium (100 ft. +10 ft./level)
Target one creature
Duration 1 minute/level (D)
Saving Throw Will partial (see text); Spell Resistance yes
A field of blurred light blocks the sight of the subject of this spell, causing everything it looks at to look blurred, shifting, and wavering. This distortion causes the subject to treat everything as having concealment (20% miss chance). Anything that already has concealment adds 20% to its miss chance against attacks from the subject of the baleful blur’s. The spell’s effect also causes the subject to have a 20% chance to misread anything, including scrolls.
A creature subject to this spell ignores the spell’s effect when targeting a creature it cannot see (though fighting an unseen opponent carries penalties of its own). A see invisibility spell cast by the subject does not counteract the baleful blur’s effect, but a true seeing spell does.
A creature that makes its save against this spell is only affected until the 20% miss chance or misread chance causes it to miss a target or misread text.
Dancing Lights, Baleful
School evocation [light]; Level bard 1, magus 1, mesmerist 1, psychic 1, witch 1, wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature you can see
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
You evoke four dancing lights (as the spell), which move with and face in front of the face of the target creature. In addition to sheading light as typical dancing lights, they cause the target to be dazzled, give it a -10 penalty to any Stealth check, and reveal what space the target is in to anyone able to see them.
You must be able to perceive the target with a visual sense to cast baneful dancing lights on it.
Jump, Baleful
School enchantment (compulsion)[mind-affecting] ; Level bard 2, mesmerist 2, psychic 2, shaman 2, spiritualist 2, witch 2
Casting Time 1 standard action
Components V, S, M (a grasshopper’s hind leg)
Range medium (100 ft. +10 ft./level)
Targets 1 creature/2 levels within a 30-ft.-diameter circle
Duration 1 round/level
Saving Throw partial (see text); Spell Resistance yes
Targets affected by this spell must take a move action each round to make an Acrobatics check with a +10 bonus to make a long jump. Targets that fail their save must jump a number of feet equal to their check (rounded down to the nearest 5 feet, with a 5-foot minimum regardless of their check result) in a randomly determined direction. Targets that make their saving throw are only affected for 1 round, and are allowed to choose the direction of their jump.
Mage Armor, Baleful
School conjuration (creation) [force]; Level antipaladin 1, inquisitor 1, occultist 1, psychic 1, spiritualist 1, summoner 1, summoner (unchained) 1, wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range medium (100 ft. +10 ft./level)
Target 1 creature, +1 creature per 4 levels, all within a 15-foot-radius
Duration 1 minute/level (D)
Saving Throw Will partial (see text); Spell Resistance no
You fire a bolt of force energy at one or more targets, requiring a ranged touch attack. On a successful hit, a translucent but tangible field of force surrounds the subject of a baneful mage armor spell, providing a +4 armor bonus to AC. Baneful mage armor is made of force, so incorporeal creatures can’t bypass it the way they do normal armor.
Unlike mage armor, baneful mage armor has a bulk that can hinder its wearer. It imposes a -2 armor check penalty (which also applies to attack rolls if the target is not proficient with light armor), reduced movement speed as if it was a breastplate (which is a 20-foot move rate for most creatures that normally have a 30-foot move rate), and creates a 20% arcane spell failure chance.
A target that succeeds at a Will save is only affected by this spell for 1 round.
Raise Dead, Baleful
School conjuration (healing); Level adept 6, cleric 6, shaman 7, spiritualist 6, witch 7
Casting Time 1 minute
Components V, S, M (diamond worth 10,000 gp), DF
Range touch
Target dead creature touched
Duration instantaneous
Saving Throw Fort negates, see text; Spell Resistance yes
This spell functions as raise dead, except as detailed above, and that the target need not be willing to be raised (though its soul must be available, rather than trapped somehow).
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