Bosco's Spell Compendium: Cantrips and Orisons

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B osco ’ s S pell C ompendium : C antrips

and

O risons

Writer/Design: Alex Abel Illustrator: Allen Morris Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Bosco’s Spell Compendium: Cantrips and Orisons is published by Flaming Crab Games under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc.

Copyright 2014 Flaming Crab Games

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INTRODUCTION TO BOSCO MAGIC

Presented within this prestigious tome are a variety of new spells to ‘enhance’ your spellcasting experience. The spells in Bosco’s Spell Compendium are generally made up of three major groups: silly, mostly useless, and just utterly useless spells. While playing a caster that uses silly spells is a treat of its own, Flaming Crab Games suggests that you use these for spell failure. Each new spell has the original spell in parentheses. When casting a “Bosco Spell” via a mishap, use the original spell’s spell slot. If the spell has a target, roll a d%. If the result is 1-33%, target the caster. If the result is 34-66%, the spell randomly goes to another target within range. If the result is 67-100%, use the caster’s original target. It’s up to the GM if these Primal Magic-like shenanigans replace normal effects or happen occasionally. We suggest rolling a d%, on a 51-100, use the Bosco-version of the spell instead of the normal failure (such as simply losing the spell in a failed concentration check). Here are some examples, feel free to use your own: When you fail a concentration check, the caster casts the Bosco-version of the spell if available. When you suffer a mishap from a failed Use Magic Device check, cast the Bosco version of the spell if available. When you ruin a spell with Arcane Spell Failure, use the Bosco version of the spell if available.

BARD SPELLS 0th-Level Bard Spells (Cantrips)

Most Sound (Ghost Sound): Figment most sounds. No Direction (Know Direction): You cannot discern north. Open Clothes (Open/Close): Opens clothes. Prancing Lights (Dancing Lights): Creates horse shaped lights. Stage Hand (Mage Hand): 5-pound telekinesis. Unwitting Good-Guy (Unwitting Ally): Subject is considered good for 1 round. Vaunted Fey Aspect (Haunted Fey Aspect): You surround your target with complimenting illusions.

CLERIC SPELLS 0th-Level Cleric Spells (Orisons)

Berate Water (Create Water): Criticizes 2 gallons/ level of water. Financed Diplomacy (Enhanced Diplomacy): +2 on one Diplomacy check. Respect Magic (Detect Magic): Creatures within a 60

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ft. cone respect spells and magic items. Stable Eyes (Stabilize): Cause a dying creature’s eyes to stop looking around so much. Suspect Poison (Detect Poison): Suspect poison in one creature or small object.

DRUID SPELLS 0th-Level Druid Spells (Orisons)

Berate Water (Create Water): Criticizes 2 gallons/ level of water. Financed Diplomacy (Enhanced Diplomacy): +2 on one Diplomacy check. Respect Magic (Detect Magic): Creatures within a 60 ft. cone respect spells and magic items. No Direction (Know Direction): You cannot discern north. Stable Eyes (Stabilize): Cause a dying creature’s eyes to stop looking around so much. Suspect Poison (Detect Poison): Suspect poison in one creature or small object.

INQUISITOR SPELLS 0th-Level Inquisitor Spells (Orisons)

Acid Stache (Acid Splash): Mustache deals 1d3 acid damage. Berate Water (Create Water): Criticizes 2 gallons/ level of water. Disrupt Dead (Disrupt Undead): Deals 1d6 damage to one dead creature. Respect Magic (Detect Magic): Creatures within a 60 ft. cone respect spells and magic items. Stable Eyes (Stabilize): Cause a dying creature’s eyes to stop looking around so much. Suspect Poison (Detect Poison): Suspect poison in one creature or small object.

MAGUS SPELLS 0th-Level Magus Spells (Cantrips)

Acid Stache (Acid Splash): Mustache deals 1d3 acid damage. Fillet of Frost (Ray of Frost): Cold meat deals 1d3 cold and bludgeoning damage. Open Clothes (Open/Close): Opens clothes. Prancing Lights (Dancing Lights): Creates horse shaped lights. Stage Hand (Mage Hand): 5-pound telekinesis.


SHAMAN SPELLS 0th-Level Shaman Spells (Orisons)

Berate Water (Create Water): Criticizes 2 gallons/ level of water. No Direction (Know Direction): You cannot discern north. Prancing Lights (Dancing Lights): Creates horse shaped lights. Respect Magic (Detect Magic): Creatures within a 60 ft. cone respect spells and magic items. Stable Eyes (Stabilize): Cause a dying creature’s eyes to stop looking around so much. Suspect Poison (Detect Poison): Suspect poison in one creature or small object. Touch of Intrigue (Touch of Fatigue): Touch attack intrigues target.

age to one dead creature. Touch of Intrigue (Touch of Fatigue): Touch attack intrigues target.

Transmutation Open Clothes (Open/Close): Opens clothes.

WITCH SPELLS 0th-Level Witch Spells (Cantrips)

Respect Magic (Detect Magic): Creatures within a 60 ft. cone respect spells and magic items. Suspect Poison (Detect Poison): Suspect poison in one creature or small object. Stable Eyes (Stabilize): Cause a dying creature’s eyes to stop looking around so much. Touch of Intrigue (Touch of Fatigue): Touch attack intrigues target.

SUMMONER SPELLS 0th-Level Summoner Spells (Cantrips)

Acid Stache (Acid Splash): Mustache deals 1d3 acid damage. Open Clothes (Open/Close): Opens clothes. Respect Magic (Detect Magic): Creatures within a 60 ft. cone respect spells and magic items. Stage Hand (Mage Hand): 5-pound telekinesis.

SORCERER/WIZARD SPELLS 0th-Level Sorcerer/Wizard Spells

Cantrips Conjuration Acid Stache (Acid Splash): Mustache deals 1d3 acid damage. Stage Hand (Mage Hand): 5-pound telekinesis.

Divination Suspect Poison (Detect Poison): Suspect poison in one creature or small object.

SPELLS The following spells are presented in alphabetical order. ACID STACHE School conjuration (creation) [acid]; Level inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect one mustache of acid Duration instantaneous Saving Throw none; Spell Resistance no You fire a small mustache of acid at the target. You must succeed on a ranged touch attack to hit your target. The mustache deals 1d3 points of acid damage and sticks to its target in a place determined by the caster. This acid mustache disappears after 1 round.

Enchantment Respect Magic (Detect Magic): Creatures within a 60 ft. cone respect spells and magic items.

Evocation Fillet of Frost (Ray of Frost): Cold meat deals 1d3 cold and bludgeoning damage. Prancing Lights (Dancing Lights): Creates horse shaped lights.

Illusion Most Sound (Ghost Sound): Figment most sounds. Vaunted Fey Aspect (Haunted Fey Aspect): You surround your target with complimenting illusions.

Necromancer Disrupt Dead (Disrupt Undead): Deals 1d6 dam-

BERATE WATER School enchantment (compulsion) [water]; Level cleric 0, druid 0, inquisitor 0, paladin 1, shaman 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect berate up to 2 gallons of water/level Duration instantaneous Saving Throw Will negates; Spell Resistance no The target of this spell scolds, criticizes, and sometimes curses angrily at drinkable water. Water elementals may be offended by such unfair judgment and lash at the target.

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DISRUPT DEAD School necromancy; Level inquisitor 0, sorcerer/ wizard 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect ray Duration instantaneous Saving Throw none; Spell Resistance yes You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits a dead creature, it deals 1d6 points of damage to it. This damage cannot heal the living nor harm undead. The dead creature gains the condition severely dead. FILLET OF FROST School evocation [cold]; Level magus 0, sorcerer/ wizard 0 Casting Time 1 standard action Components V, S, M (handful of cold meat) Range close (25 ft. + 5 ft./2 levels) Effect ray Duration instantaneous Saving Throw none; Spell Resistance yes A ray of freezing air and frozen meat projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of damage. Half the damage is cold damage, and the other half is bludgeoning. FINANCED DIPLOMACY School divination; Level cleric 0, druid 0 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You imbue the subject with money-enhanced diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy check. To gain this bonus, your subject must hand the target of its Diplomacy check 10 gold pieces. This isn’t bribery. This is magic. MOST SOUND School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0 Casting Time 1 standard action Components V, S, M (a bit of wool or a small lump of wax) Range close (25 ft. + 5 ft./2 levels) Effect illusory sounds

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Duration 1 round/level (D) Saving Throw Will disbelief; Spell Resistance no Most sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound most sound creates when casting it and cannot thereafter change the sound’s basic character. However, you cannot create all sounds. Roll a d4 to determine which sound you cannot make before you finish casting. 1: A tap dancing walrus. 2: A hummingbird humming the word bird. 3: A goat imitating an elf noble. 4: An ice-skating dragon. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a most sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a most sound receives a Will save to disbelieve. Most sound can enhance the effectiveness of a silent image spell. Most sound can be made permanent with a permanency spell. NO DIRECTION School divination; Level bard 0, druid 0, shaman 0 Casting Time 1 standard action Components V, S Range personal Target you Duration instantaneous When you cast this spell, you instantly forget the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is incorrect at the moment of casting, but you can find your way again within moments if you just bloody ask someone for directions. OPEN CLOTHES School transmutation; Level bard 0, magus 0, sorcerer/wizard 0, summoner 0 Casting Time 1 standard action Components V, S, F (a sewing needle) Range close (25 ft. + 5 ft./2 levels) Target article of clothing Duration instantaneous Saving Throw Ref negates; Spell Resistance no


You can rip open an article of clothing made of fabric. Roll a d6 to see how much clothing is removed. On a 6, the target rolls a Will save (DC 10 + your casting stat modifier) against being shaken from humiliation. This has no effect if the target has a body that he is quite proud of. PRANCING LIGHTS School evocation [light]; Level bard 0, magus 0, shaman 0, sorcerer/wizard 0, witch 0 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect Up to four lights, all within a 10-ft.-radius area Duration 1 minute (D) Saving Throw none; Spell Resistance no Depending on the version selected, you create up to four lights that resemble very little horses (and cast that amount of light) or one faintly glowing, vaguely horse-like shape. The prancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. However, the horse-like lights cannot be ridden even if you are a halfling. It’s not because you’re fat. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one prancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Prancing lights can be made permanent with a permanency spell. RESPECT MAGIC School enchantment [charm]; Level bard 0, cleric/ oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner 0, witch 0 Casting Time 1 standard action Component: V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw Will negates; Spell Resistance no You cause targets within your cone to respect magical auras. The amount of respect generated depends on how long you point out a particular area or subject. 1st Round: General awareness of magical auras. 2nd Round: General respect begins to form. 3rd Round: Targets gain the fascinated condition. A Will save can be made each round to negate this effect.

STABLE EYES School necromancy; Level cleric/oracle 0, druid 0, inquisitor 0, shaman 0, witch 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 round Saving Throw Will negates; Spell Resistance yes Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature automatically stops squirming around so darn much. Its eyes stay fixed in one place and stop pleaing for help. The creature takes a -8 on Perception checks and is paralyzed for 1 round. STAGE HAND School conjuration [summoning]; Level bard 0, magus 0, sorcerer/wizard 0, summoner 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one nonmagical, unattended object weighing up to 5 lbs. Duration concentration Saving Throw none; Spell Resistance no You summon the assistance of a stage hand while concentrating. You can point your finger at an object and direct the stage hand to lift it and move it at will from a distance. After a long sigh, the stage hand will drag the object up to 15 feet in any direction along the ground, though the stage hand walks out if the distance between you and the object ever exceeds the spell’s range. SUSPECT POISON School divination; Level antipaladin 1, cleric/ oracle 0, druid 0, inquisitor 0, paladin 1, ranger 1, shaman 0, sorcerer/wizard 0, witch 0 Casting Time 1 standard action Components V, S, M (an ounce of paranoia) Range close (25 ft. + 5 ft./2 levels) Target or Area one creature, one object, or a 5-ft. cube Duration instantaneous Saving Throw none; Spell Resistance no You begin to suspect that a creature, object, or area has been poisoned or is poisonous. You can guess the exact type of poison. Your guess may or may not be accurate. Your waiter or bartender may also be offended at you casting this spell, so be wary.

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TOUCH OF INTRIGUE School necromancy; Level shaman 0, sorcerer/wizard 0, witch 0 Casting Time 1 standard action Components V, S, M (a drop of sweat) Range touch Target creature touched Duration 1 round/level Saving Throw Fortitude negates; Spell Resistance yes You channel seductive energy through your touch, intriguing the target. You must succeed on a touch attack to strike a target. The subject is immediately intrigued for the spell’s duration. This spell has no effect on a creature if they are sober and you’re not their type. UNWITTING GOOD GUY School enchantment (charm) [mind-affecting]; Level bard 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 round Saving Throw Will negates; Spell Resistance yes You befuddle the target’s mind and morals. The target temporarily feels guilty for all the things it’s done. For a short period of time, it tries to do the right thing. The subject is considered good-aligned for 1 round. If the creature is already good-aligned, you’ve simply made him feel bad about himself. That wasn’t very nice, was it? VAUNTED FEY ASPECT School illusion (glamer); Level bard 0, sorcerer/ wizard 0 Casting Time 1 standard action Components S Range close (25 ft. + 5 ft./2 levels) Target creature touched Duration 1 round/level (D) Saving Throw Will negates; Spell Resistance yes You surround your target with complimenting illusions of fey, making it believe it looks and sounds like a much more interesting person than it really is. Your target gains a -2 penalty on Diplomacy and Sense Motive checks until the spell ends and its ego deflates.

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Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor. Bosco’s Spell Compendium: Cantrips and Orisons © 2014 Alex Abel and Allen Morris [End of License] Designation of Open Game Content: The statistical information and general descriptions of creatures, abilities, traps, and other related facets of those elements within this document are Open Game Content as described in the Open Game License and may be used as Open Game Content. Product Identity is not available for Use or reuse without the express written consent of Alex Abel of Flaming Crab Games. Designation of Product Identity: Product Identity in this product includes the following terms: Flaming Crab Games and the Flaming Crab Games logo. This document is copyright Alex Abel of Flaming Crab Games, 2014. It is intended for personal use and may not be redistributed or reproduced without express written consent of Alex Abel of Flaming Crab Games.

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