Reduce Person (Spell)
- Level: Alchemist 1, Sorcerer/Wizard 1
- School: Transmutation
- Casting Time: Standard Action
- Components: V, S, M (a pinch of powdered iron)
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: One Humanoid creature
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Fortitude negates
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- This spell causes instant diminution of a Humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
- A Small Humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large Humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.
- All equipment worn or carried by a creature is similarly reduced by the spell.
- Melee and projectile weapons deal less damage (See Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
- Multiple magical effects that reduce size do not stack. Reduce Person counters and dispels Enlarge Person (Spell).
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.