Old Data
Old Data
Aberrant Body I
School: transmutation (polymorph)
Level: alchemist 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: 1 minute/level (D)
When you cast this spell, you can assume the form of any Small or Medium creature
of the aberration type. If the form you assume has any of the following abilities,
you gain the listed ability: All-around vision, amorphous, burrow 60 feet, climb 90
feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet,
darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon,
constrict, engulf, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes,
spittle, strangle, trample, trip, and web. If the creature has immunity or
resistance to any elements, you gain resistance 20 to those elements. If the
creature has vulnerability to an element, you gain that vulnerability.
Small aberration: If the form you take is that of a Small aberration, you gain a +4
size bonus to your Dexterity, and a +2 natural armor bonus.
Medium aberration: If the form you take is that of a Medium aberration, you gain a
+4 size bonus to your Strength, and a +4 natural armor bonus.
Aberrant Body II
School: transmutation (polymorph)
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: 1 minute/level (D)
This spell functions as aberrant body I, except that it allows you to assume the
form of a Tiny or Large creature of the aberration type.
Tiny aberration: If the form you take is that of a Tiny aberration, you gain a �2
penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor
bonus.
Large aberration: If the form you take is that of a Large aberration, you gain a +6
size bonus to your Strength, a �2 penalty on your Dexterity, a +2 size bonus to
your Constitution, and a +6 natural armor bonus.
Acidball
School: evocation [acid]
Level: bloodrager 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a handful of dead fire ants)
Range: long (400 ft.+40 ft./level)
Area: 20-ft.-radius spread
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
A acidball spell generates ah explosion of acid that detonates with a low roar and
deals 1d6 points of acid damage per Caster Level (max 10d6) to every creature
within the area. Unattended objects also take this damage. The explosion creates
almost no pressure. You point your finger and determine the range (distance and
height) at which the acidball is to burst. A glowing, pea-sized bead streaks from
the pointing digit and, unless it impacts upon a material body or solid barrier
prior to attaining the prescribed range, blossoms into the acidball at that point.
An early impact results in an early detonation. If you attempt to send the bead
through a narrow passage, such as through an arrow slit, you must hit the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates
prematurely. The acidball damages objects in the area. It can melt metals with low
melting points, such as lead, gold, copper, silver, and bronze. If the damage
caused to an interposing barrier shatters or breaks through it, the acidball may
continue beyond the barrier if the area permits otherwise it stops at the barrier
just as any other spell effect does.
Acidburn
School: evocation [acid]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (a handful of dead fire ants)
Range: long (400 ft.+40 ft./level)
Area: 20-ft.-radius spread
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
A acidburn spell generates ah explosion of acid that detonates with a low roar and
deals 1d6 points of acid damage per Caster Level (max 15d6) to every creature
within the area. Unattended objects also take this damage. The explosion creates
almost no pressure. You point your finger and determine the range (distance and
height) at which the acidburn is to burst. A glowing, pea-sized bead streaks from
the pointing digit and, unless it impacts upon a material body or solid barrier
prior to attaining the prescribed range, blossoms into the acidburn at that point.
An early impact results in an early detonation. If you attempt to send the bead
through a narrow passage, such as through an arrow slit, you must hit the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates
prematurely. The acidburn damages objects in the area. It can melt metals with low
melting points, such as lead, gold, copper, silver, and bronze. If the damage
caused to an interposing barrier shatters or breaks through it, the acidburn may
continue beyond the barrier if the area permits otherwise it stops at the barrier
just as any other spell effect does.
Acid Breath
School: conjuration (creation) [acid]
Level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S, M (a handful of dead fire ants)
Range: 15 feet
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
You breath forth a cone of acidic droplets. The cone deals 1d6 points of acid
damage per level (maximum 10d6).
Acid Rain
School: evocation [acid]
Level: sorcerer/wizard 9
Casting Time: 1 standard action
Components: V, S, M (a handful of dead fire ants)
Range: long (400 ft.+40 ft./level)
Area: 60-ft.-radius spread
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
You bring forth a turrent rain of acid. The rain drops hurt any but you in the area
and deals 1d6 points of acid damage per level (maximum 20d6).
Adjustable Disguise
School: illusion (glamer)
Level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 hour/level (D)
This spell functions as disguise self, except as a swift action you can alter the
disguise (within the limitations of disguise self). For example, you could make
yourself look like a young human city guard, then an old elven wizard of the
opposite gender, then a halfling thief, and so on. You can change the disguise a
number of times equal to your caster level.
Adjustable Polymorph
School: transmutation (polymorph)
Level: alchemist 2, bard 2, magus 2, shaman 2, sorcerer/wizard 2, summoner 2, witch
2
Casting Time: 1 standard action
Components: V, S, M (a small piece of doppelganger flesh)
Range: personal
Target: you
Duration: 10 minutes/level (D)
This spell functions as alter self, except you can as a swift action alter the
disguise (within the limitations of alter self). For example, you could transform
yourself into a halfling, then a lizardfolk, then an elf, and so on. You can change
your form a number of times equal to your caster level.
Air Breathing
School: Transmutation
Level: Cleric 3, druid 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: S, M/DF (A short reed or piece of straw)
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe air freely. Divide the duration evenly among
all the creatures you touch. This spell does not make creatures unable to breathe
water.
Allfeast
Level: ranger 4
As allfood, but is tasty and also provides the bonuses (though not curative) of
heroes� feast.
Alter Reality
Level: cleric 9, sorcerer/wizard 8
School: Illusion (shadow)
Components: V, S
As limited wish, but it creates effects that could exist without magic only, and if
you duplicate the effects of a spell with a material component that cost 1 gp or
more, you must provide powdered onyx worth the same value.
Alter Self
School: transmutation (polymorph)
Level: alchemist 1, bard 1, hexblade 1, magus 1, sorcerer/wizard 1, summoner 1,
witch 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level (D)
When you cast this spell, you can assume the form of any Small or Medium creature
of the humanoid type. If the form you assume has any of the following abilities,
you gain the listed ability darkvision 60 feet, low-light vision, scent, and swim
30 feet. Small creature If the form you take is that of a Small humanoid, you gain
a+2 size bonus to your DEX. Medium creature If the form you take is that of a
Medium humanoid, you gain a+2 size bonus to your STR.
Alter Taste
School: illusion (glamer)
Level: bard 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S, M (pinch of salt or spice)
Range: 10 feet
Target: one meal of 1 cubic feet/level
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell changes the taste of one meal to a taste that is pleasant for the
creature consuming it. Note that this spell only disguises the taste of the meal
and does not alter any other quality of it. While it will alter the taste of rotten
meat, for instance, the meat will still be rotten. Furthermore, all parts of the
meal taste the same no matter what is eaten. Thus soup, salad, main course, dinner
roll and so on will all taste exactly alike since the spell masks any and all
flavors with the taste. Each creature that tastes the meal will experience a
different taste sensation depending on what his or her preference is. Thus, one
creature might taste warm bread while another tastes raw meat. This spell changes
the taste of anything that is part of the meal at the time the spell is cast; if
something is added later, such as gravy or poison, then the spell cannot alter that
and the creature receives the proper taste of the added item. Creatures are
instantly aware of this spell�s effect upon the first bite and can choose to
disbelieve the spell�s effects at any time.
Analogue
Level: sorcerer/wizard 9
As clone, but you can create a duplicate of yourself only and the clone acts as a
simulacrum (as the spell) until used to resurrect you.
Animate Construct
School: transmutation
Level: cleric 2, magus 3, sorcerer/wizard 3
As animate dead, except it creates animated objects of the same CR as the undead
you could create with animate dead.
Animate Tools
School: transmutation
Level: bard 0, cleric 0, druid 0, shaman 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time: 10 minutes
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one tool or one set of related tools.
Duration: 8 hours
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
The spell causes a tool � or a group of tools used together to perform a task � to
animate and perform a task you designate. These tools follow your directions to the
best of their abilities, but can only be used for their intended purpose. This
spell allows you to complete an amount of work equivalent to a single person
working for eight hours. The tools use your Craft or Profession check as
appropriate. The tools may aid another. There are many other common uses of this
spell that require no check, such as commanding a broom to sweep the floor or a
shovel to dig a trench. Only mundane tasks can be accomplished with this spell. It
has no effect on crafting magic items. Under no circumstance can tools be used to
attack a creature, though items can damage a structure if that is their intended
purpose (such as a pickaxe or an logger's axe).
Animate Water
School: transmutation
Level: druid 6, shaman 6, sorcerer/wizard 6, witch 6
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: a body of water equal in volume to a Small creature/caster level; see text
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
You imbue water with cohesiveness, giving it a humanoid shape and a semblance of
life. The volume of water affected determines the possible sizes of the creature
you create. You can animate a larger amount of water based on the following: A
Medium creation counts as two Small or smaller creatures; a Large creation as four;
a Huge creation as eight; a Gargantuan creation as 16; and a Colossal creation as
32. You can change the size and number of the creations as a move action, as if
directing an active spell. The creations have the statistics of animated objects as
described in the Pathfinder Bestiary with the following difference: Instead of
hardness the animated water has DR 10/magic and takes half damage from piercing and
slashing weapons. This spell cannot affect any liquids carried by a creature.
Animate water can be made permanent with a permanency spell at a cost of 17,500 gp
and a minimum caster level of 13th.
Ant Haul
School: transmutation
Level: alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
Casting Time: 1 standard action
Components: V, S, M/DF (a small pulley)
Range: Touch
Target: Creature touched
Duration: 2 hours/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The target can carry 3 more Bulk than normal before becoming encumbered and up to a
maximum of 6 more Bulk.
Ant�s Strength
Level: druid 1, magus 1, sorcerer/wizard 1
Duration: 1 hour/level
As bull�s strength, but it grants a +6 bonus to Strength for all purposes except
the target�s attack and damage bonuses.
Antispell Ray
Level: cleric 8, sorcerer/wizard 7
As polar ray, but effect is for target to lose 1 random spell slot per caster level
and suffer a 1d4 drain to Int, Wis or Cha (whichever ability score is highest).
Anti-Incorporeal Shell
School: abjuration
Level: cleric 4, shaman 4, witch 4
Casting Time: 1 round
Components: V, S, DF
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: yes
You bring into being a mobile, hemispherical energy field that incorporeal
creatures cannot enter. This spell can be used only defensively, not aggressively.
Forcing an abjuration barrier against creatures that the spell keeps at bay
collapses the barrier.
Arc Of Lightning
School: conjuration (creation) [electricity]
Level: cleric 5, druid 4, magus 5, shaman 5, sorcerer/wizard 5, witch 5
Casting Time: 1 standard action
Components: V, S, M/DF (two small iron rods)
Range: close (25 ft. + 5 ft/2 levels)
Area: a line between two creatures
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: no
This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to
both creatures and to anything in the line between them. Both creatures must be in
range, and you must be able to target them both (as if the spell has them as its
targets). Draw the line from any corner in one creature's space to any corner in
the other's space. The bolt affects all squares in the line.
Arcane Blitz
School: Evocation [electricity]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial, see text
Spell Resistance: Yes
With a fierce gesture, you single out a target, unleashing a stream of energy to
tear them apart. This spell deals 1d8 points of electric damage per two caster
levels (maximum 5d8) to the target so long as you continue to concentrate. Targets
damaged by the spell are also staggered. A successful fortitude save negates the
staggered condition for that round, but the target must continue to make a new save
each round at the beginning of your turn so long as the spell remains active. A
target making two successful saves in a row or moving outside of the caster�s range
ends the spell.
Arcane Bow
Level: bloodrager 3, magus 3, sorcerer/wizard 3
As gravity bow, but the effect is to gain the arcane archer�s imbue arrow power.
Arcane Healing
School: necromancy [healing]
Level: bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 minute
Components: V, S
Range: touch
Target: caster or individual touched
Duration: permanent
Saving Throw: none
Spell Resistance: no
On casting this spell, the caster may convert up to one spell level per level of
experience she has attained into healing energies. Every two spell levels drained
in this manner may be used to heal 1d8+l points of damage. For example, a
necromancer casting arcane healing might choose to sacrifice a memorized magic
missile and a memorized shield in order to heal 1d8+l points of damage. Conversely,
a sorcerer using this spell might "use up" one of his daily 4th level spells and
heal 2d8+2 points of damage.
Arcane Forge
Level: bloodrager 4, magus 4, sorcerer/wizard 4
As greater magic weapon, but you can forgo some of the enhancement bonus granted
for special weapon abilities for which you meet the prerequisites to craft.
Arcane Nova
Level: magus 5, sorcerer/wizard 5
As summon monster I but it summons a lantern archon with 10 hp/caster level. The
archon casts spells as a sorcerer with an effective level of 1 per 3 caster levels.
Armor Of Darkness
School: abjuration [darkness]
Level: alchemist 4, bard 4, bloodrager 4, cleric 4, inquisitor 4, magus 4, shaman
4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: yes
The shroud grants the subject a +4 deflection bonus to AC plus an additional +1 for
every three levels above 7th (for a total of +5 at 10th level, +6 at 13th level, +7
at 16th level, to a maximum of +8 at 19th level). The subject can see through the
armor as if it does not exist and is also afforded darkvision out to 90 ft. The
subject gains a +2 saving throw bonus against any holy, good, or light spells or
effects. Undead creatures that are subjects of armor of darkness also gain channel
resistance +6.
Arrow Storm
School: transmutation
Level: ranger 3
Casting Time: 1 swift action
Components: V
Range: personal
Target: you
Duration: 1 round
You can cast this spell only at the begining of your turn, before you take any
other actions. After casting arrow storm, you can use a full-round action to make
one ranged attack with a bow with which you are proficient with against every foe
within distance equal to the weapon's range increment. You can attack a maximum
number of individual targets equal to your character level. If you choose to not
spend a full-round action in this fashion after casting the spell, the spell has no
effect.
Askew Balance
School: necromancy
Level: cleric 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: Fort negates
Spell Resistance: yes
With a spinning gesture and a few arcane words you upset the equilibrium of a
single creature, causing the target creature to fall prone.
Augment Familiar
School: transmutation
Level: hexblade 1, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft/2 levels)
Target: your familiar
Duration: concentration + 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This spell grants your familiar a +4 enchantment bonus to Strength, Dexterity, and
Constitution, daamage reduction 5/-, and a +3 resistance bonus on saving throws.
Aura Of Vitality
School: transmutation
Level: druid 7
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft/2 levels)
Target: one creature/3 levels, no two of which are more then 30 feet apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
All subjects recieve a +8 moral bonus to Strength, Dexterity, and Constitution.
Awaken
School: enchantment (compulsion) [mind-affecting]
Level: sorcerer/wizard 0, witch 0
Casting Time: 1 immediate action
Components: S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes (harmless)
You snap your fingers, and one sleeping creature within range immediately awakens,
as though slapped awake.
Awaken, Mass
School: transmutation
Level: druid 8
Casting Time: 24 hours
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Target: one animal or tree/3 levels, no two of which are more than 30 ft. apart
Duration: instantaneous
Saving Throw: see text
Spell Resistance: yes
You awaken one or more trees or animals to humanlike sentience. All awakened
creatures must be of the same kind. To succeed, you must make a Will save (DC 10 +
the HD of the highest-HD target, or the HD the highest-HD tree has once awakened,
whichever is greater). Failure indicates that the spell fails for all targets. The
awakened animal or tree is friendly toward you. You have no special empathy or
connection with it, but it serves you in specific tasks or endeavors if you
communicate your desires to it. An awakened tree has characteristics as if it were
an animated object, except that its Intelligence, Wisdom, and Charisma scores are
all a roll of 1d8 with 1 being a -3 score, 2 being a -2 score, 3 being a -1 score,
4 being a +0 score, 5 being a +1 score, 6 being a +2 score, 7 being a +3 score, 8
being a +4 score. Awakened plants gain the ability to move their limbs, roots,
vines, creepers, and so forth, and they have senses similar to a human�s. An
awakened animal has a Intelligence score of a roll of 1d8 with 1 being a -3 score,
2 being a -2 score, 3 being a -1 score, 4 being a +0 score, 5 being a +1 score, 6
being a +2 score, 7 being a +3 score, 8 being a +4 score, a +1d2 bonus to there
Charisma score, and +2 HD. An awakened tree or animal can speak one language that
you know, plus one additional language that you know per point of its Intelligence
bonus, if it has one. (The skills and feats the awakened creature gains are chosen
by the GM and based on the amount of the awakened creature's HD and the plant or
anaimal type for skills.)
Awaken Construct
School: transmutation
Level: cleric 8, sorcerer/wizard 9
Casting Time: 8 hours
Components: V, S, M (the brain of a humanoid that has been dead less than 8 hours)
Range: touch
Target: one construct
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell awakens a humanoid-shaped construct to humanlike sentience. An awakened
construct�s Intelligence, Wisdom, and Charisma scores are of a roll of 1d8 with 1
being a -3 score, 2 being a -2 score, 3 being a -1 score, 4 being a +0 score, 5
being a +1 score, 6 being a +2 score, 7 being a +3 score, 8 being a +4 score. The
spell does not work on constructs that are constructs only temporarily (such as
objects affected by an animate objects spell). The awakened creature is independent
of both you and the being who originally made it, though it is initially friendly
toward both you and its maker. (The skills and feats the awakened creature gains
are chosen by the GM and based on the amount of the awakened creature's HD and new
creature type for skills.)
Awaken Undead
School: necromancy [evil]
Level: cleric 6, sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (a humanoid finger bone)
Range: close (25 ft. + 5 ft./2 levels)
Target: all mindless undead within a cicrle with a radius of 25 feet/2 levels
Duration: instantaneous
Saving Throw: none (harmless)
Spell Resistance: yes (harmless)
This spell grants intelligence to mindless undead such as skeletons and zombies.
Undead creatures with Intelligence scores are unaffected. A mindless undead gains
an Intelligence score of 1d4-3 down to negative points, subject to the limitation
that an undead cannot be more intelligent than is typical of a living creature of
the same kind. A dog skeleton simply has Intelligence -4 (no roll needed), while an
orc skeleton makes the die roll but can�t have more than Intelligence -1 and
finally a human, half-orc, half-elf, or elf skeleton can have ah Intelligence of
+1. (The skills and feats the undead creature gains are chosen by the GM and based
on the amount of the undead creature's HD and new creature type for skills.) Undead
regain the armor and weapon proficiencies they had in life (assume the undead were
formerly warriors or fighters unless the GM specifies otherwise) and will don armor
and take up weapons while obeying your commands. A zombie fighter can wear any
armor and wield any simple or martial weapon, and a warhorse zombie can wear any
armor. Undead also regain any extraordinary racial abilities they had in life, such
as poison or scent. Awakened undead gain a +2 profane bonus on their Will saving
throws to resist control undead. Awakened undead also gain +4 channel resistance
(or retain their own channel resistance, if any, and if it is better than +4). The
awakened undead are still under your control if you created them otherwise they are
free to act on there own if they are not under anyone else's control.
Awe
School: illusion [mind-affecting, fear]
Level: magus 0, sorcerer/wizard 0, witch 0
Casting Time: 1 swift action
Components: V, S
Range: personal
Target: you
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
With this spell, you call forth a display of your power, which manifests in ways
all can see and none can mistake. The exact effect varies depending on the
situation and your mood � thunder may echo and lightning may flash from your staff,
you may be wreathed in flames or deep shadows, or a great light may surround you.
Many effects are possible, but regardless of the spell�s manifestation, it grants
you a +10 bonus on a single Intimidate check made immediately after the spell is
cast.
Axiomatic Water
School: transmutation [lawful]
Level: cleric 1, inquisitor 1, paladin 1, shaman 1
Casting Time: 1 minute
Components: V, S, M (5 pounds of powdered iron and silver (worth 25 gp)
Range: touch
Target: flask of water touched
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
This transmutation imbues a flask (1 pint) of water with the order of law, turning
it into axiomatic water. Axiomatic water damages lawful outsiders the way holy
water damages undead and evil outsiders. A flask of axiomatic water can be thrown
as a splash weapon. Treat this attack as a ranged touch attack with a range
increment of 10 feet. A flask breaks if thrown against the body of a corporeal
creature, but to use it against an incorporeal creature, the bearer must open the
flask and pout the axiomatic water out onto the target. Thus, a character can douse
an incorporeal creature with axiomatic water only if he is adjacent to it. Doing so
is a ranged touch attack that does not provoke attacks of opportunity. A direct hit
by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider.
Each such creature within 5 feet of the point where the flask hits takes 1 point of
damage from the splash.
Bag Of Knives
Level: bloodrager 2, magus 2, sorcerer/wizard 2, witch 3
Components: V, F (one dagger)
As magic missile, but causes 1 force dagger/2 levels to fly out and attack targets
in range as ranged touch attacks, dealing 1d4+1 hp of damage on a successful
attack.
Balance Weapon
School: transmutation
Level: cleric 0, magus 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: weapon touched
Duration: 1 minute (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell causes the weapon touched to gain an exceptional balance, bestowing a +1
enhancement bonus to attack rolls. The target weapon is not considered magical for
purposes of damage reduction.
Ball Lightning
School: evocation [electricity]
Level: magus 5, sorcerer/wizard 5, witch 5
Casting Time: 1 standard action
Components: V, S, M (a handful of copper and iron pellets)
Range: medium (100 ft. + 10 ft./level)
Effect: one lightning ball
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: yes
You create a 5-foot-diameter ball of concentrated electricity that rolls in
whichever direction you point, dealing electricity damage to creatures it strikes.
It moves 30 feet per round. As part of this movement, it can ascend or jump up to
30 feet to strike a subject. If it enters a space with a creature, it stops moving
for the round and deals 1d6 points of electricity damage per caster level (maximum
15d6), though a successful Reflex save negates that damage. The ball moves as long
as you actively direct it (a move action for you), otherwise it merely stays at
rest, damaging any creature in its space. It cannot push aside unwilling creatures
or batter down large obstacles. The lightning winks out if it exceeds the spell�s
range.
Balor Nimbus
School: transmutation
Level: alchemist 2, bloodrager 2, cleric 2, magus 2, shaman 2, sorcerer/wizard 2,
witch 2
Casting Time: 1 standard action
Components: V, S, M/DF (A pinch of soot)
Range: personal
Target: you
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
The flames created by this spell do not harm you or any equipment you carry or
wear. Each round, the flames deal 6d6 points of fire damage to any creature
grappling you (or any creature you grapple) on your turn.
Bands Of Steel
School: conjuration (creation)
Level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S, M (three small silver hoops, interlocked)
Range: medium (100 ft. + 10 ft./level)
Target: one Medium or smaller creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: no
The victim must succeed on a Reflex save or be immobilized and thus unable to move.
If the saving throw succeeds, the victim is only partially trapped by the bands,
and is entangled. A creature immobilized by the bands can attempt to escape as a
full-round action, either by bursting free (Strength DC 18) or wriggling out
(Escape Artist DC 18). An entangled creature can use a full-round action to break
free (Strength DC 13) or disentangle itself (Escape Artist DC 13).
Barrage
Level: bloodrager 4, magus 4, sorcerer/wizard 4
As true strike, but the effect is the arcane archer�s �hail of arrows� power rather
than the normal benefit.
Bash
School: divination
Level: magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: see text
Your next single melee attack roll (if it is made before the end of the next round)
gains a +10 insight bonus. Additionally, you reduce your miss chance by 10% when
trying to strike a concealed target with this melee attack.
Beast Claws
School: transmutation
Level: alchemist 2, druid 1, ranger 2
Casting Time: 1 standard action
Components: V, S, M (the claw of a bird of prey, such as an eagle or falcon)
Range: personal
Target: you
Duration: 1 hour/level
You gain two claw attacks that act as slashing melee weapons, dealing 1d6 points of
damage with a threat range of 19�20. Attacks with your transformed hands do not
provoke attacks of opportunity. Your claws work just like the natural weapons of
many monsters. You can make an attack with one claw or a full attack with two claws
at your normal attack bonus, replacing your normal attack routine. You take no
penalties for two-weapon fighting, and neither attack is a secondary attack. If
your base attack bonus is +6 or higher, you do not gain any additional attacks�you
simply have two claw attacks at your normal attack bonus. If you attack with a
manufactured weapon or another natural attack, you can�t make any claw attacks in
that round. The claws do not hinder your manual dexterity or spellcasting.
Bewitch
Level: witch 2
Range: close (25 ft. +5 ft./2 levels)
As bestow curse, but the effect is for the target to suffer a �4 penalty to all
saving throws against hexes.
Beastspeak
School: divination
Level: druid 2, shaman 2, witch 2
Casting Time: 1 standard action
Components: S, DF
Range: personal
Target: you
Duration: 10 minutes/level
When you�re in the form of an animal (such as when you are using wild shape or are
affected by a polymorph effect), you can speak normally, including when you cast
spells with verbal components, and you sound like your normal self when you speak.
You can cast this spell while in animal form, using animal-appropriate somatic
components.
Belker Claws
School: transmutation [air]
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a small vial of smoke)
Range: touch
Target: living creature
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
With a successful touch attack, you deal 4d6 points of damage. For every three
caster levels, the smoke lasts for another round (to a maximum of 6 additional
rounds at 18th level), dealing another 4d6 points of damage per round.
Benign Transposition
School: conjuration (teleportation)
Level: bard 1, bloodrager 1, cleric 1, magus 1, shaman 1, sorcerer/wizard 1, witch
1
Casting Time: 1 standard action
Components: V
Range: medium (100 ft. + 10 ft./level)
Targets: two willing creatures of up to Large size
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
Two target creatures, of which you can be one, instantly swap positions. Both
subjects must be within range. Objects carried by the creatures (up to the
creatures� maximum loads) go with them, but other creatures do not, even if they
are carried. The movement is instantaneous and does not provoke attacks of
opportunity.
Blackfire
necromancy [evil]
Level: sorcerer/wizard 8, witch 8
Casting Time: 1 standard action
Components: V, S, M (a pinch of dust from a vampire destroyed by sunlight)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: 1 round/level
Saving Throw: Fortitude partial and Reflex negates; see text
Spell Resistance: yes
You must succeed on a ranged touch attack with the ray to strike a target. On a
successful attack, a living target is engulfed in chill black flames that feed on
the fuel of their victim�s life force. A creature engulfed in blackfire must make a
successful Fortitude save each round that the spell is in effect or take 1d2 points
of Constitution damage and become nauseated. A creature that makes its Fortitude
save takes no damage for that round and is sickened instead. In addition to its
effects on the subject, blackfire can spread rapidly. Each round on its turn, any
living creature adjacent to a creature engulfed in blackfire must succeed on a
Reflex save or become engulfed itself. Any creature that has its Constitution
reduced to -6 or lower by the spell is turned into a pile of black ash and can be
returned to life only by true resurrection or wish, the caster of which must
succeed on a DC 30 caster level check to restore the victim to life. If a creature
succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it
gutters out. The black flames cannot otherwise be extinguished by normal means
(such as immersion in water or smothering), but antimagic field, a successful
dispel magic, remove curse, or break enchantment snuffs it out. As well, a creature
protected by death ward has immunity to blackfire�s effects.
Blacklight
School: evocation [darkness]
Level: bloodrager 3, cleric 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S, M (a piece of coal and the dried eyeball of any creature)
Range: close (25 ft. + 5 ft./2 levels)
Area: a 30-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: yes or no (object)
You create an area of total darkness. The darkness is impenetrable to normal vision
and darkvision, but you and five allies of your chosing can see normally within the
blacklit area. Creatures outside the spell�s area, even you and your allies, cannot
see through it. You can cast the spell on a point in space, but the effect is
stationary unless you cast it cast on a mobile object. You can cast the spell on a
creature, and the effect then radiates from the creature and moves as it moves.
Unattended objects and points in space do not get saving throws or benefit from
spell resistance. Blacklight counters or dispels any light spell of equal or lower
level, such as daylight.
Blade Storm
School: transmutation
Level: ranger 3
Casting Time: 1 swift action
Components: V
Range: personal
Target: you
Duration: 1 round
You can cast this spell only at the beginning of your turn, before you take any
other actions. After casting blade storm, you can take a full-round action to make
one attack with each melee weapon you are currently wielding against every foe
within reach. If you wield more than one weapon, or a double weapon, you can attack
each foe once with each weapon or end, using the normal rules for two-weapon
fighting. So, a ranger wielding a longsword and a short sword could attack each
opponent he can reach with both weapons. If you choose not to spend a full-round
action in this fashion after casting the spell, the spell has no effect.
Blade Thirst
School: transmutation
Level: bloodrager 2, hexblade 2, magus 2, ranger 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V
Range: touch
Target: one slashing weapon
Duration: 1 minute/level
Saving Throw: none (object)
Spell Resistance: yes (object)
You grant a slashing weapon a +3 enhancement bonus. The weapon sheds illumination
as if it were a torch.
Bladed Dash
School: transmutation
Level: bloodrager 1, bard 1, hexblade 1, magus 1
Casting Time: 1 standard action
Components: V
Range: personal
Target: you
Duration: instantaneous
When you cast this spell, you immediately move up to 30 feet in a straight line any
direction, momentarily leaving a multi-hued cascade of images behind you. This
movement does not provoke attacks of opportunity. You may make a single melee
attack at your highest base attack bonus against any one creature you are adjacent
to at any point along this 30 feet. You gain a circumstance bonus on your attack
roll equal to your Intelligence or Charisma modifier, whichever is higher. You must
end the bonus movement granted by this spell in an unoccupied square. If no such
space is available along the trajectory, the spell fails. Despite the name, the
spell works with any melee weapon.
Blades Of Fire
Conjuration (Creation) [Fire]
Level: bloodrager 1, magus 1, ranger 1, sorcerer/wizard 1
Casting Time: 1 swift action
Components: V
Range: touch
Targets: up to two melee weapons you are wielding
Duration: 3 rounds
Saving Throw: none
Spell Resistance: no
Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks
with any energy damage your weapons already deal.
Blast Barrier
School: transmutation (sonic)
Level: druid 4, ranger 3, shaman 4, sorcerer/wizard 3, witch 4
Casting Time: 1 standard action
Components: V, S, M (handful of snow, earth, or gravel)
Range: close (25 ft. + 5ft./2 levels)
Effect: 1-ft.-thick wall up to 10 ft. high by 20 ft. wide
Duration: concentration, up to 1 round/2 levels
Saving Throw: Reflex half (see below)
Spell Resistance: yes (see below)
When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow,
sand, or gravel to spring up in a designated space within the spell�s range. This
wall provides total cover to all Large or smaller creatures and objects. The
barrier can only spring up in an area of natural, unworked ground. The energy that
forms the wall�s matrix is unstable, and you must concentrate to maintain the
wall�s shape. A blast barrier has an AC of 9, hardness 0, and 5 hit points per
caster level. When a blast barrier reaches 0 hit points, or when you cease
concentrating on maintaining it, the energies that maintain the barrier�s shape
fail with explosive results, sending sharp chunks of the materials comprising the
wall and magical energy out along both sides. Any creature that is adjacent to a
blast barrier when it explodes takes 2d6 points of slashing damage and 1d6 points
of sonic damage per 3 caster levels (maximum 6d6). A successful Reflex save halves
the total damage done. Spell resistance applies as well. This instability can make
using a blast barrier risky, but many of the spellcasters that pioneered the spell
became experts at its tactical applications, often using the barriers to cover an
escape while lobbing spells and parting shots, hoping to trigger the barrier�s
destruction just as their would-be pursuers approached.
Blast Of Force
School: evocation [force]
Level: bloodrager 2, cleric 2, inquisitor 2, magus 2, shaman 2, sorcerer/wizard 2,
summoner 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes
You must succeed on a ranged touch attack with the ray to strike a target. A blast
of force deals 1d6 points of damage per two caster levels (maximum 5d6). In
addition, a successful hit forces the subject to make a Fortitude save or be
knocked prone (size and stability modifiers apply to the saving throw as if the
spell were a bull rush).
Blazing Ray
School: evocation [fire]
Level: pyromancer 8, sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S, F (an fine cut amber gem worth 100gp)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
A white hot ray of burning flame springs from your hand. You must succeed on a
ranged touch attack with the ray to deal damage to a target. The ray deals 1d12
points of fire damage per caster level (maximum 20d12) and 1d4 points of charisma
drain.
Blessed Aim
School: divination
Level: antipaladin 1, cleric 1, paladin 1, shaman 1
Casting Time: 1 standard action
Components: V, S
Range: 50 ft.
Effect: 50-ft.-radius spread centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
This spell grants your allies within the spread a +2 morale bonus on ranged attack
rolls.
Blessed Fist
School: transmutation [good]
Level: cleric 1, paladin 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: yes
The target is considered to be armed even when unarmed, so it doesn�t provoke
attacks of opportunity when it attacks foes with unarmed strikes. Its unarmed
strikes can deal lethal or nonlethal damage (target�s choice). If the target
already has this ability (such as from the monk unarmed strike ability or the
Improved Unarmed Strike feat), its unarmed strikes gain a +1 enhancement bonus on
attack rolls and damage rolls, and they count as good-aligned weapons for the
purposes of overcoming damage reduction.
Blindsight
School: transmutation
Level: cleric 3, druid 3, shaman 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell grants the subject the blindsight ability effective out to 30 feet.
Blindsight, Greater
School: transmutation
Level: cleric 4, druid 4, shaman 4, witch 4
This spell functions like blindsight, except as noted above and that the blindsight
granted by the spell is effective out to 60 feet.
Blood Frenzy
School: transmutation
Level: druid 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: any creature with the rage ability
Duration: special; see text
Saving Throw: Will negates
Spell Resistance: yes
The target creature enters a rage, as if having the rage special ability, but the
number of rage rounds for this one combat does not count toward the creature�s
number of rage rounds per day if they have the ability to rage normally also.
Bloody Blades
Level: antipaladin 3, bloodrager 4, magus 4, witch 4
As bloody claws, but applies to weapon attacks made by target.
Body Blades
School: transmutation
Level: cleric 2, shaman 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level
You sprout daggerlike blades from all the surfaces of your body and clothing. The
blades appear metallic but are not actually metal, and never harm you or interfere
with your movement or actions. You are proficient with your blades, and they allow
you to deal piercing damage equal to 1d6 + your caster level (maximum 1d6+10) with
a successful grapple attack. You can also make a regular melee attack (or off-hand
attack) with the spikes, and they count as a light weapon in this case. If a
creature initiates a grapple with you, it takes the same damage, and you gain a
bonus on grapple checks to resist the grapple equal to the damage dealt. You get a
+4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell
that entangles.
Brambles
School: transmutation
Level: cleric 2, druid 2
Casting Time: 1 standard action
Components: V, S, M (a small thorn)
Range: touch
Target: wooden weapon touched
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
For the duration of the spell, the weapon deals both piercing and bludgeoning
damage. It gains a +1 enhancement bonus on its attacks and also gains a +1
enhancement bonus per caster level on melee damage rolls (maximum +10). This spell
works only on melee weapons with wooden striking surfaces. For instance, it does
not work on a bow, an arrow, or a metal mace.
Breeze
School: evocation (air)
Level: sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S, M (a miniature fan)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature or object
Duration: 1 hour (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes
You create a light wind that blows against the target, from a direction of your
choice. The breeze grants the subject a +2 bonus on saves against very hot
conditions, severe heat, breath weapons, and saves against cloud vapors and gases
(such as cloudkill, stinking cloud, and inhaled poisons). This spell does not
function without air or underwater. You can only have one breeze active at any one
time. If you cast this spell while another casting is still in effect, the previous
casting is dispelled.
Brewer
Level: alchemist 2, antipaladin 2, bloodrager 2, cleric 2, inquisitor 2, magus 2,
paladin 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2
As greater magic weapon, but causes potion to act as a different potion of same or
lower gp value.
Brilliant Aura
School: transmutation
Level: cleric 8, druid 8, shaman 8, sorcerer/wizard 7, witch 7
Targets: weapons carried by one creature/2 levels, no two of which are more than 30
ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell functions like brilliant blade, except as noted here, and that all
weapons of the subject creatures gain the brilliant energy special ability.
Brilliant Blade
School: transmutation
Level: cleric 7, druid 7, shaman 7, sorcerer/wizard 6, witch 6
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one melee or thrown weapon, or fifty projectiles (all of which must be in
contact with each other at the time of casting)
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
You transform a single melee weapon, natural weapon, thrown weapon, or group of
projectiles into a weapon with the brilliant energy special ability. If this spell
is cast on arrows or crossbow bolts, the effect on a particular projectile ends
after one use, whether or not the missile strikes its intended target. Treat
shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
Burrow
School: transmutation
Level: alchemist 2, bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2,
witch 2
Casting Time: 1 standard action
Components: V, S, M/DF (a claw from a burrowing creature)
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can burrow through earth and loose rock (but not solid stone) with a
speed of 30 feet (or 20 feet if it wears medium or heavy armor, or if it carries a
medium or heavy load).
Burrow, Mass
School: transmutation
Level: bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3, witch 3
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like burrow, except that it affects multiple creatures.
Call Weapon
School: transmutation
Level: bloodrager 1, bard 1, hexblade 1, magus 1, paladin 1, ranger 1
Casting Time: 1 swift action
Components: V, S
Range: 60 feet
Target: one melee weapon wielded by an ally
Duration: instantaneous
When you cast this spell, you cause a weapon wielded by an ally within 60 feet to
telekinetically fly across the space between you and into your open hand. This
extra energy persists in the weapon for the rest of the round, granting you a +2
circumstance bonus on attack rolls and weapon damage rolls made during the same
round you cast this spell. If the ally targeted for this spell is unwilling to give
up her weapon, the spell fails. An unconscious or dying ally is considered a
�willing� target so long as the weapon to be called is still in contact with the
ally�s body.
Caltrops
School: conjuration (creation)
Level: bard 0, magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: see text
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a
creature moves into an area covered by caltrops or spends a round fighting while
standing in such an area, it might step on one. The caltrops make one attack roll
(+0 melee) against the creature. For this attack, the target�s shield and
deflection bonuses do not count, nor does its armor bonus for armor worn. A target
wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does
count). If the caltrops succeed on the attack, the creature has stepped on one. A
successful attack by a caltrop deals 1 point of damage. If the target is Small,
Medium, or Large, its land speed is reduced by one-half because of the injury. This
movement penalty lasts for 24 hours, until the creature is successfully treated
with a DC 15 Heal check, or until it receives at least 1 point of magical healing.
A charging or running creature must immediately stop if it steps on a caltrop. Any
creature moving at half speed or slower can pick its way through a bed of caltrops
with no trouble. The DM judges the effectiveness of caltrops against unusual
opponents or opponents outside the size range given above. A giant centipede, for
example, can scramble among the caltrops with no chance of hurting itself, and a
fire giant wearing thick, massive boots might be immune to their attacks. For every
two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square,
and the caltrops� attack bonus increases by 1. Thus, you affect two squares at 3rd
level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and
five at 9th level or higher (+4 melee), and a maximum of six at 11th level or
higher (+5 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying
the same space have no additional effect.
Camouflage
School: transmutation
Level: alchemist 1, druid 1, ranger 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 10 minutes/level
Throughout the duration of the spell, your coloration changes instantly to match
the background of any new environment you enter, with no effort on your part. This
effect grants you a +10 circumstance bonus on Stealth checks.
Camouflage, Mass
School: transmutation
Level: druid 2, ranger 2
Range: medium (100 ft. + 10 ft./level)
Target: any number of creatures, no two of which are more than 60 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like camouflage, except the effect is mobile with the group.
The spell is broken for any individual who moves more than 60 feet from the nearest
member of the group. (If only two individuals are affected, the one moving away
from the other one loses its camouflage. If both are moving away from each other,
they both become visible when the distance between them exceeds 60 feet.)
Canny Effort
School: divination
Level: bard 0, cleric 0, druid 0, shaman 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: see text
Your next single skill check (if it is made before the end of the next round) gains
a +2 insight bonus.
Cast In Stone
School: transmutation
Level: druid 9
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 round/level (D)
Saving Throw: none and Fortitude negates; see text
Spell Resistance: no
Any creature within 30 feet that meets your gaze is permanently turned into a
mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save.
You can free the victim of your own cast in stone at any time by speaking a command
word you establish during the casting. Each creature within range of the gaze must
attempt a saving throw against the gaze effect each round at the beginning of its
turn. A creature can avert its eyes, which grants a 50% chance to avoid the gaze
but in turn grants you concealment relative to it. A creature can close its eyes or
turn away entirely; doing so prevents the gaze from affecting it but grants you
total concealment from that creature. In addition, you can actively attempt to use
the gaze as a standard action each round. To do so, you choose a target within
range, and that target must attempt a saving throw. A target that is averting or
shutting its eyes gains the above benefits.
Cat's Eyes
School: transmutation
Level: alchemist 1, antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1,
inquisitor 1, magus 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner
1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no
You gain low-light vision.
Cauterize
School: evocation [fire]
Level: sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
When cast on a creature, the spell deals one point of fire damage but stops the
bleed damage (negating the Bleed condition), and stabilizes the target (if it is
dying). Creatures that are resistant or immune to fire cannot gain the benefits of
this spell.
Cavalry
Level: bloodrager 4, magus 4, sorcerer/wizard 4
As mount, but you summon 1 mount/level, and summoned mounts serve anyone you
designate.
Celestial Mount
Level: paladin 4
Target: your paladin�s mount
As haste, but also grants the ability to fly as the fly spell.
Chain Missile
School: evocation [force]
Level: bloodrager 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. + 40 ft./level)
Target: one creature, plus one more creature/2 levels (each of which must be within
30 ft. of the primary target)
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
Missiles of magical energy dart from your fingertip to unerringly strike a
creature. The missiles strike one creature initially, then spring to other targets.
Each missile deals 1d4+1 points of force damage. One missile strikes the primary
target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points
of damage). After the missiles strike, they ricochet to a number of targets up to
the number of missiles created by the spell. Each secondary target takes 1d4+1
points of damage, as if struck by a single magic missile. You choose secondary
targets as you like, but they must all be within 30 feet of the primary target, and
no secondary target can be struck more than once. You can choose to affect fewer
secondary targets than the maximum (to avoid allies in the area, for example).
Missiles without a secondary target do not ricochet off the primary target. Spells,
magic items, and abilities that protect against magic missile (such as the shield
spell or a brooch of shielding) also protect against this spell. If the primary
target has that sort of protection, the spell has no effect against it but still
springs to all secondary targets. (A brooch of shielding loses a number of charges
equal to the number of missiles hitting the creature�up to ten missiles.) If spell
resistance causes the spell to fail to harm the primary target, the spell fails and
missiles do not ricochet to additional targets. The missiles strike unerringly,
even if the targets are in melee or have anything less then total cover or
concealment. You cannot single out specific parts of a creature to strike. This
spell cannot target or damage inanimate objects.
Chained Freezing
School: evocation [cold]
Level: cyromancer 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one primary target, plus one secondary target/ level (each of which must be
within 20 ft. of the primary target)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
This spell creates a chilling discharge that begins as an chilling frost erupting
at the feet of the initial target and then again and again to different targets
within the spells range. Chained freezing strikes one object or creature initially,
then the explosion moves to other targets. The explosion deals 1d6 points of cold
damage per caster level (maximum 20d6) to the primary target. After it explodes,
chained freezing then moves to a number of secondary targets equal to your caster
level (maximum 20). The secondary explosions each strike one target and deal as
much damage as the primary explosions. Each target can attempt a Reflex saving
throw for half damage. The Reflex DC to halve the damage of the secondary explosion
is 2 lower than the DC to halve the damage of the primary bolt. You choose
secondary targets as you like, but they must all be within 20 feet of the primary
target, and no target can be struck more than once. You can choose to affect fewer
secondary targets than the maximum.
Chained Inferno
School: evocation [fire]
Level: pyromancer 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one primary target, plus one secondary target/ level (each of which must be
within 20 ft. of the primary target)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
This spell creates a fiery discharge that begins as an explosion erupting at the
feet of the initial target and then again and again to different targets within the
spells range. Chained inferno strikes one object or creature initially, then the
explosion moves to other targets. The explosion deals 1d6 points of fire damage per
caster level (maximum 20d6) to the primary target. After it explodes, chained
inferno then moves to a number of secondary targets equal to your caster level
(maximum 20). The secondary explosions each strike one target and deal as much
damage as the primary explosions. Each target can attempt a Reflex saving throw for
half damage. The Reflex DC to halve the damage of the secondary explosion is 2
lower than the DC to halve the damage of the primary bolt. You choose secondary
targets as you like, but they must all be within 20 feet of the primary target, and
no target can be struck more than once. You can choose to affect fewer secondary
targets than the maximum.
Cheat
School: transmutation
Level: bard 0, magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S, F (a pair of dice made from human bones)
Range: personal
Target: you
Duration: 1 minute/level or until discharged
Saving Throw: will negates; see text
Spell Resistance: no
At one point during the duration of this spell, you can attempt to alter the
outcome of a game of chance. This spell can affect only nonmagical games, such as
those using cards or dice. It cannot affect a game involving magic, nor a magic
item involved in a game of chance (such as a deck of many things). Whenever a dice
roll is made to determine the outcome of the game, a character under the effect of
this spell can demand a reroll and take the better of the two rolls. Anyone
observing the game of chance is allowed a Will saving throw to realize something
fishy is going on, and might suspect that the outcome of the game has been
magically altered. For example, Darkon is playing a game that he has a 1 in 4
chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost.
Because Darkon is under the effect of a cheat spell, the player can have the GM
reroll. The spell alters probability, so there is no subterfuge that another
character could notice (except for the casting of the spell itself).
Checkmate's Light
School: evocation [lawful]
Level: cleric 2, paladin 1
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: melee weapon touched
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: no
You imbue the touched weapon with a +1 enhancement bonus per three caster levels
(maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of
overcoming damage reduction. In addition, you can cause it to cast a red glow as
bright as a torch. Any creature within the radius of its clear illumination (20
feet) gets a +1 morale bonus on saving throws against fear effects. If the weapon
leaves your grasp, the spell effect is suppressed until you or another worshiper of
your deity picks it up. Time that passes while the spell�s effects are suppressed
counts against the spell�s duration.
Chilling Hands
School: evocation [cold]
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
A cone of cold shoots from your fingertips. Any creature in the area of the chill
takes 1d4 points of cold damage per caster level (max 5d4).
Choir
Level: bard 3
As the �summon 1d3 monsters� option of summon monster II, and creatures summoned
can maintain a bardic performance you begin.
Clean
School: transmutation
Level: sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S, M (bit of soap)
Range: close (25 ft. + 5 ft./2 levels)
Target: one object or one 10-feet-by�10-feet room
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You wave your hands in a circular motion over an object (or in the air to clean a
room) and all dirt on the target immediately vanishes as though the object or room
was just scrubbed thoroughly clean.
Cleanse Of Alcohol
School: conjuration (healing)
Level: bard 0, cleric 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 round
Components: V, S
Range: touch
Target: personal or one creature
Duration: instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The target of a cleanse of alcohol spell finds himself completely cured of any
effect caused by indulging in alcohol.
Close Wounds
School: conjuration (healing)
Level: bard 1, cleric 1, shaman 1, witch 1
Casting Time: 1 immediate action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless)
This spell cures 2d6 +5 points of damage. If you cast this spell immediately after
the subject takes damage, it effectively prevents the damage. It would keep alive
someone who had just dropped to �15 hit points, for example, leaving the character
at negative hit points but stable. Used against an undead creature, close wounds
deals damage instead of curing the creature (which takes half damage if it makes a
Will saving throw).
Cloth Armor
School: transmutation
Level: bard 0, magus 0, sorcerer/wizard 0
Casting Time: 1 swift action
Components: V, F (unworn clothing)
Range: personal
Target: you
Duration: 24 hours or until removed
Saving Throw: Reflex negates (harmless)
Spell Resistance: no
With a word, you cause bedding, draperies, unworn loose clothing, or tapestries to
gird you, forming an improvised suit of armor equivalent to padded armor with no
arcane spell failure chance. When you remove the armor, it collapses back into its
constituent parts.
Cloud Wings
School: transmutation
Level: druid 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This spell increases the subject�s fly speed by 60 feet. It has no effect on other
modes of movement, nor does it allow the subject to fly if it cannot already do so.
Cold Storm
School evocation [cold]
Level cleric 8, cryomancer 7, druid 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft.+10 ft./level)
Area 2 10-ft. cubes per level (S)
Duration instantaneous
Saving Throw Reflex half
Spell Resistance yes
When a cold storm spell is cast, the whole area is shot through with coats of
frost. The frosting do not harm natural vegetation, ground cover, or any plant
creatures in the area that you wish to exclude from damage. Any other creature
within the area takes 1d6 points of cold damage per Caster Level (max 20d6).
Coldball
School: evocation [cold]
Level: bloodrager 3, cryomancer 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a small crystal)
Range long (400 ft.+40 ft./level)
Area 20-ft.-radius spread
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
A coldball spell generates a chilling explosion of cold that detonates with a low
roar and deals 1d6 points of cold damage per Caster Level (max 10d6) to every
creature within the area. Unattended objects also take this damage. The explosion
creates almost no pressure. You point your finger and determine the range (distance
and height) at which the coldball is to burst. A glowing, pea-sized bead streaks
from the pointing digit and, unless it impacts upon a material body or solid
barrier prior to attaining the prescribed range, blossoms into the coldball at that
point. An early impact results in an early detonation. If you attempt to send the
bead through a narrow passage, such as through an arrow slit, you must hit the
opening with a ranged touch attack, or else the bead strikes the barrier and
detonates prematurely. The coldball damages objects in the area. If the damage
caused to an interposing barrier shatters or breaks through it, the coldball may
continue beyond the barrier if the area permits otherwise it stops at the barrier
just as any other spell effect does.
Comet Swarm
School: evocation [cold]
Level: cryomancer 9, sorcerer/wizard 9
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft.+40 ft./level)
Area: four 40-ft.-radius spreads
Duration: instantaneous
Saving Throw: none or Reflex half
Spell Resistance: yes
Comet swarm is a very powerful and spectacular spell that is similar to coldball in
many aspects. When you cast it, four 2-ft diameter spheres spring from your
outstretched hand and streak in straight lines to the spots you select. The comet
spheres leave a freezing trail of frost. If you aim a sphere at a specific
creature, you may make a ranged touch attack to strike the target with the comet.
Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save)
and takes a �4 penalty on the saving throw against the sphere�s cold damage (see
below). If a targeted sphere misses its target, it simply explodes at the nearest
corner of the target�s space. You may aim more than one sphere at the same target.
Once a sphere reaches its destination, it explodes in a 40-ft radius spread,
dealing 6d6 points of cold damage to each creature in the area. If a creature is
within the area of more than one sphere, it must save separately against each.
Despite stemming from separate spheres, all of the cold damage is added together
after the saves have been made, and cold resistance is applied only once.
Comfort Food
School: transmutation
Level: bard 2, shaman 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Effect: 1 cubic feet of food/3 levels
Duration: 10 minutes
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
When cast upon any normal, edible prepared food, even stale hardtack and dry cheese
will suddenly taste like the best food from Mom�s kitchen. Eating the affected food
will soothe the soul and raise the spirit, removing the effects of being fatigued,
exhausted, frightened, panicked, and/or shaken from all who partake in the food.
The food must be eaten within 10 minutes of casting or the magical effects are
lost, returning the food to its normal taste and questionable nutritive properties.
Conjurer's Toolbelt
School: conjuration (creation)
Level: sorcerer/wizard 0, summoner 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Effect: conjures a nonmagical tiny object
Duration: 1 min./level
Saving Throw: none
Spell Resistance: no
This spell creates a small tool that appears in your hand. The tool may not weigh
more than 1 lb. and can be no larger than one cubic foot in size. The tool can be
just about anything within the aforesaid limit and appropriate to the campaign. You
could, for example, create a hacksaw, lock pick, crowbar, hammer, etc. The tool
persists until it is broken, dispelled, or the duration of this spell expires. The
tool will be of ordinary manufacture.
Conviction
School: abjuration
Level: cleric 1
Casting Time: 1 standard action
Components: V, S, M (a small parchment with a bit of holy text written upon it)
Range: touch
Target: creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell bolsters the mental, physical, and spiritual strength of the creature
touched. The spell grants the subject a +2 morale bonus on saving throws, with an
additional +1 to the bonus for every six caster levels you have (maximum +5 morale
bonus at 18th level).
Conviction, Mass
School: abjuration
Level: cleric 3
Range: medium (100 ft. + 10 ft./level)
Targets: allies in a 20-ft.-radius burst
This spell functions like conviction, except that it affects multiple allies at a
distance.
Corpse Candle
School: conjuration (creation)
Level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: S, M (a piece of a corpse untreated by any kind of preservative)
Range: close (25 ft. + 5 ft./2 levels)
Effect: ghostly hand and candle
Duration: 1 minute/level (D); see text
Saving Throw: none
Spell Resistance: no
The ghostly hand carries a lit candle that sheds light in a 5-foot radius. You can
move the hand at the beginning of your turn as you desire�forward or back, up or
down, straight or around corners�up to 50 feet per round. Directing the candle is a
free action. The hand and candle are incorporeal and can pass through objects. A
corpse candle illuminates hidden, ethereal, and invisible beings and items, all of
which become faintly visible as wispy outlines. Ethereal creatures remain
unreachable from the Material Plane (except with force effects), but illuminated
incorporeal and invisible creatures do not benefit from concealment, and so attacks
against them suffer no miss chance. The hand cannot be attacked or damaged, though
dispel magic and similar spells can dispel it. The hand winks out if the distance
between you and it exceeds the spell�s range.
Corrosive Grasp
School: conjuration (creation) [acid]
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Targets: creatures touched
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
A touch attack with this hand causes 1d8 points of acid damage. You can use this
melee touch attack up to one time per level. You can also deal this damage as extra
damage with an unarmed strike or an attack with a natural weapon. If you grapple an
opponent, you can deal this damage in addition to other damage you deal with a
successful grapple check.
Corrosive Hands
School: evocation [acid]
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
A cone of acid shoots from your fingertips. Any creature in the area of the acid
takes 1d6 points of acid damage per Caster Level (max 5d6).
Countermoon
School: abjuration
Level: druid 1
Casting Time: 1 standard action
Components: V, S, M (a hair, scale, or other cast-off item from the type of
creature)
Range: close (25 ft. + 5 ft./2 levels)
Target: one lycanthrope
Duration: 12 hours
Saving Throw: Will negates (D)
Spell Resistance: yes
This spell forces a lycanthrope back to its natural form and keeps it from changing
form, preventing both voluntary shapechanging through the alternate form ability
and involuntary shapechanging because of lycanthropy.
Crabwalk
School: transmutation
Level: bard 1, bloodrager 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S, M (a crab�s leg)
Range: touch
Target: creature touched
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
When the subject of this spell charges, it gains a +4 bonus on its attack roll and
takes no penalty to Armor Class. This benefit replaces the normal +2 bonus on
attack rolls and �2 penalty to AC that a charge attack normally confers. If the
creature is capable of multiple attacks after a charge, such as a lion with the
pounce ability, the bonus applies only to the first attack.
Crack
School: transmutation
Level: bard 0, cleric 0, druid 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one object of up to 10 cubic feet, one undead, or construct creature
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object); see text
This spell deals 1d3 points of damage to an object, construct, or undead creature,
ignoring hardness and damage reduction.
Create Snow
School: conjuration (creation, cold) [water]
Level: druid 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of snow/level
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
This spell generates clean, unpolluted snow. Snow can be created in an area as
small as will actually contain the snow, or in an area three times as large
(possibly creating a downpour or filling many small receptacles).
Note: Conjuration spells cannot create substances or objects within a creature.
Snow weighs about eight pounds per gallon. One cubic foot of snow contains roughly
eight gallons and weighs about 60 pounds.
Critical Strike
School: divination
Level: bard 1, bloodrager 1, magus 1, sorcerer/wizard 1
Casting Time: 1 swift action
Components: V
Range: personal
Target: you
Duration: 1 round
Whenever you make a melee attack against a flanked foe or against a foe denied its
Dexterity bonus, you deal an extra 2d6 points of damage that is added on a critical
hit, your weapon�s threat range is doubled (as if under the effect of keen edge),
and you gain a +4 insight bonus on rolls made to confirm critical threats. The
increased threat range granted by this spell does stack with any other effect that
increases your weapon�s threat range to the max of 15/20 becoming 11/20. Creatures
immune to extra damage from sneak attacks are immune to the extra damage dealt by
your attacks.
Crusader�s Edge
School: transmutation [good]
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, M (dried blood from an evil outsider, sprinkled on the weapon)
Range: touch
Target: melee weapon touched
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: no
When you cast this spell on a melee weapon you imbue it with a powerful holy
energy, granting the weapon the bane weapon quality against evil outsiders.
Furthermore, whenever you score a successful critical hit against an outsider with
the evil subtype, you not only deal normal critical damage with the weapon but also
nauseate the outsider for 1d3 rounds�the outsider can reduce this nauseated
condition to sickened for 1 round with a successful Fortitude save.
Cure Mount
Level: paladin 2
Casting Time: 1 swift action
As heal mount but heals mount as if you have used your lay on hands ability.
Cursed Blade
School: necromancy
Level: antipaladin 1
Casting Time: 1 swift action
Components: V
Range: touch
Target: one melee weapon
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
A weapon affected by this spell deals wounds that can�t be healed in the usual
fashion. Any damage dealt by the weapon (not including damage from special weapon
properties such as flaming, holy, wounding, and so on) cannot be cured by any means
until the damaged individual has received a remove curse spell (or some other
effect that neutralizes a curse). If a creature is slain by a weapon that is under
the effect of this spell, it can�t be raised from the dead unless a remove curse
spell (or similar effect) is cast on the body or a true resurrection spell is used.
Cutting Hand
School: transmutation
Level: bloodrager 1, magus 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: your hand
Duration: 1 round/level (D)
You alter the structure of your hand so that it becomes as hard and sharp as a
blade. Your hand deals 1d8 points of damage (1d6 if you are Small, and 1d10 if you
are Large) and gains a +2 enhancement bonus on attack rolls and damage rolls. You
are considered armed with this hand. Your hand�s enhancement bonus does not apply
to melee touch attacks.
Dancing Shadows
Level: cleric 0, sorcerer/wizard 0
As dancing lights, but it creates 1 to 4 motes of darkness, each reducing light by
1 step.
Dark Baubles
School: evocation [darkness]
Level: bard 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: object touched
Duration: 10 minutes/level
Saving Throw: none
Spell Resistance: no
This spell causes an object to throw deep shadows in a 20-foot radius. The shadow
is equivalent to that seen on a moonless night and grants a +2 circumstance bonus
to all Stealth checks. The effect is immobile, but can be cast on a movable object.
Shadow taken into an area of magical light will not function. A dark baubles spell
is sufficient to counter and dispel the effects of a spell with the light
descriptor of equal level.
Deadeye
Level: bloodrager 1, cleric 1, magus 1, ranger 1, sorcerer/wizard 1
As bomber�s eye, but it applies to ranged weapons that are not thrown.
Deep Breath
School: conjuration (creation) [air]
Level: bloodrager 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1
Casting Time: 1 immediate action
Components: V
Range: personal
Target: you
Duration: 1 round/level
Your lungs instantly fill with air, and continue to refill with air for the
duration of the spell. When the spell�s duration expires, you can continue to hold
your breath as if you had just gulped down a lungful of air. You can cast this
spell with an instant utterance, quickly enough to save yourself from drowning
after being suddenly plunged into water.
Deeper Darkvision
School: transmutation
Level: alchemist 3, bloodrager 3, magus 3, ranger 4, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a pinch of dried carrot or an agate)
Range: touch
Target: creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject gains the ability to see 120 feet in total darkness and ignores the 20%
miss chance normally present in shadowy illumination (such as might be created by a
darkness spell).
Demonhide
School: abjuration [evil]
Level: antipaladin 2
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: evil creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject gains damage reduction 5/cold iron and good.
Detect Alchemy
Level: alchemist 1, sorcerer/wizard 0
As detect poison, but it detects objects created through alchemy and alchemical
reagents rather than magic.
Detune
School: transmutation
Level: bard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: 1 instrument
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
While learning this handy cantrip is not particularly encouraged at bardic
colleges, it still seems to make the rounds among students. With it, you cause a
single instrument within range to lose its tuning, giving Performance checks with
it a �4 modifier. Retuning an instrument to its normal tune takes 1d4 rounds and
usually creates a rather irate bard.
Diamondsteel
School: transmutation
Level: bloodrager 2, magus 2, paladin 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M
Range: touch
Target: suit of metal armor touched
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
Diamondsteel enhances the strength of one suit of metal armor. The armor provides
damage reduction equal to the AC bonus plus the enchantment bonus of the armor.
This damage reduction can be overcome only by adamantine weapons. For example, a
suit of full plate (+8 AC) would provide damage reduction 8/adamantine, and a +1
breastplate (+6 AC) would provide damage reduction 7/adamantine.
Dim
School: evocation [darkness]
Level: bard 0, cleric 0, druid 0, magus 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: object touched
Duration: 10 minutes (D)
Saving Throw: none
Spell Resistance: no
Dim creates an aura that hampers normal, nonmagical light sources. The spell must
be cast upon an object, which then radiates the dimming aura. All light sources
within a 100-ft. radius cast only half as much light as they normally would,
reducing both the normal and shadowy light radius cast by the source by one half.
This spell has no effect on magical light sources of any level. The effect is
immobile, but it can be cast on a movable object. A spell with the light descriptor
of any level counters and dispels this spell.
Dinismatic Water
School: transmutation [chaotic]
Level: cleric 1, paladin 1, shaman 1
Casting Time: 1 minute
Components: V, S, M (5 pounds of powdered iron and silver (worth 25 gp)
Range: touch
Target: flask of water touched
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object) anarcy
This transmutation imbues a flask (1 pint) of water with the order of chaos,
turning it into dinismatic water. Dinismatic water damages chaotic outsiders the
way holy water damages undead and evil outsiders. A flask of dinismatic water can
be thrown as a splash weapon. Treat this attack as a ranged touch attack with a
range increment of 10 feet. A flask breaks if thrown against the body of a
corporeal creature, but to use it against an incorporeal creature, the bearer must
open the flask and pout the dinismatic water out onto the target. Thus, a character
can douse an incorporeal creature with dinismatic water only if he is adjacent to
it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of dinismatic water deals 2d4 points of damage to a lawful
outsider. Each such creature within 5 feet of the point where the flask hits takes
1 point of damage from the splash.
Disable Construct
School: transmutation
Level: alchemist 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: construct touched
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: no
You can make a melee touch attack to send a pulse into the target, interfering with
the magic that endows it with life. If the construct fails its saving throw, it
becomes helpless for the duration of the spell.
Discern Health
School: divination
Level: bard 0, cleric 0, druid 0, shaman 0, witch 0
Casting Time: 1 round
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: concentration
Saving Throw: none
Spell Resistance: no
You can see the aura that surrounds all living beings, and can read from it the
target creature�s health. The amount of information revealed depends on how long
you concentrate on a particular target: 1st round: A creature�s total and remaining
hit points. 2nd round: Whether the creature is suffering from any debilitating
condition. 3rd round: The name of the creature�s debilitating condition (ability
drained, confused, fatigued, etc.).
Disguise Self
School illusion (glamer)
Level alchemist 1, antipaladin 1, bard 0, inquisitor 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 10 min./level (D)
You make yourself�including clothing, armor, weapons, and equipment�look different.
You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change
your creature type (although you can appear as another subtype). Otherwise, the
extent of the apparent change is up to you. You could add or obscure a minor
feature or look like an entirely different person or gender. The spell does not
provide the abilities or mannerisms of the chosen form, nor does it alter the
perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a+10 bonus on the Disguise
check. A creature that interacts with the glamer gets a Will save to recognize it
as an illusion.
Disguise Undead
School: illusion (glamer)
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, F (A cocoon of a death�s head moth)
Range: touch
Target: 1 corporeal undead
Duration: 24 hours
Saving Throw: none
Sp ell Resistance: yes (harmless)
You make one undead�including its clothing, armor, weapons, and equipment�look
different. You can make it seem 1 foot shorter or taller, thin, fat, or in between.
You cannot change the creature�s body type. For example, a wight could look human,
humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the
extent of the apparent change is up to you. You could add or obscure a minor
feature, such as a mole or a beard, or make it look like an entirely different
creature. The spell does not provide the abilities or mannerisms of the chosen
form. It does not alter the perceived tactile (touch) or audible (sound) properties
of the undead or its equipment. A battleaxe made to look like a dagger still
functions as a battleaxe. This spell also foils magical means of detecting undead.
The subject of disguise undead detects as a creature of the type simulated.
Creatures get Will saves to recognize the glamer as an illusion if they interact
with the subject (such as by touching the undead and having that not match what
they see, in the case of this spell).
Disguise Weapon
School: illusion (glamer)
Level: bard 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 round
Components: V, S
Range: touch
Target: manufactured weapon touched
Duration: 1 hour/level (D)
You make one manufactured weapon look like a different manufactured weapon of the
same size and relative encumbrance (light, one-handed, or two-handed). For example,
you could make a Small greatsword look like a Small quarterstaff, a Medium club, or
a Large dagger. Even the appearance of an improvised weapon is possible. The extent
of the apparent change is up to you. You could add or obscure a minor feature or
make the item look like it is composed of different materials (stone, wood,
adamantine, and so on). The spell does not provide any of the abilities of the
chosen form, nor does it alter the perceived tactile or audible properties of the
item or how it is wielded. A creature that interacts with the glamer may attempt a
Will save to recognize it as an illusion.
Dispatch Magic
Level: bloodrager 4, magus 4, inquisitor 4, witch 5
As dispel magic, but if you decide to end a spell active on you as a swift action
(with a remaining duration of at least 5 rounds), you gain a bonus to the dispel
check equal to the level of the spell you end.
Disorienting Quake
School: evocation [force, chaotic]
Level: bard 0, magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S,
Range: close (25 ft. +5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Fort negates
Spell Resistance: yes
You cause chaotic energies to violently shake and disorient the target of this
spell. The target is shaken for 1 round and must make an Acrobatics check (DC 20)
or fall prone.
Diver�s Breath
Level: alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
As ant haul but triples duration target can hold his breath.
Divine Agility
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +20 enhancement bonus to Dexterity.
Divine Charm
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +20 enhancement bonus to Charisma.
Divine Flesh
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +20 enhancement bonus to Constitution.
Divine Might
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +20 enhancement bonus to Strength.
Divine Protection
School: enchantment (compulsion) [mind-affecting]
Level: cleric 2, inquisitor 2, paladin 2
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Targets: allies in a 30-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Allies gain a +4 morale bonus to their Armor Class and on saving throws.
Divine Smarts
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +20 enhancement bonus to Intelligence.
Divine Willpower
School: transmutation
Level: cleric 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: no
You grant the subject a +20 enhancement bonus to Wisdom.
Doomform
Level: druid 9, witch 9
Range: personal
Target: you
As greater polymorph, but duration is 1 round/level and once you take damage equal
to double your caster level you detonate, affecting every creature within 30 feet
with bestow curse, and immediately dimension door (arriving in your normal form).
Dragon Ally
School: conjuration (calling)
Level: sorcerer/wizard 7
Effect: one called dragon of 18 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon
of up to 18 HD.
Dragonsight
School: transmutation
Level: bard 5, magus 5, sorcerer/wizard 5, witch 5
Casting Time: 1 standard action
Components: V, S, M (a dragon�s eye)
Range: personal
Target: you
Duration: 1 hour/level (D)
You gain the visual acuity of a dragon, including low-light vision, darkvision, and
blindsense. You can see four times as well as a normal human in low-light
conditions and twice as well in normal light. Your darkvision is effective out to
20 feet per caster level. You take half the normal penalties for distance on Spot
checks. Your blindsense has a range of 10 feet per caster level. None of these
effects stack with any low-light vision, darkvision, or blindsense you might
already have.
Dreamsight
School: divination
Level: cleric 6, magus 6, sorcerer/wizard 6
Casting Time: 1 round
Components: S, DF
Range: see text
Target: you
Duration: 1 minute/level (D)
You fall into a deep sleep while your spirit leaves your body invisibly in
incorporeal form and travels to distant locations. Your spirit can move 100 feet
per round, and can see and hear anything you could if you were in the same
location. The spirit can be blocked by any spell that wards incorporeal creatures,
and it can be detected and attacked in the same way as incorporeal creatures can.
Your spirit can do nothing but move and observe�it cannot speak, attack, cast
spells, or perform any other action. At the end of the spell, your spirit
instantaneously returns to your body and you wake up. If your body is disturbed or
attacked while your spirit is wandering, the spell ends immediately.
Drench
School: conjuration (creation)
Level: druid 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft/level)
Target: one object or creature up to size Large
Duration: instantaneous
Saving Throw: Ref negates
Spell Resistance: yes
With a gesture upwards, you conjure a sudden freezing cold downpour on the
designated target, dealing 1 point of nonlethal damage (no damage if they make a
Reflex save). This spell is usually used to quench small fires and can instantly
quench a natural fire that is 5 feet or less in diameter.
Drown
School: conjuration (creation) [water]
Level: druid 6, witch 6
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
You create water in the lungs of the subject, causing it to begin drowning as if it
had failed to continue holding its breath. The subject�s hit points immediately
drop to 0, and it falls unconscious. In the next round, it loses another hit point
(bringing its hit points to �1) and is dying. In the following round, it dies.
Coughing and other attempts by the subject to physically expel the water from its
lungs are useless. However, another creature can stabilize the subject by making a
DC 15 Heal check on the creature before it dies. Undead, constructs, creatures that
do not need to breathe, and creatures that can breathe water are unaffected by this
spell.
Drown, Mass
School: conjuration (creation) [water]
Level: druid 9, witch 9
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one or more creatures, no two of which are more than 30 ft. apart.
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell functions like drown, except that it affects multiple creatures.
Earthbind
School: transmutation
Level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
You hinder the subject creature�s ability to fly (whether through natural or
magical means) for the duration of the spell. If the target fails its saving throw,
its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell
falls to the ground as if under the effect of a feather fall spell. Even if a new
effect would grant the creature the ability to fly, that effect is suppressed for
the duration of the earthbind spell. Earthbind has no effect on other forms of
movement, or even on effects that might grant airborne movement without granting a
fly speed (such as jumping or levitate or air walk spells).
Easy Climb
School: transmutation
Level: bloodrager 1, druid 2, magus 2, ranger 1, witch 2
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: vertical path 10 ft. wide and 20 ft. tall/level
Duration: 10 minutes/level (D)
Saving Throw: none (object)
Spell Resistance: yes (object)
You create a path of handholds and footholds up the surface of a cliff face, tree
trunk, wall, or other vertical obstacle. This effect changes the surface to the
equivalent of a very rough wall (Climb DC 10).
Ectoplasmic Armor
School: abjuration
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V
Range: touch
Target: creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: no
The subject of the spell gains a +5 armor bonus to AC, with an additional +1 to the
bonus for every four caster levels you have (maximum +10 bonus at 20th level). This
armor bonus applies only against incorporeal touch attacks. All other attacks
ignore the armor bonus from ectoplasmic armor.
Ectoplasmic Feedback
School: abjuration
Level: bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: see text
Any creature that hits you with an incorporeal touch attack takes 1d6 points of
force damage +1 point per caster level (maximum +20). If the attacker has spell
resistance, it applies to this effect.
Eldritch Conduit
School: transmutation
Level: bloodrager 2, hexblade 2, magus 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S, M (a small mirror)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes
If the target of this spell fails to resist its effects with a Will save, he
becomes outlined in faint radiance, as if via faerie fire. At any time before the
eldritch conduit expires, you may cast another spell with an area effect of cone,
cylinder, line, or sphere and use the subject of the eldritch conduit as the point
of origin for that spell. Doing so ends the spell immediately. The target must be
within close range (25 feet + 5 feet/2 levels) in order for you to use the
conduit�if the target moves out of range, the eldritch conduit effect persists but
cannot be utilized by you until you get back within range.
Electric Jolt
School: evocation [electricity]
Level: magus 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 release a small stroke of electrical energy. You must succeed on a ranged touch
attack with the ray to strike a target. The spell deals 1d3 points of electricity
damage.
Electric Loop
School: evocation [electricity]
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a loop of copper wire and a magnet)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/3 levels, each of which is adjacent to another target
Duration: instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: yes
You create one small stroke of lightning that targets one creature per three caster
levels you possess (maximum four creatures). Each target must be in a square
adjacent to another target. The spell deals 1d6 points of electricity damage per
two caster levels (maximum 5d6) to each target. A creature that fails its Reflex
save must make a successful Will save or be stunned for 1 round.
Elemental Companion I
Level: druid 4
Range: touch
Target: 1 creature of animal type
As elemental body I.
Elemental Companion II
Level: druid 5
Range: touch
Target: 1 creature of animal type
As elemental body II.
Elemental Companion IV
Level: druid 7
Range: touch
Target: 1 creature of animal type
As elemental body IV.
Elemental Sample
School: conjuration (creation) [air, earth, fire or water]
Level: sorcerer/wizard 0, summoner 0
Casting Time: 1 standard action
Components: S
Range: close (25 ft. +5 ft./2 levels)
Effect: create 1-foot cubic block of elemental substance
Duration: instantaneous
Saving Throw: Reflex (negates) fire only
Spell Resistance: yes
Elemental sample creates a small block of elemental matter (air, earth, fire, or
water). The effects of this conjuration vary depending on the type of elemental
matter created.
Air: The conjured air disperses into air or fire. However, if used underwater or
underground, it creates a bubble of breathable air, allowing a character to breathe
for 1d6 rounds before it is spent.
Earth: The conjured earth forms into a block of stone, crumbling into dust after
1d3 rounds. You can drop it on an opponent, given the right conditions (treat the
stone as weighing 15 lbs.), or you could use it as a stepping stone or for any
number of other possible uses.
Fire: The conjured fire snuffs out in 1 round. If used against an opponent and the
opponent fails a Reflex save, the fire deals 1d3 points of damage. Conjured fire
can ignite combustibles, which burn for 1d2 rounds before extinguishing.
Water: Conjured water can snuff small fires (fireplace or smaller) or provide
drinking water. If not used immediately, the conjured water evaporates in 1d6
rounds.
Elemental Servants
School: conjuration (calling)
Level: cleric 6, druid 5, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, M (a diamond, emerald, sapphire, or ruby, depending on the type
of elemental to be summoned, worth at least 100 gp per Hit Die of elementals)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more summoned elementals
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You call one or more willing elementals to serve you. The spell automatically finds
elementals that are willing to serve you, in exchange for a tiny amount of your
energy, which has no impact on your spellcasting. You can summon a total number of
Hit Dice of elementals in this way up to twice your caster level. All summoned
elementals must be air, earth, fire, or water elementals. At 11th level, these must
be Small elementals. At 14th level, you can choose to summon Medium elementals,
instead. At 17th level, you can choose to summon Large elementals. All elementals
summoned as part of any given casting of elemental servants must be of the same
type (air, earth, fire, or water), but not necessarily the same size. The summoned
elementals serve you faithfully, and obey your spoken commands. They can be made to
follow you, or can be made to remain in an area and attack any creature (or just a
specific kind of creature) entering the area. The elementals serve you until slain.
You can control no more than 4 HD of elementals per caster level in this way, and
any elementals you control in this way count against the number of HD of undead you
can control with animate dead, and similar effects, and vice-versa (undead you
control with animate dead count against the number of HD of elementals you can
control). If you attempt to call elementals whose total HD would exceed the number
of elementals you can control, only as many HD worth of elementals answer the call
as you can control.
Embody
Level: sorcerer/wizard 7
Components: V, S, M (1,000 gp of diamond dust), F (one corpse)
As reincarnate, except dead creature is brought back in a specific dead body you
have, which acts as the focus.
Energy Gate
School: abjuration
Level: cleric 8, druid 8, shaman 8, sorcerer/wizard 9, witch 9
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw: none
Spell Resistance: yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage
from all of the five energy types�acid, cold, electricity, fire, and sonic. Energy
gate absorbs only hit point damage, so the recipient could still suffer side
effects such as drowning in acid, being deafened by a sonic attack, or becoming
immobilized in ice (and thus helpless). Energy gate overlaps protection from energy
and resist energy. This spell As long as energy gate is in effect, the other spells
absorb no damage.
Energy Immunity
School: abjuration
Level: cleric 5, druid 5, magus 6, shaman 5, sorcerer/wizard 6, witch 6
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw: none
Spell Resistance: yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage
from one of the five energy types�acid, cold, electricity, fire, or sonic. Energy
immunity absorbs only hit point damage, so the recipient could still suffer side
effects such as drowning in acid, being deafened by a sonic attack, or becoming
immobilized in ice (and thus helpless). Energy immunity overlaps protection from
energy and resist energy. As long as energy immunity is in effect, the other spells
absorb no damage.
Energy Spheres
School: evocation [acid, cold, electricity, fire, sonic]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (five glass marbles)
Range: close (25 ft. + 5 ft./2 levels)
Effect: five floating spheres
Duration: 1 round/level or until discharged
Saving Throw: Reflex half; see text
Spell Resistance: yes; see text
You create a circle of five colored spheres that orbit your head at a distance of 1
foot. These spheres provide as much light as a torch and can be used offensively or
defensively. Each sphere corresponds to one of the five types of energy (acid,
cold, electricity, fire, sonic). If used to attack, on your turn as a standard
action you can direct one or more spheres to strike a creature or creatures in
range, no two of which are more than 30 feet apart. Each sphere deals 5 points of
energy damage per four caster levels (maximum 25 points of damage) to a single
creature, so ah 12th-level caster�s sphere deals 15 points of energy damage. The
subject can make a Reflex save for half damage against each sphere. If you are
attacked with an effect that causes energy damage, and the sphere of that type of
energy is still present, you can have that sphere absorb some of that energy
damage. Each sphere grants you energy resistance 5 per four caster levels. If a
sphere is used to absorb damage, that sphere is destroyed. When used to attack a
creature with spell resistance, make one spell resistance roll for all spheres that
attack the target in a round. Success or failure applies to all spheres striking
the creature that round.
Energy Vortex
School: evocation [see text]
Level: cleric 3, druid 3
Casting Time: 1 standard action
Components: V, S
Range: 20 ft.
Targets: all creatures within a 20-ft. radius burst centered on you
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
When you cast energy vortex, you choose one of four energy types: acid, cold,
electricity, or fire. A blast of that energy type bursts in all directions from
you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby
creatures other than you. If you are willing to take the damage yourself, you deal
twice as much damage. You don�t get a Reflex save, but spell resistance applies, as
do any resistances and immunities you have to the energy type. The descriptor of
this spell is the same as the energy type you choose when you cast it.
Enhance Familiar
School: universal
Level: sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You infuse your familiar with vigor, granting it a +2 competence bonus on saves,
attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
Enhance Water
School: transmutation
Level: bard 0, cleric 0, paladin 1
Casting Time: 1 round
Components: V, S
Range: touch
Target: 1 pint of water/level
Duration: instantaneous
Saving Throw: Fort negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell transforms water into an alcoholic beverage, typically ale, beer, mead,
or wine. The alcohol is of middling quality but perfectly drinkable. The spell also
serves to remove poisons, diseases, minerals, and other toxins from the water as it
transforms. The more contaminants that exist in the water, the darker the ale or
the more full-bodied the wine becomes. The beverage�s alcohol content is not
affected by the presence or absence of contaminants. This spell does not work on
unholy water, potions, or other liquids with magical power.
Enlarge Being
School: transmutation
Level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Target: One creature
This spell functions like enlarge person, except that it affects any creature.
Ethereal Breath
School: transmutation
Level: magus 5, sorcerer/wizard 5
Casting Time: 1 swift action
Components: S
Range: Personal
Target: Your breath weapon
Duration: 1 round
For this spell to function, you must have a breath weapon, either as a supernatural
ability or as the result of casting a spell such as dragon breath. When you
successfully cast this spell, you can modify your breath weapon to manifest on the
Ethereal Plane instead of on the Material Plane. (You must be on the Material
Plane, or on another plane with a coexistent Ethereal Plane, for this spell to
function.) Your breath weapon affects ethereal creatures as if they were material,
and does not affect material creatures in its area.
Evolve Simulacrum
School: Illusion (shadow)
Level: sorcerer/wizard 8
Casting Time: 12 hours
Components: V, S, M (the existing simulacrum plus powdered rubies worth 500 gp per
increased HD of the simulacrum)
Range: 0 ft.
Effect: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Evolve simulacrum enables you to increase the levels or HD of a simulacrum, up to
half of the real creature's current levels or HD (and the appropriate hit points,
feats, skill ranks, and special abilities for a creature of that level or HD). You
can't evolve a simulacrum whose HD or levels exceed twice your caster level.
Exacting Shot
School: transmutation
Level: ranger 2
Casting Time: 1 swift action
Components: V, S
Range: Touch
Target: Ranged weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
All rolls made to confirm critical threats by the target weapon against your
favored enemies automatically succeed, so every threat is a critical hit. The
affected weapon also ignores any miss chance due to concealment whenever you fire
at a favored enemy (unless the target has total concealment, in which case the
normal miss chance applies). If the ranged weapon or the projectile fired has any
magical effect or property related to critical hits, this spell has no effect on
it.
Excavate
School: transmutation
Level: sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S, M (a pinch of excavated earth)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 5-ft.-by-5-ft. opening, 1 ft./level deep
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As with passwall, this spell allows you to create a passage through wooden,
plaster, or stone walls, but not through metal or harder materials. If a wall�s
thickness is more than 1 foot per caster level, then a single excavate spell simply
makes a niche or short tunnel with the stated dimensions. Several excavate spells
can be used in succession to breach very thick walls by forming a continuing
passage. Unlike passwall, excavate is an instantaneous effect that does not end and
cannot be dispelled; any passage it creates is permanent.
Explosive Cascade
School: evocation [fire]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (bat guano, sulfur, and copper packed into a metal tube with
one closed end)
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square/level, all of
which must be connected in one
continuous path (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You create a path of flame when you cast this spell. Anything along this path takes
1d6 points of fire damage per caster level (maximum 10d6) to all creatures and
objects it touches. The flame lights up the area as if it were a torch, and small
sparks and decaying flames remain in the area for 1 round, shedding light as
candles but dealing no damage. A creature or object can be affected only once by
each casting of this spell. If the damage from the flame destroys an interposing
barrier, the flame can move beyond the barrier if it has area remaining.
Eye Of Doom
Level: sorcerer/wizard 9, witch 9
As scrying but subjects seen count as 25 feet away for purposes of the caster
targeting them with spells. A target receives a new saving throw as a free action
at the beginning of each turn.
Eye Of Power
School: divination (scrying)
Level: sorcerer/wizard 9
Casting Time: 10 minutes
Components: V, S, M (a bit of bat fur)
Range: Unlimited
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like arcane eye, except as noted here. You can cast any spell
of 3rd level or lower that has a range other than personal through the eye. Any
spell so cast functions as though it had been cast from the eye�s location rather
than yours. Casting any spell of higher than 3rd level through the eye not only
produces no effect (though the spell is still expended), but it destroys the eye of
power and ends the spell. Unlike an arcane eye, an eye of power is visible and
corporeal, so it can be destroyed. The eye is a Fine object with AC 18 and 77 hit
points. It uses your save bonuses for saving throws.
Familiar Pocket
School: universal
Level: sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S, M (a tiny golden needle and a strip of fine cloth given a half
twist and fastened at the ends)
Range: Touch
Target: One container or garment
with a pocket touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When you cast this spell, a garment or container becomes a safe haven for a Tiny or
smaller familiar. The spell turns the target pocket into a comfortable
extradimensional space (about 1 cubic foot). The familiar can fit inside the space
without creating any noticeable bulge in the item. Whenever the familiar is
touching you, you can whisk it inside the space as a free action by speaking a
command word chosen by you when the spell is cast. If the familiar can speak, it
can command itself inside. As a free action, you can call the familiar forth or it
can leave the space on its own. Once inside, the familiar has total cover and total
concealment, and as a free action, you or the familiar can further seal the space
to make it airtight and waterproof. The air supply inside the sealed space lasts
for 1 hour, but with the pocket unsealed, the familiar can remain inside
indefinitely. The familiar cannot attack or cast spells from within the space, but
can use supernatural or spell-like abilities as normal (provided they don�t require
line of sight, which the pocket blocks). You continue to gain the special ability
granted by your familiar. While inside the pocket, the familiar continues to
benefit from the share spells ability as if it were adjacent to you. The spell ends
if the familiar pocket is placed within or taken into another extradimensional
space (such as a portable hole). If your familiar is within the pocket when the
spell duration expires or if the spell ends abnormally (as above), the familiar
appears in your space unharmed.
Fey Form I
School transmutation (polymorph)
Level alchemist 3, bloodrager 3, druid 3, magus 4, shaman 3, sorcerer/wizard 4,
witch 4
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
You assume the form of a Small or Medium creature of the fey type. Your base speed
changes to match the new form�s base speed, with a maximum speed of 60 feet (even
if the chosen fey form has a base speed in excess of that speed). If the form you
assume has any of the following abilities, you gain those abilities: climb speed 30
feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, darkvision
60 feet, low-light vision, scent, and boot stomp. If the form you assume has the
aquatic subtype, you can breathe air and water. If the creature has any weaknesses,
you gain those weaknesses. If a listed ability depends on an item (as is the case
with boot stomp), this spell transforms the nearest counterpart among your worn
gear into that item.
You can more easily cast spells that the creature has as spell-like abilities,
although you must still cast them as normal for your class. When you cast a spell
that the creature has as a spell-like ability, it requires no verbal or somatic
components and can�t be countered.
Small Fey: If you assume this form, you gain a +2 size bonus to your Dexterity and
Constitution scores.
Medium Fey: If you assume this form, you gain a +2 size bonus to your Strength and
Constitution scores.
Fey Form II
School transmutation (polymorph)
Level alchemist 5, druid 5, magus 6, shaman 5, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
This spell functions as fey form I, except it also allows you to assume the form of
a Tiny or Large creature of the fey type. Your base speed can�t increase above 90
feet this way. If the form you assume has any of the following abilities, you gain
those abilities: burrow speed 30 feet, climb speed 90 feet, fly speed 60 feet (good
maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet,
darkvision 60 feet, low-light vision, scent, see in darkness, abduct, animated
hair, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap,
DR 2/cold iron, grab, heavy weapons, icewalking, kneecapper, nasal spray, no
shadow, oversized weapons, poison, putrid vomit, rock throwing (50 feet, 1d6
damage), sound mimicry, trackless step, trample, tree meld, undersized weapons, and
woodland stride. If the creature has immunity to mind-affecting effects or poison,
you gain a +4 resistance bonus on saves against those effects. If the creature has
any weaknesses, you gain them.
Tiny Fey: If you assume this form, you gain a +6 size bonus to your Dexterity score
and take a �2 penalty to your Strength score.
Large Fey: If you assume this form, you gain a +4 size bonus to your Strength and
Constitution scores and take a �2 penalty to your Dexterity score.
Fey Form IV
School transmutation (polymorph)
Level druid 8, shaman 8, sorcerer/wizard 9, witch 9
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
This spell functions as fey form III except it doesn�t limit your base speed and
also allows you to use more abilities. If the form you assume has any of the
following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90
feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, all-around
vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light
vision, scent, see in darkness, tremorsense 60 feet, abduct, animated hair,
beguiling aura, bleed, blood rage, boot stomp, burn, compression, constrict,
crushing leap, DR 5/cold iron, fast healing 5, fear aura, frightful presence, grab,
heavy weapons, hide in plain sight, icewalking, kneecapper, luminous, nasal spray,
no shadow, oversized weapons, poison, putrid vomit, rend, rock Throwing (120 feet,
2d10 damage), sound mimicry, supernatural speed, tear shadow, trackless step,
trample, transparency, tree meld, undersized weapons, vault, and woodland stride.
If the creature has immunity or resistance to any energy types, you gain resistance
30 to those energy types. If the creature has immunity to mind-affecting effects or
poison, you gain a +8 resistance bonus on saves against those effects. If the
creature has spell resistance, you gain spell resistance 6 + your caster level. If
the creature has any weaknesses, you gain those weaknesses.
Fiery Missile
School evocation [fire]
Level: bloodrager 1, magus 1, pyromancer 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft.+10 ft./level)
Targets: up to five creatures, no 2 more than 15 ft. apart
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
A missile of magical fire darts forth from your fingertip and strikes its target,
dealing 1d6+1 points of fire damage. The missile strikes unerringly, even if the
target is in melee combat, so long as it has less than total cover or total
concealment. Specific parts of a creature can�t be singled out. Objects are not
damaged by the spell. For every 2 CLs beyond 1st, you gain an additional missile�2
at 3rd level, three at 5th, four at 7th, and so on up to the max of ten missiles at
19th level or higher. If you shoot multiple missiles, you can have them strike a
single creature or several creatures. A single missile can strike only one
creature. You must designate targets before you check for spell resistance or roll
damage.
Find Temple
School: divination
Level: paladin 1
Casting Time: 1 standard action
Components: V, S, DF
Range: 10 miles + 1 mile/level
Area: Circle centered on you, with a radius of 10 miles + 1 mile/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
With this spell, you can easily find a place to worship and possible aid or shelter
from the priests within. When the spell is cast, you sense the direction of the
nearest temple to your god. If there is none within the spell�s area, the spell
instead shows you the direction of the nearest temple dedicated to a god of the
same alignment as yours. You can also specify a particular temple to search for,
but you must have visited the temple personally at some point in the past (seeing
the temple through a divination does not count).
Finger Flame
School: evocation [fire]
Level: bard 0, magus 0, pyromancer 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Effect: one tiny magical flame
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
A tiny magical flame springs to life at the tip of your finger. The flame does not
burn you, but it will deal 1 point of fire damage to any creature you touch with
it. Finger flame is most commonly used for lighting pipes, candles, incense, and
the like.
Fins To Feet
School: transmutation
Level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell transforms tails, tentacles, or finned extremities into humanoid legs
and feet. Creatures so affected lose any natural swim speed they possess, but gain
a land speed instead. Transmuted Medium creatures have a base land speed of 30
feet, Small and smaller creatures have a base land speed of 20 feet, and Large or
larger creatures have a base land speed of 40 feet. The subject loses any natural
attacks based on its tail or tentacles.
Fire Orb
School: conjuration (creation) [fire]
Level: magus 0, pyromancer 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one missile of fire
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You lob a small orb of fire at the target. You must succeed on a ranged touch
attack to hit your target. The orb deals 1d3 points of fire damage.
Fire Swarm
Level: bloodrager 4, magus 4, pyromancer 4, sorcerer/wizard 4
As scorching ray, but bolts deal 4d6 damage, and you get 1 bolt per 3 caster
levels. As a swift action in the next round, when you cast the spell and miss, you
can redirect the bolt at a new target within range.
Firebrand Fists
School: Evocation [fire]
Level: bard 1, bloodrager 1, cleric 0, druid 0, inquisitor 1, magus 1, pyromancer
1, sorcerer/wizard 1, summoner 1, witch 0
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 10 minutes/level
Glowing orange runes appear across your knuckles. For the duration of the spell,
your fists are treated as if you were wielding +1 flaming burst brass knuckles that
do 1d8 damage and you are proficient in their use. Additionally, you are treated as
having the Two-Weapon Fighting feat for the duration of the spell. If you land a
critical hit with one of these attacks, you may cast arcane mark on the target of
the attack as a free action, even if you do not know the spell or have it prepared.
Fireburst
School: evocation [fire]
Level: bloodrager 2, magus 2, pyromancer 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a bit of sulfur)
Range: 10 ft.
Effect: Burst of fire extending 10 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Fireburst causes a powerful explosion of flame to burst from you, damaging anyone
within 10 feet of you. All creatures and objects within that area, except for you
and any creatures or objects that share your space, take 1d8 points of fire damage
per caster level (maximum 5d8).
Fireburst, Greater
School: evocation [fire]
Level: magus 5, pyromancer 5, sorcerer/wizard 5
Effect: Burst of fire extending 15 ft. from you
This spell functions like fireburst, except that it affects creatures within 15
feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10).
Fireshape
School: transmutation
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: 60 feet burst
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no
You can reduce or increase the size of all non-magical fires within the area of
effect (but not to exceed area � you cannot make a fire expand beyond the 60 ft.
burst of the spell) until the spell is dismissed, expires, or available fuel runs
out. To extinguish a fire completely exhausts the spell. An affected fire�s heat
production and fuel consumption change accordingly with size. Magical fires or
creatures composed of fire (such as fire elementals) are not affected by fireshape.
Flaming Bolt
School: evocation [fire]
Level: bloodrager 3, magus 3, pyromancer 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (Sulfur and flint)
Range: 60 ft.
Area: 40-ft long line x 10ft wide
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
You release a powerful blast of flame that deals 1d6 +2 points of fire damage per
caster level (maximum 10d6+20) to each creature within the area. The Flaming Bolt
begins at your fingertips, and sets fire to combustibles and damages objects in its
path. It can melt metals with a low melting point, such as lead, gold, copper,
silver, or bronze.
Fleshcurdle
School: transmutation (polymorph)
Level: bloodrager 2, hexblade 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (scrap of pickled flesh)
Range: close (25 ft. + 5 ft./2 levels)
Target: one living or undead creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: yes
You warp the target creature�s flesh, discoloring it and causing it to become
misshapen and impairing its function. When you cast this spell, you must choose one
of three types of effects to inflict on the target�movement, attacks, or defense.
Attacks: One of the creature�s natural attacks takes a �2 penalty on attack and
damage rolls, only scores a critical hit on a natural 20, and only deals �2 damage
on a confirmed critical hit.
Defense: The creature�s natural armor bonus decreases by �4, to a minimum bonus of
+0.
Movement: One of the creature�s movement speeds (chosen by you) is halved.
Most undead are susceptible to fleshcurdle, but amorphous creatures and creatures
without flesh are immune (such as elementals, oozes, plants, gaseous or incorporeal
creatures, and skeletons).
Fly, Swift
School: transmutation
Level: bard 2, bloodrager 2, druid 3, hexblade 2, magus 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1 round
This spell functions like fly, except as noted above.
Flying Castle
Level: sorcerer/wizard 9
As secure shelter, except the area is 100-square-feet/level, and the structure has
a 120-foot fly speed and moves as you direct.
Foebane
School: evocation
Level: ranger 4
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
When you cast this spell, choose one of your favored enemies. Against creatures of
the selected enemy kind, the weapon acts as a +5 magic weapon and deals an extra
5d6 points of damage. Furthermore, while you wield the weapon, you gain a +4
resistance bonus on saving throws against effects created by creatures of that
kind. The spell is automatically canceled 1 round after the weapon leaves your hand
for any reason. You cannot have more than one foebane weapon active at a time. If
this spell is cast on a magic weapon, the powers of the spell supersede any that
the weapon normally has, rendering the normal enhancement bonus and powers of the
weapon inoperative for the duration of the spell. This spell is not cumulative with
any other spell that might modify the weapon in any way. This spell does not work
on artifacts.
Fool's Gold
School: transmutation
Level: bard 1, bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: coins touched
Duration: 1 hour + 10 min./level
Saving Throw: none, see text
Spell Resistance: no
You can temporarily turn copper or silver pieces into gold. The spell affects 2d4
coins + 1 per caster level (maximum +20). A successful Appraise check at the
spell�s save DC will reveal that the coins are not truly gold.
Force Missiles
School: evocation [force]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create powerful missiles of magical force, each of which darts from your
fingertips and unerringly strikes its target, dealing 4d6 points of damage. The
missile then explodes in a burst of force that deals half this amount of damage to
any creatures adjacent to the primary target. The missile strikes unerringly, even
if the target is in melee or has anything less than total cover or concealment. A
caster cannot single out specific parts of a creature. The spell can target and
damage unattended objects. You gain one missile for every four caster levels. You
can make more than one missile strike a single target, if desired. However, you
must designate targets before rolling for spell resistance or damage.
Force Orb
School: evocation [force]
Level: magus 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more creatures or objects, no two of which can be more than 30 ft.
apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
One or more globes of force about 3 inches across streak from your palm at their
targets. You must succeed at ranged touch attack to hit your target. The orbs deal
a total of 1d6 points of damage per caster level (maximum 20d6), divided any way
you see fit, but a single orb must deal at least 1d6 points of damage. You declare
the division of damage between targets before making your attack rolls. A creature
struck takes the orb's damage. If you miss a creature, the orb explodes in a 10
feet burst, dealing 2 points of damage per dice of damage assigned to that orb to
all but the targeted creature in the 10 feet range burst. You can decide to miss a
orb attack on purpose before the attack roll to hit.
Freezing Ray
School: evocation [cold]
Level: cyromancer 8, sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S, F (an fine cut amber gem worth 100gp)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
A white cold ray of chilling cold springs from your hand. You must succeed on a
ranged touch attack with the ray to deal damage to a target. The ray deals 1d12
points of cold damage per caster level (maximum 20d12) and 1d4 points of charisma
drain.
Freezing Sphere
School evocation [cold]
Level bloodrager 2, cyromancer 2, druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, powdered iron)
Range medium (100 ft.+10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates
Spell Resistance yes
A frosted globe of cold rolls in whichever direction you point and chills those it
strikes. It moves 30 feet per round. As part of this movement, it can ascend or
jump up to 30 feet to strike a target. If it enters a space with a creature, it
stops moving for the round and deals 3d6 points of cold damage to that creature,
though a successful Reflex save negates that damage. A freezing sphere rolls over
barriers less than 4 feet tall. The sphere moves as long as you actively direct it
(a move action for you) otherwise, it merely stays at rest and chills. The surface
of the sphere has a spongy, yielding consistency and so does not cause damage
except by its cold. It cannot push aside unwilling creatures or batter down large
obstacles. A freezing sphere winks out if it exceeds the spell�s range.
Frost Breath
School: evocation [cold]
Level: bloodrager 2, cleric 2, cyromancer 2, druid 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (three drops of water or fragments of ice (which are held in a
cupped palm and blown toward the target))
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold
damage per two caster levels (maximum 10d4). In addition, all creatures damaged by
the frost breath that fail their Reflex save are dazed for 1 round by the sudden
shock of cold.
Frost Ray
School evocation [cold]
Level bloodrager 2, cyromancer 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft.+5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none
Spell Resistance yes
You blast your enemies with a frosting beam of cold. You may fire one ray, + one
additional ray for every four levels beyond 3rd (to a max of three rays at 11th
level). Each ray requires a ranged touch attack to hit and deals 4d6 points of cold
damage. The rays may be fired at the same or different targets, but all rays must
be aimed at targets within 30 feet of each other and fired simultaneously.
Frozen Bolt
School: evocation [cold]
Level: bloodrager 3, cyromancer 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (Sulfur and flint)
Range: 60 ft.
Area: 40-ft long line x 10ft wide
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
You release a powerful blast of frost that deals 1d6 +1 points of cold damage per
caster level (maximum 10d6+10) to each creature within the area.
Fuse Arms
School: transmutation
Level: bloodrager 2, cleric 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature with at least two arms or tentacles touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You cause a creature�s multiple arms or tentacles to fuse together into a single
pair of stronger limbs. Only limbs that the creature can use as arms or grasping
limbs are affected by the spell (so basilisks and monstrous centipedes, neither of
which use their limbs to attack or manipulate objects, are unaffected). For every
set of limbs fused into the primary set of limbs, the creature gains +4 to Strength
when using those fused limbs (affecting activities that would use those limbs, but
not activities relying on its bite, legs, and so on). For example, a girallon under
the effect of this spell would have one pair of arms and Strength +8 for the
purpose of using those arms. A behir, which has three pairs of limbs that it can
use as arms, would end up with one pair of arm-limbs with a +8 bonus to Strength
for those arms (its six legs would be unaffected). The loss of limbs might reduce
the number of attacks available to the subject. If the subject has only two arms or
tentacles, they are fused into a single limb, and the creature gains a +4 bonus to
Strength on attack rolls made with that limb.
General Of Undeath
School: necromancy [evil]
Level: cleric 8, sorcerer/wizard 9
Casting Time: 1 standard action
Components: V, S, DF
Range: Personal
Target: You
Duration: 24 hours
This spell increases the number of Hit Dice of undead that you can control by an
amount equal to your caster level. When the duration expires, you lose control of
the extra undead as if you had voluntarily relinquished control of them.
Geniekind
School: transmutation (polymorph)
Level: cleric 5, druid 5, sorcerer/wizard 5, summoner 5
Casting Time: 1 standard action
Components: V, S, M (a pinch of dust, embers, windblown sand or drops of water,
depending on the genie type)
Range: personal
Target: you
Duration: 1 round/level
Wizards and clerics have always sought to emulate the genies that they bind. The
geniekind spell is the result of attempts to gain the power and influence of these
proud outsiders without entirely forsaking the caster�s own form. Upon casting this
spell, you must choose one type of genie to transform into, selecting from djinni,
efreeti, marid, or shaitan. You retain your basic physical appearance but shift in
some way to become more akin to the genie type you chose. While under the effects
of geniekind, you gain a +2 racial bonus on all saving throws against paralysis,
poison, sleep, and stunning effects, and a +4 enhancement bonus to your natural
armor bonus. You also gain a +2 enhancement bonus to Constitution and a +5 bonus on
all Diplomacy checks made when interacting with creatures of the same elemental
subtype as your chosen genie. In addition, you gain other abilities depending upon
the type of genie you choose to assume the form of, as detailed below.
� Djinni: You gain the ability to fly at a speed of 60-ft with perfect
maneuverability. When flying, your lower torso trails away into a vortex of wind
and smoke. You gain resist electricity 10.
� Efreeti: Your flesh turns a deep red and you grow large horns on your head. Your
unarmed strikes and any melee weapon you wield deal +1d6 points of fire damage. You
gain resist fire 10.
� Marid: Your flesh turns blue and you gain webbed fingers and toes. You gain a
swim speed of 60-ft and can breathe water. You gain resist cold 10.
� Shaitan: Your flesh gains the coloration of stone and your hair appears to be
sculpted from fine crystals. You gain a burrow speed of 60 feet and resist acid 10.
Ghostform
School: transmutation
Level: sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 round/level (D)
You assume a visible, incorporeal form like that of a manifesting ghost. You gain
the incorporeal subtype for the duration of the spell, providing you with the
following abilities and characteristics. You have no physical body while in this
state. You can be harmed only by other incorporeal creatures, magic weapons or
creatures that strike as magic weapons, and spells, spell-like abilities, or
supernatural abilities. You are immune to all nonmagical attack forms. Even when
hit by spells, including touch spells, or magic weapons, you have a 50% chance to
ignore any damage from a corporeal source (except for positive energy, negative
energy, force effects, or attacks made with ghost touch weapons). Nondamaging spell
effects affect you normally unless they require corporeal targets to function (such
as implosion) or they create a corporeal effect that incorporeal creatures would
normally be unaffected by (such as a web or wall of stone spell). Your attacks
while in ghostform pass through (ignore) natural armor, armor, and shields,
although deflection bonuses and force effects (such as mage armor) work normally
against you. Nonmagical attacks you make with a melee weapon have no effect on
corporeal targets, and any melee attack you make with a magic weapon against a
corporeal target has a 50% miss chance, except for attacks you make with a ghost
touch weapon, which are made normally (no miss chance). Spells you cast while in
ghostform affect corporeal targets normally, including spells that require you to
make an attack roll (such as rays or melee touch spells). Any equipment you are
wearing or carrying is also incorporeal as long as it remains in your possession.
An object that you relinquish loses its incorporeal quality (and you lose the
ability to manipulate the object). If you use a thrown weapon or a ranged weapon,
the projectile becomes corporeal as soon as it is fired and can affect a corporeal
target normally (no miss chance). Magic items you possess work normally with
respect to their effects on you or on another target. As an incorporeal creature,
you have no natural armor bonus but have a deflection bonus equal to your Charisma
bonus (always at least +1, even if your Charisma modifier does not normally provide
a bonus). You can enter or pass through solid objects while in ghostform, but you
must remain adjacent to the object�s exterior, and so you cannot pass entirely
through an object whose space is larger than your own. You can sense the presence
of creatures or objects within a square adjacent to your current location, but
enemies have total concealment from you while you are inside an object. In order to
see farther from the object you are in and attack normally, you must emerge. While
inside an object, you have total cover, but when you attack a creature outside the
object you have cover only, so a creature outside with a readied action could
strike at you as you attack. You cannot pass through a force effect. You can pass
through and operate in water as easily as you do in air. You cannot fall or take
falling damage. You cannot make trip or grapple attacks, nor can you be tripped or
grappled. In fact, you cannot take any physical action that would move or
manipulate an opponent or its equipment, nor are you subject to such actions. You
have no weight while in ghostform and do not set off traps that are triggered by
weight. You move silently and cannot be heard with Perception checks if you don�t
wish to be while in ghostform. You have no Strength modifier while incorporeal, so
your Dexterity modifier applies to both your melee attacks and ranged attacks.
Nonvisual senses, such as scent and blindsight, are either ineffective or only
partly effective with regard to you. You have an innate sense of direction and can
move at full speed even when you cannot see.
Giant Being
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature
This spell functions like giant person, except that it affects any creature.
Giant Person
School: transmutation
Level: sorcerer/wizard 8, witch 8
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant growth of a humanoid creature, quadrupling its height and
multiplying its weight by 32. This increase changes the creature�s size category to
the next three sizes larger. The target gains a +8 size bonus to Strength, a �4
size penalty to Dexterity (to a minimum of 1), and a �4 penalty on attack rolls and
AC due to its increased size. A humanoid creature whose size increases to
Gargantuan has a space of 20 feet and a natural reach of 20 feet. This spell does
not change the target�s speed. If insufficient room is available for the desired
growth, the creature attains the max possible size and may make a Strength check
(using its increased Strength) to burst any enclosures in the process. If it fails,
it is constrained without harm by the materials enclosing it�the spell cannot be
used to crush a creature by increasing its size. All equipment worn or carried by a
creature is similarly enlarged by the spell. Melee weapons affected by this spell
deal more damage. Other magical properties are not affected by this spell. Any
enlarged item that leaves an enlarged creature�s possession (including a projectile
or thrown weapon) instantly returns to its normal size. This means that thrown and
projectile weapons deal their normal damage. Magical properties of enlarged items
are not increased by this spell. Multiple magical effects that increase size do not
stack. Giant person counters and dispels halfling person. Giant person can be made
permanent with a permanency spell. The permanency spell needed for this spell has a
minimum caster level of 16th and cost of 2,000 gp.
Girallon's Blessing
School: transmutation
Level: bloodrager 3, cleric 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch
3
Casting Time: 1 standard action
Components: V, S, M (a few strands of girallon hair)
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You give the subject an additional pair of arms. Each of its arms�new and old�ends
in a clawed hand with fingers and an opposable thumb. The creature�s original arms
(if any) are its primary arms, and new limbs are secondary limbs (if the subject
had no arms, the arms created by the spell are its primary arms). The creature
gains four claw attacks, each using its base attack bonus + its Str modifier for
attack rolls. Each claw deals 1d6 points of damage for a Medium size creature + the
subject�s Str modifier, and if an opponent is struck by two or more claws in 1
round, the subject can rend it for an additional 2d6 points of damage + 1-1/2 times
its Str modifier. A creature can use normal weapons and the claw attacks in the
same round, and these additional claw attacks when used with weapons deal a base
attack bonus of your highest base attack bonus �10 unless you have the Multiweapon
Fighting feat.
Glide
Level: bloodrager 2, magus 2, sorcerer/wizard 2
As spider climb, but you don�t need any free limbs to move, and you ignore
difficult terrain rather than climb up walls.
God of Storms
Level: cleric 5, druid 5
As call lighting, but requiring only a swift action to call a bolt each round.
Grave Influence
Level: cleric 5, sorcerer/wizard 6
School: necromancy [language-dependent]
Targets: one undead/2 levels, no two of which can be more than 30 feet apart
As mass suggestion.
Hailstones
School: evocation [cold]
Level: bloodrager 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a handful of crystal globes)
Range: Medium (100 ft. + 10 ft./level)
Effect: One frigid globe/5 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create frigid hailstones that strike your enemies. You must succeed on a ranged
touch attack to hit with a globe. Each hailstone deals 5d6 points of cold damage.
For every four caster levels, you gain an additional hailstone (maximum of five
stones at 20th level), and all globes must be aimed at enemies that are all within
30 feet of each other.
Halfing Being
School: transmutation
Level: sorcerer/wizard 9, witch 9
Target: One creature
This spell functions like halfing person, except that it affects any creature.
Halfing Person
School: transmutation
Level: sorcerer/wizard 8, witch 8
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant diminution of a humanoid creature, quartering its height,
length, and width and dividing its weight by 32. This decrease changes the
creature�s size category to the next three sizes smaller. The target gains a +8
size bonus to Dexterity, a �4 size penalty to Strength (to a minimum of 1), and a
+4 bonus on attack rolls and AC due to its reduced size. A humanoid creature whose
size reduces to Diminutive has a space of zero feet and a natural reach of none so
they have to enter the space of there opponent to attack them. This spell does not
change the target�s speed. All equipment worn or carried by a creature is similarly
reduced by the spell. Melee weapons affected by this spell deal less 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. Halfing person counters and dispels
giant person. Halfing person can be made permanent with a permanency spell. The
permanency spell needed for this spell has a minimum caster level of 16th and cost
of 2,000 gp.
Harmless Form
School: transmutation (polymorph)
Level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one willing animal companion, familiar, or spirit animal
Duration: 8 hours (D)
Saving Throw: Fort negates (harmless)
Spell Resistance: yes (harmless)
You transform the target into a harmless animal of the same approximate body type.
The form assumed must be one considered unobtrusive by local communities, such as a
cat, a dog, a hunting hawk, a horse, or a rat. This transformation can reduce the
target by up to two size categories, but cannot make an animal smaller than Tiny.
It cannot increase the size of the target or give it new natural attacks or new
forms of movement. The spell otherwise functions as beast shape II.
Haste, Swift
School: transmutation
Level: bloodrager 2, magus 2, ranger 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1d4 rounds
This spell functions like haste, except as noted above. This spell counters and
dispels any slow effect on you.
Hex Glyph
School: abjuration
Level: shaman 3, witch 3
Saving Throw: see text
Spell Resistance: no (object) and yes (see text)
This spell functions like the spell glyph version of glyph of warding, except you
can store a hex you know (but not a major hex or a grand hex) instead of a spell.
If the hex has a target, it targets the intruder. If the hex has an area or an
amorphous effect, the area or effect is centered on the intruder. The triggered hex
uses this spell�s caster level and DC. Read magic allows its caster to identify a
hex glyph with a successful DC 13 Knowledge (arcana) check. Identifying the glyph
does not discharge it and indicates that it stores a hex, but does not indicate the
effect of that hex.
Hidden Talent
School: Transmutation
Level: bard 2, bloodrager 1, magus 2, sorcerer/wizard 3
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes
For the duration of this spell, the creature touched is considered to have ranks in
one skill of your choice equal to your caster level. This does not give them the
benefit of the trained skill bonus, though if they already have this bonus it still
applies. All other modifiers are applied to the skill as normal, such as ability
score modifiers and feats.
Hungry Darkness
School: evocation [darkness, force]
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (a bat�s tooth)
Range: close (25 ft. + 5 ft./2 levels)
Area: 60-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes (see text)
This spell creates an area of intense blackness, as deeper darkness, but filled
with unseen chewing teeth and ravenous maws. Any creatures beginning its turn
within the hungry darkness is gnawed and slashed by these unseen fangs of force,
dealing 3d6 points of force damage and 2 points of Constitution damage per round.
Once a creature leaves the cloud, it continues to take 1d6 points of bleed damage
each round until it receives magical healing or enters an area of bright light.
Spell resistance can prevent damage from the hungry darkness but not against the
darkness it creates.
Hurl
School: transmutation
Level: bloodrager 1, hexblade 1, magus 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The hurl spell enhances one melee weapon so that it returns to the thrower after
being thrown. For the duration of the spell, when thrown, the weapon returns to its
wielder at the beginning of the wielder�s next action. The weapon returns whether
it hit or missed its target. On its return, the thrown weapon hovers for 1 round
next to the wielder and can then be seized and thrown again. After 1 round, the
weapon falls to the ground. The weapon returns to its wielder only if thrown; it
doesn�t automatically fly back if dropped or seized by another creature. (An
improvised weapon or a weapon not designed for throwing has a range increment of 10
feet.) Throwing a two-handed weapon is a full-round action.
Ice Spears
School: conjuration [cold]
Level: druid 3, sorcerer/wizard 3, shaman 3, summoner 3, witch 3
Casting Time: 1 standard action
Components: V, S, M (a small stalagmite-shaped crystal)
Range: close (25 ft. + 5ft./2 levels)
Effect: 1 ice spear/4 levels
Duration: instantaneous
Saving Throw: Reflex half and see below
Spell Resistance: no
Upon casting this spell, one or more giant spears of ice lance up out of the
ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height
of 10 feet. You may cause a number of ice spears equal to one spear for every four
caster levels you possess to burst from the ground. A creature that occupies a
square from which a spear extends (or that is within 10 feet of the ground below)
takes 2d6 points of piercing damage and 2d6 points of cold damage per
square�creatures that take up more than one square can be hit by multiple spears if
the caster is high enough level. The explosive growth can also trip foes. When the
spears erupt from the ground, they make a combat maneuver check against any targets
that take damage from the spears, with a total bonus equal to your caster level
plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each
additional ice spear beyond the first that strikes a single foe grants a +10 bonus
to this CMB check. If the check succeeds, the ice spears knock the foe prone. A
successful Reflex save halves the damage and prevents the trip attempt. If you cast
this spell upon an area covered with ice or snow, such as atop a glacier, frozen
lake, or snow-covered field, the spears strike with additional force. Saves against
the effect suffer a �2 penalty and the spell gains a +4 bonus on its combat
maneuver check to trip foes. Ice spears created by this spell remain after they do
their damage. They melt as normal depending on the surrounding environment. They no
longer damage foes in their square, but can provide cover. An ice spear has
hardness 5 and 30 hit points.
Idyllic Sleep
School: abjuration
Level: sorcerer/wizard 0, shaman 0, witch 0
Casting Time: 1 standard action
Components: V, S, M (fine sand, rose petals, or a live cricket)
Range: touch
Target: one willing, living creature
Duration: 8 hours (D)
Saving Throw: none
Spell Resistance: yes
The target can get a good night�s sleep even in horrible conditions. Even wearing
armor, lying on a slimy dungeon floor surrounded by corpses, a character can sleep
soundly and only when the spell ends or is dismissed. This sleep is not a
compulsion, however�it affects only willing targets.
Illuminate Scroll
Level: hexblade 4, magus 4, sorcerer/wizard 4
As amplify elixir, but applies to spells of 4th level and lower you cast from a
scroll.
Immunity
School: Abjuration
Level: sorcerer/wizard 9
Casting Time: 1 standard action
Components: V, S, F (small crystal globe with an image of the caster within, 500 gp
value)
Range: Personal
Target: You
Duration: 1 minute/level
This spell acts as a more powerful mageguard. No spell of level six or less can
affect the recipient, who also gains the benefits of DR 10/magic while this spell
is in effect. Spells the recipient casts on herself are unaffected by this spell.
Incorporeal Nova
School: necromancy [death]
Level: cleric 5, magus 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4) in the
area. Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar
creatures are destroyed, though vampires and living creatures in gaseous form are
also affected, as are other incorporeal creatures. Creatures with the fewest HD are
affected first; among creatures with equal HD, those that are closest to the point
of origin of the burst are affected first. No creature with 9 or more HD is
affected, and HD that are not sufficient to affect a creature are wasted.
Inferno
School: transmutation [fire]
Level: druid 5
Casting Time: 1 standard action
Components: V, S, M (a gob of beeswax)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 6 rounds; see text
Saving Throw: Fortitude negates and Reflex partial; see text
Spell Resistance: Yes
The target of the inferno takes 6d6 points of fire damage unless it makes a
Fortitude save. In each round thereafter, the fire deals 1d6 fewer points of damage
(minimum 1d6) until the spell ends or the subject manages to extinguish the flames.
Thus, the fire deals 5d6 points of damage in the second round, 4d6 points in the
third round, and so forth. Flammable, nonmagical items carried by the target
automatically fail their saves to resist this damage. After the first round, the
subject can attempt a DC 15 Reflex save as a full-round action to extinguish the
flames before taking additional damage. Rolling on the ground (the subject becomes
prone) allows the target a +2 bonus on this save. Leaping into a large body of
water or magically extinguishing the flames automatically ends the effect.
Infiltrator
Level: sorcerer/wizard 9
Range: unlimited
As charm monster, but the target is also affected by share senses and telepathic
bond, giving you the ability to control it easily at vast range.
Infuse Weapon
School: transmutation [see text]
Level: bard 0, cleric 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, witch
0
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
Choose an energy type when you cast the spell (acid, cold, electricity, fire, and
sonic); the spell gains this energy descriptor. Infuse weapon gives the touched
weapon a +1 bonus of the chosen energy type on damage rolls. You can�t cast this
spell on a natural weapon, such as an unarmed strike (though a monk�s unarmed
strike is considered a weapon, and thus it can be enhanced by this spell).
Instant Refuge
School: evocation
Level: sorcerer/wizard 9
Casting Time: 10 minutes
Components: V, S, M (a concoction made from demon skin and rare herbs worth 250 gp)
Range: Personal
Target: You
Duration: Until discharged
This powerful variant of the contingency spell automatically transfers you and
everything you carry or touch (except for other creatures or objects that weigh
more than 50 pounds) to a locale you name. When casting instant refuge, you must
specify the locale and detail up to six specific conditions that trigger the spell.
When any of these situations occurs, you are whisked away to the location. The
location can be any place you have visited, even on another plane.
Invisibility, Superior
School: lllusion (glamer)
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
This powerful glamer functions like invisibility, except that it masks image,
scent, and sound alike, concealing the subject from all senses except touch. As
with greater invisibility, this spell doesn�t end if the subject attacks. While
invisible, the subject exudes no scent and is undetectable by scent, blindsense,
tremorsense, and blindsight. Superior invisibility renders the recipient immune to
detection by see invisibility, faerie fire, glitterdust, invisibility purge, and
dust of appearance, although creatures under the effect of the spell can be
detected by true seeing. Certain mundane conditions (such as leaving footprints)
can also render a subject detectable.
Ioun Ring
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Target: magic ring touched
As greater magic weapon, but causes a ring to act as an ioun stone (orbiting head
instead of ring item slot).
Iounic Transportation
School: transmutation
Level: bard 0, magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S, F (dull gray ioun stone)
Range: touch
Target: object touched, up to 1 pound/level
Duration: 1 day
Saving Throw: Will negates (object, harmless)
Spell Resistance: Yys (object, harmless)
Iounic transportation causes the object touched to orbit around your head within a
three-foot radius. The item orbiting in this manner provides no special bonus or
penalty, but its weight does not count towards the load you carry. You can retrieve
the item at any time as a move action. After it has been snatched, the target item
can be set into orbit again as a move action, provided the spell�s duration has not
expired. Others may attempt to attack or grab the item as they would any other
item, though the spell provides the item with a +4 deflection bonus to its armor
class and CMD.
Irksome Weapon
School: evocation [force]
Level: magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. +5 ft./2 levels)
Effect: a magical weapon of force
Duration: 1 round
Saving Throw: none
Spell Resistance: yes
A melee weapon of pure force springs into existence and attacks a designated
opponent when he provokes attacks of opportunity, but no more than once per round,
dealing 1d8 points of damage per hit with a critical threat range of 19�20/�2. It
also grants any creature attacking this opponent a flanking bonus, though the
weapon does not gain this benefit. The weapon is visible and takes the shape of any
appropriately-sized simple or martial weapon you desire. It uses your caster level
plus your relevant caster ability modifier as its attack bonus. It strikes as a
spell, not as a weapon, so, for example, it can strike incorporeal creatures. The
weapon follows the foe you choose as long as he remains within range. Occupying the
same area as the foe, it makes attacks of opportunity whenever that particular foe
provokes him, but otherwise it takes no actions. Your feats (such as Weapon Focus)
or combat actions (such as charge) do not affect the weapon. If the weapon goes
beyond the spell�s range, the spell ends. Once you�ve designated a foe, you cannot
choose a new opponent to target with this spell. The irksome weapon cannot be
attacked or damaged. If an attacked creature has spell resistance, check for
resistance the first time the irksome weapon strikes it. Successfully resisting the
weapon dispels the spell.
Iron Bones
School: transmutation
Level: cleric 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, F (a miniature skull carved of granite)
Range: Touch
Target: Corporeal undead creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You cause the skeleton of the target corporeal undead to become thicker and as
strong as iron. This gives the subject a +10 enhancement bonus to its existing
natural armor.
Ironskin
School: transmutation [earth]
Level: alchemist 2, antipaladin 2, bloodrager 2, cleric 2, druid 2, inquisitor 2,
paladin 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S, DF/M (a pinch of forge soot)
Range: personal
Target: you
Duration: 1 minute/level (D; see text)
Your skin hardens and takes on the color and texture of rough iron. You gain a +5
enhancement bonus to your existing natural armor bonus (if you do not have a
natural armor bonus, you are considered to have an effective natural armor bonus of
+0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to
a maximum of +9 at 20th level. While you're under the effects of this spell, if an
opponent confirms a critical hit or sneak attack against you with a physical weapon
(not a spell or magical effect), you can dismiss this spell to negate the critical
hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this
way is not an action, but you must be conscious and aware of the attack to do so.
Jolt
Level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3
As call lightning, but each bolt requires a ranged touch attack, can be invoked as
a swift action, and deals 1d6 damage +1 per 2 caster levels.
Light My Fire
School: evocation [fire]
Level: bard 0, cleric 0, druid 0, inquisitor 0, shaman 0, sorcerer/wizard 0, witch
0
Casting Time: 1 round
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: unattended, non-magical objects
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
With this spell you are able to start a fire with easily combustible materials,
such as paper, dried kindling, or lantern oil. As a general rule, if it could be
ignited with flint and steel, it can be ignited with this spell. This spell
functions much faster than the normal means of starting a fire, instantly lighting
a small fire roughly equivalent to the size of a torch. This spell is not powerful
to deal damage directly (though fires started by it could).
Lightfoot
School: transmutation
Level: ranger 1
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1 round
You provoke no attacks of opportunity when moving.
Lightsight
School: transmutation
Level: bard 0, cleric 0, druid 0, inquisitor 0, shaman 0, sorcerer/wizard 0, witch
0
Casting Time: 1 immediate action
Components: V
Range: personal
Target: you
Duration: 1 round/level
In response to sudden bright light, you intone a single word and discs of shadow
appear over your eyes. You negate any penalties incurred by a weakness or
vulnerability to light including light blindness or light sensitivity.
Lifelike Dead
School: necromancy [evil]
Level: cleric 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (A brain from a humanoid creature)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animated dead creature
Duration: 1 hour per level
Saving Throw: None
Spell Resistance: No, beneficial
The caster holds the brain in front of the creature's face and pronounces the magic
words. The brain vanishes, consumed, but a ghostly brain can be seen through a
skeleton's eye sockets. The undead's intelligence is raised to 10 minimum. It can
now be given more complex instructions and will act like a living thing. This also
suspends the undead�s need to kill. This assumes a zombie or skeleton humanoid. An
undead animal requires an animal brain and the creature will have an animal
intelligence. Although it can speak, It will have the same charisma as before,
usually 10. This spell is usually used to make skeletons or zombies work the
fields, carry loot, or craft mundane objects. If the spell ends or is suspended,
the undead will usually attack the nearest creature, unless a controlling person is
present. This spell does not interfere with the control exercised by the original
animate dead spell caster. Lifelike dead can be made permanent with a permanency
spell. The permanency spell needed for this spell has a minimum caster level of
11th and cost of 7,500 gp.
Lion's Charge
School: transmutation
Level: druid 3, ranger 2
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1 round
This spell grants you the pounce special ability, allowing you to make a full
attack at the end of a charge.
Long Arm
School: transmutation
Level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Your arms temporarily grow in length, increasing your reach with those limbs by 5
feet.
Long-Range Weapon
School: Transmutation
Level: cleric 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: One thrown weapon or projectile/level, all of the same kind and all of
which must be in contact with each other at the time of casting
Duration: 1 min./level or until expended
Saving Throw: None
Spell Resistance: Yes (harmless, object)
By casting this spell, you increase the range increment of one or more thrown
weapons or projectiles by +50%. For example, a javelin (range increment of 30 feet)
has a range increment of 45 feet while under the effects of this spell, while an
arrow fired from a shortbow (normal range increment 60 feet) increases its range
increment to 90 feet. The effects of this spell for each particular weapon end the
first time it�s thrown or fired (even if it doesn�t break), and long-range weapon
doesn�t stack with any other range increase, magical or otherwise.
Mageguard
School: Abjuration
Level: bard 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (small piece of beekeeper�s netting)
Range: Touch
Area: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell operates similar to the lesser globe of invulnerability spell, except
that it only affects the person touched, and it only protects against spells of one
school chosen at the time of casting. Spells of a level equal to one third the
caster�s level fail as if the caster failed to penetrate spell resistance, up to a
maximum of sixth level spells (at 18th level). Spells of other schools still work
properly. A targeted dispel magic can dispel this effect, but dispel magic will not
affect the recipient of this spell if cast over an area when this spell is attuned
to Abjurations. Existing spells are not affected by the casting of this mageguard,
so a charm person spell still operates, as would a haste spell, or other magics.
Magic Mace
Level: bloodrager 1, magus 1, sorcerer/wizard 1
Range: touch
Target: creature touched
As magic missile, but it deals d8s rather than d4s and always works as long as you
can touch your opponent.
Marching Chant
School: transmutation
Level: bard 2, cleric 2
Casting Time: 1 minute
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level
Duration: concentration
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You invigorate your allies, who can hustle as long as you continue to sing or chant
(which requires your concentration). This movement counts as a walk (not a hustle)
for the purpose of accruing nonlethal damage and fatigue.
Masssive Being
School: transmutation
Level: alchemist 6, magus 6, sorcerer/wizard 6, summoner 6, witch 6
Target: One creature
This spell functions like massive person, except that it affects any creature.
Massive Person
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)0
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant growth of a humanoid creature, quadrupling its height and
multiplying its weight by 16. This increase changes the creature�s size category to
the next two sizes larger. The target gains a +4 size bonus to Strength, a �2 size
penalty to Dexterity (to a minimum of 1), and a �2 penalty on attack rolls and AC
due to its increased size. A humanoid creature whose size increases to Huge has a
space of 15 feet and a natural reach of 15 feet. This spell does not change the
target�s speed. If insufficient room is available for the desired growth, the
creature attains the max possible size and may make a Strength check (using its
increased Strength) to burst any enclosures in the process. If it fails, it is
constrained without harm by the materials enclosing it�the spell cannot be used to
crush a creature by increasing its size. All equipment worn or carried by a
creature is similarly enlarged by the spell. Melee weapons affected by this spell
deal more damage. Other magical properties are not affected by this spell. Any
enlarged item that leaves an enlarged creature�s possession (including a projectile
or thrown weapon) instantly returns to its normal size. This means that thrown and
projectile weapons deal their normal damage. Magical properties of enlarged items
are not increased by this spell. Multiple magical effects that increase size do not
stack. Massive person counters and dispels shrink person. Massive person can be
made permanent with a permanency spell. The permanency spell needed for this spell
has a minimum caster level of 13th and cost of 1,250 gp.
Maul Of Anarchy
Level: cleric 6
School: evocation [chaotic]
As spiritual hammer, except targets hit are affected as by the chaos hammer spell
rather than the normal damage.
Minor Disguise
School: transmutation
Level: bard 0, magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 hour
You use magic to make minor, cosmetic changes in your appearance. The spell does
not change the actual structure of either your features or body. It can add color
to hair, paint wrinkles upon your face, give you a scar, or darken your teeth. This
spell gives you a +2 competence bonus on the next Disguise check you make during
its duration.
Modify Simulacrum
School: Illusion (shadow)
Level: sorcerer/wizard 8
Casting Time: 12 hours
Components: V, S, M
Range: 0 ft.
Effect: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Modify simulacrum enables you to alter the skills and feats of a simulacrum by
reallocating skill points and feat slots. You can't modify a simulacrum whose HD or
levels exceed twice your caster level. Modify simulacrum cannot be used to make a
simulacrum more powerful. It cannot increase a simulacrum's level or abilities.
Monkey Fish
School: transmutation
Level: alchemist 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 hour/level (D)
Your hands and feet alter to make you better at climbing and swimming. You gain a
30 foot climb speed and swim speed.
Mordant Lance
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Range: touch
As acid arrow, but is a single melee ranged touch attack that deals 3d4 acid
damage.
Mountain Stance
School: transmutation
Level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
While this spell is in effect, the subject can root itself to the ground as a free
action. The subject gains a bonus equal to your caster level against any attempts
to grapple, lift, push, bull rush, overrun, throw, trip, or otherwise force the
subject to move against its will through either physical or magical means.
Mute
Level: bard 3, sorcerer/wizard 4, witch 3
Target: 1 creature
Effect: Silence the sounds of target creature.
As silence.
Naga Shape I
School transmutation (polymorph)
Level alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you want to assume)
Range personal
Target you
Duration 1 minute/level (D)
Whenever you cast this spell, you can assume the form of any type of Large naga
(including most nagas, but not royal nagas), though not the form of a specific
individual. In effect, you transform into a Large serpent, gaining a +4 size bonus
to your Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus.
Unlike with beast shape II, however, you keep your own head when using this spell
and can cast spells with verbal and somatic components, even though the naga form
doesn�t have hands. If the form you assume has any of the following abilities, you
gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60
feet, darkvision 60 feet, low-light vision, and scent.
Naga Shape II
School transmutation (polymorph)
Level alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you want to assume)
Range personal
Target you
Duration 1 minute/level (D)
This spell functions as naga shape I. Additionally, if the form you assume has any
of the following abilities, you gain the listed ability: burrow 30 feet, climb 90
feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet,
darkvision 60 feet, low-light vision, compression, constrict, detect thoughts,
dreamsight, grab, hypnosis, poison, sneak attack +2d6, and spit.
Nauseating Breath
School: conjuration (creation)
Level: cleric 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a piece of fish at least one day old)
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
You breathe out a cone of nauseating vapors. Any creature in the area must succeed
on a Fortitude save or be nauseated for 1d6 rounds.
Orb Of Force
School: conjuration (creation) [force]
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Effect: One orb of force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a globe of force 3 inches across, which streaks from your palm toward
your target. You must succeed on a ranged touch attack to hit the target. The orb
deals 1d6 points of force damage per caster level (maximum 10d6).
Ooze Shape I
School transmutation (polymorph)
Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a bit of an ooze)
Range personal
Target you
Duration 1 minute/level (D)
When you cast this spell, you assume the form of a Small or Medium ooze-like
creature. While in ooze shape, you cannot speak. You cannot cast spells with
verbal, material, or focus components. You move at half your base speed (minimum 5
feet).
You are blind but have the blindsight special quality with a range of 30 feet. This
grants immunity to gaze attacks, visual effects, illusions, and other attack forms
that rely on sight. You are also immune to poison, sleep effects, paralysis,
polymorph, and stunning. You are not subject to critical hits or flanking, and you
do not take additional damage from precision-based attacks, such as sneak attack.
You cannot be tripped.
You gain a slam attack that does 1d8 points of damage (1d6 if Small) plus a like
amount of acid damage. You add 1-1/2 times your Strength modifier to damage. Your
acid does not damage stone. You gain any two of the following traits:
climb (at your modified base speed)
grab
immune to cold, electricity, or fire (your choice)
suction
If you take the form of a Small ooze, you gain +2 size bonus to your Constitution.
If you take the form of a Medium ooze, you gain a +2 size bonus to both your
Strength and Constitution. In either case, you halve your Dexterity.
Ooze Shape II
School transmutation (polymorph)
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a bit of an ooze)
Range personal
Target you
Duration 1 minute/level (D)
This spell functions as ooze shape I except that it also allows you to assume the
form of a Large ooze-like creature. Your blindsight range increases to 45 feet. You
gain any two of the traits from the ooze shape I list plus any one of the following
traits:
constrict
paralyze
transparent
If you take the form of a Large ooze, you gain a +4 size bonus to Strength and a +2
size bonus to Constitution. You halve your Dexterity. You gain a slam attack that
does 2d6 points of damage plus a like amount of acid damage. You add 1-1/2 times
your Strength modifier to damage. Your acid does not damage stone.
Acid (Ex)
You secrete a digestive acid that dissolves organic material and metal quickly, but
does not affect stone. Each time a creature suffers damage from your acid, its
clothing and armor take the same amount of damage from the acid. A Reflex save
prevents damage to clothing and armor. A metal or wooden weapon that strikes you
takes acid damage unless the weapon�s wielder succeeds on a Reflex save. If you
remain in contact with a wooden or metal object for 1 full round, it inflicts your
maximum points of acid damage (no save) to the object. The save DCs are 10 + 1/2
caster level + Constitution modifier.
Corrosion (Ex)
An opponent that is being constricted by you suffers a -4 penalty on Reflex saves
made to resist acid damage applying to clothing and armor.
Engulf (Ex)
Although you move slowly, you can simply engulf creatures your size or smaller that
are in your path as a standard action. You cannot make a slam attack during a round
in which it engulfs. You merely have to move over the opponents, affecting as many
as you can cover. Opponents can make attacks of opportunity against your, but if
they do so they are not entitled to a saving throw. Those who do not attempt
attacks of opportunity can attempt a Reflex save to avoid being engulfed; on a
success, they are pushed back or aside (opponent�s choice) as you move forward.
Engulfed creatures are subject to your paralysis and acid, gain the pinned
condition, are in danger of suffocating, and are trapped within your body until
they are no longer pinned. The save DC is 10 + 1/2 caster level + Strength
modifier.
Paralyze (Ex)
You secrete an anesthetizing slime. A target hit by your slam or engulf attack must
succeed on a Fortitude save or be paralyzed for 3d6 rounds. You can automatically
engulf a paralyzed opponent. The save DC is 10 + 1/2 caster level + Constitution
modifier.
Suction (Ex)
You can create powerful suction against any surface as you climb, allowing you to
cling to inverted surfaces with ease. You can establish or release suction as a
swift action, and as long as you are using suction, you move at half speed. Because
of the suction, your CMD score gets a +10 circumstance bonus to resist bull rush,
awesome blows, and other attacks and effects that attempt to physically move you
from your location.
Transparent (Ex)
Due to your lack of coloration, you are difficult to discern. A DC 15 Perception
check is required to notice you when you are motionless. Any creature that fails to
notice you and walks into you is automatically engulfed.
Owl�s Wisdom, Greater
School transmutation
Level cleric 3, druid 3, paladin 3, ranger 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (feathers or droppings from an owl)
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless)
Spell Resistance yes
The transmuted creature becomes wiser. The spell grants a+6 enhancement bonus to
Wisdom, adding the usual benefit to WIS related skills. Clerics, druids, and
rangers (and other Wisdom-based spellcasters) who receive owl�s wisdom do not gain
any additional bonus spells for the increased Wisdom, but the save DCs for their
spells increase.
Pack Leader
Level: druid 2
Target: animal touched
As heroism.
Pack Tactics
Level: druid 3
Target: animal touched
As haste.
Pants
School: transmutation
Level: bard 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./level)
Target: 1 creature wearing pants
Duration: instantaneous
Save: Will negates
Spell Resistance: yes
You cause the target�s pants to fall down to his ankles. Belts or suspenders offer
no protection to the target, but armor that fully encompasses the legs, such as
full plate, prevents the negative effects of this spell. After having his pants
fall, the target can refasten his pants as a move action. If the subject does not
pull up his pants, movement is reduced by half, and if he attempts to move more
than five feet in a single round, he must make a Reflex save (same DC as the spell)
or fall prone.
Parry Shot
School: abjuration
Level: bard 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 hour/level or until discharged
You gain +2 deflection bonus to AC against the next ranged attack that targets you.
Whether the attack succeeds or not, the spell is triggered and the effect ends.
Parry Strike
School: abjuration
Level: bard 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 hour/level or until discharged
You gain +2 deflection bonus to AC against the next melee attack that targets you.
Whether the attack succeeds or not, the spell is triggered and the effect ends.
Persistent Night
School: necromancy [curse, darkness; see text]
Level: cleric 9, druid 9, shaman 9, sorcerer/wizard 9, witch 9
Casting Time: 1 standard action
Components: V, S, M (fragment of a meteorite)
Range: Touch
Target: Large-sized or smaller creature or object touched; see text
Duration: Instantaneous; see text
Saving Throw: None; see text
Spell Resistance: Yes or no (object)
With a touch, the creature or object is cast into persistent night. In addition to
other effects, this spell also duplicates the effect of the deeper darkness spell
(though the darkness extends to a 30-foot radius). Within a 30-ft.-radius region
about the target, night prevails. If the creature or object remains stationary long
enough, for instance, nocturnal animals and insects will behave as though it were
actually night, the temperature in the area will drop, dew might form on grass,
etc. If the area remains for an extended period of time, then plants in the area
that rely upon sunlight will die and similar effects will occur (intentionally
casting this spell for such effects is an evil act and will give this spell the
evil descriptor). Anyone outdoors who is within the region and looking skyward will
see the stars and other celestial objects that would normally be seen by someone in
that position when the sky is dark (this experience from within the region is
different from the experience for those outside the region, see below). This occurs
even though the radius of the spell is only 30 feet. If the target of persistent
night is a creature, then it cannot escape from this globe of darkness. Eventually,
the inability to ever see the daytime sky or sun may have a deleterious effect upon
the mind of a living target (or any living creature trapped within the space). All
such individuals must succeed on a Will save once per week or gain the
schizophrenia madness affliction. (This madness threat does not apply to creatures
that normally live underground or otherwise have no particular natural need or
drive to have regular exposure to daylight.) Anyone outside the area sees a bubble
of darkness extending 30 feet from the target in all directions. As one approaches
the bubble during normal daylight, one notices a slight breeze flowing toward it
and that the darkness within seems more like the darkness of nighttime than would
normally be the case in an area of magical darkness (especially if the region has
been stationary for a long period of time). Affected flying creatures (or those
carrying an affected object) produce what appears to be a large black bubble moving
in the sky. Creatures that are not themselves the target of the spell could be
partly within and partly not in the area. Short term, this produces no negative
effects. If a creature is trapped in a position such that it remains partly within
and partly not in the area, it is treated as wholly within the sphere for purposes
of being affected by the madness condition (see above). Persistent night counters
the effects of any light spell of equal or lower level within the affected area.
Undead creatures in particular may very well benefit from being targeted by this
spell, or by carrying an objected targeted by this spell. Casting this spell
underground or in areas where there is no day/night cycle produces no effect.
Objects or creatures affected by the spell that are then taken underground or to a
place with no day/night cycle remain in the darkness, though other effects may be
rendered irrelevant. The curse bestowed by this spell cannot be dispelled, but it
can be removed with a miracle or wish spell.
Persistent Vigor
School: transmutation
Level: alchemist 4, cleric 4, inquisitor 4, shaman 4, witch 4
Casting Time: 1 standard action
Components: V, S, M/DF (ginseng root shavings)
Range: personal
Target: you
Duration: 1 round/level (D)
You are filled with a persistent vigor. You gain fast healing 2 and are immune to
bleed effects as well as the sickened and nauseated conditions. When you succeed at
a saving throw against a disease or poison effect, that disease or poison effect
ends (as if you had succeeded at enough saving throws to cure that effect). If you
fail a saving throw against a disease or poison effect, you can instantly dismiss
this spell to reroll that saving throw with a +4 bonus; you must take the result of
this reroll, even if it is lower.
Plague Of Undead
School: necromancy [evil]
Level: cleric 9, sorcerer/wizard 9
Casting Time: 1 standard action
Components: V, S, M (a black sapphire worth 100 gp or several black sapphires with
a total value of 100 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or
zombies with maximum hit points for their Hit Dice. If you can control them, these
undead follow your spoken commands. The undead remain animated until destroyed (a
destroyed skeleton or zombie can�t be animated again). Regardless of the specific
numbers or kinds of undead created with this spell, you can�t create more HD of
undead with this spell than four times your caster level with a single casting of
plague of undead. The undead you create remain under your control indefinitely. No
matter how many times you use this spell or animate dead, however, you can control
only 4 HD worth of undead creatures per caster level. The limit imposed by this
spell and the animate dead spell are the same, meaning that creatures you animate
with either spell count against this limit. If you exceed this number, all the
newly created creatures fall under your control and any excess undead from previous
castings of this spell or animate dead become uncontrolled. Any time you must
release part of the undead that you control because of this spell or animate dead,
you choose which undead are released until the total HD of undead you control is
equal to four times your caster level. The bones and bodies required for this spell
follow the same restrictions as animate dead.
Pointer
School: evocation [light]
Level: bard 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Saving Throw: None, or Will negates; see text
Spell Resistance: no
Pointer causes you to emit a beam of light from the index finger of your dominant
hand. This light can be any color in the visible spectrum chosen at time of
casting. Unless the air has a high density of particles (such as smoke or fog) the
light appears only as a dot against whatever solid surface at which you are
pointing. If a feline with an intelligence score of 1 or 2 sees the dot, it must
make a Will save or have an overpowering urge to hunt the dot. It will do so as if
it were stalking any other creature, and may chase it rapidly or lie in wait at its
own discretion. If chasing the dot poses an obvious danger, or if the feline is
threatened by other dangers, the saving throw automatically succeeds. Likewise, if
the feline encounters a danger while chasing the light, the effect ends.
Polymorph
School: transmutation (polymorph)
Level: alchemist 5, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you choose)
Range: touch
Target: living creature touched
Duration: 1 min/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell transforms a willing creature into an animal, aberrant, fey, humanoid,
elemental, monstrous humanoid, naga, ooze, vermin, or undead of your choosing the
spell has no effect on unwilling creatures, nor can the creature being targeted by
this spell influence the new form assumed (apart from conveying its wishes, if any,
to you verbally). If the form is that of a aberrant, the spell functions as
aberrant shape I. If you use this spell to cause the target to take on the form of
an animal or magical beast, the spell functions as beast shape II. If the form is
that of a fey, the spell functions as fey shape I. If the form is that of an
elemental, the spell functions as elemental body I. If the form is that of a
humanoid, the spell functions as alter self. If the form is that of a monstrous
humanoid, the spell functions as monstrous physique II. If the form is that of a
naga, the spell functions as naga shape I. If the form is that of a ooze, the spell
functions as ooze shape I. If the form is that of a vermin, the spell functions as
vermin shape I. If the form is that of a undead, the spell functions as undead
anatomy I. The subject may choose to resume its normal form as a full-round action
doing so ends the spell for that subject.
Polymorph, Greater
School transmutation (polymorph)
Level sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you choose)
Range: touch
Target: living creature touched
Duration: 1 min/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
This spell functions as polymorph except that it allows the creature to take on the
form of a dragon or plant creature. If the form is that of a aberrant, the spell
functions as aberrant shape II. If you use this spell to cause the target to take
on the form of an animal or magical beast, it functions as beast shape IV. If the
form is that of a fey, the spell functions as fey shape IV. If the form is that of
an elemental, the spell functions as elemental body III. If the form is that of a
humanoid, the spell functions as alter self. If the form is that of a monstrous
humanoid, the spell functions as monstrous physique IV. If the form is that of a
naga, the spell functions as naga shape III. If the form is that of a ooze, the
spell functions as ooze shape III. If the form is that of a vermin, the spell
functions as vermin shape II. If the form is that of a undead, the spell functions
as undead anatomy III. If the form is that of a plant, the spell functions as plant
shape II. If the form is that of a dragon, the spell functions as form of the
dragon I. The subject may choose to resume its normal form as a full-round action
doing so ends the spell.
Polymorph Familiar
School: transmutation (polymorph)
Level: shaman 3, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. +5 ft./2 levels)
Target: your familiar
Duration: 1 minute/level (D)
Saving Throw: none
Spell Resistance: yes (harmless)
This spell functions as beast shape I, except it grants your familiar the form of
any Small animal. Your familiar retains all of its special abilities and continues
to grant you the special ability associated with its normal shape (such as a bat
familiar�s bonus on Fly checks). At caster level 7th, this spell functions as beast
shape II. At caster level 9th, it functions as beast shape III. At caster level
11th, it functions as beast shape IV.
Posse
Level: inquisitor 3
As haste, except targets gain use of one judgment you are currently using rather
than haste�s normal benefits.
Quicken Stride
School: transmutation
Level: bard 0, druid 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The recipient of this spell receives a five foot enhancement bonus to its base land
speed. The spell does not enhance any other mode of travel (swimming, flying,
burrowing, etc.).
Quill
School: conjuration (creation)
Level: bard 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: self
Duration: 10 minutes/level
This spell conjures a perfectly formed quill pen, usually pure white. The conjured
quill has a soft glow. The quill does not need ink; it creates its own as needed.
The quill vanishes if it leaves the caster's hand.
Random Explosion
School: evocation
Level: bloodrager 3, magus 3, sorcerer/wizard 3
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Casting Time: 1 standard action
Components: V, S, M (a six-sided die, each side painted a different color)
Area: 10 ft. radius spherical burst
Saving Throw: Reflex half
Spell Resistance: Yes
The random explosion spell is similar to a fireball spell, except that every time
it is used, the caster must roll 1d6 to determine what type of damage it deals: 1.
fire, 2. cold, 3. electricity, 4. acid, 5. sonic, 6. force. The spell also does
only 1d4 points per caster level, not the normal 1d6 of a fireball. But the maximum
damage is 20d4 points. This spell has the descriptor of whatever type of damage it
inflicts.
Ray Of Ice
School: evocation [cold]
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (ice or a vial of melted mountain snow)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
You launch a ray of numbing cold at your enemy. You must succeed on a ranged touch
attack with the ray to strike a target. If successful, the ray deals 1d6 points of
cold damage per two caster levels (maximum 5d6).
Ray Of Lassitude
Level: bloodrager 2, magus 2, witch 2
As ray of enfeeblement, but effect is for target to be entangled for duration.
Ray Of Mercy
School: evocation
Level: sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S, M (splinter from a blunt arrow)
Range: 30 ft.
Target: one living creature
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
You point your finger and from it erupts a thin blue ray. You must make a ranged
touch attack to use the ray to strike a foe. If it hits, you deal 2d6 points of
nonlethal damage. This spell has no effect on objects, undead, or constructs.
Rebuking Harm
School: transmutation
Level: bloodrager 3, magus 3, ranger 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Targets: one melee weapon
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: no
Your melee weapon does it's weapon's amount of damage once more on a successful
attack. Magic weapons damage amount is effected by this spell.
Reconjure
Level: summoner 3
Target: Your eidolon or a creature you have summoned
As jester�s jaunt.
Readied Pistol
School: conjuration
Level: bloodrager 2, magus 2, ranger 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a single musket ball)
Range: touch
Targets: one firearm
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no
Target firearm is loaded and can be fired immediately. It may be fired five times
without needing to be reloaded, and can be fired up to the attacker�s full number
of attacks each round as part of a full attack action (provided there are enough
shots remaining). Additional castings of this spell do not stack, but they reset
the number of shots left to 5.
Reduce Being
School: transmutation
Level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Target: One creature
This spell functions like reduce person, except that it affects any creature.
Rejuvenate Familiar
Level: sorcerer/wizard 1, witch 1
As rejuvenate eidolon, except it applies to the caster�s familiar.
Remove Charm
Level: bard 2, inquisitor 2
As remove fear, but works against all mind-affecting effects.
Resize Item
School: transmutation
Level: bloodrager 3, magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (silver calipers worth 25 gp)
Range: touch
Target: one weapon or suit of armor weighing up to 25 lbs./level
Duration: 24 hours (D)
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
You alter a magic weapon or suit of armor to be up to two size categories larger or
smaller. If the spell on a resized suit of armor ends while the armor is being
worn, the armor falls off harmlessly. If the spell would cause an item to grow too
large for the area containing it, its growth halts just before that point. Resize
item can be made permanent with a permanency spell for 7,500 gp, in which case the
affected object is set at one specific new size within two steps of its original
size.
Resistance, Greater
School: abjuration
Level: bard 6, magus 6, sorcerer/wizard 6, witch 6
Duration: 1 min./level
This spell functions as resistance, except the target creature receives a +5
resistance bonus to saves for one minute per caster level.
Resistance, Greater Mass
School: abjuration
Level: sorcerer/wizard 8, witch 8
Duration: 1 min./level
This spell functions as mass resistance, except all within the spell�s radius of
effect receive a +5 resistance bonus to saves for one minute per caster level.
Resistance, Improved
School: abjuration
Level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
Duration: 1 min./level
This spell functions as resistance, except the target creature receives a +1
resistance bonus to saves for one minute per caster level.
Resistance, Mass
School: abjuration
Level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 4, witch 4
Components: V, S, M (a number of miniature cloaks equal to the number of desired
targets)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 min./level
This spell functions as resistance, except all within the spell�s radius of effect
receive a +1 resistance bonus to saves for one minute per caster level.
Retune Wand
Level: bard 3, bloodrager 3, magus 3, sorcerer/wizard 3
Target: wand touched
As magic weapon, but causes the target wand to cast a spell you know, rather than
the spell it was created to cast. The spell you select must be no higher level than
the spell the wand normally casts. Charges used by the wand while under the effects
of this spell remain lost when the duration ends.
Revive Outsider
School: conjuration (healing)
Level: cleric 6
Casting Time: 1 minute
Components: V, S, M (a bit of soil, water, or other unworked, natural material from
the outsider�s native plane, and a diamond worth at least 5,000 gp), DF
Range: Touch
Target: Dead outsider touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You restore life to a dead outsider, as with the raise dead spell. You can restore
to life any creature of the outsider type of up to your level in Hit Dice, and the
creature can have been dead for any length of time.
Revive Undead
School: necromancy [evil]
Level: cleric 5, sorcerer/wizard 6
Casting Time: 1 minute
Components: V, S, M (a black pearl worth at least 5,000 gp)
Range: Touch
Target: Destroyed undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Your restore animation to an undead creature destroyed by hit point loss (even a
zombie or skeleton, which can�t normally be reanimated once destroyed). You can
revive a destroyed undead creature that has been inactive for up to one day per
caster level. In addition, the subject�s animating spirit must be free and willing
to return. If the subject�s animating spirit is not willing to return, the spell
does not work; therefore, subjects that want to revive receive no saving throw.
Revive undead restores hit points to the subject up to a total of 1 hit point per
Hit Die. The body of the undead to be revived must be whole. Otherwise, missing
parts are still missing when the creature is reanimated. None of the dead
creature�s equipment or possessions are affected in any way by this spell. An
undead that has been destroyed by a turning effect can�t be revived by this spell.
The subject of the spell loses one level or Hit Die (if it doesn�t have a character
class level, it loses a HD) when it is revived. This level loss cannot be repaired
by any spell. If the subject is 1st level, it loses 1 point of Charisma instead. An
undead that was destroyed with spells prepared has a 50% chance of losing any given
spell upon being revived, in addition to losing spells for losing a level. A
spellcasting undead creature that doesn�t prepare spells (such as a sorcerer) has a
50% chance of losing any given unused spell slot as if it had been used to cast a
spell, in addition to losing spell slots for losing a level.
Rigged Coin
School: transmutation
Level: bard 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: coin touched
Duration: 1 minute
Save: Will negates (object)
Spell Resistance: yes (object)
Rigged coin causes a coin you touch to always land with the same face up when
flipped. You decide which face will land up at time of casting.
Root
School: transmutation [earth]
Level: magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S, M (a pinch of dirt)
Range: touch
Target: creature touched
Duration: 1 minute (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes
This spell strengthens the subject's connection to the ground below, bolstering its
defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist
being moved or tripped and a +2 competence bonus on all Acrobatics checks made to
balance or remain standing on earth, sand, stone, or a similar rocky substance.
Sacred Sacrifice
Level: cleric 2, inquisitor 2, paladin 2
As holy shield but applies to your armor, rather than your shield.
Sanctuary, Mass
School: abjuration
Level: cleric 5
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like sanctuary, except that it affects multiple creatures.
Scholar�s Cunning
Level: bard 2, witch 2
As fox�s cunning, but the bonus to Intelligence does grant additional skill ranks
(which are assigned by the caster, subject to normal maximums), but does not
increase the save DC of spells that base the DC off the target�s Intelligence.
Scoop
School: evocation [force]
Level: sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: 6 inch diameter container of force Duration concentration
Saving Throw: none
Spell Resistance: yes
You will a small vessel of force into existence. As a move action, you can direct
the container up to 15 feet per round in any direction, though the spell ends if
the distance between you and the container ever exceeds the spell's range. You can
dip the container to pick up or drop a liquid as a move action. The vessel holds up
to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather
up a pint of liquid or small objects spread cross a surface with 1 minute of
careful concentration.
Scout
Level: ranger 4
Target: 1 animal of magical beast friendly to you
As share senses.
Scry Trap
Level: bard 5, sorcerer/wizard 6
Range: unlimited
Duration: 1 day/level or until discharged (D)
As alarm, but when the alarm goes off it automatically shows you a vision of the
area alarmed, as the scry spell.
Secret Pockets
Level: sorcerer/wizard 3
Target: one bag, pouch, pocket, or similar container
As greater magic weapon, but it turns containers into bags of holding (the type
equals 1 every 4 caster levels) rather than the normal benefit.
Seeker
School: divination
Level: bard 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: see text
Your next single ranged attack roll (if it is made before the end of the next
round) gains a +2 insight bonus. Additionally, you reduce your miss chance by 10%
when trying to strike a concealed target with this ranged attack.
Self Repair
Level: sorcerer/wizard 6
As unbreakable construct but grants fast healing equal to the target�s
DR/adamantine or hardness (whichever is higher).
Servant Horde
School: conjuration (creation)
Level: magus 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M (a small stick to which many lengths of knotted thread are
attached)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless servants
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell creates a number of unseen servants equal to 2d6 +1 per level (maximum
+20).
Shadow Landscape
School: illusion (shadow)
Level: druid 9
Components: V, S, DF
Casting Time: 1 hour
Range: long (400 ft. + 40 ft./level)
Area: one-mile-radius spread centered on a point in space
Duration: 24 hours/level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: yes
The spell�s exact effects vary with the terrain upon which it is cast.
Desert: The spell transforms a desert into a place where no one goes willingly. The
average temperature increases by 30 degrees, or decreases by 30 degrees if the
desert is actually a tundra. Sandstorms (or snowstorms if in a tundra) blow through
a shadow landscape desert on an hourly basis.
Forest: Forests augmented with a shadow landscape spell become frightening places
where a canopy of rotting leaves blocks the sun and all the trees are strangely
twisted. Spaces with light undergrowth have heavy undergrowth instead, and spaces
covered with heavy undergrowth grasp at passersby as if an entangle spell had been
cast on them (save DC equal to the shadow landscape�s DC).
Hill: Even gentle hills become more treacherous under the effect of a shadow
landscape spell. Light undergrowth becomes heavy undergrowth in hill terrain, and
slopes seem steeper than their elevation would indicate. It takes 2 squares of
movement to move uphill on a gradual slope, and 4 squares to move uphill on a steep
slope. Cliffs have frequent overhangs and are made of crumbling rock, requiring a
DC 25 Climb check to ascend or descend.
Marsh: Marshes seem swampier and more forbidding. Half the undergrowth spaces in
the marsh become quicksand.
Mountain: The mountains become places of jagged peaks, slippery slopes, and howling
winds. Cliffs and chasms require a DC 25 Climb check to scale. Creatures who fail
Climb checks or make loud noises have a 10% chance of starting an avalanche.
Altitude effects are one category worse: areas lower than 5,000 feet are treated as
the 5,000- to 15,000-foot category, and anything above 5,000 feet is treated as
being above 15,000 feet.
Plain: Only natural grasslands change as a result of shadow landscape, but they
become wide-open spaces with stands of thick bushes where thunderstorms and
tornados are frequent. Half the spaces with undergrowth (light or heavy) grasp at
passersby as if an entangle spell had been cast on them (save DC equal to the
shadow landscape�s DC).
Underground: Ordinary dungeons aren�t affected by shadow landscape, but naturally
occurring caverns are. Natural stone floors take 4 squares of movement per space to
enter. Stalagmites cover 10% of the available floor space.
In addition to terrain-specific effects, a shadow landscape spell worsens the
weather within the spell�s area. When rolling random weather (DMG 94), roll twice
and take the higher result. In plains terrain, roll three times and take the
highest result. This effect does not apply underground. You don�t suffer the
terrain-specific effects (entangling terrain, hindrances to movement, altitude
effects, higher Climb DCs, and so on) of a shadow landscape you created. When you
cast shadow landscape, you can designate one creature per four caster levels as a
designated traveler. Creatures so designated don�t suffer the terrain-specific
effects of the spell, but they�re still subject to the bad weather. You can also
designate one or more animals, plants, or magical beasts native to the spell�s area
as shadow guardians of the landscape. You can designate 1 HD of creature per caster
level, split up however you like. For example, a 20th-level druid could designate
two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians. As long as the
designated guardians remain within the spell�s area, they have a friendly attitude
toward you and the travelers you have designated, and they also gain the following
special qualities: resistance to cold 10, darkvision out to 60 feet, damage
reduction 5/magic, evasion, and low-light vision. If the creature already has one
or more of these special qualities, use the better value.
Shapechange
School: transmutation (polymorph)
Level: druid 9, sorcerer/wizard 9
Casting Time: 1 standard action
Components: V, S, F (jade circlet worth 1,500 gp)
Range: personal
Target: you
Duration: 10 min./level (D)
This spell allows you to take the form of a wide variety of creatures. Aberrant
body II, alter self, beast form IV, elemental body IV, fey form III, form of the
dragon III, geniekind, giant form III, magical beast shape, monstrous physique IV,
naga shape III, ooze shape III, plant shape III, tree shape, undead anatomy IV,
vermin shape II, and verminous transformation depending on what form you take. You
can change form once each round as a free action. The change takes place either
immediately before your regular action or immediately after it, but not during the
action.
Sharptooth
School: transmutation
Level: bloodrager 4, druid 4, magus 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Choose one of your natural weapons (or your unarmed strike if you have no natural
weapons). For the duration of the spell, that method of attack deals damage as
though you were one size category larger than your actual size. This spell does not
stack with itself.
Shelve
School: evocation [force]
Level: bard 0, cleric 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.
Target: five books per caster level
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
This spell automatically places a book or scroll where it belongs within the
confines of a library. This spell will work even if the library does not have a
shelving system, as the spell will determine the proper place based on the will of
the owner. Once the spell is cast, the caster needs only tap the book or scroll she
wants shelved, and the spell will place it there. The book is moved
telekinetically, not via teleportation, so closed doors and the like will block the
spell from functioning. The items affected by this spell can only move to shelves
within 200 feet of the caster.
Shocking Hands
School: evocation [electricity]
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
A cone of lightning shoots from your fingertips. Any creature in the area of the
lightning takes 1d4 points of electricity damage per Caster Level (max 5d4).
Shrink Being
School: transmutation
Level: alchemist 6, magus 6, sorcerer/wizard 6, summoner 6, witch 6
Target: One creature
This spell functions like shrink person, except that it affects any creature.
Shrink Person
School: transmutation
Level: alchemist 5, magus 5, sorcerer/wizard 5, summoner 5, witch 5
Casting Time: 1 round
Components: V, S, M (a iron spike)
Range: close (25 ft.+5 ft./2 levels)
Target: one humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant diminution of a humanoid creature, quartering its height,
length, and width and dividing its weight by 16. This decrease changes the
creature�s size category to the next two sizes smaller. The target gains a +4 size
bonus to Dexterity, a �2 size penalty to Strength (to a minimum of 1), and a +2
bonus on attack rolls and AC due to its reduced size. A humanoid creature whose
size reduces to Tiny has a space of zero feet and a natural reach of none so they
have to enter the space of there opponent to attack them. This spell does not
change the target�s speed. All equipment worn or carried by a creature is similarly
reduced by the spell. Melee weapons affected by this spell deal less 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. Shrink person counters and dispels
massive person. Shrink person can be made permanent with a permanency spell. The
permanency spell needed for this spell has a minimum caster level of 13th and cost
of 1,250 gp.
Shock
School: transmutation [electricity]
Level: magus 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: spark of electricity
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
You cause a spark of electricity to strike the target with a successful ranged
touch attack. The spell deals 1d10 points of electricity damage.
Signal
School: evocation [sonic]
Level: bard 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Effect: loud sound
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You create a loud noise that can be easily heard by anybody within 1,000 ft. (no
Perception check required). The noise can penetrate up to two feet of stone or six
inches of iron. You can decide on the general sound of the noise, but it must be
short and simple. For example a bell, a sword clashing, or a scream would all be
possible, but a melody, multiple sounds of battle, or intelligible speech would not
be possible.
Simple Bed
School: transmutation
Level: bard 0, cleric 0, druid 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: ground where caster will sleep
Duration: 8 hours
Saving Throw: none
Spell Resistance: none
Simple bed gathers, loosens and flattens surrounding vegetation, dead leaves and
loose soil in order to create a very comfortable bed, which gives the caster a
pleasant, restful night. The caster gains a bonus of 1 hp to his normal healing
rate for bed rest over eight consecutive hours.
Simulate Scroll
Level: bard 4, magus 4, sorcerer/wizard 4
As alchemical allocation, but you gain benefit of a scroll�s spell on yourself.
Only works on spells of 4th level or lower.
Sinister Strength
School: Necromancy
Level: antipaladin 1, bloodrager 2, cleric 3, inquisitor 3, shaman 3,
sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One creature touched
Duration: 1 min./level
Saving Throw: Will
Spell Resistance: Yes
This spell infuses a target with negative energy. The creature gains a +4 profane
bonus to Strength, but takes 1d3 negative energy damage each turn for the duration
of the spell. The caster may choose to end the effect at any time as a free action.
Sink
School: transmutation
Level: cleric 3, druid 3
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
When this spell is cast, it causes the targets, which must be currently in water or
another liquid, to sink. Each subject descends 100 feet down into the liquid (or to
the bottom, if the liquid is not deep enough). Affected creatures can then swim up
normally. Once on the bottom, a creature must still make a Swim check to move, or
else it can move along the bottom at one-quarter its land speed.
Skeletal Guard
School: necromancy [evil]
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (one finger bone from a humanoid and one onyx gem worth 50 gp
per skeleton to be created)
Range: Touch
Target: One or more fingerbones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a number of loyal skeletons from fingerbones. Treat all skeletons as
human warrior skeletons. You can create one skeleton per caster level. These
skeletons count toward the number of Hit Dice of undead you can have in your
control (4 HD per caster level, as with animate dead).
Slave Husk
Level: sorcerer/wizard 9
As trap the soul, but body is not taken and is instead controlled as by dominate
monster.
Sniper's Shot
School: divination
Level: bloodrager 1, magus 1, ranger 1, sorcerer/wizard 1
Casting Time: 1 swift action
Components: V, S
Range: Personal
Target: You
Duration: 1 round
Your ranged attacks made before the start of your next turn can be sneak attacks
regardless of the distance between you and your target. You must still fulfill the
other conditions for making a sneak attack against the target. This spell doesn�t
grant you the ability to make a sneak attack if you don�t already have that
ability.
Soak
School: conjuration (creation) [water]
Level: sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature or object of size Large or smaller
Duration: 1 round
Saving Throw: Reflex negates (object)
Spell Resistance: yes (object)
A sudden downpour soaks the target creature or object. The rain follows the subject
up to the range of the spell, soaking the target with water. If the target is on
fire, the flames are automatically extinguished. Fires smaller than campfires (such
as lanterns and torches) are automatically extinguished by this spell.
Sonic Scream
School: evocation [sonic]
Level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area: cone-shaped burst
Duration: 1 round/level or until discharged (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: yes
Up to three times during this spell�s duration, you can emit a cone of powerful
sound as a standard action. The first cone deals 4d4 points of sonic damage to
every creature in the area. The second deals 2d4 points of sonic damage to every
creature in the area. The third deals 1d4 points of sonic damage to every creature
in the area. A successful Reflex save against a cone halves that cone�s damage.
After the third cone of sound, the spell ends. Until you use all three cones, you
cannot use your voice for any magic-related purpose (bardic performance, verbal
spellcasting, and so on), and cannot speak at any volume lower than a shout.
Spell Engine
School: abjuration [force]
Level: wizard 9
Casting Time: 10 minutes
Components: V, S, M (a disk of polished bone, one of your tears, and a silver wheel
worth 500 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius magical wheel
Duration: See text
Saving Throw: None
Spell Resistance: Yes; see text
Upon casting this spell, you can swap out any or all of your prepared spells for
other spells from your spellbook. Each prepared spell must be swapped for a spell
of the same level. Empty spell slots from a spell cast earlier in the day
(including the casting of this spell) cannot be refreshed. Preparing spells within
the light provided by a spell engine takes only half as long as normal.
Spellbook Protection
School: abjuration
Level: magus 0, wizard 0
Casting Time: 1 standard action
Components: V, S, M (a pinch of metal shavings)
Range: touch
Effect: one spellbook
Duration: 1 hour./level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
In placing this minor ward on your spellbook, you ensure that no one but youself
can safely handle the book. Anyone besides you who tries to pick up or open your
spellbook will take a shock of 2d6 points of electricity damage.
Spider Climb
School: transmutation
Level: alchemist 2, bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time: 1 standard action
Components: V, S, M (alive spider)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as
well as a spider does. The affected creature must have its hands free to climb in
this manner. The subject gains a climb speed of 60 feet and a+8 racial bonus on
Climb skill checks furthermore, it need not make Climb checks to traverse a
vertical or horizontal surface (even upside down). A spider climbing creature
retains its DEX bonus to AC (if any) while climbing, and opponents get no special
bonus to their attacks against it. It cannot, however, use the run action while
climbing.
Splinterbolt
School: conjuration (creation)
Level: druid 2
Casting Time: 1 standard action
Components: V, S, M (a splinter of wood)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more streams of splinters
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You must make a ranged attack to hit the target. If you hit, the splinterbolt deals
4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of
18�20. You can fire one additional splinterbolt for every four levels beyond 3rd
(to a maximum of five at 19th level). You can fire these splinterbolts at the same
or different targets, but all splinterbolts must be aimed at targets within 30 feet
of each other and fired simultaneously. A creature�s damage reduction, if any,
applies to the damage from this spell. The damage from splinterbolt is treated as
magic and piercing for the purpose of overcoming damage reduction.
Steal Size
School: transmutation
Level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S, M (a piece of iron shaped like a scale tray)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature larger than you
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell reduces the target�s size by one size category, as if it were affected
by reduce person. You grow in size by one category, as if affected by enlarge
person ( if you can be targeted by that spell). If the spell is dispelled or
otherwise ends for either you or the target, both you and the target return to your
normal sizes.
Stone Bones
School: transmutation
Level: cleric 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, F (a miniature skull carved of granite)
Range: Touch
Target: Corporeal undead creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You cause the skeleton of the target corporeal undead to become thicker and as
strong as stone. This gives the subject a +5 enhancement bonus to its existing
natural armor.
Stone Discus
School: conjuration (creation) [earth]
Level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S, M (a pinch of earth or metal)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more stone discuses
Duration: Instantaneous
Saving Throw: none
Spell Resistance: no
You create a stone discus, which flies at an enemy. You can create one discus, plus
one additional discus at 7th and 11th caster levels. For each discus you create,
you decide whether its edge is blunt (and deals bludgeoning damage) or sharp (and
deals slashing damage). Each discus requires a ranged attack to hit and deals 4d6
points of damage. The discuses can be launched at more than one target, but all
must be aimed at targets within 30 feet of each other and launched simultaneously.
At caster level 5th, the discuses count as magic and silver. At caster level 10th,
they also count as cold iron. At caster level 15th, they also count as adamantine.
Stonesense
School: divination
Level: cleric 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S, M (bit of dwarf hair)
Range: personal
Target: you
Duration: 1 round/level
When you cast this spell, you gain the stonecunning ability, as a dwarf . If you
already have the stonecunning ability, this spell adds a +5 insight bonus on any
Perception checks to notice unusual stonework.
Stormrage
School: transmutation [electricity]
Level: cleric 8, druid 8
Components: V, S, DF
Ca sting Time: 1 standard action
Range: personal
Target: you
Duration: 1 minute/level (D)
You can fly at a speed of 120 feet, and you gain immunity to thrown weapons and
projectile ranged attacks. You are completely unaffected by natural or magical
wind, easily able to hold your position and not subject to other adverse effects of
extreme wind. Finally, you can discharge a bolt of electricity from your eyes once
per round. You enemies spell resistance applies to these lightning attacks. Doing
this is a standard action that does not provoke attacks of opportunity, has a range
of 100 feet, and requires a ranged touch attack. You gain a +3 bonus on the attack
roll if the opponent is wearing metal armor, made out of metal, or carrying a lot
of metal. If you hit, the bolt deals 1d6 points of electricity damage per two
caster levels (maximum 10d6), with no saving throw allowed.
Submerge Ship
School: evocation [water]
Level: sorcerer/wizard 7
Casting Time: 10 minutes
Components: V, S, F (a miniature wooden rudder inlaid with silver, worth 2,500 gp)
Range: touch
Target: ship touched
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no
You grant the ship touched a swim speed of 60 feet and the ability to move beneath
the surface of the water. You can control the ship�s speed and direction as a free
action. All interior spaces of the ship remain dry even if a doorway or porthole is
open while the ship is underwater. Any creature aboard the ship when the spell is
cast can move about the ship with ease (including climbing and jumping) as if it
were afloat on a calm sea. Such creatures can breathe water for the duration of the
spell as long as they remain within 10 feet of the ship. External forces, such as a
storm or an angry dragon, can still jostle the ship and cause it to shake and
possibly knock passengers and objects from it, but nothing falls from the ship as a
result of your direction of its movement. You can transfer control of the ship to
another individual by giving that individual the miniature rudder you used as a
focus to cast the spell. If the focus is ever lost or becomes unattended, the
spell�s duration expires. Once the spell ends (either because the duration expired,
the focus was lost or became unattended, or the magic was successfully dispelled),
the magic lingers for 1 additional round per caster level. During this time, the
ship ascends toward the water�s surface at a rate of 60 feet per round. If the ship
is still underwater when this additional time runs out, it immediately sinks, and
its passengers risk drowning.
Summon Undead I
School: Conjuration (summoning)
Level: antipaladin 1, cleric 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time: 1 round
Components: V, S, F/DF (a small pouch of bone dust)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned undead creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an undead creature which appears where you designate and acts
immediately, on your turn. It attacks your opponents to the best of its ability. If
you can communicate with the creature, you can direct it not to attack, to attack
particular enemies, or to perform other actions. The spell conjures either a Medium
humanoid skeleton or zombie. You choose which to summon, and you can choose a
different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it
use any teleportation or planar travel abilities. Creatures cannot be summoned into
an environment that cannot support them. Creatures summoned using this spell cannot
use spells or spell-like abilities that duplicate spells with expensive material
components (such as wish).
Summon Undead II
School: Conjuration (summoning)
Level: antipaladin 2, bard 2, cleric 2, sorcerer/wizard 2, summoner 2, witch 2
This spell functions like summon undead I, except that you can summon a burning
skeleton or a ghoul. Alternatively, you may instead summon 1d3 Medium humanoid
skeletons or zombies
Summon Undead IV
School: Conjuration (summoning)
Level: antipaladin 4, bard 4, cleric 4, sorcerer/wizard 4, summoner 4, witch 4
This spell functions like summon undead I, except that you can summon a juju zombie
or an owlbear skeleton. Alternatively, you may instead summon 1d3 creatures of the
same kind from those available to the version of this spell one level below this
one (up to summon undead III). Alternatively, you may instead summon 1d4+1
creatures of the same kind from those available to any of the versions of this
spell at least two levels below this one (up to summon undead II). 20
Summon Undead V
School: Conjuration (summoning)
Level: bard 5, cleric 5, sorcerer/wizard 5, summoner 5, witch 5
This spell functions like summon undead I, except that you can summon a mega raptor
skeleton or a wight. Alternatively, you may instead summon 1d3 creatures of the
same kind from those available to the version of this spell one level below this
one (up to summon undead IV). Alternatively, you may instead summon 1d4+1 creatures
of the same kind from those available to any of the versions of this spell at least
two levels below this one (up to summon undead III).
Summon Undead VI
School: Conjuration (summoning)
Level: bard 6, cleric 6, sorcerer/wizard 6, summoner 6, witch 6
This spell functions like summon undead I, except that you can summon a shrieking
medusa beheaded or a wraith spawn. Alternatively, you may instead summon 1d3
creatures of the same kind from those available to the version of this spell one
level below this one (up to summon undead V). Alternatively, you may instead summon
1d4+1 creatures of the same kind from those available to any of the versions of
this spell at least two levels below this one (up to summon undead IV).
Summon Undead IX
School: Conjuration (summoning)
Level: cleric 9, sorcerer/wizard 9, witch 9
This spell functions like summon undead I, except that you can summon a dread
wraith or a vampire with the advanced template. Alternatively, you may instead
summon 1d3 creatures of the same kind from those available to the version of this
spell one level below this one (up to summon undead VIII). Alternatively, you may
instead summon 1d4+1 creatures of the same kind from those available to any of the
versions of this spell at least two levels below this one (up to summon undead
VII).
Summon Minon I
School: conjuration (summoning)
Level: antipaladin 1, bard 1, cleric 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time: 1 round
Components: V, S, F/DF (a tiny bag and a small candle)
Range: close (25 ft.+5 ft./2 levels)
Effect: one summoned creature
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no
This spell summons an extraplanar humanoid creature (typically ah humanoid native
to another plane). It appears where you designate and acts immediately, on your
turn. It attacks your opponents to the best of its ability. The humanoid always
speaks Common and if you can communicate with the humanoid, you can direct it not
to attack, to attack particular enemies, or to perform other actions. The spell
conjures a humanoid of 1/2 CR from the NPC Codex. You choose which humanoid race
for the class to summon, and you can choose a different one each time you cast the
spell. A summoned humanoid cannot summon or otherwise conjure another creature, nor
can it use any teleportation or planar travel abilities. Humanoids cannot be
summoned into an environment that cannot support them. Humanoids summoned using
this spell cannot use spells or spell-like abilities that duplicate spells with
expensive material components (such as wish). Humanoids always have an alignment
that matches yours, regardless of their usual alignment. Summoning these humanoids
makes the summoning spell�s type match your alignment. Summoned humanoids equipment
is bound to them and can not be taken from them or sundered, as it is part of there
being, like a natural weapon is to a monster.
Summon Minon II
School: conjuration (summoning)
Level: antipaladin 2, bard 2, cleric 2, sorcerer/wizard 2, summoner 2, witch 2
This spell functions like summon minion I, except that you can summon one CR 1
humanoid. Alternatively, you may instead summon 1d3+1 CR 1/2 humanoids.
Summon Minon III
School: conjuration (summoning)
Level: antipaladin 3, bard 3, cleric 3, sorcerer/wizard 3, summoner 3, witch 3
This spell functions like summon minion I, except that you can summon one CR 2
humanoid. Alternatively, you may instead summon 1d3 CR 1 humanoids from those
available to the version of this spell one level below this one (up to summon
minion II). Alternatively, you may instead summon 1d3+1 CR 1/2 humanoids from those
available to the version of this spell one level below this one (up to summon
minion I).
Summon Minon IV
School: conjuration (summoning)
Level: antipaladin 4, bard 4, cleric 4, sorcerer/wizard 4, summoner 4, witch 4
This spell functions like summon minion I, except that you can summon one CR 4
humanoid. Alternatively, you may instead summon 1d3 CR 2 humanoids from those
available to the version of this spell one level below this one (up to summon
minion III). Alternatively, you may instead summon 1d3+1 CR 1 humanoids from those
available to the version of this spell one level below this one (up to summon
minion II).
Summon Minon V
School: conjuration (summoning)
Leve:l bard 5, cleric 5, sorcerer/wizard 5, summoner 5, witch 5
This spell functions like summon minion I, except that you can summon one CR 6
humanoid. Alternatively, you may instead summon 1d3 CR 4 humanoids from those
available to the version of this spell one level below this one (up to summon
minion IV). Alternatively, you may instead summon 1d3+1 CR 2 humanoids from those
available to the version of this spell one level below this one (up to summon
minion III).
Summon Minon VI
School: conjuration (summoning)
Level: bard 6, cleric 6, sorcerer/wizard 6, summoner 6, witch 6
This spell functions like summon minion I, except that you can summon one CR 8
humanoid. Alternatively, you may instead summon 1d3 CR 6 humanoids from those
available to the version of this spell one level below this one (up to summon
minion V). Alternatively, you may instead summon 1d3+1 CR 4 humanoids from those
available to the version of this spell one level below this one (up to summon
minion IV).
Summon Minon IX
School: conjuration (summoning)
Level: cleric 9, sorcerer/wizard 9, witch 9
This spell functions like summon minion I, except that you can summon one CR 14
humanoid. Alternatively, you may instead summon 1d3 CR 12 humanoids from those
available to the version of this spell one level below this one (up to summon
minion VIII). Alternatively, you may instead summon 1d3+1 CR 10 humanoids from
those available to the version of this spell one level below this one (up to summon
minion VII).
Summon Siren
Level: druid 7, sorcerer/wizard 7
As summon monster VI, except you summon one succubus who has pied piper as if you
cast it.
Summon Trap I
Level: ranger 1, sorcerer/wizard 1, summoner 1
As sepia snake sigil, except the effect is to trap a door or object with CR 1 trap
from the Core Rulebook.
Summon Trap II
Level: ranger 2, sorcerer/wizard 2, summoner 2
As sepia snake sigil, except the effect is to trap a door or object with CR 3 trap
from the Core Rulebook.
Summon Trap IV
Level: ranger 4, sorcerer/wizard 4, summoner 4
As sepia snake sigil, except the effect is to trap a door or object with CR 7 trap
from the Core Rulebook.
Summon Trap V
Level: sorcerer/wizard 5, summoner 5
As sepia snake sigil, except the effect is to trap a door or object with CR 9 trap
from the Core Rulebook.
Summon Trap VI
Level: sorcerer/wizard 6, summoner 6
As sepia snake sigil, except the effect is to trap a door or object with CR 11 trap
from the Core Rulebook.
Summon Trap IX
Level: sorcerer/wizard 9
As sepia snake sigil, except the effect is to trap a door or object with CR 17 trap
from the Core Rulebook.
Swim
School: transmutation [water]
Level: druid 1, magus 1, sorcerer/wizard 1
Casting Time: 1 round
Components: V, S, M (a goldfish scale)
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell gives the recipient a swim speed of 60 feet (although not the ability to
breathe water or hold one�s breath beyond normal limits). As long as the creature
isn�t carrying more than a light load, it can swim without making Swim checks. It
also gains a +8 bonus on any Swim checks to perform special actions or avoid
hazards, though it still takes the normal penalty for weight carried (�1 per 5
pounds). The recipient can choose to take 10 on Swim checks, even if rushed or
threatened, and can use the run action while swimming if it swims in a straight
line. If the creature is carrying more than a light load, it must make Swim checks
to move (taking the normal penalty for weight carried), but all other benefits of
the spell still apply.
Swim, Mass
School: Transmutation [water]
Level: druid 2, magus 2, sorcerer/wizard 2
Targets: One creature/level, no two of which are more than 30 ft. apart
The spell functions like swim, except that it affects multiple creatures.
Symbol of Illness
Level: cleric 5, magus 5, sorcerer/wizard 5, witch 5
As symbol of slowing except targets are sickened instead of slowed.
Temporal Stutter
School: Transmutation
Level: bloodrager 4, magus 4, sorcerer/wizard 4
Components: V, S, M (a pinch of fine sand)
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
You push a target out of the stream of time, but only for a moment. You must
succeed on a melee touch attack to affect the target. For the duration of the
spell, the target is completely immune to all forms of damage and all forces around
it. It cannot be moved from its point in space by any force. All damage from
weapons, effects from spells, and impact from the environment fail to affect the
target while it is suspended, including healing, status effects, and other effects.
Its body functions appear to cease, but this jump in time has no ill effect on the
subject.
Tie/Unfasten
Level: bard 0, sorcerer/wizard 0
As open/close, but it affects rope, string, lacing, straps, and similar objects
that hold knots.
Tidal Wave
Level: druid 6, magus 6, sorcerer/wizard 6
As aqueous orb, but Colossal, deals 6d6, passes 30-foot walls, and affects
Gargantuan targets.
Time Shift
School: Transmutation
Level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
Components: S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
With a quick but complicated gesture, you are able to bend time around you. You act
as though hasted until the end of your next turn.
Timer
School: illusion (figment)
Level: bard 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. +5 ft./2 levels)
Area: 80-ft.-radius emanation centered on a point in space
Duration: until discharged; maximum 2 hours/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Timer sounds an audible alarm after a set time, not to exceed 2 hours per caster
level. You choose what type of alarm sound timer creates during casting and cannot
thereafter change the sound�s basic character. Anyone within the area will hear the
alarm sound clearly. Reduce the distance by 10 feet for each interposing closed
door and by 20 feet for each substantial interposing wall. The sound lasts for 1
round. Creatures within a silence spell cannot hear the alarm.
Torchbearer
Level: sorcerer/wizard 1
Duration: 10 minutes/level
Target: creature touched
Saving Throw: Reflex negates
As dancing lights.
Totem I
Level: sorcerer/wizard 1, witch 1
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster I chart.
Totem II
Level: sorcerer/wizard 2, witch 2
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster II chart.
Totem III
Level: sorcerer/wizard 3, witch 3
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster III chart.
Totem IV
Level: sorcerer/wizard 4, witch 4
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster IV chart.
Totem V
Level: sorcerer/wizard 5, witch 5
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster V chart.
Totem VI
Level: sorcerer/wizard 6, witch 6
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster VI chart.
Totem VII
Level: sorcerer/wizard 7, witch 7
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster VII chart.
Totem VIII
Level: sorcerer/wizard 8, witch 8
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster VIII chart.
Totem IX
Level: sorcerer/wizard 9, witch 9
School: transmutation (polymorph)
Range: touch
Target: your familiar
Duration: 10 minutes/level (D)
You turn your familiar into a creature from the summon monster IX chart.
Touch Of Fatigue
School: necromancy
Level: cleric 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fort negates
Spell Resistance: yes
This spell causes the target creature touched to gain the fatigued condition. The
target gains a new saving throw at a -1 penalty after one minute. The target gains
a second save at a -2 penalty the next minute, and this repeats until he makes his
save or the fatigue condition is removed by adequate sleep.
Touch Of Frailty
Level: sorcerer/wizard 2
As touch of idiocy but it reduces Strength, Dexterity, and Constitution rather than
Intelligence, Wisdom, and Charisma. It might make feats useless if their
prerequisites are no longer met.
Touch Of Infection
Level: cleric 3, witch 3
As touch of fatigue, but effect sickens target.
Touch Of Lethargy
School: necromancy
Level: cleric 0, inquisitor 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: 1 round
Saving Throw: Fort negates
Spell Resistance: yes
This spell causes the target creature touched to gain the staggered condition.
Treasure Scent
School: divination
Level: bard 3, druid 3, magus 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
You can detect copper, silver, gold, platinum, and gems within 30 feet, as well as
differentiate between the five kinds of valuables. When you detect one of these
types of valuables, the exact location of the source is not revealed�only its
presence and direction. Whenever you come within 5 feet of the treasure, you can
pinpoint its exact location. The spell can penetrate barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Tree Shape
School transmutation
Level druid 2, ranger 3, shaman 2
Elemental School wood 3
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 hour/level (D)
This spell allows you to assume the form of a Large living tree or shrub or a Large
dead tree trunk with a small number of limbs. The exact type of tree, as well as
its appearance, is completely under your control. Even the closest inspection
cannot reveal that the tree in question is actually a magically concealed creature.
To all normal tests you are, in fact, a tree or shrub, although a detect magic
spell reveals a faint transmutation on the tree. While in tree form, you can
observe all that transpires around you just as if you were in your normal form, and
your hit points and save bonuses remain unaffected. You gain a +10 natural armor
bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You
are immune to critical hits while in tree form. All clothing and gear carried or
worn changes with you. You can dismiss tree shape as a free action (instead of as a
standard action).
Trip Line
School: evocation [force]
Level: inquisitor 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one trip line of force
Duration: 1 minute (D)
Saving Throw: Reflex partial
Spell Resistance: no
You create a shimmering line of force up to ten feet long that hovers two feet off
the ground. The line is translucent and difficult to see, requiring a Perception
check (DC 20) to notice. If a creature is aware of the line, she can either slow
down and step over it using a move action or she can attempt to jump over it with a
successful Acrobatics check (DC 8). A failed Acrobatics check is the same as
failing a Reflex save (described below). Creatures unaware of the line must make a
Reflex save when they run into the line. Those who fail fall prone and take 1d6
points of non-lethal damage. Those that succeed do not fall but must end their
movement for that round directly in front of the line. Those who are running when
they encounter the line add +4 to the DC of the save. Creatures Huge size or larger
and those of Tiny size or smaller are unaffected by this line.
Ultrasonic Ray
School: evocation [sonic]
Level: bard 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time: 1 standard action
Components: S
Range: close (25 ft. +5 ft./2 levels)
Target: one creature or object
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
You fire from your fingertip a focused beam of sonic energy too shrill to hear at a
single creature or object. On a successful ranged touch attack, you inflict 1d3
points of sonic damage.
Undead Lieutenant
School: necromancy
Level: cleric 2, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature; see text
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You empower the subject undead with the authority of command over undead in your
control. The targeted undead must have Intelligence 5 or higher. Undead under your
control obey the target undead as if it were you. You can give orders to the undead
normally, superseding the orders of the subject of this spell. The number of undead
you can control is increased by an amount equal to twice your caster level as long
as the undead lieutenant is active. If the target undead creature is destroyed, the
spell ends. You can have only one undead lieutenant at any time.
Unliving Rage
School: necromancy
Level: cleric 2, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Targets: one willing undead creature per 3 levels, no two of which can be more than
30 ft. apart
Duration: concentration + 1 round/level (D)
Saving Throw: none
Spell Resistance: yes
This spell functions as rage, except it affects only undead creatures and bolsters
them with necromantic energy rather than emotion. Each affected creature gains a +4
profane bonus to Strength and Constitution, a +2 profane bonus on Will saves, and a
�2 penalty to AC. The effect is otherwise identical to a barbarian�s rage.
Unseen Attendant
School: conjuration (creation)
Level: bard 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time: 1 standard action
Components: V, S, M (bit of soap)
Range: touch
Effect: cleans and grooms person touched
Duration: 1 minute/level
Saving Throw: none
Spell Resistance: yes
You create an invisible, shapeless, mindless creature that quickly grooms you or a
creature touched, straightening clothing, brushing hair, freshening breath,
cleaning dirt from boots, cleaning off dirt and grime, etc. and generally making
you more presentable.
Unseen Sentinel
School: conjuration (creation)
Level: bard 3, bloodrager 4, magus 4, sorcerer/wizard 4, witch 4
Casting Time: 1 standard action
Components: V, S, M (a piece of string, a bit of wood, and a bit of metal)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one invisible, mindless, shapeless servant
Duration: 8 hours(D) or 2 rounds after being activated by an enemy, see text
Saving Throw: none
Spell Resistance: no
This spell is very similar to unseen servant, but this servant acts as a guard. It
will stand wherever you direct it and prevent anyone from moving past it. It can
bull rush or trip foes using a CMB of your caster level + your Intelligence or
Charisma modifier (as appropriate for your spellcasting abilities) + 4 for its
Strength of 18, but it can make no other forms of attack. Any intrusion that causes
the sentinel to act also causes it to release a warning sound of blaring or
blasting horns.
Vengeful Comets
School: evocation [cold]
Level: druid 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. + 40 ft./level)
Effect: 1 comet per 4 levels
Duration: 1 round/level or until completely discharged (see below)
Saving Throw: none
Spell Resistance: yes
This spell causes a number of miniature comets (up to one per four caster levels)
to orbit in the air above your head. Bits of snow and cold wind drift down from the
orbiting comets, granting you a circumstance bonus equal to the number of comets on
all saving throws against fire effects. The actual use for the comets, though, is
to make vengeful strikes against foes who dare to target you with offensive spells.
As an immediate action whenever you are affected by a spell cast by another
creature, you can fire one of your vengeful comets as a bolt of icy retribution
(provided the source of the offensive spell is within range of your vengeful comet,
of course). The comet requires a ranged touch attack to hit. If it hits, a comet
deals 1d6 points of bludgeoning damage and 3d6 points of cold damage to the target,
plus an additional amount of cold damage equal to the level of the spell you are
retaliating against. If the spell you�re retaliating against had the fire
descriptor, you may opt to fire two comets instead of one.
Verminous Transformation
School transmutation (polymorph)
Level alchemist 6, shaman 7, witch 7
Casting Time 1 standard action
Components V, S, M (a handful of bat wings, insects, and rat tails)
Range personal
Target you
Duration 1 round/level (D)
You partially transform your body into a swarm of bats, insects, rats, and spiders.
As a standard action, you can send out a piece of your body to attack up to four
Medium or smaller creatures (or one larger creature) within 10 feet of you. The
creatures take 4d6 points of damage and must succeed at a Fortitude save or take
1d3 points of Constitution damage and 1d3 points of Strength damage; the ability
damage is a poison effect. Abilities that protect against swarm attacks apply to
this damage and spell resistance applies. Additionally, since your body is
partially a swarm, you take only half damage from piercing and slashing attacks,
unless those attacks would deal full damage or greater to a swarm (for instance, an
area piercing attack would deal full damage to you). You can still be targeted by
single-target spells but you gain a +2 circumstance bonus on any saving throws
against them. Casting spells in this form is difficult and any spells with somatic
components require a concentration check as if casting defensively; if you are also
casting the spell defensively, roll a single concentration check at a �5 penalty.
Vigor
School: conjuration (healing)
Level: cleric 3, druid 3
Duration: 5 rounds + 1 round/level (max 15 rounds)
This spell functions like lesser vigor, except as noted here and that it grants
fast healing 2.
Vigor, Greater
School: conjuration (healing)
Level: cleric 5, druid 5
Duration: 5 rounds + 1 round/level (max 20 rounds)
This spell functions like lesser vigor, except as noted here and that it grants
fast healing 4.
Vigor, Lesser
School: conjuration (healing)
Level: cleric 1, druid 1
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Living creature touched
Duration: 5 rounds + 1 round/level (max 10 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains fast healing 1, enabling it to heal 1 hit point per round until
the spell ends and automatically becoming stabilized if it begins dying from hit
point loss during that time. Lesser vigor does not restore hit points lost from
starvation, thirst, or suffocation, nor does it allow a creature to regrow or
attach lost body parts. The effects of multiple vigor spells do not stack; only the
highest-level effect applies.
Vigorous Circle
School: conjuration (healing)
Level: cleric 6, druid 6
Duration: 10 rounds + 1 round/level (max 30 rounds)
This spell functions like mass lesser vigor, except as noted here and that it
grants fast healing 3.
Village Idiot
School: transmutation
Level: bard 3, bloodrager 4, magus 4, sorcerer/wizard 4, witch 3
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level
Saving Throw: none
Spell Resistance: yes
A dark blue ray flies from your hand toward the target. With a successful ranged
touch attack, the target�s Intelligence score drops to three. If the target already
had the Intelligence score of three or less, the spell has no effect.
Vision Of Paradise
Level: bard 3, sorcerer/wizard 3, witch 3
As vision of hell but calm scene of heavenly peace causes all creatures not Lawful
Good to take a -2 penalty to attack rolls.
Watery Sphere
School: evocation [water]
Level: druid 2, shaman 2, sorcerer/wizard 3, witch 3
Casting Time: 1 standard action
Components: V, S, M/DF (a bit of shell)
Range: medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: concentration
Saving Throw: Reflex negates
Spell Resistance: No
A globe of water moves and rolls in a direction of your choice at a speed of up to
30 ft./round. As part of this movement, it can climb or jump up to 30 ft. to strike
an object. It quenches fires and can entangle one creature of Medium sized or
smaller. When the sphere enters the space of a target, it can be avoided with a
successful Reflex save. On a failed save, the target is entangled by the sphere; it
is immediately considered submerged and must hold its breath to avoid drowning if
it cannot breathe water. Once the watery sphere has entangled a creature, it moves
with them. The entangled creature can attempt to break free of the sphere as a move
action, making a Strength or Escape Artist check with a DC to escape equal to the
DC of the spell. A creature breaking free of the globe ends the spell.
War Cry
School: enchantment (compulsion) [mind-affecting, sonic]
Level: bard 2, bloodrager 2, magus 2
Casting Time: 1 swift action
Components: V, S
Range: Personal
Target: You
Duration: 1 round
You gain a +4 morale bonus on attack rolls and damage rolls made as part of a
charge. If you deal damage with a charge attack, your foe must succeed on a Will
save or become panicked for 1 round (spell resistance applies to this effect).
Wind Tunnel
School: evocation
Level: druid 5, ranger 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You call on the wind to assist your allies� accuracy. A wind tunnel improves the
accuracy of your allies� ranged weapons, granting each subject a +5 competence
bonus on ranged attacks. Further, it doubles the range increment of these weapons.
World in Shadows
School: illusion (shadow) [shadow]
Level: cleric 9, sorcerer/wizard 9, witch 9
Casting Time: 24 hours
Components: V, S, M/DF (50,000 gp worth of gray or black gems)
Range: 0 ft.
Area: 10-mile-radius/level sphere centered on your location
Duration: 1 year/level (D)
Saving Throw: None
Spell Resistance: No
A region of the world is permanently enshrouded in darkness. Rifts between the
Shadow Plane and the Material Plane spill shadowy essence onto the world such that
no space in the area is unaffected. Within this region, all natural and magical
light (sunlight, moonlight, firelight, the light given off by insects, etc.) is
only half as strong as usual, both in terms of luminosity and distance. For
instance, a torch usually provides normal (i.e. between dim and bright) light to 20
ft. and between 20 ft. and 40 ft. the brightness level is dim. In a region affected
by world in shadows a torch does not provide normal light, instead it provides dim
light to 10 ft. and only darkness beyond. Spells of 9th level with the light
descriptor function normally, and the light-emitting properties of artifacts are
unaffected by world in shadows. All non-damaging effects of spells with the
darkness descriptor cast in the region are treated as if the caster were 1 level
higher. Creatures with light blindness or light sensitivity are almost never
affected by these weaknesses because even a daylight spell can only produce light
of normal (not bright) brightness in the region. Other effects of a spell, spell-
like ability or supernatural ability that are otherwise associated with light are
affected only if the spell�s or ability�s description provides for greater damage
or effect against creatures vulnerable to light (for example, the damage from a
searing light spell remains the same as usual for most creatures, but, undead
particularly vulnerable to light do not take more damage than any other undead).
Creatures with low-light vision in the region affected by world in shadows are
treated as if they had normal vision to the extent of the range of their low-light
vision and the world were not cast into shadows; creatures with darkvision see
normally to the range of their darkvision. Creatures with see in darkness can see
normally. If a gateway is opened to another plane of existence, light from that
plane may spill through the portal and that light will not be reduced by the power
of world in shadows. Dispel magic and greater dispel magic cannot remove (even
temporarily) this dimming effect (though they will otherwise still function
normally). Natural light sources within an antimagic field work normally, though
only to the edge of the field. Mage�s disjunction will permanently restore a region
within that spell�s area if it is successful. For clerics with the darkness domain,
wizards specializing in the arcane school of illusion and witches with a shadow
patron, the duration of the spell is doubled, spells of 9th level with the light
descriptor are affected, and artifacts that give off light have their light-
emitting features affected (though this likely attracts the attention of the powers
attuned to those items).
Wraithstrike
School: transmutation
Level: bloodrager 2, magus 2, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V, S
Range: Personal
Target: You
Duration: 1 round
While this spell is in effect, your melee attacks are resolved as melee touch
attacks rather than normal melee attacks.