Abeyance:
  area: null
  casting_time: 1 minute
  components: V, S, M (a flask of holy water worth 25 gp), DF
  description:
  - Abeyance suppresses the effects of a single curse on a creature. It does not restore
    any damage or drain that might have been caused by the curse. Abeyance cannot
    suppress curses that cannot be removed by remove curse, but it can suppress curses
    such as lycanthropy that require remove curse along with additional measures.
    An individual curse can be suppressed only once by abeyance, even if cast by a
    different caster.
  duration: 24 hours
  effect: null
  level: cleric 2, inquisitor 2, paladin 2
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Abjuring Step:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a rabbit\u2019s foot)"
  description:
  - This spell creates a subtle and complicated force effect that is most effective
    when used by a still or slow-moving spellcaster or formula user. While you are
    subject to this spell, you can take two 5-foot steps each round and still cast
    spells and use spell-like abilities without provoke attacks of opportunity.
  duration: 1 round/level or until discharged
  effect: null
  level: alchemist 1, bard 1, magus 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: abjuration (force)
  spell_resistance: null
  target: you
Ablative Barrier:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of metal cut from a shield)
  description:
  - "Invisible layers of solid force surround and protect the target, granting that\
    \ target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage\
    \ the target takes from each attack are converted into nonlethal damage. Against\
    \ attacks that already deal nonlethal damage, the target gains DR 5/\u2014. Once\
    \ this spell has converted 5 points of damage to nonlethal damage per caster level\
    \ (maximum 50 points), the spell is discharged."
  duration: 1 hour/level or until discharged
  effect: null
  level: alchemist 2, bloodrager 2, magus 2, occultist 2, psychic 3, sorcerer/wizard
    3, summoner 2, unchained summoner 3
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (creation) [force]
  spell_resistance: 'no'
  target: creature touched
Ablative Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a crystalline sphere worth 10 gp)
  description:
  - "An immobile, crystalline, web-like globe surrounds you. When the ablative sphere\
    \ winks into existence, it provides you with improved cover (see below). The barrier\
    \ does not impede a spell\u2019s line of sight or effect."
  duration: 1 minute per level (D)
  effect: null
  level: sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
"Aboleth\u2019s Lung":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (piece of seaweed)
  description:
  - The targets are able to breathe water, freely. However, they can no longer breathe
    air.
  duration: 1 hour/level
  effect: null
  level: cleric 2, druid 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: living creatures touched
Absolution:
  area: null
  casting_time: 1 round
  components: V, S, M (a vial of holy water ), DF
  description:
  - "You purge impure thoughts from the target\u2019s mind and fill him with exultant\
    \ relief at the forgiveness of his sins."
  duration: instantaneous
  effect: null
  level: cleric 4, paladin 4
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: living creature touched
Absorb Rune I:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a white silk glove worth 25 gp)
  description:
  - "This spell allows you to lay your hand upon a magical glyph, symbol, or other\
    \ magical spell effect (referred to in this spell description as a rune) and attempt\
    \ to absorb the essence of its effect. To absorb a rune, you must be aware of\
    \ the rune\u2019s existence (but need not know the details of what it actually\
    \ does) and then succeed at a caster level check (DC = 10 + the caster level of\
    \ the spell affect being absorbed) as you touch the rune in question. If you fail\
    \ this caster level check, the magical rune is not triggered unless you fail the\
    \ roll by 5 or more."
  duration: instantaneous plus 1 minute/level (see text)
  effect: null
  level: bard 4, cleric 4, magus 4, occultist 4, sorcerer/wizard 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one spell effect
Absorb Toxicity:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a thorn from a poisonous plant )
  description:
  - You absorb the toxicity of your surroundings, becoming toxic as a result.
  duration: 10 minutes/level or until discharged
  effect: null
  level: alchemist 3, druid 4, sorcerer/wizard 5, witch 4
  range: personal
  saving_throw: see text
  school: necromancy
  spell_resistance: 'no'
  target: you
Absorbing Barrier:
  area: 40-ft.-radius sphere; see text (S)
  casting_time: 1 standard action
  components: V, S, F (a jagged scrap of metal)
  description:
  - "You ward all creatures and objects in the area from ranged weapons. The spell\u2019\
    s area of effect is often a sphere, although you can shape it to be smaller than\
    \ the maximum area or to exclude certain adjacent areas or objects (for example,\
    \ if you are warding a specific structure, or if you are roughly warding the front\
    \ lines of a battlefield). This spell\u2019s area is also up to 40 feet in height,\
    \ so flying creatures benefit as long as they are in this area of effect."
  duration: 1 hour/level or until discharged
  effect: null
  level: alchemist 4, sorcerer/wizard 4, summoner 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none (harmless)
  school: abjuration
  spell_resistance: no (harmless)
  target: null
Absorbing Inhalation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You grant your lungs inhuman strength and capacity, allowing you to harmlessly\
    \ and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect.\
    \ If the targeted cloud is a magical effect, you must succeed at a caster level\
    \ check (DC 11 + the effect\u2019s caster level) to inhale it. Inhaling the cloud\
    \ removes it from the area, leaving normal air in its place. If the cloud is too\
    \ large for you to affect with a single casting of this spell, you may instead\
    \ inhale a portion of the cloud, but you must inhale the portion of the cloud\
    \ closest to you. This spell has no effect on gaseous creatures. It can only affect\
    \ an instantaneous-duration cloud (such as a breath weapon) if you ready an action\
    \ to cast the spell in response."
  duration: 1 round/level; see text
  effect: null
  level: alchemist 4, bloodrager 4, druid 4, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: transmutation [air]
  spell_resistance: 'no'
  target: one cloud-like effect, up to one 10-ft. cube/level
Absorbing Touch:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You absorb the next object your hand touches into your body. If you are already
    holding an object, you can attempt to absorb it; otherwise, you may touch an object
    as a standard action separate from casting the spell. You can absorb any nonmagical,
    nonliving object weighing no more than 1 pound per caster level. A container and
    its contents count as a single object. Objects in the possession of another creature
    receive a Fortitude Saving Throw to prevent absorption. You may continue to attempt
    to absorb objects until one is absorbed.
  duration: 1 day/level (D)
  effect: null
  level: alchemist 3
  range: touch
  saving_throw: Fortitude negates (object)
  school: transmutation
  spell_resistance: 'no'
  target: null
Abstemiousness:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell magically enhances a handful of simple food, imbuing it with enough
    nutrition to satisfy a Medium or smaller creature for a full day. The spell does
    not create food, and thus will not alone prevent someone from starving, but it
    can extend even limited reserves for lengthy periods.
  duration: 1 hour
  effect: null
  level: bard 1, cleric/oracle 1, druid 1, witch 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: a handful of berries, grains, nuts, or rice
Absurdity:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your targets perceive intimidation and threats as laughably absurd.
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, medium 2, mesmerist 2, psychic 2, spiritualist 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (phantasm) [emotion, mind-affecting]
  spell_resistance: 'no'
  target: up to one creature/level, no two of which can be more than 30 ft. apart
Abundant Ammunition:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a single piece of ammunition)
  description:
  - When cast on a container such as a quiver or a pouch that contains nonmagical
    ammunition or shuriken (including masterwork ammunition or shuriken, but not special
    materials, alchemical attributes, or nonmagical treatments on the ammunition)
    at the start of each round this spell replaces any ammunition taken from the container
    the round before. The ammunition taken from the container the round before vanishes.
    If, after casting this spell, you cast a spell that enhances projectiles, such
    as align weapon or greater magic weapon, on the same container, all projectiles
    this spell conjures are affected by that spell.
  duration: 1 minute/level
  effect: null
  level: bard 1, cleric 1, psychic 1, ranger 1, sorcerer/wizard 1
  range: null
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: one container touched
Abyssal Vermin:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You infuse the target with power from the Abyss, granting it the fiendish creature
    simple template. The swarm gains DR 5/good if it has at least 5 Hit Dice, or DR
    10/good it if has at least 11 HD. It gains cold resistance 5 and fire resistance
    5 if it has at least 5 HD, or cold resistance 10 and fire resistance 10 if it
    has at least 11 HD. It gains spell resistance equal to its CR + 6.
  duration: 1 minute/level
  effect: null
  level: antipaladin 2, arcanist 4, cleric/oracle 4, crimson assassin 4, sorcerer/wizard
    4, warpriest 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: one vermin or vermin swarm
Accelerate Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a thorn)
  description:
  - You hasten the onset of poison in the target. If the poison normally has an onset
    time, its effects begin immediately. If the poison has no onset time, its frequency
    is doubled, requiring two saving throws and inflicting damage twice per round
    or minute, though its duration is halved. Accelerate poison does not change the
    cure condition for the poison. If the target is affected by more than one poison,
    you may choose which is affected if you administered the poison; otherwise, randomly
    determine which poison is affected.
  duration: instantaneous
  effect: null
  level: druid 2, ranger 2, sorcerer/wizard 2
  range: touch
  saving_throw: Fortitude negates
  school: transmutation [poison]
  spell_resistance: 'yes'
  target: null
Accept Affliction:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (a dove\u2019s heart)"
  description:
  - The caster can transfer the effects of afflictions such as curses, diseases, and
    poisons from the target creature to himself. This spell can also transfer the
    blinded, deafened, fatigued, nauseated, shaken, and sickened conditions. All aspects
    of the transferred afflictions (save DCs, remaining duration, removal conditions,
    and so on) remain the same, but affect the caster instead of the original target.
    After transferring the affliction or condition, the caster is free to cure it
    in any way he can.
  duration: instantaneous
  effect: null
  level: bard 3, cleric 3, druid 3, paladin 3, witch 3
  range: touch
  saving_throw: Fort negates (harmless)
  school: conjuration (healing) [good]
  spell_resistance: yes (harmless)
  target: creature touched
Accursed Glare:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You channel a fell curse through your glare. If the target fails its saving throw,
    it begins to obsessively second guess its actions and attract bad luck. Whenever
    the target attempts an attack roll or saving throw while the curse lasts, it must
    roll twice and take the lower result. While you cast this spell, an ally within
    range of the subject can attempt an Intimidate check as a move action (DC = save
    DC of this spell); on a success, the ally adds its own glare to yours, granting
    you a +2 bonus on your caster level check to overcome spell resistance (if any).
    Multiple allies can attempt Intimidate checks; this bonus stacks.
  duration: 1 day/level
  effect: null
  level: antipaladin 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one creature
Acid Arrow:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (rhubarb leaf and an adder\u2019s stomach), F (a dart)"
  description:
  - An arrow of acid springs from your hand and speeds to its target. You must succeed
    on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid
    damage with no splash damage. For every three caster levels you possess, the acid,
    unless neutralized, lasts for another round (to a maximum of 6 additional rounds
    at 18th level), dealing another 2d4 points of damage in each round.
  duration: 1 round + 1 round per three levels
  effect: one arrow of acid
  level: bloodrager 2, magus 2, sorcerer/wizard 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (creation) [acid]
  spell_resistance: 'no'
  target: null
Acid Fog:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered peas and an animal hoof)
  description:
  - "Acid fog creates a billowing mass of misty vapors like the solid fog spell. In\
    \ addition to slowing down creatures and obscuring sight, this spell\u2019s vapors\
    \ are highly acidic. Each round on your turn, starting when you cast the spell,\
    \ the fog deals 2d6 points of acid damage to each creature and object within it."
  duration: 1 round/level
  effect: fog spreads in 20-ft. radius, 20 ft. high
  level: magus 6, sorcerer/wizard 6, unchained summoner 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [acid]
  spell_resistance: 'no'
  target: null
Acid Maw:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Your animal companion\u2019s bite attack deals an additional 1d4 points of acid\
    \ damage, and the acid deals another 1d4 points of acid damage to the target on\
    \ the next round. The acid continues to deal damage for 1 additional round per\
    \ 4 caster levels (to a maximum of 6 total rounds at caster level 20th). This\
    \ ongoing acid damage doesn\u2019t stack from multiple attacks, but the duration\
    \ resets if a newer bite would cause the ongoing damage to last longer than the\
    \ duration remaining from a previous one."
  duration: 1 minute/level
  effect: null
  level: druid 1, ranger 1
  range: close (25 ft. + 2 ft./level)
  saving_throw: Will negates (harmless)
  school: transmutation [acid]
  spell_resistance: 'yes'
  target: your animal companion
Acid Pit:
  area: null
  casting_time: 1 standard action
  components: V, S, M (drop of acid), F (Fine shovel worth 10 gp)
  description:
  - 'This spell functions as create pit, except that it places a 5-foot deep pool
    of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures
    who fall into the pit take falling damage as normal (the acid counts as a yielding
    surface), plus 2d6 points of acid damage per round spent in contact with the acid.
    In addition, exposed items carried by a creature in the pit may be harmed. Refer
    to Table: Items Affected by Magical Attacks (also copied here for convenience).'
  duration: 1 round + 1 round/level
  effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
  level: sorcerer/wizard 4, summoner/unchained summoner 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates; see text
  school: conjuration [creation] acid
  spell_resistance: 'no'
  target: null
Acid Splash:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You fire a small orb of acid at the target. You must succeed on a ranged touch
    attack to hit your target. The orb deals 1d3 points of acid damage. This acid
    disappears after 1 round.
  duration: instantaneous
  effect: one missile of acid
  level: inquisitor 0, magus 0, sorcerer/wizard 0, summoner/unchained summoner 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [acid]
  spell_resistance: 'no'
  target: null
Acidic Spray:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a vial of acid worth 10 gp)
  description:
  - "A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid\
    \ damage per caster level (maximum 15d6) to each creature within its area (Reflex\
    \ half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage\
    \ per two caster levels (maximum 7d6) to any creature that failed its saving throw\
    \ against the spell (a second Reflex save on the creature\u2019s turn negates\
    \ this additional damage)."
  duration: instantaneous
  effect: 60-ft. line
  level: magus 5, sorcerer/wizard 5
  range: 60 ft.
  saving_throw: Reflex partial (see text)
  school: conjuration (creation) [acid]
  spell_resistance: 'yes'
  target: null
Acute Senses:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a glass lens)
  description:
  - The target gains a +10 enhancement bonus on Perception checks. The bonus increases
    to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bard 2, inquisitor 2, psychic 2, ranger 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Adhesive Blood:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Your blood thickens to becomes a glue-like substance upon contact with air. A\
    \ piercing or slashing weapon that deals hit point damage to you is stuck fast\
    \ unless the wielder succeeds at a Reflex save. A creature can pry off a stuck\
    \ weapon on its turn as a standard action with a successful Strength check against\
    \ the spell\u2019s DC. Strong alcohol or universal solvent dissolves the adhesive.\
    \ The glue breaks down 5 rounds after you die, or when the duration ends. This\
    \ glue has no effect while underwater or in environments that lack air."
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: Reflex negates (see text)
  school: transmutation
  spell_resistance: 'no'
  target: you
Adhesive Spittle:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Once during this spell\u2019s duration, you can spit a viscous liquid as a standard\
    \ action. This liquid functions as a tanglefoot bag, except you do not have to\
    \ make a successful attack roll to hit your target. The DCs to counteract this\
    \ adhesive (to avoid being stuck to the floor, to fly, to break the adhesive,\
    \ or to cast a spell) use the spell\u2019s DC rather than a tanglefoot bag\u2019\
    s normal DCs. The adhesive persists for 2d4 rounds after you spit it."
  duration: 1 round/level or until discharged (see text)
  effect: null
  level: alchemist 1, psychic 1,  sorcerer/wizard 1, witch 1
  range: 15 ft.
  saving_throw: Reflex partial
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one creature
Adjustable Disguise:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 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.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 3, antipaladin 3, bard 3, inquisitor 3, mesmerist 3, occultist
    3, psychic 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: you
Adjustable Polymorph:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small piece of doppelganger flesh)
  description:
  - 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.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 4, bard 4, magus 4, shaman 4, sorcerer/wizard 4, summoner/unchained
    summoner 4, witch 4
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Admonishing Ray (3.5E):
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You blast your enemies with rays of nonlethal force. You may fire one ray, plus
    one additional ray for every four levels you possess beyond 3rd (to a maximum
    of three rays at 11th level). Each ray requires a ranged touch attack to hit and
    deals 4d6 points of nonlethal damage. This is a force effect. The rays may be
    fired at the same or different targets, but all rays must be fired simultaneously
    and aimed at targets within 30 feet of each other.
  duration: instantaneous
  effect: one or more rays
  level: cleric/oracle 2, sorcerer/wizard 2
  range: close (25 f. + 5 f./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Adoration:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target of this spell is the subject of adoration by those whom it tries to
    affect with Diplomacy or during performance combat. If the target is out of combat,
    it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures.
    If the creature is engaged in performance combat the target gains a +2 morale
    bonus on all performance combat checks.
  duration: 1 minute/level
  effect: null
  level: bard 1, psychic 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Adroit Retrieval:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You instill the target with the ability to withdraw small items from her pockets
    or packs with supernatural swiftness. When the target retrieves an item stored
    on itself, it can retrieve the item either as a move action without provoking
    attacks of opportunity, or as a swift action that provokes attacks of opportunity.
    This effect functions only when the target attempts to retrieve a stored item
    that weighs less than 1 pound per caster level (maximum 15 pounds).
  duration: 1 minute/level
  effect: null
  level: occultist 3, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Advanced Scurvy:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The subject contracts an advanced form of scurvy. He becomes constantly fatigued,\
    \ suffers from bone pain (\u20131 penalty on Strength- and Dexterity-based checks),\
    \ wounds easily (add +1 point of damage to any bleed effects affecting the target),\
    \ experiences loose teeth, and is slow to heal (natural healing occurs at half\
    \ the normal rate). Scurvy can be treated magically or can be overcome with proper\
    \ nutrition; eating the right foods ends the fatigue and bone pain within 1\u2013\
    2 days and provides a full cure 2d6 days after that."
  duration: instantaneous
  effect: null
  level: cleric 1, druid 1
  range: touch
  saving_throw: Fort negates
  school: necromancy [disease, evil]
  spell_resistance: 'yes'
  target: living creature touched
Aerial Tracks:
  area: circle centered on you, with a radius of 100 feet + 10 feet per level
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause the air in the area to ripple where creatures have flown through it
    up to 1 day ago per caster level. These aerial ripples are tinged by glowing wisps,
    providing enough illumination to follow the tracks without penalties due to poor
    lighting. The area moves with you, allowing you to follow the tracks through the
    air over long distances provided you can fly or follow the route along the ground
    within range to read the aerial tracks. Other creatures can also follow the trail
    as long as they move with you. The base DC of Survival checks to track creatures
    through the air with this spell is the same as tracking creatures across soft
    ground.
  duration: 1 hour/level
  effect: null
  level: druid 4, inquisitor 4, ranger 3, shaman 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: divination [air]
  spell_resistance: 'no'
  target: null
Age Resistance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You ignore the physical detriments of being middle-aged. This spell does not\
    \ cause you to look younger, nor does it prevent you from dying of old age, but\
    \ as long as the spell is in effect, you ignore the \u20131 penalties to Strength,\
    \ Dexterity, and Constitution that accrue once you become middle-aged. You retain\
    \ the age-related bonuses to Intelligence, Wisdom, and Charisma while under the\
    \ effects of this spell. Additional penalties that you accrue upon becoming old\
    \ or venerable apply in full."
  duration: 24 hours
  effect: null
  level: alchemist 4, druid 6, sorcerer/wizard 6, witch 6
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Aggravate Affliction:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - All recurring afflictions (those with a frequency, including curses, diseases,
    and poison) possessed by the targeted creature immediately trigger, requiring
    an immediate saving throw (as described in the affliction) to avoid suffering
    their effects. A successful saving throw does not count toward ending the affliction,
    and this extra save does not change the timing of the next save against the affliction.
    Afflictions without a frequency are unaffected by this spell.
  duration: instantaneous
  effect: null
  level: cleric 3, druid 3, sorcerer/wizard 4, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Aggressive Thundercloud:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a piece of a tree struck by lightning)
  description:
  - A crackling, spherical storm cloud flies in whichever direction you point and
    deals electricity damage to those it strikes. It has a fly speed of 20 feet with
    perfect maneuverability. If it enters a space that contains a creature, the storm
    stops moving for the round and deals 3d6 points of electricity damage to that
    creature, though a successful Reflex save negates that damage. It provides concealment
    (20% miss chance) to anything within it, and its flickering light illuminates
    the same area a candle would.
  duration: 1 round/level
  effect: 5-ft.-diameter sphere
  level: druid 2, magus 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: null
Agonize:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You afflict a creature you have conjured via planar ally (or a similar spell)
    with bolts of vicious energy. These foul energies inflict terrible pain upon the
    conjured creature, torturing it to make it more pliant to your will. The targeted
    creature must make a Fortitude save or take a -1 penalty for every 2 levels you
    possess (maximum -10) on all saves and checks made against you for the next hour.
    In addition, creatures that demand payment for their services reduce the payment
    by 20% for every 4 levels you possess (maximum 60% reduction). However, beings
    tortured by this spell quickly come to resent you, making them more likely to
    try to pervert your orders to malicious ends or try to seek retribution after
    their release. This spell has no effect on creatures that are immune to nonlethal
    damage.
  duration: 1 round
  effect: null
  level: cleric/oracle 3, sorcerer/wizard 4, summoner 3, unchained summoner 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: evocation [evil, pain]
  spell_resistance: 'yes'
  target: one conjured outsider or elemental (see text)
Agonizing Rebuke:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a word and a gesture, you instill such apprehension about attacking you in
    your target that doing so causes it mental distress and pain. Each time the target
    makes an attack against you, targets you with a harmful spell, or otherwise takes
    an action that would harm you, it takes 2d6 points of nonlethal damage.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, cleric 3, inquisitor 3, mesmerist 3, psychic 3, witch 3
  range: close (25 ft. + 5 ft./2 level)
  saving_throw: Will negates
  school: illusion (phantasm)) [emotion, mind-affecting, pain]
  spell_resistance: 'yes'
  target: one living creature
Aid:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Aid grants the target a +1 morale bonus on attack rolls and saves against fear
    effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of
    1d8+10 temporary hit points at caster level 10th).
  duration: 1 min./level
  effect: null
  level: alchemist 2, cleric/oracle 2, inquisitor 2, shaman 2
  range: touch
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: living creature touched
Air Breathing:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (flower or piece of grass)
  description:
  - The transmuted creatures can breathe air freely.
  duration: 2 hours/level; see text
  effect: null
  level: alchemist 3, bloodrager 3, cleric 3, druid 3, magus 3, psychic 3, shaman
    3, sorcerer/wizard 3, summoner 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: living aquatic creatures touched
Air Bubble:
  area: null
  casting_time: 1 standard action
  components: S, M/DF (a small bladder filled with air)
  description:
  - "Air bubble creates a small pocket of breathable air that surrounds the touched\
    \ creature\u2019s head or the touched object. The air bubble allows the creature\
    \ touched to breathe underwater or in similar airless environments, or protects\
    \ the object touched from water damage. A firearm within an air bubble can be\
    \ loaded\u2014assuming the black powder comes from a powder horn, a cartridge,\
    \ or some other airtight protective device\u2014and fired. When shooting such\
    \ a firearm underwater, the shot still takes the standard \u20132 penalty on attack\
    \ rolls for every 5 feet of water the bullet passes through, in addition to normal\
    \ penalties due to range. If a firearm within the air bubble explodes, the explosion\
    \ occurs normally."
  duration: 1 minute/level
  effect: null
  level: cleric 1, druid 1, psychic 1, ranger 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (creation)
  spell_resistance: yes (harmless)
  target: one creature or one object no larger than a Large two-handed weapon
Air Geyser:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a powerful blast of air capable of flinging an opponent upward. If\
    \ the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning\
    \ damage and hurls the target upward a number of feet equal to 5 \xD7 your caster\
    \ level. If a solid object (such as a ceiling) is encountered, the target strikes\
    \ the object in the same manner as it would during a normal fall. After this blast\
    \ of air ceases, the target falls down (unless it was flying), taking falling\
    \ damage as normal. A successful save means the target takes half damage from\
    \ the air blast but is not moved by it."
  duration: instantaneous
  effect: null
  level: bloodrager 3, druid 3, magus 3, shaman 4, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex partial (see text)
  school: evocation [air]
  spell_resistance: 'yes'
  target: one creature or object up to Large size
Air Step:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a goose feather)
  description:
  - "This spell functions as air walk, except you can rise no higher than 1 foot off\
    \ the ground, you cannot pass over liquid, and the air you walk on is less stable\
    \ than solid ground. When walking on air, you ignore difficult terrain that is\
    \ less than 1 foot high, you do not trigger effects based on weight (such as a\
    \ pressure plate), and any creature trying to track you through areas you crossed\
    \ with this spell takes a \u201310 penalty on its Perception or Survival check\
    \ to do so. However, because of the instability of the air you walk on, your speed\
    \ is reduced by 10 feet (to a minimum of 5 feet) and you take a \u20134 penalty\
    \ on Acrobatics, Climb, and Ride checks."
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, witch
    2
  range: personal
  saving_throw: null
  school: transmutation [air]
  spell_resistance: null
  target: you
Air Walk:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "The subject can tread on air as if walking on solid ground. Moving upward is\
    \ similar to walking up a hill. The maximum upward or downward angle possible\
    \ is 45 degrees, at a rate equal to half the air walker\u2019s normal speed."
  duration: 10 min./level
  effect: null
  level: alchemist 4, cleric/oracle 4, druid 4
  range: touch
  saving_throw: none
  school: transmutation [air]
  spell_resistance: yes (harmless)
  target: creature (Gargantuan or smaller) touched
Air of Authority:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You gain an unmistakable air of authority, which clouds creatures\u2019 minds\
    \ and causes them to believe that you are their direct superior. Each creature\
    \ with whom you attempt to leverage your newfound authority receives a Will save\
    \ to disbelieve the illusion. Otherwise, it treats you as it would its direct\
    \ superior. Creatures with different direct superiors see you in different ways,\
    \ which can potentially lead to conflicts that allow additional saving throws\
    \ (for instance, if a cook sees you as the head chef, he might be quite perplexed\
    \ to see the vizier treating you as if you were the king)."
  duration: 1 minute/level (D)
  effect: null
  level: bard 3, medium 3, mesmerist 3, psychic 5
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: you
Akashic Communion:
  area: null
  casting_time: 10 minutes
  components: V, S, M/DF (a square of reflective silver worth 100 gp)
  description:
  - You attempt to obtain a glimpse of some specific event from the Akashic Record,
    the extraplanar repository of all experiences that have ever occurred. This allows
    you to attempt one Knowledge skill check of your choice per 3 caster levels you
    have, each with a +10 insight bonus. You are treated as trained in any Knowledge
    skills used for these checks, and can use this spell to reroll a Knowledge skill
    check you have already failed. The GM rolls these Knowledge checks in secret,
    as the Akashic Record is incredibly remote, and impressions gleaned from the distant
    repository are sometimes skewed when received. On a natural 1, the resulting answer
    is wildly inaccurate.
  duration: 1 minute/level
  effect: null
  level: bard 3, medium 3, mesmerist 4, occultist 3, psychic 3, shaman 3, sorcerer/wizard
    4, spiritualist 4, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Akashic Form:
  area: null
  casting_time: 1 hour
  components: V, S
  description:
  - You create a perfect record of your physical body in the Akashic Record at the
    time the spell is cast. This record includes your current hit point total, physical
    ability scores (Strength, Dexterity, and Constitution), and any conditional modifiers
    or conditions such as ability damage to physical ability scores, disease, negative
    levels, and poison. If at any point within the duration of the spell you are reduced
    to fewer than 0 hit points or are slain by a death effect that is not mind-affecting,
    you can immediately let your current physical body die and assume the record of
    your physical body on your next turn.
  duration: 24 hours
  effect: null
  level: psychic 9
  range: personal
  saving_throw: 'no'
  school: necromancy
  spell_resistance: 'no'
  target: you
Alacrity:
  area: null
  casting_time: 1 standard action
  components: V, S, M (ginger root shavings)
  description:
  - "This spell\u2019s energy quickens your steps, allowing fancy footwork."
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bard 2, magus 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Alarm:
  area: 20-ft.-radius emanation centered on a point in space
  casting_time: 1 standard action
  components: V, S, F/DF (a tiny bell and a piece of very fine silver wire)
  description:
  - Alarm creates a subtle ward on an area you select. Once the spell effect is in
    place, it thereafter sounds a mental or audible alarm each time a creature of
    Tiny or larger size enters the warded area or touches it. A creature that speaks
    the password (determined by you at the time of casting) does not set off the alarm.
    You decide at the time of casting whether the alarm will be mental or audible
    in nature.
  duration: 2 hours/level (D)
  effect: null
  level: bard 1, inquisitor 1, ranger 1, psychic 1, sorcerer/wizard 1, summoner/unchained
    summoner 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Alchemical Allocation:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - This extract causes a pale aura to emanate from your mouth.
  duration: 1 round
  effect: null
  level: alchemist 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Alchemical Tinkering:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You transform one alchemical item or firearm into another alchemical item or\
    \ firearm of the same or lesser cost. Magic Items are unaffected by this spell.\
    \ At the end of the spell\u2019s duration, alchemical items used while transformed\
    \ are destroyed and do not return to a usable state and firearms transformed revert\
    \ back to their original type."
  duration: 1 minute/level
  effect: null
  level: cleric 2, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: 'yes'
  target: firearm or alchemical item touched
Align Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A
    weapon that is aligned can bypass the damage reduction of certain creatures. This
    spell has no effect on a weapon that already has an alignment. '
  duration: 1 min./level
  effect: null
  level: cleric/oracle 2, inquisitor 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation [see text]
  spell_resistance: yes (harmless, object)
  target: weapon touched or 50 projectiles (all of which must be together at the time
    of casting)
Allegro:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell allows you to act more swiftly while maintaining a bardic performance.\
    \ You must already be maintaining a bardic performance before you can cast allegro.\
    \ You gain the benefits of the spell haste for as long as you maintain that bardic\
    \ performance. If you cease maintaining the bardic performance or it is interrupted,\
    \ this spell\u2019s duration ends. As an immediate action while you are maintaining\
    \ a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based\
    \ skill check. You must choose to reroll before the result of the original roll\
    \ is known. You must take the result of the reroll, even if it\u2019s worse than\
    \ the original roll. Allegro dispels and is dispelled by slow."
  duration: 1 round/level (D) or until discharged
  effect: null
  level: bard 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Alleviate Addiction:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The subject ignores the effects of addictions. The subject can naturally recover
    from damage dealt by the drug if she is under the effects of this spell for the
    entire duration of her rest.
  duration: 1 hour/level
  effect: null
  level: alchemist 1, cleric 1, druid 1, paladin 1, ranger 1, shaman 1, witch 1
  range: touch
  saving_throw: Fort negates; (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Alleviate Corruption:
  area: null
  casting_time: 1 minute
  components: "V, S, M (rare herbs, incense, and jewels worth 500 gp/the target\u2019\
    s character level or HD)"
  description:
  - You combat the rising corruption in another creature or advance the long-term
    process of exorcising it entirely. This spell has two purposes, and you choose
    which application to use at the time of casting.
  duration: instantaneous
  effect: null
  level: cleric 6, psychic 6, shaman 6, spiritualist 6, witch 6
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one creature other than yourself
Allfood:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of salt and pepper)
  description:
  - You can transform one object, weighing up to 5 lbs. per caster level, into an
    edible substance that any living creature can chew, swallow, and safely digest.
    This allfood always has a bland taste and slightly gooey consistency when chewed
    regardless of its original nature.
  duration: instantaneous
  effect: null
  level: ranger 2
  range: touch
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Allied Cloak:
  area: null
  casting_time: 1 standard action
  components: V, S, F (cloak or outer garment)
  description:
  - You cause a cloak, shawl, poncho, or other outer garment you are wearing to animate
    to aid and defend you. The cloak provides a +2 shield bonus to your AC. In addition,
    once each round during your turn, you can take a free action to direct your cloak
    to use the aid another action to assist your skill check, attack roll, or AC.
    The cloak has an attack bonus or a total skill bonus equal to your caster level
    plus your key spellcasting ability score modifier (Charisma for bards, Intelligence
    for wizards, and so on). If another creature dons the cloak during the duration,
    the cloak provides its protection and aid to the wearer, but it still uses the
    same bonus on the aid another actions as if you were the wearer. The cloak cannot
    take any other type of action.
  duration: 1 round/level
  effect: null
  level: bard 3, bloodrager 3, magus 3, occultist 2, sorcerer/wizard 3, summoner 3
  range: personal
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: you
Alluring Spores:
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M/DF (a clump of pollen)
  description:
  - This spell creates a burst of spores that weaken the mind.
  duration: 1 minute/level
  effect: null
  level: druid 2, hunter 2, shaman 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: null
Ally Across Time:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create one or more 5-foot cubes of temporal possibility where your timeline\
    \ overlaps with those of your parallel existences. As a free action, you can summon\
    \ a duplicate of yourself (not including any animal companions, familiars, intelligent\
    \ items, or other creatures) from an alternate timeline in one of the cubes you\
    \ can see, which lasts until the end of your turn. This duplicate has your statistics\
    \ (though its hit points equal your caster level), threatens all squares adjacent\
    \ to it, and has any teamwork feats you have. Although the duplicate appears with\
    \ all of the equipment you currently carry, it cannot use any of its equipment\
    \ and all its equipment disappears when the duplicate does. This duplicate cannot\
    \ voluntarily move from the space in which it\u2019s summoned. During its brief\
    \ existence, a duplicate can use the aid another action once to assist you, but\
    \ it cannot take any other type of action. Once a duplicate disappears, the cube\
    \ of temporal possibility it occupied dissipates."
  duration: 1 round/level
  effect: one 5-ft. cube of temporal possibility/2 levels
  level: arcanist 2, bard 2, cleric/oracle 2, hunter 1, inquisitor 2, medium 1, psychic
    2, ranger 1, skald 2, sorcerer/wizard 2, warpriest 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Alpha Instinct:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a bit of musk from an alpha wolf or another socially dominant
    animal )
  description:
  - "Animals perceive you as a social superior. the starting attitude of animals you\
    \ interact with improves by one step, and you gain a +2 morale bonus on Handle\
    \ Animal checks. Helpful animals provide simple assistance (such as using the\
    \ aid another action on skill checks they understand) as long as the spell lasts,\
    \ but they flee from attacks and do not support you in combat. At one point during\
    \ the spell\u2019s duration, you can issue a nonverbal command to helpful animals\
    \ within 60 feet to forage for you; the animal or animals immediately head out\
    \ into the wilderness to do just that. After 1 hour, the animals return to the\
    \ location where you issued the command to make you an offering of edible food\
    \ sufficient for one meal for you and a number of others equal to your caster\
    \ level."
  duration: 1 hour/level (D)
  effect: null
  level: bard 3, druid 2, medium 2, mesmerist 3, ranger 2, shaman 2
  range: personal
  saving_throw: null
  school: enchantment (charm) [mind-affecting]
  spell_resistance: null
  target: you
Alter Musical Instrument:
  area: null
  casting_time: 1 standard action
  components: V, S, F (an instrument)
  description:
  - "You alter an instrument so it sounds like a different kind of instrument you\
    \ are familiar with. The change could be minor (such as making a lute sound like\
    \ a guitar) or major (making a keyboard sound like drums). All other aspects of\
    \ the instrument\u2014such as volume, pitch, and how it is played\u2014are unchanged.\
    \ For example, a piccolo made to sound like an organ is no louder than a normal\
    \ piccolo, can produce only high notes in the piccolo range, and is a wind instrument. "
  duration: 1 hour/level (D)
  effect: null
  level: bard 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (object)
  school: illusion (figment)
  spell_resistance: yes (object)
  target: one musical instrument
Alter River:
  area: null
  casting_time: 1 standard action
  components: S, V, M (silt from a dry riverbed)
  description:
  - "You alter the flow of water in a natural freshwater channel such as a river,\
    \ stream, or waterfall. The first version of this spell alters the speed of a\
    \ river\u2019s flow. The second diverts the course of the targeted river."
  duration: 1 minute/level (D)
  effect: null
  level: cleric 4, druid 4, sorcerer/ wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation [water]
  spell_resistance: 'no'
  target: area of river up to 5 ft. wide/2 levels and 10 ft. long/level
Alter Self:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - '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.'
  duration: 1 min./level (D)
  effect: null
  level: alchemist 2, bard 2, magus 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained
    summoner 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Alter Summoned Monster:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You swap a creature summoned by a conjuration (summoning) spell for a creature\
    \ you could summon with a summon monster or summon nature\u2019s ally spell. The\
    \ new creature must be an option from a spell of the same level or lower as the\
    \ spell that summoned the target. The new creature cannot be summoned into an\
    \ environment that cannot support it. The target can attempt a Will saving throw\
    \ to negate this effect, but if the target is under your control, it receives\
    \ no saving throw. Alter summoned monster does not alter the duration of the spell\
    \ that summoned the target, nor does it affect any additional creatures summoned\
    \ by the same spell as the target. The new creature has the same conditions and\
    \ amount of damage as the target creature, and remains affected by all curses,\
    \ diseases, poisons, and penalties that affected the target, but no other spells\
    \ or effects carry over. Alter summoned monster is a spell of the same alignment\
    \ type or types as the creature for which you exchange the target. An eidolon\
    \ can\u2019t be targeted by this spell."
  duration: instantaneous
  effect: null
  level: antipaladin 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, summoner
    2, witch 2
  range: close (25 ft. + 5 ft./ 2 levels)
  saving_throw: Will negates
  school: conjuration (summoning)
  spell_resistance: 'yes'
  target: one summoned creature
Alter Winds:
  area: immobile 10-ft.-radius emanation
  casting_time: 1 minute
  components: V, S
  description:
  - "You subtly enhance or diminish the effects of natural winds within the spell\u2019\
    s area, which is an immobile emanation around a point touched by you as the spell\
    \ is cast. Within the area, natural (but not magical) wind effects are either\
    \ increased or decreased by one step in intensity. The maximum wind force you\
    \ can affect with this spell is based on your caster level, as shown on the table\
    \ below. Alter winds has no effect on magical wind effects."
  duration: 1 hour/level
  effect: null
  level: druid 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates
  school: transmutation [air]
  spell_resistance: 'yes'
  target: null
Amnesia:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You cause the target to lose most of its memories; its skills, its past, and even
    its name become mysteries to it. While the target can build new memories, it has
    trouble accessing those gained before falling victim to the spell. The target
    can still speak and read any languages it knows and perform basic tasks, but it
    loses all class abilities, feats, and skill ranks gained before being affected
    by amnesia. It retains its base attack bonus, saving throws bonuses, Combat Maneuver
    Bonus, Combat Maneuver Defense, total experience points, Hit Dice, and hit points.
    If the target gains a character level while suffering from amnesia, it can use
    any abilities gained by that class level normally. If the class level it gained
    was from a class in which it already has levels, it gains the abilities of a 1st-level
    character of that class, even though it is technically of a higher level in that
    class.
  duration: instantaneous
  effect: null
  level: arcanist 4, bard 4, medium 3, mesmerist 4, psychic 4, skald 4, sorcerer/wizard
    4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Amplify Elixir:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - This extract greatly enhances the effects of any potion or elixir you consume.
    For the duration of this extract, any potion or elixir you consume is treated
    as if it were empowered. Increase all variable numeric effects of the potion or
    elixir by half. If the potion or elixir does not have any variable numeric effects,
    it is instead treated as if it were extended (double the duration of the potion
    or elixir). If the potion or elixir does not have any variable numeric effects,
    or has an instantaneous duration, amplify elixir has no effect. Amplify elixir
    affects oils that target you, but it has no effect on oils that target your equipment.
  duration: 1 round/level
  effect: null
  level: alchemist 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Amplify Stench:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You amplify your natural stench special ability\u2014its save DC increases by\
    \ 2, and creatures that fail their saving throws against your stench become nauseated\
    \ rather than sickened. If your stench ability normally causes a creature to become\
    \ nauseated (such as with the foul stench ability), the radius of your stench\
    \ doubles instead. This spell has no effect if you don\u2019t possess the stench\
    \ special ability."
  duration: 10 minutes/level
  effect: null
  level: cleric 2, druid 2, oracle 2, psychic 2, shaman 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Analyze Aura:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You peer into the aura of one target creature or object, gaining valuable information\
    \ about its condition and nature. Each round, choose one of the target\u2019s\
    \ four auras. This spell functions similarly to the read aura occult skill unlock,\
    \ but doesn\u2019t require checks and returns results on all the target\u2019\
    s auras in an instant."
  duration: concentration , up to 1 round/level
  effect: null
  level: medium 2, mesmerist 3, occultist 2, psychic 3, spiritualist 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: one creature or object
Analyze Dweomer:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a ruby and gold lens worth 1,500 gp)
  description:
  - You can observe magical auras. Each round, you may examine a single creature or
    object that you can see as a free action. In the case of a magic item, you learn
    its functions (including any curse effects), how to activate its functions (if
    appropriate), and how many charges are left (if it uses charges). In the case
    of an object or creature with active spells cast upon it, you learn each spell,
    its effect, and its caster level.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 6, bard 6, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none or Will negates, see text
  school: divination
  spell_resistance: 'no'
  target: null
Ancestral Communion:
  area: null
  casting_time: 1 minute
  components: V, S, F/DF (stone or metal image of your ancestor)
  description:
  - You contact the spirits of your ancestors and use their great wisdom to bolster
    your own knowledge. Consulting with the spirits is a full-round action. If you
    consult with the spirits before making a Knowledge check, you gain a +4 insight
    bonus on the check. If you have already failed at a Knowledge check, you may consult
    with your ancestors and make another attempt. The insight bonus on these checks
    increases to +6 at caster level 7th and +8 at caster level 11th. You may consult
    with the spirits for this purpose as often as you like while the spell remains
    in effect. Only you can hear the spirits speak to you.
  duration: 1 minute/level
  effect: null
  level: bard 2, cleric/oracle 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Ancestral Gift:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (stone or metal image of your ancestor)
  description:
  - A ghostly manifestation of one of your ancestors appears before you bearing a
    weapon of your choice in its hands. The weapon may be any simple, martial, or
    dwarven weapon. It has a +1 enhancement bonus and one weapon special ability (your
    choice) from Magic Weapons with a price equivalent to a +1 bonus (if the weapon
    is a double weapon, the ability and the enhancement bonus only apply to one end,
    or the weapon can have a +1 enhancement bonus on both ends but no other magical
    abilities).
  duration: 10 minutes/level
  effect: magical weapon
  level: bard 4, cleric/oracle 4
  range: personal
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: null
Ancestral Memory:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When you cast this spell, you open your mind to the vast experiences of your ancestors
    in the hope of learning something pertinent about your current situation. The
    chance of successfully finding an ancestral memory that is pertinent is equal
    to 70% + your caster level. Failure indicates you merely gain a +5 insight bonus
    on all Intelligence-based skill checks for the duration of the spell.
  duration: 1 round/level
  effect: null
  level: alchemist 5, cleric/oracle 5, druid 4, shaman 5
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Ancestral Regression:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target drow transforms into a surface elf. The drow loses her darkvision and
    light-blindness racial traits and gains the low-light vision racial trait in their
    place. The alignment and personality of the drow are not affected by the transformation,
    but the spell conceals her alignment as an undetectable alignment spell. The spell
    grants the target a +10 bonus on Disguise checks to pass as an elf, though she
    appears to be an elven analog of herself and can be recognized as such by other
    drow who know her.
  duration: 24 hours (D)
  effect: null
  level: alchemist 2, antipaladin 3, cleric 2, psychic 2, sorcerer/wizard 3, witch
    2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: willing drow touched
Anchored Step:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bit of oak root)
  description:
  - Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring
    you to the ground and making it more difficult for others to move you against
    your will. These tendrils dig into any surface, but leave no trace of your passing.
    You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition,
    and trip combat maneuvers, as well as any other effect that would move you from
    your current position (such as being swallowed whole) or knock you prone. The
    tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum
    of 5 feet). This spell has no effect if you are moving without touching the ground
    (climbing, flying, swimming, and so on).
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 3, druid 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Angelic Aspect:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You take on an aspect of an angelic being, including some of its physical characteristics.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 2, paladin 2, sorcerer/wizard 2
  range: personal
  saving_throw: none
  school: transmutation [good]
  spell_resistance: 'no'
  target: you
Animal Ambassador:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a morsel of food the animal likes)
  description:
  - "You compel a single animal to travel to a spot you designate and deliver a message\
    \ to a creature you identify. This spell is similar to animal messenger, but can\
    \ affect larger animals. In addition, the target animal is temporarily awakened\
    \ to sentience (as the awaken spell) for the duration of this spell, and it can\
    \ use its increased mental acuity to come up with creative solutions to overcome\
    \ obstacles to delivering its message. The awakened target animal speaks any one\
    \ language you know. In addition, you can imbue the animal with up to 5 ranks\
    \ in any of the following skills: Bluff, Diplomacy, Knowledge (local), Knowledge\
    \ (nobility), Linguistics, or Sense Motive. It treats any of these skills that\
    \ are class skills for you as class skills. The number of ranks you imbue in any\
    \ of these skills can\u2019t exceed the target animal\u2019s Hit Dice nor the\
    \ number of ranks you possess in that skill."
  duration: 1 day/level or until message is delivered
  effect: null
  level: bard 4, druid 4, ranger 3, shaman 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (see text)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'no'
  target: one Medium or smaller animal
Animal Aspect:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a part of the animal)
  description:
  - You gain some of the beneficial qualities of an animal. Your base form is largely
    unchanged and your size is unaltered, but some of your body parts are altered.
    Armor or gear you are wearing adjusts to your new shape for the duration of the
    spell. When you cast animal aspect, choose one of the following animals to gain
    the associated benefits. You can only have one animal aspect or greater animal
    aspect spell active on you at a time.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 2, bloodrager 2, druid 2, magus 2, psychic 2, ranger 2, sorcerer/wizard
    2
  range: personal
  saving_throw: none
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: you
Animal Growth:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target animal grows to twice its normal size and eight times its normal weight.\
    \ This alteration changes the animal\u2019s size category to the next largest,\
    \ grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and\
    \ thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity.\
    \ The creature\u2019s existing natural armor bonus increases by 2. The size change\
    \ also affects the animal\u2019s modifier to AC, attack rolls, and its base damage.\
    \ The animal\u2019s space and reach change as appropriate to the new size, but\
    \ its speed does not change. If insufficient room is available for the desired\
    \ growth, the creature attains the maximum 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\u2013\
    the spell cannot be used to crush a creature by increasing its size."
  duration: 1 min./level
  effect: null
  level: druid 5, ranger 4, shaman 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: one animal (Gargantuan or smaller)
Animal Messenger:
  area: null
  casting_time: 1 minute
  components: V, S, M (a morsel of food the animal likes)
  description:
  - You compel a Tiny animal to go to a spot you designate. The most common use for
    this spell is to get an animal to carry a message to your allies. The animal cannot
    be one tamed or trained by someone else, including such creatures as familiars
    and animal companions.
  duration: 1 day/level
  effect: null
  level: bard 2, druid 2, psychic 2, ranger 1, shaman 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none; see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one tiny animal
Animal Purpose Training:
  area: null
  casting_time: 1 minute
  components: V, S, M (a swatch of black cloth)
  description:
  - "You instill the target animal with a general purpose (see the Handle Animal skill),\
    \ which can be any purpose except combat training\u2014fighting, guarding, heavy\
    \ labor, hunting, performance, or riding. This purpose supersedes the animal\u2019\
    s previous trained purpose and any tricks it knows. When the spell ends, the animal\
    \ reverts to its previous trained purpose and known tricks."
  duration: 1 hour/level
  effect: null
  level: antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, psychic 1, ranger
    1, shaman 2, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one indifferent or friendly animal
Animal Shapes:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - As beast shape III, except you change the form of up to one willing creature per
    caster level into an animal of your choice; the spell has no effect on unwilling
    creatures. All creatures must take the same kind of animal form. Recipients remain
    in the animal form until the spell expires or until you dismiss it for all recipients.
    In addition, an individual subject may choose to resume its normal form as a full-round
    action; doing so ends the spell for that subject alone.
  duration: 1 hour/level (D)
  effect: null
  level: druid 8, shaman 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none, see text
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: null
Animal Trance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your swaying motions and music (or singing, or chanting) compel animals and magical
    beasts to do nothing but watch you. Only a creature with an Intelligence score
    of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number
    of HD worth of creatures that you fascinate. The closest targets are selected
    first until no more targets within range can be affected.
  duration: concentration
  effect: null
  level: bard 2, druid 2, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting, sonic]
  spell_resistance: 'yes'
  target: null
Animate Dead:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
  description:
  - This spell turns corpses into undead skeletons or zombies that obey your spoken
    commands.
  duration: instantaneous
  effect: null
  level: antipaladin 3, cleric/oracle 3, shaman 3, sorcerer/wizard 4
  range: touch
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: one corpse
Animate Objects:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue inanimate objects with mobility and a semblance of life. Each such animated
    object then immediately attacks whomever or whatever you initially designate.
  duration: 1 round/level
  effect: null
  level: bard 6, cleric/oracle 6, witch 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Animate Plants:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - 'You imbue inanimate plants with mobility and a semblance of life. Each animated
    plant then immediately attacks whomever or whatever you initially designate as
    though it were an animated object of the appropriate size category. You may animate
    one Large or smaller plant, or a number of larger plants as follows: a Huge plant
    counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal
    plant as eight. You can change the designated target or targets as a move action,
    as if directing an active spell.'
  duration: 1 round/level or 1 hour/level; see text
  effect: null
  level: druid 7, shaman 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Animate Rope:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can animate a nonliving rope-like object. The maximum length assumes a rope\
    \ with a 1-inch diameter. Reduce the maximum length by 50% for every additional\
    \ inch of thickness, and increase it by 50% for each reduction of the rope\u2019\
    s diameter by half."
  duration: 1 round/level
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one rope-like object, length up to 50 ft. + 5 ft./level; see text
Animus Mine:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You implant a mental mine within your psyche that triggers against anyone attempting
    to manipulate your thoughts.
  duration: 1 hour/level or until discharged
  effect: null
  level: mesmerist 2, psychic 2
  range: personal
  saving_throw: Will negates (harmless)
  school: abjuration [mind-affecting]
  spell_resistance: 'no'
  target: null
Anonymous Interaction:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause the targets to forget all but the most general information about you.\
    \ If they saw you or interacted with you, they still remember your presence and\
    \ your general shape (such as humanoid), as well as the gist of your interactions\
    \ with them (such as \u201CShe was asking about the queen\u201C), but they don\u2019\
    t remember specifically what you said, details of your appearance, or any identifying\
    \ information about you. This spell targets any memories of you in the minute\
    \ preceding its casting, but is otherwise permanent."
  duration: permanent (see text)
  effect: null
  level: bard 2, psychic 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart
Ant Haul:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small pulley)
  description:
  - "The target\u2019s carrying capacity triples. This does not affect the creature\u2019\
    s actual Strength in any way, merely the amount of material it can carry while\
    \ benefiting from this spell. It also has no effect on encumbrance due to armor.\
    \ If the creature wears armor it still takes the normal penalties for doing so\
    \ regardless of how much weight the spell allows it to carry."
  duration: 2 hours/level
  effect: null
  level: alchemist 1, cleric/oracle 1, druid 1, psychic 1, ranger 1, sorcerer/wizard
    1, summoner/unchained summoner 1
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Anthropomorphic Animal:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a humanoid thumb bone)
  description:
  - "You transform the touched animal into a bipedal hybrid of its original form with\
    \ a humanoid form, similar to how a lycanthrope\u2019s hybrid form is a mix of\
    \ a humanoid and animal form. The animal\u2018s size, type, and ability scores\
    \ do not change. It loses its natural attacks except for bite (if it had one as\
    \ an animal), all types of movement other than its land speed, and special attacks\
    \ that rely on its natural attacks. One pair of its limbs is able to manipulate\
    \ objects and weapons as well as human hands do; limbless animals like snakes\
    \ temporarily grow a pair of arms. The creature\u2019s Intelligence increases\
    \ to 3, and it gains the ability to speak one language you know. It is not considered\
    \ proficient in any manufactured weapons. It can attack with unarmed strikes,\
    \ dealing unarmed strike damage for a creature of its size (unless it has a bite\
    \ attack, which is a natural attack)."
  duration: 1 hour/level
  effect: null
  level: druid 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Fortitude negates
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: animal touched
Anti-Incorporeal Shell:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 round
  components: V, S, DF
  description:
  - You bring into being a mobile, hemispherical energy field that incorporeal creatures
    cannot enter.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 4, shaman 4, witch 4
  range: 10 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: null
Anti-Summoning Shield:
  area: 50-ft.-radius
  casting_time: 1 standard action
  components: V
  description:
  - Within the area of effect, this spell impedes the use of spells of the summoning
    subschool and other effects that summon creatures.
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, inquisitor 3, sorcerer/wizard 2, summoner 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Anticipate Peril:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A creature affected by anticipate peril gains a preternatural sense of danger.\
    \ The first time during this spell\u2019s duration that the target has to make\
    \ an initiative check, the creature adds an insight bonus on that initiative check\
    \ equal to the spell\u2019s caster level (maximum +5). Once this bonus applies,\
    \ the effects of the spell end."
  duration: 1 minute/level or until activated
  effect: null
  level: alchemist 1, bard 1, psychic 1, ranger 1, sorcerer/ wizard 1
  range: touch
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: creature touched
Anticipate Thoughts:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell taps into the target\u2019s mind so you get an impression of the actions\
    \ it will take. You gain a +2 insight bonus to AC against the target\u2019s attacks.\
    \ If the target fails its Will save, you also see how the target will react to\
    \ your attacks, and the bonus applies on your attack rolls and damage rolls against\
    \ the target. These bonuses apply only while the target is within range of the\
    \ spell, though if it goes out of range, the bonuses return once it\u2019s back\
    \ in range. Whenever the target misses you with an attack, the spell\u2019s bonuses\
    \ increase by 1 until the spell ends (to a maximum of +5)."
  duration: 1 round/level
  effect: null
  level: bard 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2,
    witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Antilife Shell:
  area: 10-ft.-radius emanation, centered on you
  casting_time: 1 round
  components: V, S, DF 1 round
  description:
  - You bring into being a mobile, hemispherical energy field that prevents the entrance
    of most types of living creatures.
  duration: 1 min./level (D)
  effect: null
  level: cleric/oracle 6, druid 6, shaman 6
  range: 10 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: null
Antimagic Field:
  area: 10-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V, S, M/DF (pinch of powdered iron or iron filings)
  description:
  - An invisible barrier surrounds you and moves with you. The space within this barrier
    is impervious to most magical effects, including spells, spell-like abilities,
    and supernatural abilities. Likewise, it prevents the functioning of any magic
    items or spells within its confines.
  duration: 10 min./level (D)
  effect: null
  level: cleric/oracle 8, sorcerer/wizard 6
  range: 10 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: see text
  target: null
Antipathy:
  area: null
  casting_time: 1 hour
  components: V, S, M/DF (a lump of alum soaked in vinegar)
  description:
  - You cause an object or location to emanate magical vibrations that repel either
    a specific kind of intelligent creature or creatures of a particular alignment,
    as defined by you. The kind of creature to be affected must be named specifically.
    A creature subtype is not specific enough. Likewise, the specific alignment to
    be repelled must be named.
  duration: 2 hours/level (D)
  effect: null
  level: druid 9, sorcerer/wizard 8, summoner 6, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one location (up to a 10-ft. cube/level) or one object
Antiplant Shell:
  area: 10-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The antiplant shell spell creates an invisible, mobile barrier that keeps all
    creatures within the shell protected from attacks by plant creatures or animated
    plants. As with many abjuration spells, forcing the barrier against creatures
    that the spell keeps at bay strains and collapses the field.
  duration: 1 min./level (D)
  effect: null
  level: druid 4
  range: 10 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: null
Antitech Field:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (pinch of rust)
  description:
  - You bring into being a mobile, hemispherical energy field that prevents technological
    objects, signals, and creatures from entering.
  duration: 1 minute/level (D)
  effect: null
  level: druid 6, sorcerer/wizard 7
  range: 10 ft.
  saving_throw: Fortitude partial (see text)
  school: abjuration
  spell_resistance: 'yes'
  target: 10-ft.-radius emanation centered on you
Antithetical Constraint:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You constrain the target such that the target automatically misses with all attacks\
    \ made against creatures that are not of the opposite alignment of it. For example,\
    \ a lawful evil target would automatically fail at all attacks except those made\
    \ against chaotic good creatures, and a neutral good target would automatically\
    \ fail at all attacks except those made against neutral evil creatures. For the\
    \ purposes of antithetical constraint, creatures that are chaotic evil, chaotic\
    \ good, lawful evil, or lawful good are all considered to have the opposite alignment\
    \ of a target whose alignment is neutral with no other alignment components. This\
    \ restriction doesn\u2019t apply to effects that do not require attack rolls,\
    \ such as magic missile."
  duration: 1 round/level
  effect: null
  level: bard 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Antitoxin Touch:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small drop of antitoxin )
  description:
  - "The target\u2019s skin secretes a small amount of venom-resistant oils for the\
    \ spell\u2019s duration. The target cannot accidentally poison itself while applying\
    \ poison. Additionally, the target does not risk exposure to a creature\u2019\
    s poison when attempting to milk venom."
  duration: 1 round/level
  effect: null
  level: alchemist 1, druid 1, ranger 1, shaman 1, witch 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Anywhere But Here:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell functions similarly to plane shift, but instead of transporting the\
    \ targets to a destination near an intended location on a specific plane, anywhere\
    \ but here transports affected creatures to a random plane. A creature can be\
    \ affected by anywhere but here only if it is currently not on its home plane\
    \ (although targets can, by chance, end up traveling to their home plane as a\
    \ result of this spell). Subjects always appear in a location that is not inherently\
    \ harmful, but the exact destination is otherwise random. The specific plane is\
    \ determined by the table below; the location on the destination plane where the\
    \ transported creatures arrive is completely subject to the GM\u2019s whim."
  duration: instantaneous
  effect: null
  level: magus 4, psychic 4, sorcerer/wizard 4, summoner 4, witch 4
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: you and up to four willing creatures, none of whom can be on their home
    plane
Apathy:
  area: null
  casting_time: 1 standard action
  components: S, V, M (a shiny bead)
  description:
  - "You cause a creature to temporarily lose interest in a passion or pursuit, taking\
    \ the heat off your trail to facilitate a getaway, the finalization of a scheme,\
    \ or the elimination of incriminating evidence. When casting the spell, you designate\
    \ a subject or activity about which the target becomes indifferent. While under\
    \ the effects of apathy, the target takes a \u20135 penalty on all skill checks\
    \ and ability checks to investigate, pursue, or otherwise advance its goals in\
    \ relation to the designated subject. In most cases, however, the target does\
    \ not attempt such checks if they can be avoided, as it simply has no interest\
    \ in putting effort into the endeavor."
  duration: 1 hour/level
  effect: null
  level: bard 4, mesmerist 4, psychic 5, sorcerer/ wizard 5, witch 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Ape Walk:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an ape or monkey paw)
  description:
  - The subject can climb as well as an ape or monkey, gaining a climb speed of 30
    feet and a +8 racial bonus on Climb skill checks. The affected creature must have
    her hands free to climb in this manner. In addition, as long as she has 10 feet
    of space in which to make a running start, the subject can make a long jump of
    up to 10 feet without making an Acrobatics check (an Acrobatics check is still
    required to jump longer distances).
  duration: 10 minutes/level
  effect: null
  level: druid 3, ranger 2, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Aphasia:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You render the target unable to understand any language, including spoken language,
    written language, sign language, gestures attempting to mimic a crude language,
    or even truespeech and telepathy. The affected creature is unable to communicate,
    use command words, cast spells with verbal components, or use any other abilities
    that requires language.
  duration: 1 round/level
  effect: null
  level: bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft.+ 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Apparent Master(3.5E):
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This charm makes a construct regard you as its master. The spell only affects
    mindless constructs that are attuned to the commands of a master, such as animated
    objects, golems, retrievers, and shield guardians. All constructs with Intelligence
    scores, even those that explicitly follow the commands of their creator, such
    as an homunculus, are unaffected. If the construct is currently being threatened
    or attacked by you or your allies it receives a +5 bonus on its saving throw.
  duration: 1 hour/level
  effect: null
  level: bard 4, sorcerer/wizard 5
  range: Close (25 ft. +5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment
  spell_resistance: 'Yes'
  target: One construct ; see text
Appearance of Life:
  area: null
  casting_time: 1 round
  components: V, S, M (one Tiny or larger living creature)
  description:
  - "The illusion makes undead creatures of Medium size or smaller appear as if they\
    \ were living humanoid creatures. You can target a number of undead creatures\
    \ whose total number of Hit Dice is no greater than twice your caster level. When\
    \ you create the illusion, you choose the races, genders, and attire for the undead\
    \ creatures. Additionally, the illusion makes the undead creatures\u2019 movements\
    \ appear lifelike (two shuffling zombies could be made to appear as two strolling\
    \ lovers). The illusion doesn\u2019t create smell, sound, texture, or temperature.\
    \ Undead with Intelligence scores can attempt a saving throw to negate the effect\
    \ of the spell, but mindless undead do not. Any creatures interacting with the\
    \ illusion receive a saving throw to disbelieve the illusion."
  duration: 10 minutes/level (D)
  effect: null
  level: cleric/oracle 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist
    3, witch 3
  range: long (400 ft. + 40 ft./ caster level )
  saving_throw: Will disbelief or Will negates (see text)
  school: illusion (glamer) [evil]
  spell_resistance: 'no'
  target: one or more undead creatures
Apport Animal:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like apport object except the target is an animal. Only normal,
    non-magical creatures of the animal type can be teleported.
  duration: null
  effect: null
  level: druid 3, medium 3, mesmerist 3, psychic 3, ranger 3, sorcerer/wizard 3, summoner
    3, witch 3
  range: null
  saving_throw: Will negates
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: one touched animal of Tiny or smaller size
Apport Object:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - 'This spell allows you to instantaneously transport a small nonliving object from
    one location to another. There are two ways to use the spell: sending allows you
    to immediately send an object held in your hands to a nearby location, while receiving
    permits you to cast the spell ahead of time on an object and summon it to your
    location at a later time.'
  duration: instantaneous or 1 hour/level
  effect: null
  level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2,
    witch 2
  range: touch
  saving_throw: null
  school: conjuration (teleportation)
  spell_resistance: yes (object)
  target: one touched object of up to 1 lb. and 1 cu. ft.
Aquatic Cavalry:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - You summon a school of hippocampi (one plus one per 3 caster levels, to a maximum
    of six at 15th level) to serve as combat-trained mounts. the hippocampi avoid
    combat if possible but defend themselves if attacked. If any hippocampus attacks,
    the remaining duration of the spell changes from 1 hour per level to 1 round per
    level (so if a full 4 hours remained, the hippocampi last for only 4 more rounds).
  duration: 1 hour/level (D)
  effect: null
  level: antipaladin 2, druid 2, paladin 2, ranger 2, shaman 2, summoner 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Aquatic Trail:
  area: circle centered on you, with a radius of 100 feet + 10 feet per level
  casting_time: 1 standard action
  components: V, S
  description:
  - "You use divination magic to enhance the underwater trails in the area around\
    \ you, allowing you to track creatures through the water as if across soft ground\
    \ as long as they passed through the area less than 1 week ago (this lets you\
    \ notice trails that are much older than normal underwater trails). The spell\u2019\
    s area moves with you, so you can follow the trail through the water over long\
    \ distances. Other creatures can also follow the trail as long as they move with\
    \ you. Because of the plethora of sea creatures in the higher zones, it\u2019\
    s possible that the trail that most interests you will be covered by the trails\
    \ of other aquatic creatures."
  duration: 1 hour/level
  effect: null
  level: druid 3, hunter 2, inquisitor 3, ranger 2, shaman 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: divination [water]
  spell_resistance: 'no'
  target: null
Aqueous Orb:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of water and a glass bead)
  description:
  - You create a rolling sphere of churning water that can engulf those it strikes.
    The aqueous orb can move up to 30 feet per round, rolling over barriers less than
    10 feet tall. It automatically quenches any non-magical fires and functions as
    dispel magic against magical fires as long as those fires are size Large or less.
  duration: 1 round/level
  effect: 10-ft.-diameter sphere
  level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3, summoner/unchained summoner
    3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: conjuration (creation) [water]
  spell_resistance: 'no'
  target: null
Arbitrament:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - All chaotic evil, chaotic good, lawful evil, and lawful good creatures within
    the area of this spell suffer the following conditions, based on their Hit Dice.
  duration: instantaneous
  effect: null
  level: cleric 7, inquisitor 6
  range: 40 ft.
  saving_throw: Will partial, see text
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: non-neutral creatures in a 40-ft.-radius spread centered on you
Arboreal Hammer:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell animates a tree\u2019s branch and directs it against your foes. At\
    \ caster level 10th or lower, you can target a Huge tree. At caster level 11th-15th,\
    \ you can target a Gargantuan tree, and at caster level 16th or higher you can\
    \ target a Colossal tree. The animated branch makes slam attacks with a Strength\
    \ score equal to 10 + your caster level. The branch strikes once per round with\
    \ an attack bonus equal to your caster level + the branch\u2019s Strength modifier,\
    \ adjusted by the appropriate size modifier (+2 for Huge, +4 for Gargantuan, +8\
    \ for Colossal). A Huge tree\u2019s slam deals 2d6 points of damage, a Gargantuan\
    \ tree\u2019s slam deals 3d6 points of damage, and a Colossal tree\u2019s slam\
    \ deals 4d6 points of damage; the tree adds 1-1/2 times its Strength modifier\
    \ to this damage. A Huge tree has reach 15 feet, a Gargantuan has reach 20 feet,\
    \ and a Colossal has reach 30 feet. The tree attacks the creature you designate\
    \ when you cast the spell, and is unable to move. You can direct the tree against\
    \ a new target as a move action. The tree does not gain a bonus for flanking,\
    \ nor can it help another combatant flank. It cannot attack a foe you cannot see."
  duration: 1 round/level (D)
  effect: null
  level: druid 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one Huge or larger tree
Arcana Theft:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as a targeted dispel magic spell, except it only affects\
    \ creatures and it requires a melee touch attack. If the melee touch attack is\
    \ successful and the spell successfully dispels one spell affecting the target,\
    \ that spell is instead transferred to you, treating you as the original target.\
    \ You do not receive a new saving throw or spell resistance check against this\
    \ spell and must accept its affects even if they are not beneficial. This does\
    \ not alter the spell\u2019s duration; for example, if the spell only has 4 rounds\
    \ of duration remaining when it is stolen, it only affects you for 4 rounds. If\
    \ the spell or effect has a duration of permanent, its duration continues for\
    \ 1 hour per caster level of the original caster, after which it ends. The stolen\
    \ spell does not revert to the original target."
  duration: instantaneous
  effect: null
  level: magus 4
  range: null
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: creature touched
Arcane Cannon:
  area: null
  casting_time: 1 round
  components: V, S, F (an ornate miniature cannon forged with a drop of your blood
    that costs 5,000 gp)
  description:
  - "Your focus becomes a Medium arcane cannon that appears in an unoccupied square\
    \ within the spell\u2019s range. If no unoccupied square is within range, the\
    \ spell fails. The cannon comes into existence loaded. Each round thereafter,\
    \ the cannon can either fire or load. A cannon must be loaded to fire. You do\
    \ not need to supply ammunition for the cannon. On your turn, you can spend a\
    \ move action to direct the cannon to wheel itself to a new location, moving the\
    \ cannon up to 20 feet. If the arcane cannon ever leaves your line of sight, it\
    \ winks out of existence, and the spell\u2019s duration ends. The cannon has a\
    \ range increment of 50 feet. It targets touch attack in the first range increment,\
    \ and it has no misfire chance. The cannon acts as a weapon with the conductive\
    \ special weapon ability, which you can use to channel your spell-like or supernatural\
    \ abilities as long as you are within the range of arcane cannon. The cannon\u2019\
    s attack bonus is equal to your caster level + your Intelligence bonus or your\
    \ Charisma bonus (for wizards or sorcerers, respectively) with an additional +1\
    \ per four caster levels (maximum +5 at 20th level). On a hit, the cannon deals\
    \ 4d10 damage. The arcane cannon attacks have a critical modifier of \xD74."
  duration: 1 round/level
  effect: one magically animated cannon
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Arcane Concordance:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (a spent wand )
  description:
  - 'A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast
    by your allies within its area. Any arcane spell cast by a creature within the
    area gains a +1 enhancement bonus to the DC of any saving throws against the spell,
    and can be cast as if one of the following metamagic feats was applied to it (without
    increasing the spell level or Casting Time): Enlarge Spell, Extend Spell, Silent
    Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).'
  duration: 1 round/level
  effect: null
  level: bard 3
  range: personal
  saving_throw: none
  school: evocation
  spell_resistance: 'no'
  target: null
Arcane Disruption:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of pepper)
  description:
  - "This spell makes it difficult for the subject to cast arcane spells, use spell-like\
    \ abilities, and use some abilities granted by arcane spellcasting classes. The\
    \ subject must succeed at a concentration check (DC = 10 + 1/2 its caster level)\
    \ in order to cast an arcane spell, use any spell-like ability (even those that\
    \ come from a divine source), use arcane spell completion or spell trigger magic\
    \ items, or use any of the following class features that come from an arcane spellcasting\
    \ class: arcane school powers, arcanist exploits, bardic performances, magus arcana,\
    \ or witch hexes. Spells, spell-like abilities, or class features that take a\
    \ free, swift, or immediate action aren\u2019t affected by this spell, nor are\
    \ mythic spells or mythic powers."
  duration: 1 round/level
  effect: null
  level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [curse, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Arcane Eye:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a bit of bat fur)
  description:
  - " You create an invisible magical sensor that sends you visual information. You\
    \ can create the arcane eye at any point you can see, but it can then travel outside\
    \ your line of sight without hindrance. An arcane eye travels at 30 feet per round\
    \ (300 feet per minute) if viewing an area ahead as a human would (primarily looking\
    \ at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling\
    \ and walls as well as the floor ahead. It sees exactly as you would see if you\
    \ were there. The eye can travel in any direction as long as the spell lasts.\
    \ Solid barriers block its passage, but it can pass through a hole or space as\
    \ small as 1 inch in diameter. The eye can\u2019t enter another plane of existence,\
    \ even through a gate or similar magical portal. You must concentrate to use an\
    \ arcane eye. If you do not concentrate, the eye is inert until you again concentrate."
  duration: 1 min./level (D)
  effect: magical sensor
  level: alchemist 4, sorcerer/wizard 4, witch 4
  range: unlimited
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: null
Arcane Lock:
  area: null
  casting_time: 1 standard action
  components: V, S, M (gold dust worth 25 gp)
  description:
  - An arcane lock spell cast upon a door, chest, or portal magically locks it. You
    can freely pass your own arcane lock without affecting it. If the locked object
    has a lock, the DC to open that lock increases by 10 while it remains attached
    to the object. If the object does not have a lock, this spell creates one that
    can only be opened with a DC 20 Disable Device skill check. A door or object secured
    with this spell can be opened only by breaking in or with a successful dispel
    magic or knock spell. Add 10 to the normal DC to break open a door or portal affected
    by this spell. A knock spell does not remove an arcane lock; it only suppresses
    the effect for 10 minutes.
  duration: permanent
  effect: null
  level: sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: door, chest, or portal touched, up to 30 sq. ft./level in size
Arcane Mark:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell allows you to inscribe your personal rune or mark, which can consist
    of no more than six characters. The writing can be visible or invisible. An arcane
    mark spell enables you to etch the rune upon any substance without harm to the
    material upon which it is placed. If an invisible mark is made, a detect magic
    spell causes it to glow and be visible, though not necessarily understandable.
  duration: permanent
  effect: one personal rune or mark, all of which must fit within 1 sq. ft.
  level: magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner
    0, witch 0
  range: touch
  saving_throw: none
  school: universal
  spell_resistance: 'no'
  target: null
Arcane Pocket:
  area: null
  casting_time: 1 standard action
  components: V, F (a pocket and a silver button)
  description:
  - "With a touch, you conjure an extradimensional space inside a pouch or pocket.\
    \ The pocket acts as a bag of holding, except it can hold only 10 pounds per caster\
    \ level. Regardless of what is placed into the pocket, it weighs 3 pounds. Unlike\
    \ a bag of holding, the pocket created by this ability cannot be overloaded or\
    \ ruptured\u2014any additional material simply spills out of the top\u2014nor\
    \ does it have any special interaction with other kinds of extradimensional spaces."
  duration: 1 hour/level
  effect: extradimensional space up to 1 cu. ft./level
  level: sorcerer/wizard 1
  range: touch
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Arcane Sight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell makes your eyes glow blue and allows you to see magical auras within
    120 feet of you. The effect is similar to that of a detect magic spell, but arcane
    sight does not require concentration and discerns aura location and power more
    quickly.
  duration: 1 min./level (D)
  effect: null
  level: alchemist 3, inquisitor 3, magus 3, occultist 3, psychic 3, sorcerer/wizard
    3, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
"Archon\u2019s Aura":
  area: 20-ft. radius centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - "You gain a powerful aura, similar to an archon\u2019s aura of menace. Any hostile\
    \ creature within a 20-foot radius of you must make a Will save to resist the\
    \ effects of this aura. If the creature fails, it takes a \u20132 penalty on attack\
    \ rolls and saving throws and to Armor Class for the duration of this spell, or\
    \ until it successfully hits you with an attack. A creature that has resisted\
    \ or broken the effect cannot be affected again by this particular casting of\
    \ archon\u2019s aura."
  duration: null
  effect: null
  level: cleric/oracle 3, paladin 3
  range: 20 ft.
  saving_throw: Will negates
  school: evocation [good, lawful]
  spell_resistance: null
  target: null
"Archon\u2019s Trumpet":
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon hearing a booming report, as if from a trumpet archon\u2019s mighty horn,\
    \ all creatures in the area of the burst are paralyzed for 1d4 rounds."
  duration: instantaneous
  effect: null
  level: bard 5, cleric 7, paladin 4, sorcerer/wizard 7
  range: 30 ft.
  saving_throw: Fort negates
  school: evocation [good, sonic]
  spell_resistance: 'yes'
  target: null
"Ardor\u2019s Onslaught":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You unleash the power of zealous conviction to smite your enemies with a burst
    of pulsing metallic energy.
  duration: instantaneous or 1d6 rounds; see text
  effect: null
  level: cleric 4, inquisitor 4
  range: medium (100 ft. + 10 ft./level) Area 20-ft.-radius burst
  saving_throw: Will partial, see text
  school: evocation
  spell_resistance: 'yes'
  target: null
Arid Refuge:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a chip of stone wrapped in cloth)
  description:
  - You conjure a small stone building on any relatively flat nonliving surface at
    least 20 feet square that can support its weight (such as the ocean floor or an
    underwater ridge). The outline of a door is marked on one wall of your choice
    or on the roof. You and anyone you designate as the spell is cast can pass through
    the door, which is actually an opaque membrane of force that keeps the surrounding
    atmosphere from entering the structure.
  duration: 2 hours/level (D)
  effect: 20-ft.-square structure
  level: bard 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Aristocrat\u2019s Nightmare":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a copper piece)
  description:
  - You temporarily curse a creature so its touch lessens the value of coins it touches.
    While under the effects of this curse, whenever the target touches a coin of higher
    value than copper piece, that coin changes into a copper piece. The change takes
    place over the course of the following minute, allowing the target to interact
    with multiple coins before the effect of the curse becomes apparent. The affected
    coins are permanently transmuted from their previous material (typically gold
    or silver) into copper coins, though remove curse (which can affect up to 50 coins
    with a single casting) or a similar spell can restore them to their previous material.
  duration: 1 hour/level (see text)
  effect: null
  level: alchemist 2, bard 2, cleric 3, inquisitor 2, investigator 2, magus 2, occultist
    2, sorcerer/wizard 3, witch 2
  range: touch
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Armor Lock:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of rust)
  description:
  - "Upon pointing at an armored foe, you cause all of the joints of the target\u2019\
    s armor to stiffen as otherworldly chains wrap around the target."
  duration: 1 round/level (D)
  effect: null
  level: magus 2, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex partial; see text
  school: transmutation
  spell_resistance: 'yes'
  target: one armored creature
Armor of Darkness [3.5E]:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell envelops the target in shadows that can, if you desire, conceal the\
    \ creature\u2019s features."
  duration: 10 minutes/level
  effect: null
  level: darkness 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [darkness]
  spell_resistance: 'yes'
  target: creature touched
Army Across Time:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as ally across time as noted above with two exceptions.
  duration: 1 round/level
  effect: five 5-ft. cubes of temporal possibility plus one additional cube/level
  level: arcanist 5, bard 4, cleric/oracle 5, hunter 3, inquisitor 4, medium 3, psychic
    5, ranger 3, skald 4, sorcerer/wizard 5, warpriest 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Arrow Eruption:
  area: 30-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M (arrow or crossbow bolt)
  description:
  - "You create exact duplicates of the arrow or crossbow bolt you used to kill a\
    \ creature in the previous round and launch one at enemy creatures within a 30-foot\
    \ radius of the corpse. You can target one creature per caster level (maximum\
    \ 15) within range of the burst and must make a single attack roll and apply it\
    \ to each arrow. These duplicate arrows possess all the intrinsic magical properties\
    \ of the arrow that killed the original creature as well as those passed on to\
    \ it by your bow. They also enjoy the full benefit of any bonuses or modifiers\
    \ you applied to the attack from other magical items, feats, and class or racial\
    \ features. However, this spell cannot reproduce any spells or other limited-use\
    \ magical effects that you used to enhance that particular attack. This includes\
    \ such effects as the true strike spell, as well as any area spell you might have\
    \ placed on the arrow by means of the arcane archer\u2019s imbue arrow class feature."
  duration: instantaneous
  effect: null
  level: ranger 2, sorcerer/wizard 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: null
Arrow of Law:
  area: null
  casting_time: 1 standard action
  components: V, S, DF (a holy symbol)
  description:
  - You fire a shimmering arrow of pure order from your holy symbol at any one target
    in range as a ranged touch attack. A chaotic creature struck by an arrow of law
    takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outsider
    instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed
    for 1 round. A successful Will save reduces the damage to half and negates the
    daze effect. This spell deals only half damage to creatures that are neither chaotic
    nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.
  duration: instantaneous (1 round); see text
  effect: arrow-shaped projectile of lawful energy
  level: cleric/oracle 2, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: evocation [lawful]
  spell_resistance: null
  target: null
"Artificer\u2019s Curse":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a blank scroll or page from a spellbook )
  description:
  - "You temporarily suppress the most powerful qualities of a magical item. This\
    \ item can be any object you suspect bears a magical enchantment, but if the targeted\
    \ item is not magical, your spell has no effect. The spell reduces the object\u2019\
    s caster level by an amount equal to your caster level, to a minimum of 0. If\
    \ the item grants a competence, deflection, enhancement, insight, luck, morale,\
    \ natural armor, profane, resistance, or sacred bonus, the bonus is reduced by\
    \ 1 for every 4 caster levels the item loses. If the item\u2019s caster level\
    \ is reduced to 0, all its magic qualities are suppressed (as if dispelled) for\
    \ the duration of the spell. This spell has no effect on artifacts."
  duration: 1 minute/level (D)
  effect: null
  level: bard 6, cleric 7, inquisitor 6, occultist 6, shaman 7, sorcerer/wizard 7,
    witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: 'yes'
  target: 1 magical item
Ash Storm:
  area: cylinder (40-ft. radius, 20 ft. high)
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of ash)
  description:
  - "Driving ash blocks all sight (even darkvision) within the spell\u2019s area of\
    \ effect, and falling cinders cause the ground in the area to become difficult\
    \ terrain."
  duration: 1 round/level
  effect: null
  level: druid 3, sorcerer/wizard 3, witch 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (creation) [fire]
  spell_resistance: null
  target: null
Ashen Path:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You grant the creature touched the ability to breathe with ease air that is contaminated
    with ash, spores, smoke, dust, or the like. The creature suffers no ill effects
    from natural airborne irritants or contaminants and gains a +4 bonus on saving
    throws against magical effects that involve any of these contaminants. In addition,
    the creature can see through magical obscuring effects caused by dense ash, smoke,
    fog, or similar concealment up to a distance of 60 feet, although this spell does
    nothing to enhance sight in dark or shadowy conditions. You can cast this spell
    on multiple creatures, but if you do, divide the duration evenly among all the
    creatures you touch (to a minimum duration of 10 minutes per target).
  duration: 10 minutes/level
  effect: null
  level: arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, ranger 2, sorcerer 2,
    warpriest 2, wizard 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: living creature touched
Aspect of the Bear:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor
    and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple,
    and overrun combat maneuvers without provoking attacks of opportunity.
  duration: 1 minute/level
  effect: null
  level: druid 2, ranger 2
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: null
Aspect of the Falcon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You take on an aspect of a falcon. Your eyes become wide and raptor-like, and
    you grow feathers on the sides of your head. You gain a +3 competence bonus on
    Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier
    for your bows and crossbows becomes 19-20/x3.
  duration: 1 minute/level
  effect: null
  level: druid 1, ranger 1
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: null
Aspect of the Nightingale:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You take on an aspect of a nightingale. Your voice becomes clear and pleasant.
    You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus
    on Diplomacy checks. Once per minute, if you are subject to a charm effect that
    allows a saving throw, you may roll twice and take the more favorable result.
  duration: 1 minute/level
  effect: null
  level: bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman
    1
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Aspect of the Stag:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - When you cast this spell, you take on an aspect of a stag, including some of its
    physical characteristics. Your features become elongated and sinewy, and you grow
    a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against
    attacks of opportunity, your base speed increases by 20 ft., you can move through
    any undergrowth (including magically manipulated undergrowth) at your normal speed,
    and can even make a 5-foot step within such terrain.
  duration: 1 minute/level
  effect: null
  level: druid 4, ranger 3
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: null
Aspect of the Wolf:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - When you cast this spell, you take on an aspect of a wolf, including some of its
    physical characteristics. You become more rugged, your ears become elongated,
    and you sprout sharp fangs and fur.
  duration: 1 minute/level
  effect: null
  level: druid 5, ranger 4
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: null
Assume Appearance:
  area: null
  casting_time: 1 minute
  components: V, S, F (corpse of the deceased creature whose form you plan to assume)
  description:
  - This spell functions similarly to alter self, except for the following differences.
  duration: 1 day/level (D)
  effect: null
  level: alchemist 3, bard 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman
    3, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Assumed Likeness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You draw upon the memories of the targets to create a visual disguise for yourself\
    \ that only they can see. When you cast the spell, you choose an emotion from\
    \ the table below. Each target perceives you as a creature it feels that way toward.\
    \ If it doesn\u2019t feel that way toward anyone, it instead perceives you as\
    \ a stranger with features likely to evoke that emotion (e.g., if you choose respect,\
    \ a guard who was taught to respect her elders but who currently knows no elders\
    \ might see you as an elderly version of yourself)."
  duration: 10 minutes/level (D)
  effect: null
  level: bard 1, magus 2, medium 1, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief
  school: illusion (phantasm)) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart
Astral Projection:
  area: null
  casting_time: 30 minutes
  components: V, S, M (1,000 gp jacinth)
  description:
  - By freeing your spirit from your physical body, this spell allows you to project
    an astral body onto another plane altogether. You can bring the astral forms of
    other willing creatures with you, provided that these subjects are linked in a
    circle with you at the time of the casting. These fellow travelers are dependent
    upon you and must accompany you at all times. If something happens to you during
    the journey, your companions are stranded wherever you left them.
  duration: see text
  effect: null
  level: cleric/oracle 9, sorcerer/wizard 9, witch 9
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: null
Atavism:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "By bringing forth the primeval ancestry of the target animal, you awaken a savage\
    \ engine of destruction. The animal immediately gains the advanced creature simple\
    \ template. It gains a +2 bonus on all rolls, including damage rolls and special\
    \ ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animal\u2019\
    s primal instincts take hold for the duration of this spell\u2014if the animal\
    \ knows tricks granted by the Handle Animal skill, it loses access to all of those\
    \ tricks save for \u201Cattack.\u201D This spell has no effect on animals that\
    \ already have the advanced creature template."
  duration: 1 minute/level
  effect: null
  level: druid 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: null
  target: one animal
Atonement:
  area: null
  casting_time: 1 hour
  components: V, S, M (burning incense), F (a set of prayer beads or other prayer
    device worth at least 500 gp), DF
  description:
  - This spell removes the burden of misdeeds from the subject. The creature seeking
    atonement must be truly repentant and desirous of setting right its misdeeds.
    If the atoning creature committed the evil act unwittingly or under some form
    of compulsion, atonement operates normally at no cost to you. However, in the
    case of a creature atoning for deliberate misdeeds, you must intercede with your
    deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement
    may be cast for one of several purposes, depending on the version selected.
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, druid 5, inquisitor 5
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: living creature touched
Audiovisual Hallucination:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as auditory hallucination, except that you can include the
    image of any object, creature, or force you imagine or identify for the targets
    to imagine. You can move the image while you concentrate. After you cease concentration,
    you can define simple movements or changes for the phantasm to perform that can
    be explained in 25 words or fewer.
  duration: concentration + 3 rounds (D)
  effect: null
  level: bard 3, magus 3, medium 2, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard
    3
  range: null
  saving_throw: null
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: null
  target: null
Auditory Hallucination:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You cause the targets to believe they hear any sound you imagine.
  duration: concentration
  effect: null
  level: bard 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard
    1
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will disbelief
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart
Augmenting Wall:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a wall of faintly shimmering elemental energy.
  duration: 1 round/2 levels (see text)
  effect: 20-ft.-high wall of energy whose area is up to one 10-ft. square/level
  level: magus 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none (object)
  school: evocation [see text]
  spell_resistance: no (object)
  target: null
Augury:
  area: null
  casting_time: 1 minute
  components: V, S, M (incense worth at least 25 gp), F (a set of marked sticks or
    bones worth at least 25 gp)
  description:
  - An augury can tell you whether a particular action will bring good or bad results
    for you in the immediate future.
  duration: instantaneous
  effect: null
  level: cleric/oracle 2, psychic 2, shaman 2, witch 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Aura Alteration:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You mask and manipulate the target creature\u2019s or object\u2019s aura, confounding\
    \ those who would attempt to discern helpful information from it using the read\
    \ aura occult skill unlock or the analyze aura spell. You can change each of the\
    \ following four auras with one casting of aura alteration."
  duration: 1 day/level (D)
  effect: null
  level: medium 3, mesmerist 3, occultist 3, psychic 4, spiritualist 4
  range: touch
  saving_throw: Will negates (harmless, object)
  school: illusion
  spell_resistance: 'yes'
  target: one object or willing creature
Aura Sight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell makes your eyes glow and allows you to see alignment auras within\
    \ 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law\
    \ spell, but aura sight does not require concentration, and it discerns an aura\u2019\
    s location and power more quickly."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, cleric 3, inquisitor 4, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard
    3, spiritualist 3, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Aura of Cannibalism:
  area: 20-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (a piece of flesh from another creature of your species)
  description:
  - You emanate an aura that saps the strength of others of your kind and channels
    their energy into you.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: Fort negates
  school: necromancy [evil]
  spell_resistance: 'yes'
  target: null
Aura of Distraction:
  area: 20-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - You emit an aura of subsonic noise and mental imagery that makes concentrating
    difficult.
  duration: 1 minute/level (D)
  effect: null
  level: psychic 2, sorcerer/wizard 2, witch 2
  range: null
  saving_throw: Will negates
  school: enchantment [mind-affecting]
  spell_resistance: 'yes'
  target: null
Aura of Doom:
  area: 20-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M/DF (powdered bone)
  description:
  - "You emanate an almost palpable aura of horror. All non-allies within this spell\u2019\
    s area, or that later enter the area, must make a Will save to avoid becoming\
    \ shaken. A successful save suppresses the effect. Creatures that leave the area\
    \ and come back must save again to avoid being affected by the effect."
  duration: 10 minute/level
  effect: null
  level: cleric/oracle 4
  range: personal
  saving_throw: Will negates
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: null
  target: null
Aura of Greater Courage:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "When you cast this spell you strengthen your paladin\u2018s aura of courage.\
    \ Until the end of its duration, all allies within that aura are immune to fear\
    \ (magical or otherwise). If you do not have the aura of courage class feature,\
    \ aura of greater courage has no effect."
  duration: 10/minutes per level
  effect: null
  level: paladin 2
  range: personal
  saving_throw: Will negates (harmless)
  school: abjuration [emotion]
  spell_resistance: yes (harmless)
  target: null
Aura of Inviolate Ownership:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell wards the attended items of all creatures it targets (items held,\
    \ securely fastened to their person, or in containers on their person), enhancing\
    \ each creature\u2019s grip and protecting items from loss or theft."
  duration: 1 round/level
  effect: null
  level: cleric 3, inquisitor 3, paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Aura of the Unremarkable:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a white feather)
  description:
  - "An invisible sphere of magic surrounds you, clouding the minds of creatures in\
    \ the area so they regard even the strangest actions as innocuous. For example,\
    \ if you and your allies are beating a member of the city guard for information,\
    \ creatures within the area don\u2019t think this is unusual or cause for alarm;\
    \ if your ally is aiming a crossbow at the queen from a balcony, the affected\
    \ creatures accept this as normal and unworthy of concern. Any hostile actions\
    \ by you or your allies against a creature or its allies break the effect of the\
    \ spell for that creature. When the spell ends (or when the affected creatures\
    \ move outside of the range of the emanation), observers see things normally but\
    \ altered perceptions from the earlier events remain. Each mention of the events\
    \ as noteworthy (such as being questioned about them by an authority figure) allows\
    \ the target another Will save to break the effect and remember things normally."
  duration: 1 minute/level (D) and instantaneous
  effect: null
  level: bard 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 4
  range: 30 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: non-allied creatures within a 30-ft. emanation
Authenticating Gaze:
  area: null
  casting_time: 1 standard action
  components: V, S, DF/M (a miniature magnifying glass or spectacles)
  description:
  - Your understanding of the written word becomes analytical and discerning. You
    gain an insight bonus equal to your caster level (maximum +10) on Appraise checks
    to determine the value of books and scrolls and on Linguistics checks to detect
    forgeries, and you can attempt a Linguistics check to detect a forged document
    at a glance, rather than taking the normal 1 round of examination per page. In
    addition, you immediately detect whether written works within 30 feet and within
    your line of sight have a magical aura and the strength of any such auras, as
    though you had concentrated on each written work for 1 round using detect magic.
  duration: 1 minute/level
  effect: null
  level: alchemist 1, cleric 1, inquisitor 1, occultist 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Aversion:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You plant a revulsion in the mind of the subject, causing her to avoid an object\
    \ or location. You must choose a specific object or place. A location chosen in\
    \ this way can be no larger than a cube measuring 50 feet on a side. The aversion\
    \ is entirely in the target\u2019s mind, so the chosen object or location itself\
    \ isn\u2019t subject to any magical effect. If the target fails her saving throw,\
    \ she can\u2019t come within 60 feet of the chosen object or place."
  duration: 1 day/level
  effect: null
  level: bard 2, druid 3, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 3,
    witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Awaken:
  area: null
  casting_time: 24 hours
  components: V, S, M (herbs and oils worth 2,000 gp), DF
  description:
  - "You awaken a tree or animal to human-like sentience. To succeed, you must make\
    \ a Will save (DC 10 + the animal\u2019s current HD, or the HD the tree will have\
    \ once awakened). The awakened animal or tree is friendly toward you. You have\
    \ no special empathy or connection with a creature you awaken, although it serves\
    \ you in specific tasks or endeavors if you communicate your desires to it. If\
    \ you cast awaken again, any previously awakened creatures remain friendly to\
    \ you, but they no longer undertake tasks for you unless it is in their best interests."
  duration: instantaneous
  effect: null
  level: druid 5, shaman 6
  range: touch
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: animal or tree touched
Awaken Construct:
  area: null
  casting_time: 24 hours
  components: V, S, M (herbs and oils worth 2,000 gp per HD of target), DF
  description:
  - "You amplify the animating force of a construct to more closely resemble a true\
    \ soul, granting the construct humanlike sentience. To do so, you must succeed\
    \ at a Spellcraft check (DC = 15 + the construct\u2019s current Hit Dice). If\
    \ the construct\u2019s master (if any) is present, this is an opposed Spellcraft\
    \ check."
  duration: instantaneous
  effect: null
  level: cleric 7, occultist 5, psychic 6, shaman 6, sorcerer/wizard 7
  range: touch Target mindless construct touched
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'no'
  target: null
Awaken the Devoured:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell is often used by conjurers as a method to torment daemons and force
    compliance, for it awakens the broken, anguished memories of the countless souls
    that the target daemons have consumed. All daemons targeted by awaken the devoured
    must be within 30 feet of each other. The fragmented memories haunt and afflict
    the daemons, dealing 1d8 points of damage per caster level (maximum 15d8) and
    making the daemons confused for 1 round per level. A daemon that succeeds at a
    Will save halves the damage and negates the confusion effect.
  duration: instantaneous and 1 round/level
  effect: null
  level: cleric 5, inquisitor 4, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist
    5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial (see text)
  school: divination [pain]
  spell_resistance: 'yes'
  target: one daemon per 4 caster levels
Babble:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes the target to break into a fit of bizarre, uncontrollable babbling.
    The target also becomes nauseated. If the target succeeds at its save, the effects
    end. If not, the creature continues babbling and is nauseated for the entire duration.
  duration: 1 round/level
  effect: null
  level: bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature; see text
"Badger\u2019s Ferocity":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This functions like keen edge, except it affects multiple weapons and requires\
    \ your concentration. You select the weapons to be affected, and can only affect\
    \ one weapon per creature. If a creature\u2019s weapon exceeds the spell\u2019\
    s range, the spell ends for that weapon."
  duration: concentration
  effect: null
  level: cleric/oracle 3, druid 3, ranger 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: null
  target: one weapon/3 levels
Balance of Suffering:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You borrow life force from a living creature and infuse it into another living
    creature, potentially wreaking destruction on the former and bolstering the life
    of the latter.
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, inquisitor 6, occultist 6, shaman 6, spiritualist 6, warpriest
    6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will half; see text
  school: conjuration (healing)
  spell_resistance: yes; see text
  target: null
Baleful Polymorph:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - As beast shape III, except that you change the subject into a Small or smaller
    animal of no more than 1 HD. If the new form would prove fatal to the creature,
    such as an aquatic creature not in water, the subject gets a +4 bonus on the save.
  duration: permanent
  effect: null
  level: druid 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 4, unchained summoner
    5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: ': Fortitude negates, Will partial, see text'
  school: transmutation (polymorph)
  spell_resistance: ': yes'
  target: one creature
Baleful Shadow Transmutation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You infuse a target\u2019s shadow with energies from the Shadow Plane, shaping\
    \ the shadow into one that appears to belong to a different creature, and tricking\
    \ the target into believing it actually is that creature. When you cast this spell,\
    \ choose one Huge or smaller creature of the animal type or one Medium or Small\
    \ creature of the humanoid type. If the chosen creature is ill suited to the target\u2019\
    s current environment, such as an aquatic creature not in water, the subject gains\
    \ a +4 bonus on all saving throws against baleful shadow transmutation. If the\
    \ subject fails its Will save, it believes that it is the chosen creature, causing\
    \ it to lose its extraordinary, supernatural, and spell-like abilities, lose its\
    \ ability to cast spells (if it had the ability), and gain the alignment, special\
    \ abilities, and Intelligence, Wisdom, and Charisma scores of its new form in\
    \ place of its own. It retains any class features (other than spellcasting) that\
    \ aren\u2019t extraordinary, supernatural, or spell-like abilities."
  duration: permanent
  effect: null
  level: alchemist 6, bard 6, druid 7, medium 6, shaman 6, sorcerer/wizard 6, spiritualist
    6, summoner 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief, then Fort negates
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: one creature
Ball Lightning:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small iron ring)
  description:
  - "You create two globes of lightning that fly in whichever direction you indicate.\
    \ For every 4 caster levels above 7th, you create an additional globe of lightning\
    \ (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These\
    \ globes fly at a rate of 20 feet per round and have perfect maneuverability.\
    \ Wind does not affect a flying sphere\u2019s course."
  duration: 1 round/level
  effect: two or more 5-ft.-diameter spheres
  level: bloodrager 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: evocation [air, electricity]
  spell_resistance: 'yes'
  target: null
Ban Corruption:
  area: 30-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, F (a ceremonial dagger ) 30-ft.-radius emanation centered on you
    concentration plus 1 round/level, up to 1 hour/level Will negates yes
  description:
  - You strip all creatures within the emanation of any gifts associated with corruptions.
    Abilities associated with corruptions cease to function, as if they were magically
    dispelled.
  duration: concentration plus 1 round/level, up to 1 hour/level
  effect: null
  level: cleric 5, inquisitor 4, medium 3, occultist 4, paladin 4, shaman 5
  range: null
  saving_throw: Will negates
  school: abjuration [good]
  spell_resistance: 'yes'
  target: null
Bane:
  area: 50-ft.-radius burst, centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Bane fills your enemies with fear and doubt. Each affected creature takes a -1
    penalty on attack rolls and a -1 penalty on saving throws against fear effects.
    Bane counters and dispels bless.
  duration: 1 min./level
  effect: null
  level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1
  range: 50 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Banish Seeming:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a cold iron nail)
  description:
  - "With a melee touch attack you can dispel an illusion or return a creature to\
    \ its natural form. This functions as dispel magic directed at the effect in question,\
    \ except you receive a +2 enhancement bonus on your dispel check and you can only\
    \ dispel illusions or changes in form created by supernatural effects or spells.\
    \ If multiple effects are changing the creature\u2019s appearance, you can dispel\
    \ one such effect for every four caster levels you possess, starting with the\
    \ highest caster level spells and proceeding to spells with lower caster levels."
  duration: instantaneous and 1 round/level; see text
  effect: null
  level: inquisitor 3, witch 5
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Banishing Blade:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue a weapon with the power to drive foes back. The first time each round
    the weapon strikes a creature, the weapon attempts a free bull rush combat maneuver
    check against that creature. This does not provoke attacks of opportunity. The
    combat maneuver for the bull rush is equal to 1d20 + your caster level.
  duration: 1 round/level or until discharged
  effect: one melee weapon
  level: antipaladin 4, bloodrager 4, inquisitor 5, magus 5, medium 4, paladin 4,
    shaman 5, sorcerer/wizard 5, spiritualist 5, summoner 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none and Will partial (see text)
  school: abjuration
  spell_resistance: yes (see text)
  target: null
Banishment:
  area: null
  casting_time: 1 standard action
  components: V, S, F (see text)
  description:
  - A banishment spell is a more powerful version of the dismissal spell. It enables
    you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice
    of creatures per caster level can be banished.
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, inquisitor 5, shaman 6, sorcerer/wizard 7, summoner 5, unchained
    summoner 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Banshee Blast:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a cone of spectral energy resembling screaming elven ghosts that deals
    1d4 points of damage per caster level (maximum 15d4); a successful Reflex save
    halves this damage. Any creature that fails its Reflex save must succeed at a
    Will save or become panicked for 1 round/level.
  duration: instantaneous and 1 round/level (see text)
  effect: null
  level: sorcerer/wizard 6, witch 6
  range: 30 ft.
  saving_throw: Reflex half and Will negates (see text)
  school: necromancy [death, fear, mind-affecting, sonic]
  spell_resistance: 'yes'
  target: null
"Baphomet\u2019s Blessing":
  area: null
  casting_time: 1 standard action
  components: "V, M/DF (powdered bull\u2019s horn)"
  description:
  - "You change the target\u2019s head into that of a bull."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 4, druid 4, sorcerer/wizard 4, summoner 4, witch 4
  range: touch
  saving_throw: Fort negates
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: one living creature
Barbed Chains:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a length of chain doused with fresh blood)
  description:
  - "You summon a chain from another realm, causing it to burst out from the ground\
    \ and strike a target within the spell\u2019s range. You can have the chain either\
    \ make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip\
    \ combat maneuver against the target. The chain uses your base attack bonus plus\
    \ your key spellcasting ability score modifier as its attack bonus and combat\
    \ maneuver bonus. On a successful hit or combat maneuver check, the target must\
    \ attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds.\
    \ You summon one additional chain every 3 levels after 1st, for a total of two\
    \ chains at 4th level, three at 7th level, and a maximum of four at 10th level.\
    \ Multiple chains can attack the same target but the shaken effect doesn\u2019\
    t stack."
  duration: instantaneous
  effect: a chain sharpened at one end
  level: antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, occultist 1, shaman
    1, summoner 1
  range: close (25 ft. + 5 ft./level)
  saving_throw: Will partial (see text)
  school: conjuration (summoning) [emotion, fear, mind-affecting]
  spell_resistance: 'no'
  target: null
"Bard\u2019s Escape":
  area: null
  casting_time: 1 standard action
  components: V, S, M (pieces of a smashed fiddle)
  description:
  - You whisk yourself and willing allies out of a tight jam, or instantly transfer
    yourselves to another location to achieve greater strategic positioning. You can
    move any allies within range to any other space of your choosing within range.
    Those spaces need not be in line of sight or line of effect from your original
    position, but must be open locations on surfaces able to support the creatures
    teleported. Except as noted above, this spell otherwise functions as dimension
    door.
  duration: instantaneous
  effect: null
  level: bard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: null
Barghest Feast:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - The target gains the ability to absorb power from devouring a humanoid corpse.
    To use this ability, the target must feed on the corpse of one nonevil humanoid
    creature, a process that takes 1 full round per Hit Die the creature had and provokes
    attacks of opportunity. For every 2 rounds it feeds on the corpse in this way,
    the target gains a +1 profane bonus on attack rolls, saving throws, and skill
    checks (to a maximum of +5).
  duration: 10 minutes/level; see text
  effect: null
  level: alchemist 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation [evil]
  spell_resistance: yes (harmless)
  target: creature touched
Barkskin:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Barkskin toughens a creature\u2019s skin. The effect grants a +2 enhancement\
    \ bonus to the creature\u2019s existing natural armor bonus. This enhancement\
    \ bonus increases by 1 for every three caster levels above 3rd, to a maximum of\
    \ +5 at 12th level."
  duration: 10 min./level
  effect: null
  level: alchemist 2, druid 2, ranger 2, shaman 2, summoner/unchained summoner 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: yes (harmless)
  target: living creature touched
Barrow Haze:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Barrow haze creates a bank of fog similar to that created by fog cloud, except
    that the vapors are black and they have a necromantic link to you. The vapors
    do not interfere with your vision. Because of your link to the haze, if any part
    of it is within 30 feet of you, any creatures within the haze count as in range
    for the purpose of using any of your hexes that have a maximum range of 30 feet.
    For example, suppose you have the slumber hex, you are 25 feet from one edge of
    the haze, and an opponent is 40 feet farther away at the other extreme of the
    cloud. You can use your slumber hex on that opponent even though it is actually
    65 feet away from you.
  duration: 1 minute/level
  effect: fog spreads in 20-ft. radius, 20 ft. high
  level: sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: null
Batrachian Surge:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - You tap into your latent amphibian strengths, unlocking a short-lived physical
    talent. Armor or gear you are wearing adjusts to your new shape for the duration
    of the spell. When you cast batrachian surge, choose one of the following features
    to gain its associated benefits. You can have only one batrachian surge spell
    active on you at a time.
  duration: 1 round + 1 round/3 levels (D)
  effect: null
  level: bloodrager 1, druid 1, inquisitor 1, ranger 1, summoner 1
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: yes (harmless)
  target: you
Battering Blast:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated
    creature or object. You must succeed on a ranged touch attack to strike your target.
    On a successful hit, you deal 1d6 points of force damage per two caster levels
    (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second
    ball of force.
  duration: ''
  effect: null
  level: sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: ''
  school: evocation [force]
  spell_resistance: 'yes'
  target: one creature or unattended object
Battle Trance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You are transformed into a single-minded force of destruction. You gain the ferocity
    monster special ability, a number of temporary hit points equal to 1d6 + your
    caster level (maximum +10), and a +4 morale bonus on saving throws against mind-affecting
    effects. You cannot use the withdraw action or willingly move away from a creature
    that has attacked you.
  duration: 1 minute/level
  effect: null
  level: alchemist 3, antipaladin 3, cleric 4, inquisitor 3, ranger 3, witch 4
  range: personal
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: you
Battlemind Link:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fuse your thoughts with an ally\u2019s, allowing the two of you to fight\
    \ in tandem, perfectly coordinated. You and the ally each roll initiative in combat\
    \ and use the higher die result before adding modifiers. This has three effects."
  duration: 1 minute/level
  effect: null
  level: inquisitor 4, sorcerer/wizard 6
  range: personal and close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: divination [mind-affecting]
  spell_resistance: null
  target: you and 1 ally
Beacon of Guilt:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You place an invisible ward upon an object that is triggered the first time a
    creature tries to move the object from its current location. The next creature
    to touch the object is cursed to become obvious to everyone around it. The creature
    must succeed at a Will save or be surrounded in an aura of twinkling red light
    that functions as faerie fire (spell resistance applies). The curse bestowed by
    this spell cannot be dispelled, but a break enchantment, limited wish, miracle,
    remove curse, or wish spell can remove it.
  duration: 24 hours or until discharged, then instantaneous
  effect: null
  level: arcanist 2, bard 2, inquisitor 2, occultist 2, skald 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (object); see text
  school: evocation [curse]
  spell_resistance: 'yes'
  target: one object
Beacon of Luck:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a tuft of rabbit fur)
  description:
  - You send out a burst of luck with a 30-foot radius centered around you. While
    the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws.
    As an immediate action before a saving throw is made, allies within the area can
    choose to benefit from this luck, rolling twice for a saving throw and taking
    the better result. Once a creature benefits from the beacon of luck in this way,
    it cannot gain the benefit of this spell for 24 hours.
  duration: 1 minute/level (D)
  effect: null
  level: bard 3, cleric/oracle 3, inquisitor 4, paladin 4
  range: personal; see text
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Beanstalk:
  area: null
  casting_time: 1 minute
  components: V, S, M (a small handful of beans)
  description:
  - "When casting this spell, you must plant the material components in soil. When\
    \ you do, at the end of casting, a large beanstalk rises up from the ground. It\u2019\
    s strong enough to support Huge or smaller creatures weighing no more than 2,000\
    \ pounds total, and has enough handholds and footholds that it can be climbed\
    \ as if it were knotted rope (Climb DC 5). At the end of the spell\u2019s duration,\
    \ the beanstalk withers and dies at an accelerated rate, leaving nothing more\
    \ than a pile of compost."
  duration: 24 hours
  effect: a 5-foot-radius beanstalk that grows to a height of 50 ft./ caster level
  level: sorcerer/wizard 4, summoner 4, witch 4
  range: 0 ft. (see text)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Bear\u2019s Endurance":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
  description:
  - "The affected creature gains greater vitality and stamina. The spell grants the\
    \ subject a +4 enhancement bonus to Constitution, which adds the usual benefits\
    \ to hit points, Fortitude saves, Constitution checks, and so forth. Hit points\
    \ gained by a temporary increase in Constitution score are not temporary hit points.\
    \ They go away when the subject\u2019s Constitution drops back to normal. They\
    \ are not lost first as temporary hit points are."
  duration: 1 min./level
  effect: null
  level: alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, magus 2, psychic 2,
    ranger 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Beast Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - 'When you cast this spell, you can assume the form of any Small or Medium creature
    of the animal type. If the form you assume has any of the following abilities,
    you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability),
    swim 30 feet, darkvision 60 feet, low-light vision, and scent.'
  duration: 1 min./level (D)
  effect: null
  level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Beastspeak:
  area: null
  casting_time: 1 standard action
  components: S, DF
  description:
  - "When you\u2019re 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."
  duration: 10 minutes/level
  effect: null
  level: druid 2, shaman 2, witch 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Bed of Iron:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a feather or swatch of soft fabric)
  description:
  - This spell makes even the clunkiest armor feel soft as silk to the wearer.
  duration: 8 hours
  effect: null
  level: inquisitor 1, magus 1, paladin 1, sorcerer/wizard 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: one creature touched/level
Befuddled Combatant:
  area: null
  casting_time: 1 standard action
  components: V, S, M (cooked noodles)
  description:
  - As a way to befuddle your target, you fill its mind with all manner of swirling
    images as well as baffling and incoherent thoughts, making the target an ineffective
    combatant and rendering its spellcasting and other such abilities much more feeble.
  duration: 1 hour/level
  effect: null
  level: arcanist 5, bard 5, mesmerist 5, psychic 5, shaman 5, skald 5, sorcerer/wizard
    5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [curse, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Beguiling Gift:
  area: null
  casting_time: 1 standard action
  components: V, S, F (the object to be offered)
  description:
  - "You offer an object to an adjacent creature, and entice it into using or consuming\
    \ the proffered item. If the target fails its Will save, it immediately takes\
    \ the offered object, dropping an already held object if necessary. On its next\
    \ turn, it consumes or dons the object, as appropriate for the item in question.\
    \ For example, an apple would be eaten, a potion consumed, a ring put on a finger,\
    \ and a sword wielded in a free hand. If the target is physically unable to accept\
    \ the object, the spell fails. The subject is under no obligation to continue\
    \ consuming or using the item once the spell\u2019s duration has expired, although\
    \ it may find a cursed item difficult to be rid of."
  duration: 1 round
  effect: null
  level: bard 1, psychic 1, witch 1
  range: 5 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Beloved of the Forge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You gain an innate sense of the direction to your home or to the place where you
    last attempted a Craft check, whichever you choose when you cast the spell. You
    gain a +10 insight bonus on Survival checks made to find your way back to the
    chosen place.
  duration: 1 hour/level
  effect: null
  level: alchemist 2, bard 2, cleric 2, shaman 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Bereave:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a broken chain link)
  description:
  - "An overwhelming feeling of loss overcomes the targets, and their allies\u2019\
    \ words sound bleak and hollow. Regardless of actual allegiances, affected creatures\
    \ no longer count as allies for other creatures and always count as enemies for\
    \ the purposes of abilities, effects, and spells that differentiate between allies\
    \ and enemies, such as flanking or spells such as bane or bless."
  duration: 1 round/level
  effect: null
  level: bard 3, cleric 4, mesmerist 3, psychic 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Bestow Auras:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You transfer one or more of your paladin or antipaladin auras (such as aura of
    courage and aura of resolve) to another creature. You retain the personal effect
    of that aura, but the target becomes the center of the aura effect instead of
    you. For example, if you transfer your aura of courage, you remain immune to fear,
    but the target becomes the center of the aura that grants a +4 morale bonus on
    saves against fear effects. If an aura functions only when you are conscious,
    the transferred aura functions only when the target is conscious. If an aura functions
    only when you expend uses of another ability (such as with aura of justice or
    aura of vengeance), the transferred aura functions only if the target has that
    other ability and expends uses of it to activate the aura.
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 3, paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'yes'
  target: one creature
Bestow Curse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You place a curse on the subject. Choose one of the following.
  duration: permanent
  effect: null
  level: antipaladin 3, bloodrager 4, cleric/oracle 3, shaman 3, sorcerer/wizard 4,
    spiritualist 3, witch 3
  range: touch
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: creature touched
Bestow Grace:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - With this spell you can bestow your divine grace on another good creature for
    a short amount of time, infusing that creature with a portion of your holy virtue.
    When you touch the subject, you grant that creature a sacred bonus to its saving
    throws equal to its Charisma bonus (if any) on all saving throws.
  duration: 1 minute/level
  effect: null
  level: paladin 2
  range: touch
  saving_throw: Will (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Bestow Grace of the Champion:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You channel the power of good and law into the target, temporarily giving it powers
    similar to those of a paladin. The target gains the ability to use detect evil
    at will as a spell-like ability, immunity to disease (suppressing any diseases
    currently affecting it), and immunity to fear (ending any fear effects currently
    affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your
    caster level; and can smite evil once as a paladin of 1/2 your caster level. It
    adds its Charisma bonus to all its saving throws. It can use spell completion,
    spell trigger, or other magic items that require the ability to cast spells as
    a paladin. Any abilities not used by the time the spell expires are lost. This
    spell has no effect if cast on a paladin.
  duration: 1 round/level (see text)
  effect: null
  level: cleric/oracle 7, paladin 4
  range: touch
  saving_throw: yes (harmless)
  school: transmutation [good, law]
  spell_resistance: null
  target: lawful good creature touched
Bestow Insight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "When casting this spell, choose a single skill that you have at least one rank\
    \ in. The target gains a +2 insight bonus on skill checks with this skill and\
    \ is considered trained in that skill. The insight bonus increases by 1 for every\
    \ four levels of the caster (maximum +6). Furthermore, once before the spell\u2019\
    s duration, the target can choose to roll two checks and take the greater result.\
    \ Doing so ends the spell\u2019s other effects."
  duration: 1 minute/level
  effect: null
  level: bard 2, cleric 3, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion)
  spell_resistance: yes (harmless)
  target: one creature touched
Bestow Planar Infusion I:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell draws upon the latent planar energy of the caster\u2019s surroundings,\
    \ allowing her to temporarily infuse a creature with the plane\u2019s power. The\
    \ touched creature gains that plane\u2019s basic infusion for the spell\u2019\
    s duration. This spell has no effect if cast on the Material Plane, and it ends\
    \ as soon as the spell\u2019s target leaves the plane with which it has been infused.\
    \ Details on planar infusions can be found in each plane\u2019s Infusion section."
  duration: 1 hour/level
  effect: null
  level: cleric 1, inquisitor 1, magus 1, medium 1, occultist 1, psychic 1, sorcerer/wizard
    1, summoner 1, witch 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: evocation
  spell_resistance: 'yes'
  target: creature touched
Bestow Weapon Proficiency:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - You bestow the subject with the ability to use a single type of weapon he is not
    proficient in as if he were proficient with that weapon. The weapon can be of
    any type, including an exotic weapon, but the subject of the spell must be holding
    the weapon.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, antipaladin 2, cleric 2, inquisitor 2, magus 2, paladin 2, psychic
    2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: one creature
Betraying Sting:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You unleash divine power to smite those who wrongly trusted you. The power takes
    the form of a yellow-and-black bolt of energy that makes the sound of a thousand
    angry, swarming wasps. This spell affects only creatures that have an attitude
    toward you of indifferent, friendly, or helpful. The spell deals 1d8 points of
    damage per 2 caster levels you have.
  duration: instantaneous
  effect: null
  level: cleric 6, occultist 6, psychic 6, shaman 6, witch 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will partial
  school: evocation
  spell_resistance: 'yes'
  target: one creature
Billowing Skirt:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a skirt, kilt , or gown)
  description:
  - A skirt, kilt, or gown you are wearing enables you to control your falls through
    the air. A creature wearing the enchanted item of clothing falls slowly as if
    affected by feather fall and can attempt a DC 15 Fly skill check as a move action
    to hover in place for 1 round.
  duration: 1 minute/level
  effect: null
  level: bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Bilocation:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - The spell creates an identical copy of you, along with everything you wear and
    carry, anywhere you choose within range; you exist in two places at once until
    the spell ends. You and the duplicate use the same statistics and share the same
    resources.
  duration: 1 round/level (D)
  effect: one duplicate
  level: psychic 8, sorcerer/wizard 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Bind Sage:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - 'This variant of planar binding is specifically used to call one of the most knowledgeable
    types of outsiders: the immortal and prophetic caulborn. This spell calls a single
    caulborn into a specially prepared trap. The caster of this spell can compel a
    bound caulborn only to provide information (using its Knowledge skills or detect
    thoughts); attempts to compel the caulborn to fight, guard a location, or perform
    some other task automatically fail. This spell otherwise functions as planar binding.
    The most effective gifts for a caulborn are unique books or intelligent creatures
    upon whose thoughts the caulborn can feed. The true names of caulborn are nearly
    impossible to discover, as they are not inherently individualistic.'
  duration: null
  effect: null
  level: occultist 5, psychic 5, shaman 5, sorcerer/wizard 4, summoner 4, witch 5
  range: close (25 ft. + 5 ft./2 levels); see text
  saving_throw: Will negates
  school: conjuration (calling)
  spell_resistance: no and yes; see text
  target: one caulborn
Binding:
  area: null
  casting_time: 1 minute
  components: V, S, M (opals worth 500 gp per HD of the target creature, plus other
    components as specified below)
  description:
  - A binding spell creates a magical restraint to hold a creature. The target gets
    an initial saving throw only if its Hit Dice equal at least half your caster level.
  duration: see text (D)
  effect: null
  level: sorcerer/wizard 8, summoner 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Binding Earth:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - If the target of this spell fails its Fortitude save, areas of earth and stone
    floor act as a snapping quagmire that pulls the target down and damages it if
    it attempts to move through such terrain.
  duration: 1 round/level
  effect: null
  level: druid 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation [earth]
  spell_resistance: 'yes'
  target: one creature or unattended object (see text)
Bit of Luck:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a four-leaf clover)
  description:
  - "For the spell\u2019s duration, the caster gains a reservoir of luck with a total\
    \ number of points equal to 1 point per 2 caster levels."
  duration: 10 minutes/level
  effect: null
  level: alchemist 4, bard 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, witch
    4
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Bite the Hand:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "With a short command and a wave of the hand, you compel the target creature to\
    \ attack the being who summoned it, to the best of its ability. If the being who\
    \ summoned it is not present, the creature acts normally according to its last\
    \ task or instructions. This spell has no effect on called creatures, summoned\
    \ creatures not brought forth by spells or spell-like abilities (such as a summoner\u2019\
    s eidolon), or bonded creatures not explicitly summoned, such as a paladin\u2019\
    s mount or wizard\u2019s familiar."
  duration: 1 round/level (D)
  effect: null
  level: druid 3, inquisitor 3, sorcerer/wizard 4, summoner 3, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion)
  spell_resistance: 'yes'
  target: one creature summoned by a spell or spell-like ability
Biting Words:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Your voice becomes suffused with magic so that you can harm your opponents with\
    \ but a word. As a standard action, you can target one opponent within 30 feet\
    \ with a ranged touch attack by speaking to it, dealing an amount of damage equal\
    \ to 1d6 + your Strength or Charisma modifier, whichever is higher. The damage\
    \ dealt is bludgeoning, piercing, and slashing damage and can be reduced by damage\
    \ reduction. Each attack you make reduces the spell\u2019s remaining duration\
    \ by 1 minute. If an attack reduces the remaining duration to 0 minutes or less,\
    \ the spell ends after the attack resolves."
  duration: 1 minute/level
  effect: null
  level: bard 1, bloodrager 1
  range: personal
  saving_throw: Will negates (harmless)
  school: evocation [language-dependent, sonic]
  spell_resistance: 'no'
  target: you
Black Mark:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a flask of seawater)
  description:
  - "You mark the target with a black marking on its skin; the mark\u2019s exact appearance\
    \ determined by you, but can be no larger than your hand. The black mark functions\
    \ as a mark of justice, and when the mark is activated, the target becomes shaken\
    \ anytime it is on or in the water more than a 5 feet from shore. In addition,\
    \ as long as the black mark is active, the target is affected as if subject to\
    \ nature\u2019s exile, but all creatures with the aquatic or water subtype or\
    \ with a swim speed are made hostile, even those not of the animal type, though\
    \ non-aquatic animals are not."
  duration: permanent
  effect: null
  level: druid 7, witch 7
  range: touch
  saving_throw: Will negates
  school: necromancy [curse, fear]
  spell_resistance: 'yes'
  target: one creature
Black Spot:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The black spot is a specific and feared pirate curse. An intangible, illusory\
    \ black spot manifests above the target\u2019s head and remains until the target\
    \ dies or the curse is lifted. The black spot cannot be covered or hidden by any\
    \ means, including other illusions. The black spot radiates a cursed aura in a\
    \ 10-foot radius around its target. Anyone within the aura gains a +2 bonus on\
    \ weapon attack and damage rolls against the target. In addition, the target has\
    \ a \u20134 penalty on saving throws against death effects."
  duration: permanent
  effect: null
  level: cleric 4, sorcerer/wizard 5, witch 4
  range: touch
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Black Tentacles:
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M (octopus or squid tentacle)
  description:
  - This spell causes a field of rubbery black tentacles to appear, burrowing up from
    the floor and reaching for any creature in the area.
  duration: 1 round/level (D)
  effect: null
  level: bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner
    4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Blacklight(3.5E):
  area: 20-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create an area of total darkness. The darkness is impenetrable even to darkvision,\
    \ but you can see normally within it. Creatures outside the spell\u2019s area,\
    \ even you, cannot see through it."
  duration: 1 round/level (D)
  effect: null
  level: darkness 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates or none (object)
  school: evocation [darkness]
  spell_resistance: yes or no (object)
  target: null
Blade Barrier:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - An immobile, vertical curtain of whirling blades shaped of pure force springs
    into existence. Any creature passing through the wall takes 1d6 points of damage
    per caster level (maximum 15d6), with a Reflex save for half damage.
  duration: 1 min./level (D)
  effect: wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling
    blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high
  level: cleric/oracle 6, inquisitor 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half or Reflex negates; see text
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Blade Lash:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your weapon elongates and becomes whip-like. As part of casting this spell, you
    can use this weapon to attempt a trip combat maneuver against one creature within
    20 feet, and you gain a +10 bonus on your roll, after which the weapon returns
    to its previous form.
  duration: instantaneous
  effect: null
  level: bloodrager 1, magus 1
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: your melee weapon
Blade Snare:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell creates an invisible magic field that does not stop weapons (whether\
    \ manufactured or natural) from moving toward you, but impedes their motion when\
    \ they are retracted. When you are hit with a melee attack, attempt a caster level\
    \ check against your opponent\u2019s CMD. If your check succeeds, your opponent\u2019\
    s attacking weapon or body part becomes caught in the field, as if magically affixed\
    \ to your body. If your check fails, your opponent may retract its weapon."
  duration: 1 round/level
  effect: null
  level: druid 3, magus 3, ranger 3, sorcerer/wizard 3
  range: personal
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: you
"Blade Tutor\u2019s Spirit":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You summon an insubstantial spirit of force that resembles a cloudy vapor hovering
    around your fists or any melee weapons you wield. The spirit compensates for your
    defensive or reckless melee attacks, nudging your weapons in the proper direction.
  duration: 1 minute/level
  effect: null
  level: antipaladin 2, magus 1, paladin 2, sorcerer/wizard 2, summoner 2
  range: personal
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: you
Blade of Bright Victory:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "You strengthen the bond between your divine bond weapon and its celestial spirit.\
    \ The weapon gains the ghost touch property. You may change your weapon\u2019\
    s damage type (bludgeoning, piercing, slashing) as a swift action. You gain a\
    \ sacred bonus to your CMD against disarm and sunder attacks directed at your\
    \ bonded weapon; this bonus is equal to half your caster level."
  duration: 1 minute/level
  effect: null
  level: paladin 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation [good]
  spell_resistance: null
  target: your paladin bonded weapon
Blade of Dark Triumph:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "You strengthen the bond between your fiendish boon weapon and its unholy spirit.\
    \ The weapon gains the ghost touch property. You may change your weapon\u2019\
    s damage type (bludgeoning, piercing, slashing) as a swift action. You gain a\
    \ profane bonus to your CMD against disarm and sunder attacks directed at your\
    \ boon weapon; this bonus is equal to half your caster level."
  duration: 1 minute/level
  effect: null
  level: antipaladin 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation [evil]
  spell_resistance: null
  target: your fiendish boon weapon
Blade of Light:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell infuses a weapon with pure sunlight (the weapon need not be a bladed
    weapon).
  duration: 1 round/level
  effect: null
  level: cleric 4, inquisitor 4, paladin 4
  range: touch
  saving_throw: none
  school: transmutation [good]
  spell_resistance: 'no'
  target: one melee weapon
Bladed Dash:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - 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.
  duration: instantaneous
  effect: null
  level: bard 2, magus 2, skald 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Blasphemy:
  area: nonevil creatures in a 40-ft.-radius spread centered on you
  casting_time: 1 standard action
  components: V
  description:
  - 'Any nonevil creature within the area of a blasphemy spell suffers the following
    ill effects:'
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, inquisitor 6
  range: 40 ft.
  saving_throw: Will partial
  school: evocation [evil, sonic]
  spell_resistance: 'yes'
  target: null
Blast Barrier:
  area: null
  casting_time: 1 standard action
  components: V, S, M (handful of snow, earth, or gravel)
  description:
  - "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\u2019s 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\u2019s matrix is unstable, and you must concentrate to maintain\
    \ the wall\u2019s 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\u2019\
    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."
  duration: concentration , up to 1 round/2 levels
  effect: 1-ft.-thick wall up to 10 ft. high by 20 ft. wide
  level: druid 4, ranger 3, sorcerer/wizard 3, witch 4
  range: close (25 ft. + 5ft./2 levels)
  saving_throw: Reflex half (see below)
  school: transmutation (sonic)
  spell_resistance: yes (see below)
  target: null
Blast of Wind:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a spiraling gesture of your hand and a forceful exhalation, you create a
    brief but fierce (90 mph) blast of wind. This spell functions as gust of wind,
    except all creatures within the area are treated as though they were one size
    category smaller for the purpose of determining how the spell affects them. For
    every 4 caster levels beyond 7th, creatures in the area are treated as an additional
    size category smaller (to a maximum of three size categories smaller at 15th level).
  duration: 1 round
  effect: line-shaped blast of hurricane-force wind emanating out from you to the
    extreme of the range
  level: druid 4, sorcerer/wizard 4
  range: 60 ft.
  saving_throw: Fort negates
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
Blaze of Glory:
  area: 30-ft.-radius burst centered on you
  casting_time: 1 standard action or immediate action; see text
  components: V
  description:
  - You fall unconscious but also unleash a spectacular wave of holy energy that heartens
    and heals your allies while leaving your opponents daunted and damaged. You can
    cast this spell as either a standard action on your turn, or as an immediate action
    when brought to below 0 hit points. If cast as a standard action, you are immediately
    reduced to -1 hit points, but stable, after casting the spell.
  duration: instantaneous and 1 round/level; see text
  effect: null
  level: paladin 4
  range: null
  saving_throw: Will partial
  school: conjuration (healing) [good, mind-affecting]
  spell_resistance: 'yes'
  target: null
Blazing Rainbow:
  area: null
  casting_time: 1 round
  components: V, S, M (a drop of rainwater)
  description:
  - You create a spectrum of multicolored solid light that can be used for one of
    two effects.
  duration: 1 minute/level or until discharged (see text)
  effect: bow or bridge of light
  level: druid 6
  range: 0 ft. or 10 ft./level
  saving_throw: none
  school: evocation [light]
  spell_resistance: 'no'
  target: null
Bleed:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause a living creature that is below 0 hit points but stabilized to resume
    dying. Upon casting this spell, you target a living creature that has -1 or fewer
    hit points. That creature begins dying, taking 1 point of damage per round. The
    creature can be stabilized later normally. This spell causes a creature that is
    dying to take 1 point of damage.
  duration: instantaneous
  effect: null
  level: cleric/oracle 0, inquisitor 0, psychic 0, shaman 0, sorcerer/wizard 0, witch
    0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: one living creature
Bleed for Your Master:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - When you would be hit by an attack that requires an attack roll, or when you are
    within an area of effect that allows you to attempt a Reflex saving throw, with
    a single touch you compel the target to throw itself in front of the blow or shield
    you from the effect.
  duration: instantaneous
  effect: null
  level: antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'no'
  target: your animal companion , familiar , or fiendish servant
Blend:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You draw upon your elven link to the wilderness to change the coloration of yourself
    and your equipment to match that of your surroundings. This grants you a +4 circumstance
    bonus on Stealth checks and allows you to make Stealth checks without cover or
    concealment, but only while you move no more than half your base speed or less.
    If you move more than half your base speed on your turn, you gain no benefit from
    this spell until the start of your next turn. If you make an attack, this spell
    ends (as invisibility).
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, druid 1, magus 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard
    1, witch 1
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: you
Blend With Surroundings:
  area: null
  casting_time: 1 round
  components: V, S, M/DF (a chess piece)
  description:
  - This spell changes the appearance of the affected creature so that it better blends
    in with its surroundings. As chosen by you, the affected creature takes on the
    appearance of a statue, furniture, a tree, a bush, a rock, or another object of
    similar size.
  duration: 10 minutes/level
  effect: null
  level: bard 1, cleric 1, druid 1, shaman 1, sorcerer/wizard 1, summoner 1, witch
    1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless) or Will disbelieves (if interacted with)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: null
Bless:
  area: The caster and all allies within a 50-ft. burst, centered on the caster
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack
    rolls and on saving throws against fear effects.
  duration: 1 min./level
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1, shaman 1
  range: 50 ft.
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Bless Army:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell fills an army with courage. The army gains a +1 bonus on OM and Morale
    checks.
  duration: 1 battle
  effect: null
  level: cleric 6
  range: 1 hex
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: one army
Bless Water:
  area: null
  casting_time: 1 minute
  components: V, S, M (5 pounds of powdered silver worth 25 gp)
  description:
  - This transmutation imbues a flask (1 pint) of water with positive energy, turning
    it into holy water.
  duration: instantaneous
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1
  range: touch
  saving_throw: Will negates (object)
  school: transmutation [good]
  spell_resistance: yes (object)
  target: flask of water touched
Bless Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This transmutation makes a weapon strike true against evil foes. The weapon is\
    \ treated as having a +1 enhancement bonus for the purpose of bypassing the DR\
    \ of evil creatures or striking evil incorporeal creatures (though the spell doesn\u2019\
    t grant an actual enhancement bonus). The weapon also becomes good-aligned, which\
    \ means it can bypass the DR of certain creatures. (This effect overrides and\
    \ suppresses any other alignment the weapon might have.) Individual arrows or\
    \ bolts can be transmuted, but affected projectile weapons (such as bows) don\u2019\
    t confer the benefit to the projectiles they shoot."
  duration: 1 min./level
  effect: null
  level: paladin 1
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: weapon touched
Blessed Fist:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target is considered to be armed even when unarmed, so it doesn\u2019t provoke\
    \ attacks of opportunity when it attacks foes with unarmed strikes. Its unarmed\
    \ strikes can deal lethal or nonlethal damage (target\u2019s 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."
  duration: 1 minute/level
  effect: null
  level: cleric 1, paladin 1
  range: touch
  saving_throw: none
  school: transmutation [good]
  spell_resistance: 'yes'
  target: creature touched
Blessing of Courage and Life:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - With this prayer you provide long-lasting succor to a wounded creature. For as
    long as the effect lasts, the target receives a +2 morale bonus on saving throws
    against fear and death effects. At any time while the spell is in effect, the
    target can choose to end the spell as a swift action for a burst of healing energy.
    The target loses the saving throw bonus, but is healed of 1d8 points of damage
    +1 point per caster level (maximum +10).
  duration: 1 minute/level (see below)
  effect: null
  level: cleric/oracle 2, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (healing) [emotion]
  spell_resistance: yes (harmless)
  target: one living creature
Blessing of Fervor:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - With this blessing, you call your allies to move forth and empower them to conquer
    and become victorious. Each round for the duration of this spell, each of your
    allies can choose one of the following bonuses for that round at the beginning
    of its turn (their choice).
  duration: 1 round/level
  effect: null
  level: cleric/oracle 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Blessing of Liberty:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a feather or small object that symbolizes good fortune)
  description:
  - "You imbue yourself with the blessings of liberty. You gain a +1 luck bonus per\
    \ 6 caster levels (minimum +1, maximum +3) to your CMD and on saving throws against\
    \ spells and traps that would move you or impede your movement. You can end the\
    \ spell\u2019s effects as a swift action to gain a +20 foot enhancement bonus\
    \ to your base speed for 1 round per whole minute of duration remaining."
  duration: 1 minute/level
  effect: null
  level: bard 2, shaman 2
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Blessing of the Mole:
  area: 1 creature/level
  casting_time: 1 round
  components: V, S
  description:
  - The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 3, inquisitor 3, paladin 3, ranger 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (harmless)
  school: transmutation
  spell_resistance: null
  target: null
Blessing of the Salamander:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - When you cast this on a creature, its skin turns slick and clammy and it is able
    to regenerate damage each round. While under the effects of the spell, the creature
    gains fast healing 5, fire resistance 20 and a +2 competence bonus to its Combat
    Maneuver Defense.
  duration: 1 round/level
  effect: null
  level: druid 5, ranger 4
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: null
Blessing of the Watch:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions like bless, except as noted. It works only in the caster\u2019\
    s home city, and in areas under the jurisdiction of the city watch. For example,\
    \ if the watch patrols a shantytown outside the city walls but not the ruined\
    \ subterranean tunnels that lie beneath the city, the spell works in the former\
    \ area but not the latter."
  duration: 1 hour/level
  effect: null
  level: cleric 1, inquisitor 1, paladin 1
  range: null
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Blessings of Luck and Resolve:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A favored blessing of halfling clerics, this spell grants its target a +2 morale
    bonus on saving throws against fear effects. If the target has the fearless racial
    trait, it is immune to fear instead. If the target fails a saving throw against
    fear, it can end the spell as an immediate action to reroll the save with a +4
    morale bonus, and must take the new result, even if it is worse.
  duration: 1 minute/level (D), special see below
  effect: null
  level: cleric 2, inquisitor 2, paladin 2
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: one living creature touched
Blight:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell withers a single plant of any size. An affected plant creature takes\
    \ 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving\
    \ throw for half damage. A plant that isn\u2019t a creature doesn\u2019t receive\
    \ a save and immediately withers and dies."
  duration: instantaneous
  effect: null
  level: druid 4, shaman 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: Fortitude half; see text
  school: necromancy
  spell_resistance: 'yes'
  target: plant touched
Blightburn Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You transform the target weapon into pure blightburn. The weapon functions as\
    \ normal, but any creature that touches it, or that it strikes, takes 2d6 points\
    \ of fire damage each round it remains in contact. In addition, the weapon emanates\
    \ an aura of radiation that causes blightburn sickness. This is as the disease,\
    \ but with a 10-foot radius and a save DC equal to this spell\u2019s save DC."
  duration: 1 round/level (D)
  effect: null
  level: alchemist 4, inquisitor 4, magus 4, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one weapon
Blinding Ray:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You blast your enemies with blinding rays of sunlight. You may fire one ray, plus
    one additional ray for every four levels beyond 3rd (to a maximum of three rays
    at 11th level). Each ray requires a ranged touch attack to hit. If a ray hits,
    it explodes into powerful motes of light, and the target must save or be blinded
    for 1 round. If the target has light blindness, light sensitivity, or is otherwise
    vulnerable to bright light, it instead must save or be blinded for 1d4 rounds
    and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature
    blinded by a ray sheds light as a sunrod for the duration of its blindness. 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.
  duration: instantaneous (see text)
  effect: one or more rays of light
  level: cleric 2, inquisitor 3, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: evocation [good, light]
  spell_resistance: 'yes'
  target: null
Blindness-Deafness:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You call upon the powers of unlife to render the subject blinded or deafened,
    as you choose.
  duration: permanent (D)
  effect: null
  level: antipaladin 2, bard 2, bloodrager 2, cleric/oracle 3, psychic 2, shaman 3,
    sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one living creature
Blink:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You \u201Cblink\u201D quickly back and forth between the Material Plane and the\
    \ Ethereal Plane and look as though you\u2019re winking in and out of reality\
    \ at random. Blink has several effects, as follows."
  duration: 1 round/level (D)
  effect: null
  level: bard 3, magus 3, psychic 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Blistering Invective:
  area: 30-ft. radius
  casting_time: 1 standard action
  components: V, S
  description:
  - You unleash an insulting tirade so vicious and spiteful that enemies who hear
    it are physically scorched by your fury. When you cast this spell, make an Intimidate
    check to demoralize each enemy within 30 feet of you. Enemies that are demoralized
    this way take 1d10 points of fire damage and must succeed at a Reflex save or
    catch fire. Spell Resistance can negate the fire damage caused by this spell,
    but does not protect the creature from the demoralizing effect.
  duration: instantaneous
  effect: null
  level: alchemist 2, bard 2, inquisitor 2
  range: personal
  saving_throw: Reflex partial, see text
  school: evocation [fire, language-dependent]
  spell_resistance: special, see below
  target: null
Bloatbomb:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target creature dies if it fails a Fortitude saving throw and its Hit Dice\
    \ are no more than half your caster level. If it dies, its corpse rapidly putrefies.\
    \ The next creature to touch the corpse within 1 minute per level of the target\u2019\
    s death causes the corpse to explode in a 10-foot-radius burst, dealing 3d6 points\
    \ of acid damage (Reflex half)."
  duration: instantaneous and 1 minute/level (see text)
  effect: null
  level: antipaladin 4, cleric 4, sorcerer/wizard 4
  range: touch
  saving_throw: Fort negates or Reflex half (see text)
  school: necromancy [acid, death]
  spell_resistance: 'yes'
  target: living creature touched
Blood Armor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your blood becomes as hard as iron upon contact with air. Each time you take at
    least 5 points of piercing or slashing damage, your armor gains a +1 enhancement
    bonus to your AC. An outfit of regular clothing counts as armor that grants no
    AC bonus for the purpose of this spell. This enhancement bonus stacks with itself,
    but not with an existing enhancement bonus, to a maximum enhancement bonus of
    +5. This spell has no effect while underwater or in environments that lack air.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained
    summoner 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Blood Biography:
  area: null
  casting_time: 1 minute
  components: V, S, M/DF (a scrap of parchment)
  description:
  - You learn the answers to a specific set of questions about a creature so long
    as you have access to at least one drop of its blood. You can cast this spell
    on the blood of the living or the dead, but living or undead creatures are entitled
    to a Saving Throw to resist the spell. You can cast the spell on dried or fresh
    blood. Once you cast the spell the answers to the following four questions appear
    on any flat surface you designate (a wall, a piece of paper, and so on).
  duration: instantaneous
  effect: null
  level: bard 2, bloodrager 3, cleric/oracle 3, inquisitor 3, medium 2, occultist
    2, psychic 3, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (see text)
  school: divination
  spell_resistance: 'no'
  target: null
Blood Blaze:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target gains a 5-foot-radius aura that causes the blood of creatures in that\
    \ area to ignite upon contact with air. Any creature (including the spell\u2019\
    s target) within the aura that takes at least 5 points of piercing, slashing,\
    \ or bleed damage from a single attack automatically creates a spray of burning\
    \ blood. The spray strikes a creature in a randomly determined square adjacent\
    \ to the injured creature. The spray deals 1d6 points of fire damage to any creature\
    \ in that square, and 1 point of splash damage to all creatures within 5 feet\
    \ of the spray\u2019s target, including the target of this spell. A creature can\
    \ only create one spray of burning blood per round. Creatures that do not have\
    \ blood (including oozes and most constructs and undead) do not create blood sprays\
    \ when attacked."
  duration: 1 round/level (D)
  effect: null
  level: alchemist 2, antipaladin 1, bloodrager 2, cleric 2, magus 2, psychic 2, sorcerer/wizard
    2, witch 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation [fire]
  spell_resistance: yes (harmless)
  target: creature touched
Blood Boil:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of mercury)
  description:
  - "The temperature of the target creature\u2019s blood (or other similar body fluid)\
    \ begins to rise over the next 3 rounds during the caster\u2019s turn. Each round\
    \ starting with the first, the target creature attempts a new saving throw at\
    \ the start of the caster\u2019s turn to resist that round\u2019s effect. A successful\
    \ save does not end the spell effect, but does prevent that round\u2019s effect.\
    \ On the round that this spell is cast, the target becomes fatigued. On the next\
    \ round, as the blood temperature begins to rise, the target\u2019s capillaries\
    \ burst, dealing 1d6 points of Constitution damage to the target. On the third\
    \ and final round, the target\u2019s blood begins to boil; the spell deals 1d6\
    \ points of damage per caster level (to a maximum of 15d6), and\u2014if the target\
    \ is still alive\u2014the target becomes exhausted rather than fatigued."
  duration: 3 rounds
  effect: null
  level: magus 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: Fort negates (see text)
  school: necromancy
  spell_resistance: 'yes'
  target: one living creature
Blood Crow Strike:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - Your unarmed strikes release blasts of energy in the form of bolts of fire or
    glowing red crows, which fly instantaneously to strike your target. You can make
    unarmed strike or flurry of blows attacks against the target as if it were in
    your threatened area; each successful attack deals damage as if you had hit it
    with your unarmed strike, except half the damage is fire and half is negative
    energy (this negative energy does not heal undead). For example, if you are a
    14th-level monk, you can use a flurry of blows to attack five times, creating
    one energy crow for each successful attack against the target, and dealing 2d6
    points of damage (plus appropriate unarmed strike modifiers) with each crow.
  duration: instantaneous
  effect: null
  level: cleric/oracle 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [fire]
  spell_resistance: null
  target: one creature
Blood Mist:
  area: 60-ft. radius
  casting_time: 1 standard action
  components: V, S, M (a pinch of dried red algae)
  description:
  - "This spell summons forth a misty cloud of rust-red toxic algae. Any creature\
    \ within the mist is coated by it, turning the creature the same reddish color.\
    \ All targets within the mist gain concealment. Any creature within the mist must\
    \ save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures\
    \ it detects nearby (as the \u201Cattack nearest creature\u201D result of the\
    \ confused condition). An enraged creature remains so as long as the spell is\
    \ in effect. A creature only needs to save once each time it is within the mist\
    \ (though leaving and returning requires another save)."
  duration: 1 minute/level
  effect: null
  level: druid 8, shaman 8
  range: medium (100ft. +10ft./level)
  saving_throw: Fortitude negates (see text)
  school: conjuration (creation) [poison]
  spell_resistance: null
  target: null
Blood Money:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - "You cast blood money just before casting another spell. As part of this spell\u2019\
    s casting, you must cut one of your hands, releasing a stream of blood that causes\
    \ you to take 1d6 points of damage. When you cast another spell in that same round,\
    \ your blood transforms into one material component of your choice required by\
    \ that second spell. Even valuable components worth more than 1 gp can be created,\
    \ but creating such material components requires an additional cost of 1 point\
    \ of Strength damage, plus a further point of damage for every full 500 gp of\
    \ the component\u2019s value (so a component worth 500\u2013999 gp costs a total\
    \ of 2 points, 1,000\u20131,500 costs 3, etc.). You cannot create magic items\
    \ with blood money."
  duration: Instantaneous
  effect: 1 material component
  level: magus 1, sorcerer/wizard 1, witch 1
  range: 0 ft.
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Blood Rage:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of blood from each creature to be affected)
  description:
  - The targets of this spell become angrier as they fight, the pain of their wounds
    fueling their strength. An affected creature gains a cumulative +2 morale bonus
    to Strength and a cumulative -1 penalty to AC for every 5 points of damage it
    takes (maximum +10 Strength, -5 AC) for the duration of the spell. These bonuses
    last until the spell expires or the target falls unconscious.
  duration: 1 round/level
  effect: null
  level: adept 3, bard 2, cleric 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./level)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Blood Salvation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "While under the effect of this spell, you\u2019re immune to any damaging area\
    \ spells you cast. You can dismiss this spell as an immediate action when you\
    \ are caught within the area of someone else\u2019s damaging area spell; if you\
    \ do, you\u2019re immune to that particular casting of that spell as well. If\
    \ you have the blood casting class feature, you can cast this spell as a swift\
    \ action instead of a standard action while you\u2019re in a bloodrage."
  duration: 1 round/level (D; see below)
  effect: null
  level: bloodrager 3
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Blood Scent:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You greatly magnify the target\u2019s ability to smell the presence of blood.\
    \ The target is considered to have the scent universal monster ability, but only\
    \ for purposes of detecting and pinpointing injured creatures (below full hit\
    \ points). Creatures below half their full hit points or suffering bleed damage\
    \ are considered strong scents for this ability."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, antipaladin 2, bloodrager 3, cleric 3, druid 3, inquisitor 3,
    psychic 3, ranger 2, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Blood Sentinel:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a life-sized animal sculpture of a familiar made of clay, cloth,
    stone, or wood, plus mandrake root worth 25 gp)
  description:
  - "After casting this spell, you pour a few drops of your blood and saliva into\
    \ the mouth of the animal sculpture material component, temporarily giving it\
    \ life. The animal is bonded to you as if it were a familiar, and it has the abilities\
    \ of a familiar (use your caster level as your effective wizard level to determine\
    \ its abilities), but it does not grant you the Alertness feat or the special\
    \ ability of its animal type. If your blood sentinel is slain, you take 2 points\
    \ of Intelligence drain and the blood sentinel\u2019s body becomes a destroyed\
    \ statue. This spell has no effect if you already have a familiar or another blood\
    \ sentinel."
  duration: 10 minutes/level
  effect: null
  level: alchemist 3, sorcerer/wizard 3
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: no (harmless)
  target: one animal sculpture
Blood Song:
  area: null
  casting_time: 2 minutes
  components: "V, S, M (the caster\u2019s blood)"
  description:
  - "This spell functions as imbue with spell ability, with the following exceptions:\
    \ only bard spells of the conjuration (healing), enchantment, and transmutation\
    \ schools can be transferred; the imbued spells last for 1 day; and the subject\
    \ isn\u2019t beholden to any principles regarding the imbued spells\u2019 use."
  duration: 1 day or until discharged (D)
  effect: null
  level: bard 4
  range: touch
  saving_throw: Will negates (harmless)
  school: evocation
  spell_resistance: yes (harmless)
  target: creature touched; see text
Blood Tentacles:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a fresh handful of the caster\u2019s blood)"
  description:
  - "You smear a handful of your own blood across your chest, causing one writhing\
    \ tentacle per caster level to burst forth. You can direct these tentacles to\
    \ attack a single creature within 15 feet as a standard action, or one creature\
    \ per 5 caster levels as a full-round action. Each tentacle has an attack bonus\
    \ equal to your base attack bonus plus either your Constitution or Charisma bonus\
    \ (whichever is higher). Each tentacle deals 2d6 points of damage, and a tentacle\
    \ collapses into dried blood on a successful hit, granting you a number of temporary\
    \ hit points equal to the damage dealt. You can\u2019t gain more temporary hit\
    \ points than your maximum number of hit points. These temporary hit points disappear\
    \ after 1 hour."
  duration: 1 round/level
  effect: null
  level: antipaladin 4, cleric 5, shaman 5, sorcerer/wizard 5, summoner 4, witch 5
  range: personal
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: 'no'
  target: you
Blood Ties:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a small length of crimson string)
  description:
  - "One of the targets of this spell must be a hostage\u2014a bound, pinned, or helpless\
    \ creature within your reach (though the spell doesn\u2019t end if the hostage\
    \ later moves beyond your reach). The second target must be a member of the first\
    \ target\u2019s family. If neither creature successfully saves against the spell,\
    \ the second target also takes any damage conferred to the hostage, provided both\
    \ are still alive, to a maximum of 10 points of damage per caster level per day\
    \ (damage beyond that necessary to kill the first target does not transfer). This\
    \ transferred damage is typeless and ignores the second creature\u2019s damage\
    \ reduction and resistances. If either target succeeds at the saving throw, you\
    \ can never attempt to exploit the connection between these particular two creatures\
    \ again. The connection between your targets weakens when the two are less familiar\
    \ with one another. Each target gains a +2 bonus on its save if the two are distant\
    \ relations or related by marriage. Each target takes a \u20132 penalty on its\
    \ save if the two targets are parent and child or siblings."
  duration: 1 day/level (D)
  effect: null
  level: antipaladin 4, cleric 5, druid 5, inquisitor 5, psychic 5, shaman 5, witch
    5
  range: unlimited (see text)
  saving_throw: Will negates (see text)
  school: necromancy [evil]
  spell_resistance: 'no'
  target: two living creatures
Blood Transcription:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - By consuming 1 pint of blood from a spellcaster killed within the last 24 hours,
    you can attempt to learn a spell that spellcaster knew. Select one spell available
    to the dead spellcaster (this must be a spell on your spell list); you gain the
    knowledge of this spell for 24 hours. During this time, you may write it down
    (or teach it to your familiar, if you are a witch) using the normal rules for
    copying a spell from another source. Once you have learned it, you may prepare
    the spell normally.
  duration: 24 hours
  effect: null
  level: alchemist 2, magus 2, wizard 2, witch 2
  range: touch
  saving_throw: none
  school: divination [evil]
  spell_resistance: null
  target: one dead spellcaster
Blood in the Water:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "As part of the casting of this spell, you must deal 1 point of piercing or slashing\
    \ damage to yourself to release your blood. This causes you to take 1 point of\
    \ bleed damage. While the spell is in effect, all sharks, feeders in the depths,\
    \ and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength\
    \ and Constitution and take a \u20132 penalty to AC. This is treated as blood\
    \ frenzy for the purposes of other feats and effects, and doesn\u2019t stack with\
    \ the effects of actual blood frenzy. If you cease bleeding, the spell immediately\
    \ ends."
  duration: 1 round/level
  effect: null
  level: cleric 2, psychic 2, sorcerer/wizard 2
  range: 20 ft.
  saving_throw: Will negates (harmless)
  school: necromancy (emotion)
  spell_resistance: yes (harmless)
  target: null
Blood of the Martyr:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause the target to bleed from every orifice, and her organs and blood become\
    \ suffused with positive energy. If the subject fails her Fortitude save, she\
    \ takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at\
    \ 16th level) when you cast this spell. Any creature that takes a full-round action\
    \ to sup the blood of the bleeding subject heals a number of hit points equal\
    \ to twice as many as the subject lost that round due to the bleed effect. The\
    \ subject must be willing or helpless to sup her blood, which provokes attacks\
    \ of opportunity. Only one creature can be healed in this way per round. The subject\
    \ can lick her own wounds in this way to regain half as many hit points as she\
    \ lost that round. If the bleeding effect is stopped or the spell\u2019s duration\
    \ ends, the subject\u2019s blood no longer heals those who drink it, though in\
    \ the latter case the subject continues to bleed until the bleeding is stopped\
    \ via magical healing or a successful DC 15 Heal check."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 2, inquisitor 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: necromancy
  spell_resistance: 'yes'
  target: one living creature
Bloodbath:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a ceremonial dagger )
  description:
  - "You cut yourself with the dagger, dealing yourself 1d6 points of bleed damage.\
    \ So long as you keep taking this bleed damage, your targets each bleed for 1d6\
    \ points of damage at the beginning of their turns. The bleed damage on any target\
    \ ends if that target receives magical healing, or if your bleed damage ends for\
    \ any reason. This spell has no effect if you\u2019re immune to bleed damage or\
    \ can otherwise reduce or ignore the bleed damage to yourself."
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 1, bloodrager 1, cleric 2, inquisitor 2, medium 1, psychic 2,
    sorcerer/wizard 2, spiritualist 2, witch 2
  range: close (25 ft. + 5 ft./level)
  saving_throw: Fort negates
  school: necromancy
  spell_resistance: 'yes'
  target: up to one living creature/level, no two of which can be more than 30 feet
    apart
Bloodhound:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of blood and a pinch of cinnamon)
  description:
  - You gain the scent special quality, including the ability to track by scent. You
    receive a +8 competence bonus on Perception checks involving smell and a +4 competence
    bonus on Survival checks to track using scent. You take a -4 penalty on saving
    throws against odor-related effects such as the stench ability and stinking cloud.
    A creature under the effects of bloodhound can detect poison by scent with a DC
    20 Perception check.
  duration: 1 hour/level
  effect: null
  level: alchemist 3, inquisitor 2, ranger 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Bloodstone Mirror:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a red bloodstone worth 500 gp)
  description:
  - This spell reflects any attempts to steal your free will. Whenever you are exposed
    to a mind-affecting effect or a spell that would otherwise give another creature
    control of your actions (such as control undead), you can dispel this effect as
    an immediate action to redirect the spell to a creature within 30 feet. The affected
    creature must attempt a save against the original DC of the triggering effect.
    On a failure, it is subject to the effects of the triggering spell, with the exception
    that you are treated as the original caster (statistics determined by caster level
    are still calculated according to its original caster). The target creature applies
    any spell resistance or immunities it has normally. You can have only one instance
    of this spell active at a time.
  duration: 1 hour/level
  effect: null
  level: cleric 7, occultist 5, witch 7
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Bloodsworn Retribution:
  area: null
  casting_time: 1 round
  components: V, S, M (your blood)
  description:
  - When you cast this spell, you cut yourself and swear an oath of retribution on
    your own blood. You decide how much damage you want to take from this attack,
    up to 25 points. This damage cannot be healed for as long as the spell is in effect.
    Anytime you perform an attack, save, or check that is directly related to the
    oath and brings you closer to the fulfillment of that oath, you gain a morale
    bonus to that roll equal to the number of hit points of damage you took from the
    oath divided by 5. The GM is the final arbiter over whether or not an action qualifies
    for this bonus. When you fulfill the oath (or choose to forsake it), the spell
    ends, and the lost hit points can be healed as normal.
  duration: special (see text)
  effect: null
  level: cleric/oracle 6, paladin 4, ranger 4
  range: personal
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: you
Bloody Arrows:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Whenever this spell\u2019s target hits a creature with a ranged weapon that successfully\
    \ deals piercing or slashing damage, the struck creature takes 1 point of bleed\
    \ damage. Unlike most bleed damage, the bleed damage dealt by the subject of this\
    \ spell is cumulative up to an amount equal to 1/2 your caster level (to a maximum\
    \ of 5 points of bleed damage at 10th level)."
  duration: 1 round/level
  effect: null
  level: antipaladin 3, inquisitor 3, magus 3, ranger 3, shaman 4, sorcerer/wizard
    4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (harmless)
  school: necromancy
  spell_resistance: no (harmless)
  target: one willing creature
Bloody Claws:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You give a creature the ability to deal bleed damage when making natural attacks\
    \ so long as the attack deals slashing or piercing damage. This bleed damage for\
    \ each attack is equal to one-half your caster level (limited to the creature\u2019\
    s maximum damage with that attack), though bleed damage does not stack. When two\
    \ or more attacks deal bleed damage, take the worse effect."
  duration: 1 minute/level
  effect: null
  level: druid 4, ranger 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: null
Bloody Tears and Jagged Smile:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your eyes turn black and weep blood, and your teeth become jagged fangs. You gain
    a bite attack (1d3 points of damage if you are Small, 1d4 points of damage if
    you are Medium). You gain a +4 profane bonus on Intimidate checks and on your
    spell DCs for spells with the fear descriptor. You perceive creatures as if using
    deathwatch.
  duration: 10 minutes/level
  effect: null
  level: arcanist 2, cleric/oracle 2, sorcerer/wizard 2, warpriest 2
  range: personal and see text
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: you and see text
Blot:
  area: 10 ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M (a bit of cloth made wet with saliva)
  description:
  - 'This spell reduces all types of writing and other recognizable symbols found
    on any sort of surface within range into illegible smears. It affects books, carvings
    on stone, or even tattoos with equal ease. It does not affect writing that is
    not actually on a surface, such as an illusion, projection, reflection, or anything
    similar. Spellbooks and magical items that contain writing (such as scrolls) gain
    a saving throw to resist the effects of this spell. Against magical writing created
    by spell effects (such as glyphs of warding or symbols), blot instead functions
    as a dispel magic spell capable of targeting all such spell effects in the area.
    This spell has no effect on writing found on artifacts or similarly unique surfaces. '
  duration: 24 hours
  effect: null
  level: bard 3, cleric 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft/2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Blur:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "The subject\u2019s outline appears blurred, shifting, and wavering. This distortion\
    \ grants the subject concealment (20% miss chance)."
  duration: 1 min./level (D)
  effect: null
  level: alchemist 2, bard 2, magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained
    summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: creature touched
Blurred Movement:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as blur, except that the blurring occurs only when you move
    at least 10 feet on your turn and ceases at the end of your movement. It is therefore
    mainly used to protect against attacks on your turn, such as attacks of opportunity.
    If you move at least twice your speed on your turn, the blurring lasts until the
    start of your next turn.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 1, bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1,
    summoner/unchained summoner 1
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: you
Body Capacitance:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an iron coil)
  description:
  - If you take electricity damage while this spell is active, some of the energy
    is stored on your skin, as with holding the charge on a touch spell. You can release
    this stored electricity by making a melee touch attack. You gain a +3 bonus on
    the attack roll if your opponent is wearing metal armor, is carrying a metal weapon,
    or is made of metal. The target of your touch attack is dealt electricity damage
    equal to half the amount of electricity damage you took after you cast this spell
    (for example, if you saved for half damage against a lightning bolt and took only
    15 points of electricity damage, your next touch attack deals 7 points of electricity
    damage). This spell is discharged once you hit with a melee touch attack to deliver
    its damage. If you take electricity damage multiple times while this spell is
    active, use the largest amount of electricity damage you took to determine your
    touch attack damage.
  duration: 1 minute/level or until discharged (see text)
  effect: null
  level: alchemist 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation [electricity]
  spell_resistance: null
  target: you
Body Double:
  area: null
  casting_time: 1 standard action
  components: V, S, M (two glass beads)
  description:
  - Upon casting this spell, choose a primary target and a secondary target, both
    of which must be within range. If the primary target fails or forfeits its saving
    throw, its appearance, scent, sounds, and mannerisms change to match those of
    the secondary target.
  duration: 1 round/level
  effect: null
  level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: two creatures; see text
Boiling Blood:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The blood of the targeted creatures begins to boil. If a target fails its save,\
    \ it takes 1 point of fire damage per round. This spell has no effect on creatures\
    \ that don\u2019t have blood."
  duration: concentration + 1 round/level (D)
  effect: null
  level: bard 2, bloodrager 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2, witch
    2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates (see text)
  school: transmutation
  spell_resistance: null
  target: null
Bolt of Glory:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You fire a ray of positive energy. A creature struck takes varying damage, depending
    on its nature and home plane of existence.
  duration: instantaneous
  effect: null
  level: glory 6
  range: close (25 ft. + 5 ft./level)
  saving_throw: none
  school: evocation [good]
  spell_resistance: 'yes'
  target: ray
Bolts of Bedevilment:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You can fire one ray per round that dazes one living creature for 1d3 rounds.
  duration: 1 round/level
  effect: null
  level: madness 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment [mind-affecting]
  spell_resistance: 'yes'
  target: ray
"Bomber\u2019s Eye":
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - This extract allows you to throw weapons farther and more accurately. While this
    extract is in effect, increase the range of any thrown weapon by 10 feet. In addition,
    you receive a +1 insight bonus on attack rolls made with thrown weapons.
  duration: 1 round/level
  effect: null
  level: alchemist 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Bone Fists:
  area: null
  casting_time: 1 standard action
  components: V, S, M (the knucklebone of a dire animal)
  description:
  - "The bones of your targets\u2019 joints grow thick and sharp, protruding painfully\
    \ through the skin at the knuckles, elbows, shoulders, spine, and knees. The targets\
    \ each gain a +1 bonus to natural armor and a +2 bonus on damage rolls with natural\
    \ weapons, and they are treated as having armor spikes, with which they are proficient."
  duration: 1 minute/level
  effect: null
  level: bloodrager 2, cleric 2, druid 2, psychic 2, shaman 2, sorcerer/wizard 2,
    witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (harmless)
  school: necromancy
  spell_resistance: 'no'
  target: null
Bone Flense:
  area: null
  casting_time: 1 standard action
  components: M/F (a jagged shard of bone from a humanoid creature)
  description:
  - Choose a creature that you can see. When that creature is struck by a weapon wielded
    by a member of the Crimson Assassins, a sawtooth sabre, or by the claw of a giant
    mantis, the bone nearest to the wound instantly sprouts jagged, razor-sharp spurs
    that flense the muscle and flesh from the inside out unless the target succeeds
    at a Fortitude save. The creature takes 1d6 points of piercing damage per caster
    level. While the bone returns to normal immediately after dealing damage, the
    creature takes 1d4 points of bleed damage for 1 round per 2 caster levels. The
    victim is sickened by the pain for the duration of the bleeding. If the target
    creature has no bones, this spell has no effect.
  duration: 1 round/level
  effect: null
  level: bloodrager 2, cleric 3, druid 3, inquisitor 3, magus 3, sorcerer/wizard 3,
    witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: one living creature
Boneshaker:
  area: null
  casting_time: 1 standard action
  components: V, S, F (human-shaped fetish made of bones)
  description:
  - "By using a bone fetish like a marionette, you take control of a target creature\u2019\
    s skeleton. This has a variety of effects depending on whether the target is living\
    \ or undead."
  duration: instantaneous
  effect: null
  level: antipaladin 1, cleric 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2,
    witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial or negates (see text)
  school: necromancy
  spell_resistance: 'yes'
  target: one living creature or undead creature with a skeleton
Boneshatter:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a broken bone)
  description:
  - "The target\u2019s bones (or exoskeleton) splinter, dealing 1d6 points of damage\
    \ per caster level (maximum 15d6) to the target, which is also exhausted for 1\
    \ minute per caster level from the pain and exertion of the transformation."
  duration: instantaneous and 1 minute/level (see text)
  effect: null
  level: arcanist 4, cleric/oracle 5, sorcerer/wizard 4, warpriest 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: necromancy
  spell_resistance: 'yes'
  target: one corporeal creature or object
Book Ward:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a drop of clear oil)
  description:
  - As protection from energy, except as noted above and that the spell only protects
    against acid and fire damage. While the energy protection remains, the item is
    also completely waterproof (this protection extends to other liquids as well,
    such as alcohol and oil).
  duration: 1 day/level or until discharged (see text)
  effect: null
  level: bard 2, cleric/oracle 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates
  school: abjuration
  spell_resistance: Yes (harmless)
  target: one touched object of up to 10 pounds/level
Borrow Corruption:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a dirty scrap of a good priest\u2019s raiment)"
  description:
  - You touch a creature with at least one manifestation from a corruption. You temporarily
    gain any stains and gifts that corruption grants to the creature, and the creature
    retains them. If the gifts have limited uses, you count as having no uses remaining.
    You take 1d3 points of Wisdom drain whenever you cast this spell.
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 2, cleric 4, druid 4, medium 2, occultist 3, psychic 4, shaman
    4, witch 4
  range: touch
  saving_throw: none
  school: transmutation [evil]
  spell_resistance: 'no'
  target: creature touched
Borrow Fortune:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - When you make a d20 roll, you may choose to immediately cast this spell to reroll
    that die before success or failure is known, keeping the more favorable result.
    For the next two rounds following your casting of the spell, you must roll two
    dice each time a d20 roll is called for, keeping the less favorable result.
  duration: instantaneous; see text
  effect: null
  level: medium 3, oracle 3, psychic 3
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: null
Borrow Skill:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You borrow one of the target\u2019s known skills. After touching the subject,\
    \ you can make a single check with the chosen skill using the subject\u2019s skill\
    \ ranks, but modified by your own key ability."
  duration: up to 1 round/level (see description)
  effect: null
  level: bard 1, psychic 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Bouncing Bomb Admixture:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - "Upon drinking an extract created with this formula, you make a significant change\
    \ to your magical reserve that modifies the nature of the next bomb you create\
    \ and throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can only have one admixture effect (a formula with \u2018bomb admixture\u2019\
    \ in its title) active at a time. If you drink another bomb admixture, the effects\
    \ of the former bomb admixture end and the new one becomes active."
  duration: 1 round
  effect: null
  level: alchemist 3
  range: personal
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: you
Bouncy Body:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target\u2019s flesh becomes flexible and rubbery."
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, bloodrager 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: creature touched
Bountiful Banquet:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a turkey bone)
  description:
  - "You conjure a beautiful and delicious feast with hors d\u2019oeuvres, four courses\
    \ worth of food, and plentiful drink. The food appears on ornate serving trays\
    \ or in exquisite covered tureens, as appropriate to each type of dish. Place\
    \ settings and serving utensils also appear\u2014enough for each creature that\
    \ will participate in the feast\u2014along with elegant tablecloths and table\
    \ linens. The spell doesn\u2019t create furniture, but the feast does adapt to\
    \ appear on top of existing tables (or similar objects in the environment)."
  duration: 1 hour; see text
  effect: feast for two creatures/level
  level: bard 4, cleric 4, druid 4, shaman 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Bow Spirit:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A bow spirit is a shapeless force that hovers about you, taking ammunition from
    your quiver and firing it. For as long as the bow spirit lasts, you can spend
    a swift action to direct the bow spirit to fire an arrow or a bolt at a target
    of your choice, as if the bow spirit were firing the necessary ranged weapon.
    The bow spirit uses your base attack bonus plus your Dexterity modifier, as well
    as any bonuses and effects from feats you have that affect ranged attacks, or
    bonuses from the ammunition it uses.
  duration: 1 round/level
  effect: null
  level: ranger 4
  range: personal
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: null
Bowstaff:
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - "The bow that is touched takes on the rigidity and toughness of forged steel,\
    \ allowing it to be used as a melee weapon. The spell allows a shortbow to be\
    \ used as a club or a longbow to be used as a quarterstaff, although the bow retains\
    \ its normal hit points and hardness. The bow\u2019s enhancement bonus, if any,\
    \ applies on melee attack and damage rolls. Additional weapon special weapon qualities\
    \ also apply to melee attacks if such qualities can be added to a melee weapon."
  duration: 1 round/level (D)
  effect: null
  level: inquisitor 1, paladin 1, ranger 1
  range: personal
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one weapon (bow)
Brand:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Brand etches an indelible rune or mark of no more than 6 characters onto a creature,
    inflicting 1 point of damage. The mark may be placed on any exposed portion of
    the creature, typically the head or forearm. A brand can be hidden by clothing
    or removed by scraping it away (causing 1d6 points of damage), though the brand
    returns if the damage is healed.
  duration: 1 day/level
  effect: null
  level: inquisitor 0
  range: touch
  saving_throw: Fortitude negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: null
Brand of Conformity:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - "This spell etches the symbol of a nation, organization, or order on the target,\
    \ dealing 1 point of damage. The mark can be placed on any exposed portion of\
    \ the creature, typically the head or forearm. While branded in this way, the\
    \ recipient loses the ability to speak or understand its racial language and the\
    \ language of its homeland or primary culture (if these are different). For example,\
    \ an elf raised among a primitive tribe would lose Elven and the tribal language\
    \ (if she knew both those languages), while a halfling raised among dwarves would\
    \ lose both Halfling and Dwarven (if she knew both those languages). A gnome raised\
    \ among gnomes would lose Gnome, but no other language. This spell never suppresses\
    \ Common or Undercommon, nor does it prevent spellcasting, though it may prevent\
    \ a target from speaking intelligibly if it suppresses all of the target\u2019\
    s languages. A brand of conformity can be hidden beneath clothing or removed by\
    \ scraping it away (the latter deals 1d6 points of damage, though the brand returns\
    \ if that damage is healed). In any event, the language-suppression element of\
    \ a brand of conformity continues to function even when hidden or scraped away."
  duration: 1 day/level
  effect: null
  level: inquisitor 1
  range: touch
  saving_throw: Fort negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Brand of Hobbling:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - This spell etches a symbol of chains, a particular prison, or a lawful institution
    on the target, dealing 1d6 points of damage. The mark can be placed on any exposed
    portion of the creature, typically on the head or forearm. While the recipient
    is branded in this way, all of its movement speeds are reduced by half (rounded
    down to the next 5-foot increment). A brand of hobbling can be hidden by clothing
    or removed by scraping the brand away (the latter deals 1d6 points of damage,
    though the brand returns if that damage is healed), but in either case the effects
    of a brand of hobbling continue to function.
  duration: 1 day/level
  effect: null
  level: inquisitor 2
  range: touch
  saving_throw: Fort negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Brand of Tracking:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - "This spell etches the symbol of an eye or a lawful institution on the target,\
    \ dealing 1d6 points of damage. The mark can be placed on any exposed portion\
    \ of the creature, typically the head or forearm. While the target is branded\
    \ in this way, twice per day as a standard action, you can instantly determine\
    \ in what direction and how far away the target is, as long as it is within a\
    \ range equal to 1 mile per your caster level. If the target travels beyond this\
    \ range or to another plane, you cannot gain information about the recipient\u2019\
    s location. Similarly, if the target becomes warded by a spell or effect that\
    \ thwarts divination spells (such as nondetection) or moves into such an area\
    \ (such as one created by antimagic field), you cannot gain information about\
    \ the target\u2019s location. This effect otherwise works as a locate creature\
    \ spell that lasts for 1 minute per caster level. It can be fooled by mislead\
    \ but not by polymorph."
  duration: permanent
  effect: null
  level: inquisitor 4
  range: touch
  saving_throw: Fort negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Break:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a twig)
  description:
  - You can attempt to break or at least damage any one Medium or smaller object within
    range. If the target fails its Fortitude Saving Throw, it gains the broken condition.
    If cast on a broken item, that item is destroyed on a failed save.
  duration: instantaneous
  effect: null
  level: bloodrager 1, psychic 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Break Enchantment:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - This spell frees victims from enchantments, transmutations, and curses. Break
    enchantment can reverse even an instantaneous effect. For each such effect, you
    make a caster level check (1d20 + caster level, maximum +15) against a DC of 11
    + caster level of the effect. Success means that the creature is free of the spell,
    curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.
  duration: instantaneous
  effect: null
  level: bard 4, cleric/oracle 5, inquisitor 5, paladin 4, shaman 5, sorcerer/wizard
    5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: abjuration
  spell_resistance: 'no'
  target: null
Breath of Life:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, shaman 5
  range: touch
  saving_throw: Will negates (harmless) or Will half, see text
  school: conjuration (healing)
  spell_resistance: yes (harmless) or yes, see text
  target: creature touched
Brightest Light:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as daylight, except it lasts longer. In addition, as a swift\
    \ action once during the spell\u2019s duration, you can will the light to try\
    \ to end a magical darkness effect located within 60 feet of the light this spell\
    \ emits. Attempt a dispel check (1d20 + your caster level), with a DC equal to\
    \ 11 + the caster level of the darkness effect. If you succeed, the darkness effect\
    \ ends. Regardless of whether you are successful, the light from this spell dims\
    \ to the brightness of a torch for the spell\u2019s remaining duration."
  duration: 1 hour/level (D)
  effect: null
  level: bard 4, cleric 4, druid 4, inquisitor 4, magus 4, occultist 4, paladin 4,
    ranger 4, shaman 4, sorcerer/wizard 4
  range: null
  saving_throw: null
  school: evocation [light]
  spell_resistance: null
  target: null
Brightest Night:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You grant low-light vision to the affected creatures. Creatures that already have
    low-light vision have their existing low-light vision enhanced so that they can
    see four times as far in conditions of dim light. Creatures within 10 feet of
    someone under the effects of brightest night do not gain concealment from dim
    light.
  duration: 1 hour/level
  effect: null
  level: arcanist 1, bard 1, cleric 1, druid 1, hunter 1, oracle 1, paladin 1, skald
    1, sorcerer 1, warpriest 1, witch 1, wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Brilliant Inspiration:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You open a link between your mind and the subject\u2019s mind, giving advice\
    \ and encouragement for as long as the spell is in effect. Each time the subject\
    \ of the spell makes an attack roll, ability check, or skill check, it rolls two\
    \ d20s and takes the better result. If any roll is a natural 20, the spell\u2019\
    s effect ends-your brilliant advice is spent."
  duration: 1 round/level and special (see below)
  effect: null
  level: bard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: evocation [language-dependent]
  spell_resistance: yes (harmless)
  target: null
Bristle:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You give a creature the ability to redirect a portion of its innate toughness
    away from its own defense and toward the amount of damage it deals with natural
    attacks. Each round, as a swift action at the start of its turn, the creature
    can choose to reduce some or all of its natural armor bonus to AC and gain an
    enhancement bonus on all damage rolls for natural attacks equal to that amount.
    The reduction to natural armor, and thus the enhancement bonus on damage rolls,
    cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5
    at 15th level. A creature cannot reduce its natural armor bonus to less than 0
    with this spell.
  duration: 1 minute/level
  effect: null
  level: druid 1
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: null
Brittle Portal:
  area: 5-ft.-radius spread
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell weakens the bonds of existence, and reduces the hardness of any non-magical
    surface within its area of effect by 2 per caster level. The spell is centered
    on a flat surface chosen by the caster, and the hardness reduction effect persists
    for the duration of the spell.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, cleric 2, druid 2, inquisitor 2, sorcerer/wizard 2, witch
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Brow Gasher:
  area: one slashing melee weapon touched
  casting_time: 1 standard action
  components: V, S
  description:
  - "You imbue a slashing melee weapon with the ability to deal a gruesome head wound.\
    \ When the target weapon hits a living creature, in addition to the normal effects\
    \ of that hit, the wielder can discharge this spell as a free action to open a\
    \ gash on the target\u2019s forehead that deals bleed damage equal to half your\
    \ caster level. At the start of each of the target\u2019s turns, when it takes\
    \ bleed damage, it also takes a cumulative \u20131 penalty on all attack rolls.\
    \ When that penalty reaches \u20133, the target also treats all targets as having\
    \ concealment (20% miss chance). When the penalty reaches \u20135, the target\
    \ is blinded. Stopping the bleed damage ends the effects this spell imposes on\
    \ the bleeding creature. A target that is immune to bleed damage is also immune\
    \ to all this spell\u2019s effects."
  duration: 1 round/level or until discharged
  effect: null
  level: bloodrager 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: necromancy
  spell_resistance: yes (harmless, object)
  target: null
Build Trust:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a gold piece)
  description:
  - You get a sense of the best way to interact with the target in order to encourage
    positive regard and fellowship toward you.
  duration: 1 day/level; see text
  effect: null
  level: bard 2, cleric 2, inquisitor 2, mesmerist 2, paladin 1, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: one creature
Bullet Shield:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bullet)
  description:
  - The warded creature gains a +4 deflection bonus to AC against firearm and ranged
    attacks, with an additional +1 to the bonus for every five caster levels you have
    (to a maximum of +8 at 20th level). Though the spell is called bullet shield,
    it also grants this protection from attacks made from firearms with the scatter
    weapon quality.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Bullet Ward:
  area: null
  casting_time: 1 standard action
  components: V, S, F (one to four adamantine bullets, each worth 61 gp)
  description:
  - You toss several adamantine bullets into the air, which then hover protectively
    nearby and intercept firearm attacks targeting you. The number of bullets protecting
    you is equal to half your caster level (maximum 4). When an opponent takes a shot
    at you with a firearm, as an immediate action you can designate a hovering bullet
    to attempt to block the attack, increasing your AC against that attack by 10.
    Doing this destroys the adamantine bullet whether or not the attack hits. The
    spell is discharged when all affected adamantine bullets are destroyed or taken
    from you. Each adamantine bullet has AC 24, 20 hit points, and hardness 20.
  duration: 10 minutes/level or until discharged
  effect: null
  level: antipaladin 2, bard 2, inquisitor 2, paladin 2, psychic 2, ranger 2, sorcerer/wizard
    2, witch 2
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
"Bull\u2019s Strength":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
  description:
  - The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength,
    adding the usual benefits to melee attack rolls, melee damage rolls, and other
    uses of the Strength modifier.
  duration: 1 min./level
  effect: null
  level: alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, magus
    2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner
    2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Bungle:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target takes a \u201320 penalty on its next attack roll or check that requires\
    \ a d20 roll. The action must be one deliberately taken by the target on its turn.\
    \ Creatures with more than 10 HD are unaffected by this spell."
  duration: concentration + 2 rounds or until triggered
  effect: null
  level: psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion)
  spell_resistance: null
  target: one humanoid
Buoyancy:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - "The affected creatures or objects become incredibly buoyant. The affected creatures\
    \ (including gear and carried objects up to each creature\u2019s maximum load)\
    \ and objects naturally float on any water at least 1 foot deep. An affected creature\
    \ that deliberately tries to submerge must succeed at a DC 20 Swim check every\
    \ round to stay underwater. The spell ends if the creature or object spends at\
    \ least 1 round on dry land."
  duration: up to 1 round/level (see text)
  effect: null
  level: bard 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless) or Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Burdened Thoughts:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a lead bearing wrapped in clay)
  description:
  - "You fill a creature\u2019s mind with the realization of its earthly weight and\
    \ responsibilities. Disheartened and wearied by these thoughts, the creature gains\
    \ heavy encumbrance and is unable to fly (if already flying, it must land as soon\
    \ as possible)."
  duration: 1 round/level
  effect: null
  level: druid 2, shaman 2, sorcerer/wizard 3, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Burn Corruption:
  area: 10-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell fills the area with violet flames that scour an area clean of life\u2014\
    especially of the corrupted life of the Abyss."
  duration: instantaneous
  effect: null
  level: bloodrager 4, magus 5, sorcerer/wizard 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex half
  school: evocation [fire, good]
  spell_resistance: 'yes'
  target: null
Burning Arc:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes an arc of flame to leap from your fingers, burning a number
    of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum
    10d6). For every additional target the discharge arcs to, reduce the number of
    damage dice by half (rounded down). Therefore, at 9th level, your burning arc
    deals 9d6 points of fire damage to the primary target, then 4d6 points of fire
    damage to a secondary target, then 2d6 points of fire damage to an additional
    target.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Burning Disarm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes a metal object to instantly become red hot. A creature holding
    the item may attempt a Reflex save to drop it and take no damage (even if it is
    not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster
    level (maximum 5d4). Circumstances that prevent the creature from dropping the
    item (such as a locked gauntlet) mean the creature gets no saving throw. The heat
    does not harm the item, and it does not get hot enough or last long enough to
    ignite flammable objects. The item cools to its previous temperature almost instantly.
    If cast underwater, burning disarm deals half damage and boils the surrounding
    water.
  duration: instantaneous
  effect: null
  level: cleric/oracle 1, druid 1, sorcerer/wizard 1
  range: Short (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates (object, see text)
  school: transmutation [fire]
  spell_resistance: Yes (object)
  target: Held metal item of one creature or 15 lbs. of unattended metal
Burning Entanglement:
  area: 40-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell functions as per entangle, except it sets the foliage on fire. A creature\
    \ that begins its turn entangled by the spell takes 4d6 points of fire damage\
    \ (Reflex half), and a creature that begins its turn in the area but is not entangled\
    \ takes 2d6 points of fire damage (Reflex negates). Smoke rising from the vines\
    \ partially obscures visibility. Creatures can see things in the smoke within\
    \ 5 feet clearly, but attacks against anything farther away in the smoke must\
    \ contend with concealment (20% miss chance). When the spell\u2019s duration expires,\
    \ the vines burn away entirely."
  duration: 1 round/level
  effect: null
  level: druid 3, hunter 3, ranger 3, shaman 3, witch 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex negates or partial (see text)
  school: evocation
  spell_resistance: 'no'
  target: null
Burning Gaze:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (eye of a mundane salamander)
  description:
  - Your eyes burn like hot coals, allowing you to set objects or foes alight with
    a glance.
  duration: 1 round/level
  effect: null
  level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: Fortitude negates (see text)
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Burning Hands:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - A cone of searing flame shoots from your fingertips.
  duration: instantaneous
  effect: null
  level: bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
  range: 15 ft.
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Burning Sands:
  area: 20-ft. radius
  casting_time: 1 standard action
  components: V, S, M (a handful of sand)/DF
  description:
  - You cause sheets of hot sand to spread over the ground in the area of effect.
    This layer of sand is 1 foot deep and constantly shifts and churns, transforming
    the ground in the area into difficult terrain. The sand itself burns, and periodic
    flames rise from the grit. While these flames cannot ignite objects, they deal
    1d4 points of fire damage to any creature that ends its turn in contact with the
    ground within the area of effect. At the end of the duration, the sand vanishes,
    leaving no aftereffects (other than damage dealt).
  duration: 1 round/level
  effect: null
  level: druid 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [earth, fire]
  spell_resistance: 'no'
  target: null
Burrow:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or
    heavy armor, or if it carries a medium or heavy load) through sand, loose soil,
    or gravel, or at a speed of 5 feet through stone. Using burrow requires only as
    much concentration as walking, so the subject can attack or cast spells normally.
    The burrowing creature cannot charge or run. Loose material collapses behind the
    target 1 round after it leaves the area. This spell does not give the target the
    ability to breathe underground, so when passing through loose material, the creature
    must hold its breath and take only short trips, or else it may suffocate.
  duration: 1 minute/level
  effect: null
  level: alchemist 3, bloodrager 3, druid 3, ranger 3, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: null
  target: creature touched
Burst Bonds:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You blast your restraints with divine wrath, dealing 1d6 points of damage per
    caster level to the target object (maximum 5d6), ignoring hardness of 10 or less.
    A Fortitude save halves the damage, although only magical restraints receive a
    Saving Throw.
  duration: instantaneous
  effect: null
  level: inquisitor 1
  range: touch
  saving_throw: Fortitude half (object)
  school: evocation
  spell_resistance: 'yes'
  target: null
Burst With Light:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target becomes filled with intense magical light, taking 2d6 points of damage\
    \ as the light bursts from its wounds and orifices (if the target is an undead\
    \ creature, it instead takes 2d8 points of damage). In addition, the creature\
    \ radiates bright light in a 30-foot radius and increases the light level by one\
    \ step for an additional 30 feet beyond that area\u2014darkness becomes dim light,\
    \ dim light becomes normal light, and normal light becomes bright light."
  duration: 1 round/4 levels
  effect: null
  level: cleric 4, paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: evocation [light]
  spell_resistance: 'yes'
  target: one creature
Burst of Adrenaline:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - "You draw upon your body\u2019s inner reserves of strength, leaving you winded.\
    \ When you are about to make a d20 roll based on Strength, Dexterity, or Constitution,\
    \ you can cast this spell to gain a +8 enhancement bonus to Strength, Dexterity,\
    \ or Constitution for that roll, but you are fatigued for 1 round afterward."
  duration: instantaneous
  effect: null
  level: mesmerist 1, psychic 1, spiritualist 1
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Burst of Force:
  area: 20-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V
  description:
  - With a burst of telekinetic force, you deal 1d6 points of force damage per caster
    level (maximum 15d6 points of damage) to all other creatures in the affected area.
    A successful Fortitude save reduces the damage taken by half. A creature that
    fails its Fortitude save must also succeed at a Reflex save or be knocked prone.
  duration: instantaneous
  effect: null
  level: psychic 5, sorcerer/wizard 5
  range: null
  saving_throw: Fortitude half (see text)
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Burst of Glory:
  area: 10-ft.-radius burst, centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Allies in the area of this spell at the time of casting gain a +1 sacred bonus\
    \ on attack rolls and saves against fear effects, plus 1 temporary hit point per\
    \ caster level (maximum 20). You shine with a white or golden radiance equal to\
    \ a torch for the spell\u2019s duration, though you can dismiss the glow effect\
    \ as a free action."
  duration: 1 round/level (D; see text)
  effect: null
  level: cleric/oracle 5, inquisitor 4, paladin 4
  range: null
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Burst of Insight:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - You plumb the depths of your mind for insight, leaving you momentarily frazzled.
    When you are about to make a d20 roll based on Intelligence, Wisdom, or Charisma,
    you can cast this spell to gain a +8 enhancement bonus to Intelligence, Wisdom,
    or Charisma for that roll, but you are dazed for 1 round afterward.
  duration: instantaneous
  effect: null
  level: medium 1, mesmerist 1, psychic 1, spiritualist 1
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Burst of Nettles:
  area: 10-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - You release a burst of barbed, acid-filled nettles. Creatures caught in the burst
    take 3d6 points of damage plus 1d6 points of acid damage on the next round. Those
    that save take half damage from the initial burst and no damage on the next round.
  duration: instantaneous
  effect: null
  level: druid 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half
  school: conjuration [acid]
  spell_resistance: null
  target: null
Burst of Radiance:
  area: 10-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M/DF (a piece of flint and a pinch of silver dust)
  description:
  - This spell fills the area with a brilliant flash of shimmering light. Creatures
    in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed
    at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage
    per caster level (max 5d4), whether they succeed at the Reflex save or not.
  duration: instantaneous
  effect: null
  level: cleric 2, druid 2, sorcerer/wizard 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial
  school: evocation [good, light]
  spell_resistance: 'yes'
  target: null
Burst of Speed:
  area: null
  casting_time: 1 swift action
  components: null
  description:
  - Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus
    if you are wearing Medium or Heavy armor), your movement does not provoke attacks
    of opportunity, and you can move through the space of creatures that are larger
    than you are, but you cannot end your movement this round in a space occupied
    by a creature.
  duration: see text
  effect: null
  level: alchemist 3, antipaladin 3, bloodrager 3, magus 3, medium 3, inquisitor 3,
    paladin 3, psychic 3, ranger 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Business Booms:
  area: null
  casting_time: 1 standard action
  components: V, S, M (promotional materials such as flyers and posters worth 10 gp)
  description:
  - "You may cast this spell immediately prior to spending 1 day of downtime to promote\
    \ a business. The spell is cast on a building you wish to promote, which is magically\
    \ bestowed with magical decorations and other improvements that make it generally\
    \ more appealing, and it is treated as seeing increased activity for the spell\u2019\
    s duration. If the spell is cast on a building that you do not promote immediately\
    \ thereafter, the spell is expended with no effect."
  duration: see text (D)
  effect: null
  level: bard 3, sorcerer/wizard 3
  range: touch
  saving_throw: none
  school: enchantment
  spell_resistance: 'no'
  target: one building
Cackling Skull:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as magic mouth, except rather than creating an illusory\
    \ mouth on any surface, it affects a skull. In addition, when the skull\u2019\
    s magic is triggered, it releases wild and unnerving cackles before speaking its\
    \ message. All creatures that can hear the cackles must save or become shaken\
    \ for 1d4 rounds."
  duration: permanent until discharged
  effect: null
  level: witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (glamer)
  spell_resistance: null
  target: one skull
Cacophonous Call:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scrap of sheet music)
  description:
  - "You fill your target\u2019s mind with a blaring cacophony of discordant sounds,\
    \ making it hard for the target to act and concentrate. The creature gains the\
    \ nauseated condition for the duration of the spell if it fails its Will save."
  duration: 1 round/level
  effect: null
  level: bard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Caging Bomb Admixture:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon drinking an extract created with this formulae, you make a significant change\
    \ to your magical reserve that modifies the nature of all bombs you create and\
    \ throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can only have one admixture effect (formulae with the word \u201Cbomb admixture\u201D\
    \ in its title) active at a time. If you drink another bomb admixture, the effects\
    \ of the former bomb admixture end and the new one becomes active. When you throw\
    \ a bomb and hit a direct target, it creates an invisible cubical prison composed\
    \ of a solid wall of force. The prison is as large as the splash area of the bomb\
    \ that you threw, and traps any creature that is entirely inside the area. Creatures\
    \ within the area are caught and contained unless any creature within the splash\
    \ radius is too big to fit inside, in which case the effect automatically fails.\
    \ Teleportation and other forms of astral travel provide means for escape, but\
    \ the force walls extend into the Ethereal Plane, blocking ethereal travel. Like\
    \ a wall of force, the cage created by the caging bomb admixture resists dispel\
    \ magic, although a mage\u2019s disjunction still functions. The walls of the\
    \ cage can be damaged by spells as normal, except for disintegrate, which automatically\
    \ destroys the cage. The walls of this cage can be damaged by weapons and supernatural\
    \ abilities, but the cage has a hardness of 20 and a number of hit points equal\
    \ to 20 per alchemist level. Contact with a sphere of annihilation or a rod of\
    \ cancellation instantly destroys this cage. When using caging bomb admixture,\
    \ an alchemist can only have one cage in effect at a time. If the alchemist throws\
    \ another bomb during the duration of caging bomb admixture, any other cage created\
    \ by the earlier admixture ends, and a new one is created. When the duration of\
    \ the caging bomb admixture ends, so does any remaining cage created by this admixture\u2019\
    s effect."
  duration: 1 round/level
  effect: null
  level: alchemist 6
  range: personal
  saving_throw: null
  school: evocation [force]
  spell_resistance: null
  target: you
Calamitous Flailing:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause the victim\u2019s attacks to careen wildly, endangering itself and\
    \ those around it. Your target gains a 25% miss chance on all attack rolls. If\
    \ an attack misses due to this magical effect, the victim instead targets an ally,\
    \ or else itself if there are no allies within range of the original attack. Apply\
    \ the attack roll for the original attack to the new target\u2019s Armor Class\
    \ to determine if this attack hits. This is a curse effect."
  duration: 1 minute/level (D)
  effect: null
  level: bard 3, cleric 4, mesmerist 3, sorcerer/wizard 4, spiritualist 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one creature
Calcific Touch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your touch progressively transmutes the substance of creatures you touch into
    stone. Once per round, you may deliver a touch attack that inflicts 1d4 points
    of Dexterity damage and slows the target (as the spell) for 1 round. A successful
    Fortitude save negates the slow effect but not the ability damage. A target reduced
    to 0 Dexterity is petrified permanently. Break enchantment, restoration, or stone
    to flesh can reverse the effects of calcific touch.
  duration: 1 round/level
  effect: null
  level: bloodrager 4, sorcerer/wizard 4
  range: touch
  saving_throw: Fortitude Partial
  school: transmutation [earth]
  spell_resistance: 'yes'
  target: creature or creatures touched (up to one per level)
Calculated Luck:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You are able to use the Path of Numbers to substantially boost your combat preparedness,
    but your foresight comes at a price.
  duration: 1 round/level (D)
  effect: null
  level: cleric 3, witch 4
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you
Call Animal:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell calls the nearest wild animal of a particular type you designate (provided\
    \ the animal\u2019s CR is equal to or less than your caster level) to seek you\
    \ out. The animal moves toward you under its own power, so the time it takes to\
    \ arrive depends on how close an animal of the desired type is when you cast the\
    \ spell. If there is no animal of that type capable of reaching you within the\
    \ spell\u2019s duration, you are aware of this fact, but the spell is wasted.\
    \ Knowledge of the local fauna makes this spell more effective, and the GM may\
    \ permit a Knowledge (nature) skill check (DC 15) to know what animals can be\
    \ found in an area."
  duration: 1 hour/level (D)
  effect: one animal whose CR is equal or less than your caster level
  level: druid 1, ranger 1
  range: see description
  saving_throw: None
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: None
  target: null
Call Construct:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a sapphire worth 1,000 or 5,000 gp; see text)
  description:
  - This spell functions as instant summons, except it can only summon a construct
    you control. For constructs such as golems that are immune to magic, the value
    of the specially inscribed sapphire must be at least 5,000 gp. For other constructs,
    a 1,000 gp sapphire suffices.
  duration: permanent until discharged
  effect: null
  level: cleric/oracle 8, sorcerer/wizard 8
  range: touch
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: null
  target: construct touched
Call Lightning:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "Immediately upon completion of the spell, and once per round thereafter, you\
    \ may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals\
    \ 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical\
    \ stroke at whatever target point you choose within the spell\u2019s range (measured\
    \ from your position at the time). Any creature in the target square or in the\
    \ path of the bolt is affected."
  duration: 1 min./level
  effect: one or more 30-ft.-long vertical lines of lightning
  level: druid 3, shaman 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: null
Call Lightning Storm:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like call lightning, except that each bolt deals 5d6 points
    of electricity damage (or 5d10 if created outdoors in a stormy area), and you
    may call a maximum of 15 bolts.
  duration: null
  effect: null
  level: druid 5, shaman 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: null
  school: evocation [electricity]
  spell_resistance: null
  target: null
Call Spirit:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "You attempt to cause the spirit of a specific individual to manifest from its\
    \ final resting place. You must request the spirit\u2019s presence by speaking\
    \ its name."
  duration: concentration
  effect: call the spirit of a single deceased humanoid creature
  level: cleric 5, medium 3, shaman 5, spiritualist 5
  range: 10 ft.
  saving_throw: Will negates; see text
  school: conjuration (calling)
  spell_resistance: 'no'
  target: null
Call Weapon:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - You cause a weapon wielded by an ally within 30 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.
  duration: instantaneous
  effect: null
  level: bard 1, magus 1, ranger 1
  range: 30 feet
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: one melee weapon wielded by an ally
Call the Godspawn:
  area: null
  casting_time: 1 week
  components: "V, S, M/DF (bull\u2019s blood, tallow, one or more humanoid victims\
    \ totaling at least 15 Hit Dice )"
  description:
  - "Having attained the highest and most profane form of magical achievement in your\
    \ god\u2019s service, you are able to call forth his most dreaded creations: the\
    \ godspawn."
  duration: instantaneous
  effect: null
  level: cleric/oracle 9, sorcerer/wizard 9, witch 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (calling) [chaotic, evil]
  spell_resistance: 'no'
  target: null
Call the Void:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell surrounds you with an aura of nothingness that channels mysterious
    energies.
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: Reflex for half; see text
  school: evocation
  spell_resistance: 'yes'
  target: you
Callback:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a crushed grasshopper)
  description:
  - If the target takes hit point damage while within range of this spell, it immediately
    teleports to your space (or adjacent to your space) after the damage is applied.
    If the target is killed, its corpse teleports instead. Optionally, you can specify
    a number of points of damage for your familiar to take before the spell takes
    effect, but you must do so when the spell is cast. Once the familiar has teleported
    back to you, the spell ends.
  duration: 10 minutes/level or until expended (see text)
  effect: null
  level: shaman 2, sorcerer/wizard 2, witch 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: Fort negates (harmless)
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: your familiar or spirit animal
Calm Air:
  area: cylinder (5-ft./level radius, 40 ft. high)
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell calms the air and disperses fog, dust, and other particles. The wind\
    \ force in the area is reduced in strength by one step per 4 caster levels (to\
    \ a minimum wind force of light) and clouds are dispersed, although parts of non-magical\
    \ clouds that extend beyond the area are not affected. If a magical cloud or wind\u2019\
    s point of origin is inside the area of a calm air spell, the whole effect is\
    \ suppressed; otherwise, only the part inside the area is suppressed. Suppression\
    \ still counts against the duration of a wind or cloud effect. Magical wind and\
    \ cloud effects are suppressed only if you succeed at a caster level check (DC\
    \ 11 + effect\u2019s caster level). You can move the calm air effect by concentrating\
    \ as a standard action."
  duration: 10 minute/level (D)
  effect: null
  level: druid 4, sorcerer/wizard 5, summoner 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: none (object)
  school: abjuration [air]
  spell_resistance: no (object)
  target: null
Calm Animals:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell soothes and quiets animals, rendering them docile and harmless. Only
    ordinary animals (those with Intelligence scores of 1 or 2) can be affected by
    this spell. All the subjects must be of the same kind, and no two may be more
    than 30 feet apart. The maximum number of HD of animals you can affect is equal
    to 2d4 + caster level.
  duration: 1 min./level
  effect: null
  level: druid 1, psychic 1, ranger 1, shaman 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Calm Emotions:
  area: creatures in a 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell calms agitated creatures. You have no control over the affected creatures,
    but calm emotions can stop raging creatures from fighting or joyous ones from
    reveling. Creatures so affected cannot take violent actions (although they can
    defend themselves) or do anything destructive. Any aggressive action against or
    damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
  duration: concentration, up to 1 round/level (D)
  effect: null
  level: bard 2, cleric/oracle 2, inquisitor 2, psychic 2, shaman 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Calm Spirit:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell temporarily calms agitated haunts and incorporeal undead such as ghosts.
    You have no control over the affected creatures, but calm spirit postpones hostile
    action by the affected spirits for the duration of the spell. Entities so affected
    cannot take violent actions or do anything destructive, including triggering persistent
    haunt abilities, though they can defend themselves. Any aggressive action against
    or damage dealt to a calmed spirit or haunt immediately ends the effect.
  duration: 1 minute or 1 round/level; see text
  effect: null
  level: cleric 2, medium 1, shaman 2, spiritualist 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates or none; see text
  school: necromancy
  spell_resistance: 'yes'
  target: one incorporeal undead creature or haunt
Campfire Wall:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (ash made from burnt thorns)
  description:
  - You can create a barrier around a fire of at least campfire size that shelters
    everyone inside so long as the fire continues to burn. The barrier appears as
    a crackling sphere of light and fire that is clearly visible, providing as much
    illumination as a torch.
  duration: 2 hours/level; see below (D)
  effect: 20-ft.-radius sphere centered on fire source
  level: bard 3, druid 2, ranger 2, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [fire, light]
  spell_resistance: 'yes'
  target: null
Canopic Conversion:
  area: null
  casting_time: 1 round
  components: V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx
    worth 100 gp per hit die of the target)
  description:
  - This spell eviscerates the target, drawing forth his life essence as well as his
    internal organs. The target takes 1d6 hit points of damage per caster level (maximum
    20d6). If this damage kills the target, the spell pulls his organs into a set
    of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead
    with the dune mummy template.
  duration: instantaneous
  effect: null
  level: cleric/oracle 9, sorcerer/wizard 9
  range: close (25 f. + 5 f./2 levels)
  saving_throw: Fortitude half
  school: necromancy [death, evil]
  spell_resistance: 'yes'
  target: one creature
Cape of Wasps:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You summon a wasp swarm, which fills your space (up to 5 feet by 5 feet) but\
    \ does not attack you. The dense cloud of vermin gives you partial concealment\
    \ against ranged attacks. Any creature that makes a successful melee attack against\
    \ you takes 2d6 points of swarm damage and poison from the wasp swarm, but is\
    \ not affected by the swarm\u2019s distraction ability. As a free action on your\
    \ turn, you may have the swarm cling to you tightly, giving you a fly speed of\
    \ 20 feet (poor maneuverability); when using the swarm to fly, it does not provide\
    \ concealment or harm creatures that strike you. You can return the swarm to its\
    \ protective shape as a free action on your turn."
  duration: 1 round/level (D)
  effect: null
  level: druid 4, witch 4
  range: personal
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: you
Carrion Compass:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You animate one of the target\u2019s fetid organs so that it leads you to the\
    \ undead creature\u2019s most recent controller or the cause of the creature\u2019\
    s undeath. The organ (typically the heart, the brain, or an eyeball) floats in\
    \ front of you at chest level and slowly leads you to the undead creature\u2019\
    s most recent controller at a rate of 30 feet per round, always staying within\
    \ your range of vision. If the creature from which the organ originated had no\
    \ controller, but rather was created deliberately by another creature, the organ\
    \ instead leads you to that creator. If the undead was animated by an effect or\
    \ event at a particular location, the organ leads you to that location. If the\
    \ creature was animated by none of the methods above, if it was self-created,\
    \ or if the creature\u2019s most recent controller no longer exists, the spell\
    \ fails. Once the organ is within 10 feet of its intended destination, the spell\
    \ ends, and the organ falls to the ground."
  duration: 10 minutes/level
  effect: null
  level: cleric 1, ranger 1, sorcerer/wizard 2, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'no'
  target: one undead creature
Carry Companion:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of sand or limestone dust)
  description:
  - You touch an animal or magical beast that has a helpful attitude toward you, instantly
    transforming the creature into a miniature figurine of stone, small enough to
    fit into the palm of your hand. Creatures with an attitude of less than helpful
    will not tolerate this spell, and it automatically fails to work on them.
  duration: permanent; see text
  effect: null
  level: druid 2, paladin 2, ranger 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: yes (harmless)
  target: one willing creature touched
Carrying Wind:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "When you cast this spell, a wind spirit envelopes you and carries you with it\
    \ at your direction. You gain a +10-foot enhancement bonus to your base speed\
    \ and fly speed while this spell is in effect. If you don\u2019t have a fly speed,\
    \ you instead gain a fly speed of 10 feet with poor maneuverability. If your caster\
    \ level is 10th\u201314th, the enhancement bonus to these speeds is +20 feet (if\
    \ applicable, your temporary fly speed is 20 feet with average maneuverability).\
    \ If your caster level is 15th or higher, the enhancement bonus to these speeds\
    \ is +30 feet (if applicable, your temporary fly speed is 30 feet with average\
    \ maneuverability)."
  duration: 10 minutes/level
  effect: null
  level: druid 3, shaman 3
  range: personal
  saving_throw: null
  school: conjuration [air]
  spell_resistance: null
  target: you
Carve Passage:
  area: dirt or loose rock in one 5-ft. cube/level
  casting_time: 1 standard action
  components: V, S, F (a tiny diamond pick worth 500 gp)
  description:
  - You can excavate and move an amount of snow, earth, dust, sand, and loose or packed
    rocks or ice chunks (each no more than 5 feet in diameter) whose volume fills
    one 5-foot cube per level. If you are buried, you can open a space around yourself
    and use any remaining cubes for tunneling. This spell is otherwise similar to
    expeditious excavation. Carve passage has no effect on earth creatures or solid
    rock or ice.
  duration: instantaneous
  effect: null
  level: druid 5, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Cast Out:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "With a melee touch attack you blast a single creature and disrupt any magic controlling\
    \ it. The target takes 2d8 points of damage + 1 point per caster level (maximum\
    \ +15). In addition, you make a dispel check against any magic jar effect (including\
    \ a ghost\u2018s malevolence ability) or enchantment (compulsion) spells on the\
    \ target creature, starting with the highest level spells and proceeding to lower\
    \ level spells. Treat this as a targeted dispel magic spell, except cast out can\
    \ dispel one such spell for every four caster levels you possess. A successful\
    \ Will save halves the damage and limits the dispelling to a single spell or effect."
  duration: instantaneous
  effect: null
  level: inquisitor 3
  range: touch
  saving_throw: Will partial
  school: abjuration
  spell_resistance: 'yes'
  target: null
Castigate:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You compel the target to beg for forgiveness. On a failed save, the target cowers
    with fear. On a successful save, it is shaken for 1 round. Each round on its turn,
    a cowering subject may attempt a new save to end the effect. A creature who worships
    the same god as you takes a -2 penalty on its Saving Throw.
  duration: 1 round/level or 1 round; see text
  effect: null
  level: inquisitor 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [emotion, fear, language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart.
Catatonia:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You touch the target and place it into a deathlike state that persists for the
    duration. The target appears to be dead, and any creature that interacts with
    the target must succeed at a DC 20 Heal check to recognize it is actually alive.
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 2, bard 2, cleric 3, medium 2, mesmerist 2, psychic 3, sorcerer/wizard
    3, spiritualist 2, witch 3
  range: touch Target willing creature touched
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: null
"Cat\u2019s Grace":
  area: null
  casting_time: 1 standard action
  components: V, S, M (pinch of cat fur)
  description:
  - The transmuted creature becomes more graceful, agile, and coordinated. The spell
    grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex
    saves, and other uses of the Dexterity modifier.
  duration: 1 min./level
  effect: null
  level: alchemist 2, bard 2, bloodrager 2, druid 2, psychic 2, magus 2, ranger 2,
    sorcerer/wizard 2, summoner/unchained summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Cause Fear:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The affected creature becomes frightened. If the subject succeeds on a Will save,
    it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect.
    Cause fear counters and dispels remove fear.
  duration: 1d4 rounds or 1 round; see text
  effect: null
  level: antipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, psychic
    1, shaman 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature with 5 or fewer HD
Caustic Blood:
  area: null
  casting_time: 1 standard action
  components: V, S, M ( vial of black adder venom)
  description:
  - You imbue your blood with corrosive acid.
  duration: 1 round/level
  effect: null
  level: alchemist 4, bloodrager 4, cleric/oracle 5, druid 4, magus 4, sorcerer/wizard
    5, summoner 4
  range: personal
  saving_throw: Reflex half or negates; see text
  school: transmutation [acid]
  spell_resistance: 'no'
  target: you
Caustic Eruption:
  area: 30-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - Acid erupts from your space in all directions, causing 1d6 points of damage per
    caster level (maximum 20d6) to creatures and unattended objects in the area. On
    your turn in each of the next 2 rounds, creatures and objects that failed their
    saves against the initial burst take an additional 1d6 points of acid damage per
    2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed
    away.
  duration: instantaneous and 2 rounds; see text
  effect: null
  level: sorcerer/wizard 7
  range: 30 ft.
  saving_throw: Reflex half (see text)
  school: conjuration (creation) [acid]
  spell_resistance: null
  target: null
Caustic Safeguard:
  area: null
  casting_time: 1 round
  components: V, S, M (a thin metal wire and a vial of acid )
  description:
  - You imbue a single object with an acidic protective ward. Any creature other than
    you that touches the object takes 1d6 points of acid damage per 2 caster levels
    (maximum 10d6; Reflex half).
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 4
  range: touch
  saving_throw: Reflex half (see text)
  school: abjuration [acid]
  spell_resistance: 'no'
  target: object touched
Cauterizing Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a gobbet of melted wax)
  description:
  - "You infuse a weapon with faint but pernicious energy that stymies accelerated\
    \ healing. Damage dealt by the weapon or ammunition is treated as acid, cold,\
    \ electricity, and fire, but only for the purpose of negating a creature\u2019\
    s regeneration. The weapon is also treated as silver and cold iron at 8th level\
    \ and is treated as chaotic, evil, good, and lawful at 11th level for the purpose\
    \ of negating regeneration."
  duration: 1 minute/level
  effect: null
  level: bard 2, magus 2, ranger 2, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one weapon or 50 projectiles, all of which must be together at the time
    of casting
Cave Fangs:
  area: one 5-ft. square/level (S); the area must be a stone surface
  casting_time: 1 standard action
  components: V, S, M (a sharp gemstone fragment worth 150 gp)
  description:
  - "You create a magical trap in the area that causes deadly stalactites or stalagmites\
    \ to lurch out of the floor or ceiling of a stone surface to \u201Cbite\u201D\
    \ an intruder. the magical trap is triggered whenever a Small or larger creature\
    \ (other than you or your animal companion, familiar, or spirit animal) moves\
    \ through the affected area. the effect of cave fangs depends on whether you create\
    \ stalactites or stalagmites (see below). You can place these trapped squares\
    \ anywhere within the spell\u2019s range; they need not be adjacent to each other,\
    \ and you can create any mix of stalactites and stalagmites you wish. Cave fangs\
    \ can be detected and disarmed as per a magical trap with successful DC 30 Perception\
    \ and Disable Device checks. All trapped squares created by a single casting are\
    \ linked, and they are all disabled if one of them is. If you place the traps\
    \ in an area that is occupied by a creature, the spell effect is triggered at\
    \ the completion of the casting."
  duration: 1 day/level or until triggered (D)
  effect: null
  level: druid 5, shaman 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half (see below)
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Celestial Companion:
  area: null
  casting_time: 1 standard action
  components: V, S, DF/M
  description:
  - You bestow divine protection on your companion. The target gains spell resistance
    equal to 5 plus half your caster level against spells and spell-like effects produced
    by evil creatures. The target also gains a +1 sacred bonus on saving throws and
    DR 5/evil or silver.
  duration: 1 minute/level (D)
  effect: null
  level: druid 2, paladin 1, ranger 2, shaman 2, sorcerer/wizard 2, summoner 1, witch
    2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: animal companion , eidolon , familiar , or mount
Celestial Healing:
  area: null
  casting_time: 1 round
  components: V, S, M (1 drop of blood from a good outsider or 1 dose of holy water
    )
  description:
  - "You anoint a wounded creature with the blood of an outsider with the good subtype\
    \ (such as an angel) or holy water, giving it fast healing 1. The target radiates\
    \ the aura of a good creature for the duration of the spell and can sense the\
    \ righteousness of the magic, though this has no long-term effect on the target\u2019\
    s alignment. If the target has its own evil aura, this is not suppressed by celestial\
    \ healing, and can also be detected normally."
  duration: 1 round/2 levels
  effect: null
  level: bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing) [good]
  spell_resistance: yes (harmless)
  target: creature touched
Ceremony:
  area: null
  casting_time: 8 hours
  components: V, S, DF
  description:
  - "You harness divine power to create one of four different ceremonies\u2014a funeral,\
    \ holiday fete, marriage, or naming\u2014and can also create two domain-based\
    \ ceremonies. Each ceremony provides a boon to two living, touched subjects for\
    \ 1 hour per caster level, representing the divine gifts granted by your deity\
    \ as well as the normal morale-boosting benefits of participating in an officiated\
    \ ceremony. Bonuses granted by these boons are sacred bonuses if you channel positive\
    \ energy or profane bonuses if you channel negative energy. (Bonuses in this section\
    \ are referred to simply as sacred bonuses for ease of reading.) Only subjects\
    \ whose alignments are within one step of your deity can be affected by this spell."
  duration: 1 hour/level or 1 day/level (see text)
  effect: null
  level: cleric 1
  range: touch or medium (100 ft. + 10 ft./level) (see text)
  saving_throw: Will negates (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: willing, living creature or creatures touched or one creature/level (see
    text)
Certain Grip:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a tiny ball of tar)
  description:
  - "The subject\u2019s grip and footing become sure, granting a +4 competence bonus\
    \ on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush,\
    \ drag, reposition, and trip attempts. While affected by this spell, the target\
    \ is also immune to the disarm combat maneuver."
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 2, bloodrager 2, druid 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Chain Lightning:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus
    one silver pin per caster level)
  description:
  - This spell creates an electrical discharge that begins as a single stroke commencing
    from your fingertips. Unlike lightning bolt, chain lightning strikes one object
    or creature initially, then arcs to other targets.
  duration: instantaneous
  effect: null
  level: magus 6, sorcerer/wizard 6, witch 7
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex half
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: null
Chain of Perdition:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (chain link)
  description:
  - "A floating chain of force with hooks at each end appears within an unoccupied\
    \ space of your choosing within range. This chain is a Medium object that has\
    \ a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition,\
    \ but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation\
    \ affects it normally. The chain\u2019s AC against touch attacks is 10 + your\
    \ Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier\
    \ (cleric)."
  duration: 1 round/level (D)
  effect: 10-ft. chain
  level: bloodrager 3, cleric/oracle 3, psychic 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Chains of Fire:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a drop of oil and a small piece of flint)
  description:
  - This spell functions like chain lightning, except as noted above, and the spell
    deals fire damage instead of electricity damage.
  duration: instantaneous
  effect: null
  level: magus 6, sorcerer/wizard 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Chains of Light:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a length of fine golden chain)
  description:
  - A creature targeted by this spell is held immobile by glowing golden chains composed
    of pure light. The creature is paralyzed and held in place, but may attempt a
    new saving throw each round to end the effect. While held by the golden chains,
    a creature cannot use any sort of extradimensional travel, such as astral projection,
    blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift,
    shadow walk, teleport, and similar spells and spell-like abilities. The spell
    does not affect creatures that are already in ethereal or astral form when the
    spell is cast.
  duration: 1 round/level (D)
  effect: null
  level: cleric 6, inquisitor 5, paladin 4, sorcerer/wizard 6
  range: short (25 ft. + 5 ft./level)
  saving_throw: Reflex negates
  school: conjuration (creation) [good]
  spell_resistance: 'no'
  target: one creature
Challenge Evil:
  area: null
  casting_time: 1 standard action
  components: V, DF
  description:
  - You challenge an evil creature to bring the fight to you, or suffer the consequences.
    You gain a +2 sacred bonus on all melee attacks against the subject of the spell.
    At the end of its turn, if the target has not made at least one attack on you,
    it becomes sickened. If you move away from the target, the spell ends.
  duration: 1 minute/level (D)
  effect: null
  level: paladin 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Chameleon Scales:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You temporarily alter the color of your skin, hide, or scales to another option
    legal for your race. You take no penalty for using Disguise to appear as a member
    of a different race as long as that race has the same type and color of skin,
    hide, or scales as you.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 1, druid 0, ranger 1, sorcerer/wizard 0
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Chameleon Stride:
  area: allies in a 10-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You fade into the background, and while you are not truly invisible, you are hard
    to pinpoint due to your translucent state. While under the effects of this spell,
    you gain a +4 bonus on Stealth checks and have concealment from creatures more
    than 5 feet away (attacks have a 20% miss chance).
  duration: 1 minute/level
  effect: null
  level: ranger 2
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: null
"Champion\u2019s Bout":
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You allow two chosen champions to fight without interference.
  duration: 1 round/level
  effect: null
  level: bard 3, cleric 3, mesmerist 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (see text)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (see text)
  target: null
Changestaff:
  area: null
  casting_time: 1 round
  components: V, S, F (a quarterstaff that has been carved and polished for 28 days)
  description:
  - You change a specially prepared quarterstaff into a Huge treant-like creature,
    about 24 feet tall. When you plant the end of the staff in the ground and speak
    a special command to conclude the casting of the spell, your staff turns into
    a creature that looks and fights just like a treant. The staff-treant defends
    you and obeys any spoken commands. However, it is by no means a true treant; it
    cannot converse with actual treants or control trees. If the staff-treant is reduced
    to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise,
    the staff returns to its normal form when the spell duration expires (or when
    the spell is dismissed), and it can be used as the focus for another casting of
    the spell. The staff-treant is always at full strength when created, despite any
    wounds it may have incurred the last time it appeared.
  duration: 1 hour/level (D)
  effect: null
  level: druid 7
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: your touched staff
Channel Vigor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You focus the energy of your mind, body, and spirit into a specific part of your
    being, granting yourself an exceptional ability to perform certain tasks. When
    you cast the spell, choose one of the following portions of your self as your
    focus target. Thereafter, you may change the focus target as a move action. You
    can gain the benefit of only one channel vigor spell at a time.
  duration: 1 round/level
  effect: null
  level: alchemist 3, cleric 3, inquisitor 3, magus 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Channel the Gift:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You channel your magical power to fuel the target\u2019s spellcasting."
  duration: 1 round or see text
  effect: null
  level: bard 3, cleric/oracle 3, druid 3, ranger 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Will negates (harmless) or none
  school: evocation
  spell_resistance: yes (harmless) or no
  target: ally spellcaster touched
Chaos Hammer:
  area: 20-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - You unleash chaotic power to smite your enemies. The power takes the form of a
    multicolored explosion of leaping, ricocheting energy. Only lawful and neutral
    (not chaotic) creatures are harmed by the spell.
  duration: instantaneous (1d6 rounds); see text
  effect: null
  level: cleric/oracle 4, inquisitor 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial; see text
  school: evocation [chaotic]
  spell_resistance: 'yes'
  target: null
Charge Object:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "You charge an item with minor psychic energy. The item can be detected by the\
    \ detect psychic significance spell. If you wish, You can imprint the item with\
    \ your ownership history. Spells such as object reading a nd uses of the psychometry\
    \ occult skill unlock can reveal any information about yourself you impart into\
    \ the object, including your name, alignment, profession, and a summary of your\
    \ experiences with the item. You can\u2019t impart false information into the\
    \ object, but you can omit any details you\u2019d prefer not to divulge. If the\
    \ target object is already psychically charged, you can add more information to\
    \ it, but you can\u2019t use charge object to erase existing psychic information."
  duration: permanent
  effect: null
  level: medium 1, mesmerist 1, occultist 1, psychic 1, spiritualist 1
  range: touch
  saving_throw: none; see text
  school: transmutation
  spell_resistance: 'no'
  target: object touched
Charitable Impulse:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (a miniature collection plate)
  description:
  - This spell makes a creature more charitable, compelling it to aid others rather
    than use violence.
  duration: 1 round/level
  effect: null
  level: bard 2, cleric/oracle 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid creature
Charm Animal:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like charm person, except that it affects a creature of the
    animal type.
  duration: null
  effect: null
  level: druid 1, psychic 1, ranger 1, shaman 1
  range: null
  saving_throw: null
  school: enchantment (charm) [mind-affecting]
  spell_resistance: null
  target: one animal
Charm Fey:
  area: null
  casting_time: null
  components: V, S one fey creature
  description:
  - This spell functions as charm person, except it affects a fey instead of a humanoid.
  duration: null
  effect: null
  level: bard 1, sorcerer/wizard 1
  range: null
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one fey creature
Charm Monster:
  area: null
  casting_time: null
  components: V
  description:
  - This spell functions like charm person, except that the effect is not restricted
    by creature type or size.
  duration: 1 day/level
  effect: null
  level: bard 3, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
  range: null
  saving_throw: null
  school: enchantment (charm) [mind-affecting]
  spell_resistance: null
  target: one living creature
Charm Person:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This charm makes a humanoid creature regard you as its trusted friend and ally\
    \ (treat the target\u2019s attitude as friendly). If the creature is currently\
    \ being threatened or attacked by you or your allies, however, it receives a +5\
    \ bonus on its saving throw."
  duration: 1 hour/level
  effect: null
  level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid creature
Charnel House:
  area: null
  casting_time: 10 minutes
  components: V, S, M (one Tiny or larger living creature)
  description:
  - By sacrificing a living creature, you create the grisly illusion of viscera and
    gore splattered about the nearby area. When the casting time is complete, the
    walls drip with blood and the floor is slick with unidentifiable lumps of meat
    and other signs of a massacre. Anyone entering the area must attempt a Will save
    or be sickened for 1d6 rounds. This is a mind-affecting effect. If a creature
    succeeds at its save, it can see the semi-real nature of the illusion.
  duration: 10 minutes/level
  effect: null
  level: antipaladin 3, cleric 5, mesmerist 5, psychic 5, sorcerer/wizard 5, witch
    5
  range: close (25 ft. + 5 ft./2 levels) Area 20-ft. cube (S)
  saving_throw: Will partial
  school: illusion (shadow) [evil, shadow]
  spell_resistance: 'no'
  target: null
"Charon\u2019s Dispensation":
  area: null
  casting_time: 1 standard action
  components: V, S, M (2 silver coins)
  description:
  - The target of this spell gains immunity to the harmful effects of touching or
    drinking from the River Styx and a +4 profane bonus on saves against effects that
    alter or suppress memory (such as modify memory or mindwipe). This does not grant
    the target the ability to breathe water, nor does it grant any protection against
    creatures or mundane hazards such as rapids. The spell has no power to restore
    memory to a creature already suffering from an existing fugue or amnesia state.
  duration: 1 minute/level
  effect: null
  level: cleric 4, inquisitor 4, medium 4, mesmerist 4, psychic 4, shaman 4, sorcerer/wizard
    4, spiritualist 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one creature/level
"Cheetah\u2019s Sprint":
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - A wild surge of energy courses through your body and propels you into a sprint.
  duration: 1 round
  effect: null
  level: bloodrager 1, druid 1, ranger 1, shaman 1, witch 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Chill Metal:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - Chill metal makes metal extremely cold.
  duration: 7 rounds
  effect: null
  level: druid 2, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation [cold]
  spell_resistance: yes (object)
  target: metal equipment of one creature per two levels, no two of which can be more
    than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30
    ft. away from any of the rest
Chill Touch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A touch from your hand, which glows with blue energy, disrupts the life force
    of living creatures. Each touch channels negative energy that deals 1d6 points
    of damage. The touched creature also takes 1 point of Strength damage unless it
    makes a successful Fortitude saving throw. You can use this melee touch attack
    up to one time per level.
  duration: instantaneous
  effect: null
  level: bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fortitude partial or Will negates; see text
  school: necromancy
  spell_resistance: 'yes'
  target: null
Chord of Shards:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - During your bardic performance, you can strike a chord whose notes transform into
    a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing
    damage to all creatures caught in the area of effect.
  duration: instantaneous
  effect: null
  level: bard 1
  range: 15 ft.
  saving_throw: Reflex negates
  school: evocation
  spell_resistance: null
  target: null
Circle of Clarity:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a crystal lens worth 100 gp)
  description:
  - You create a magical emanation that interferes with all figments and glamers within
    it, giving creatures a +4 bonus on saving throws to recognize them as illusions.
    The emanation negates concealment less than total concealment within the area.
    Perception checks to notice creatures or objects within the area gain a bonus
    equal to half your caster level (maximum +10). The spell is stationary if cast
    on a point in space. It is mobile if centered on a creature or object, though
    creatures or attended objects can negate the spell with a saving throw or spell
    resistance.
  duration: 1 round/level (D)
  effect: 20-ft.-radius emanation centered on a creature, object, or point in space
  level: cleric/oracle 7, shaman 8, sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: null
  target: null
Circle of Death:
  area: several living creatures within a 40-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M (a crushed black pearl worth 500 gp)
  description:
  - "Circle of death snuffs out the life force of living creatures, killing them instantly.\
    \ The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4).\
    \ Creatures with the fewest HD are affected first; among creatures with equal\
    \ HD, those who are closest to the burst\u2019s point of origin are affected first.\
    \ No creature of 9 or more HD can be affected, and HD that are not sufficient\
    \ to affect a creature are wasted."
  duration: instantaneous
  effect: null
  level: inquisitor 6, sorcerer/wizard 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates
  school: necromancy [death]
  spell_resistance: 'yes'
  target: null
Claim Identity:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a needle and thread)
  description:
  - "You steal the target\u2019s face, transforming yourself into a flawless imitation\
    \ of it. All of the target\u2019s facial features, vocal cues, and identifying\
    \ physical traits change, transforming it into an unremarkable member of its race\
    \ and gender. You transform into a perfect likeness of the target\u2019s true\
    \ form, as if affected by alter self, and gain a +10 bonus on Disguise checks\
    \ to impersonate the original subject of this spell; you take no penalties on\
    \ this check if the original target is of a different race, age, size, or gender."
  duration: 1 hour/level
  effect: null
  level: alchemist 3, antipaladin 3, bard 3, druid 4, inquisitor 3, shaman 4, sorcerer/wizard
    4, witch 3
  range: touch
  saving_throw: Fort negates
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: humanoid creature touched
Clairaudience-Clairvoyance:
  area: null
  casting_time: 10 minutes
  components: V, S, F/DF (a small horn or a glass eye)
  description:
  - "Clairaudience/clairvoyance creates an invisible magical sensor at a specific\
    \ location that enables you to hear or see (your choice) almost as if you were\
    \ there. You don\u2019t need line of sight or line of effect, but the locale must\
    \ be known \u2013 a place familiar to you, or an obvious one. Once you have selected\
    \ the locale, the sensor doesn\u2019t move, but you can rotate it in all directions\
    \ to view the area as desired. Unlike other scrying spells, this spell does not\
    \ allow magically or supernaturally enhanced senses to work through it. If the\
    \ chosen locale is magically dark, you see nothing. If it is naturally pitch black,\
    \ you can see in a 10-foot radius around the center of the spell\u2019s effect.\
    \ Clairaudience/clairvoyance functions only on the plane of existence you are\
    \ currently occupying."
  duration: 1 min./level (D)
  effect: magical sensor
  level: bard 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard
    3, spiritualist 3, witch 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: null
Clarion Call:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of brass)
  description:
  - "The subject of this spell gains two benefits. First, the affected creature gains\
    \ the ability to create a sound like the blast of a mighty horn or trumpet simply\
    \ by miming the action of sounding one. Second, the subject can speak in a booming\
    \ voice that carries easily over great distances, lowering the DC of any check\
    \ to hear what is said by \u201315. This spell is particularly prized by battlefield\
    \ commanders and champions who wish to make themselves clearly heard or gain the\
    \ attention of their allies or foes."
  duration: 10 minutes/level
  effect: null
  level: bard 1, cleric 1, magus 1, sorcerer/wizard 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: illusion
  spell_resistance: yes (harmless)
  target: creature touched
Clashing Rocks:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create two Colossal-sized masses of rock, dirt, and stone and slam them together
    against a single creature between them. The clashing rocks appear up to 30 feet
    away from the target on opposite sides and rush toward it with a mighty grinding
    crash. You must make a ranged touch attack to hit the target with the rocks. The
    clashing rocks ignore concealment and cover, and if there is a solid barrier between
    the target and either of the clashing rocks, the spell has a +28 bonus on the
    Strength check to burst through the barrier and continue unimpeded to the target.
    A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage
    and is knocked prone. If the target fails a Reflex Saving Throw, it is also buried
    under the resulting rubble as if by a cave-in.
  duration: instantaneous
  effect: see text
  level: druid 9, sorcerer/wizard 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial, see text
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Clay Skin:
  area: null
  casting_time: 1 standard action
  components: V, S, M (clay and iron filings)
  description:
  - "The target\u2019s skin becomes as thick and tough as clay, granting the target\
    \ DR 5/adamantine. Once the spell has prevented a total of 5 points of damage\
    \ per caster level (maximum 50 points), it is discharged and the spell ends."
  duration: 10 minutes/level or until discharged
  effect: null
  level: alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner
    3
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Cleanse:
  area: null
  casting_time: 1 standard action
  components: S, DF
  description:
  - Positive energy infuses and cleanses your body.
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, inquisitor 6
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: null
Cleansing Fire:
  area: 30-ft. radius emanating from the touched point
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A ring of fire surrounds the area affected by the spell. The flames radiate heat,
    but not enough to damage adjacent creatures. The flames deal 2d6 points of fire
    damage to any creatures that pass through them (or 4d6 points of damage to undead
    creatures). If you manifest a portion of the ring in a square that contains a
    creature, that creature takes damage as if it passed through the ring.
  duration: concentration , up to 1 round/level
  effect: null
  level: cleric 5, inquisitor 4, paladin 4
  range: touch
  saving_throw: none
  school: evocation [good, fire]
  spell_resistance: 'yes'
  target: null
Clear Grove:
  area: null
  casting_time: 10 minutes
  components: V, S, M/DF (a miniature hoe)
  description:
  - "Trees, shrubs, and other thick vegetation move out of the spell\u2019s area.\
    \ The affected area is cleared of all vegetation thick enough to provide cover\
    \ or concealment. This also creates a hole in any tree canopy, allowing sunlight\
    \ to pass through. Affected trees and undergrowth form a 5-foot-wide ring along\
    \ the edge of the clearing, which may provide cover or concealment based on the\
    \ thickness of the vegetation (at the GM\u2019s discretion)."
  duration: 2 hours/level (D)
  effect: 20-ft.-radius clearing
  level: druid 3, ranger 2, shaman 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Clenched Fist:
  area: null
  casting_time: null
  components: V, S, F/DF (a leather glove)
  description:
  - This spell functions like interposing hand, except that the hand can also push
    or strike one opponent that you select. The floating hand can move as far as 60
    feet and can attack in the same round. Since this hand is directed by you, its
    ability to notice or attack invisible or concealed creatures is no better than
    yours.
  duration: null
  effect: null
  level: sorcerer/wizard 8
  range: null
  saving_throw: null
  school: evocation [force]
  spell_resistance: null
  target: null
Cleromancy:
  area: null
  casting_time: full-round action
  components: V, S, F/DF (a set of 64 chicken bones)
  description:
  - Cleromancy involves casting bones and interpreting the results. Those able to
    arrive at the proper interpretation are granted knowledge of coming events. Roll
    1d4 per caster level. Group the dice by like results, and choose one of the groups.
    For the duration of cleromancy, you can apply a luck bonus equal to the result
    of the selected dice to any d20 roll.
  duration: 1 round/ caster level
  effect: null
  level: cleric 2, druid 3, inquisitor 3, sorcerer/wizard 3
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you
Climbing Beanstalk:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You cause a thick, sturdy beanstalk to sprout from the ground and grow upward
    to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors
    itself to sturdy objects such as walls or ceilings, and grows around objects that
    do not fully obstruct its square (such as tree branches), but is stopped by solid
    obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5.
    The beanstalk can support up to 200 pounds plus 50 pounds per caster level, or
    double that amount if anchored on its upper end. If it anchors itself to a sturdy
    mobile object (such as a ship or a siege engine), breaking the object free requires
    a DC 23 Strength check or cutting through the beanstalk (hardness 2, 40 hp).
  duration: instantaneous
  effect: 5-ft. square of climbable beanstalks
  level: druid 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: null
Cloak of Chaos:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a tiny reliquary worth 500 gp)
  description:
  - A random pattern of color surrounds the subjects, protecting them from attacks,
    granting them resistance to spells cast by lawful creatures, and causing lawful
    creatures that strike the subjects to become confused. This abjuration has four
    effects.
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 8
  range: 20 ft.
  saving_throw: see text
  school: abjuration [chaotic]
  spell_resistance: yes (harmless)
  target: null
Cloak of Dreams:
  area: 5-ft.-radius emanation centered on you
  casting_time: 1 round
  components: V, S, M (a rose petal and a drop of perfume)
  description:
  - You are surrounded by a soporific aroma that causes living creatures that begin
    their turn or end their movement within 5 feet of you to fall asleep for 1 minute.
    Creatures must save each time they begin their turn or end their movement within
    the cloak of dreams, even if they have previously saved against the effect. Sleeping
    creatures are helpless but can be awakened with a standard action or after being
    wounded.
  duration: 1 round/level (D)
  effect: null
  level: bard 5, shaman 7, sorcerer/wizard 6, witch 6
  range: 5 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Cloak of Secrets:
  area: 5-ft.-radius emanation centered on a point in space
  casting_time: 1 minute
  components: V, S
  description:
  - This spell forms an invisible bubble that filters all speech coming from inside
    the affected area so that creatures outside hear a completely different version
    of the conversation. The bubble also disguises lip movements to match the false
    conversation.
  duration: 10 minutes/level (D)
  effect: null
  level: antipaladin 1, bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Cloak of Shade:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a leaf from a shade tree)
  description:
  - 'This spell provides the subject with some degree of protection from the harmful
    effects of the sun. The cloaked subject treats environmental heat due to sun exposure
    as one level less: severe heat is considered very hot conditions, while very hot
    is considered average temperature (see heat dangers). The cloak of shade also
    reduces any penalties from sunlight by 1. The spell does not, however, eliminate
    the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade
    has no effect on environmental heat from sources other than the sun.'
  duration: 1 hour/level (D)
  effect: null
  level: druid 1, ranger 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Cloak of Shadows:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You wrap yourself in a protective mantle of semireal shadow. This grants a number
    of advantages: you gain concealment (20% miss chance), a +5 competence bonus on
    Stealth checks, and DR 5/good. This shroud of shadows also protects you from direct
    sunlight, negating sunlight vulnerability, sunlight powerlessness, and similar
    effects.'
  duration: 1 minute/level
  effect: null
  level: antipaladin 4, arcanist 5, bard 5, mesmerist 5, skald 5, sorcerer/wizard
    5
  range: personal
  saving_throw: null
  school: illusion (shadow) [evil, shadow]
  spell_resistance: null
  target: you
Cloak of Winds:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You shroud a creature in a whirling screen of strong, howling wind.
  duration: 1 minute/level
  effect: null
  level: bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: abjuration [air]
  spell_resistance: yes (harmless)
  target: null
Clone:
  area: null
  casting_time: 10 minutes
  components: V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory
    equipment costing 500 gp)
  description:
  - "This spell makes an inert duplicate of a creature. If the original individual\
    \ has been slain, its soul immediately transfers to the clone, creating a replacement\
    \ (provided that the soul is free and willing to return). The original\u2019s\
    \ physical remains, should they still exist, become inert and cannot thereafter\
    \ be restored to life. If the original creature has reached the end of its natural\
    \ life span (that is, it has died of natural causes), any cloning attempt fails."
  duration: instantaneous
  effect: one clone
  level: sorcerer/wizard 8, witch 8
  range: 0 ft.
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: null
Cloud Shape:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like gaseous form, except you assume the shape of a Colossal
    cloud with a space of 30 feet. You choose the general appearance of the cloud
    (white, stormy, fluffy, flat, and so on), after which your appearance cannot be
    changed. Even the closest inspection cannot reveal that the cloud in question
    is actually a magically concealed creature. To all normal tests you are, in fact,
    a cloud, although a detect magic spell reveals a moderate transmutation aura on
    the cloud. Your fly speed in cloud form is 30 feet.
  duration: 10 minutes/level (D)
  effect: null
  level: druid 4, ranger 4, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: transmutation [air]
  spell_resistance: null
  target: you
Cloud of Seasickness:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of seaweed)
  description:
  - This spell functions like stinking cloud, except as noted above and that the vapors
    make creatures sickened instead of nauseated.
  duration: 1 round/level
  effect: null
  level: cleric 2, druid 2, sorcerer/ wizard 2
  range: close (25 ft. + 5 ft./2 levels) Effect cloud spreads in 20-ft. radius, 20
    ft. high
  saving_throw: Fort negates; see text
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: null
Cloudkill:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell generates a bank of fog, similar to a fog cloud, except that its vapors
    are yellowish green and poisonous. These vapors automatically kill any living
    creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain
    unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution
    damage on your turn each round while in the cloud).
  duration: 1 min./level
  effect: cloud spreads in 20-ft. radius, 20 ft. high
  level: magus 5, sorcerer/wizard 5, unchained summoner 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial; see text
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: null
Codespeak:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a complex rune inscribed on a slip of paper that is then placed
    under your tongue)
  description:
  - Upon casting this spell, all recipients gain the ability to speak a new language.
    This language sounds like random, babbling syllables to anyone not under the influence
    of the spell, but the targets understand each other perfectly.
  duration: 10 min./level (D)
  effect: null
  level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you plus one willing creature per 2 levels, no two of which can be more
    than 30 ft. apart
Cognitive Block:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You create a mental block in the target\u2019s mind, impeding the flow of his\
    \ mental spellcasting process and forcing him to incorporate a thought component\
    \ into any spell or spell-like ability he uses. This is in addition to any other\
    \ components the spell already requires, and doesn\u2019t replace the verbal component.\
    \ Spell-like abilities require this thought component, even though they normally\
    \ don\u2019t need spell components."
  duration: 1 round/level (D)
  effect: null
  level: medium 2, mesmerist 2, psychic 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Coin Shot:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You turn up to three coins into deadly projectiles that gain the velocity of\
    \ a bullet when thrown. The coins retain their normal appearance but can be used\
    \ as simple thrown weapons with a range increment of 20 feet and a critical multiplier\
    \ of \xD72. The transmuted coins are treated as ammunition for the purposes of\
    \ drawing them. Like firearm bullets, the coins deal bludgeoning and piercing\
    \ damage, and attacks with them are resolved as touch attacks within the first\
    \ range increment. Regardless of whether a transmuted coin hits or misses the\
    \ target, it is destroyed after the attack. Only you can make attacks with the\
    \ coins, though other creatures can safely handle them without discharging the\
    \ spell."
  duration: 10 minutes or until discharged
  effect: null
  level: alchemist 1, antipaladin 1, bard 1, bloodrager 1, magus 1, sorcerer/wizard
    1
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: up to three coins touched
Cold Ice Strike:
  area: 30-ft. line
  casting_time: 1 swift action
  components: V, S
  description:
  - You create a shredding flurry of ice slivers, which blast from your hand in a
    line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, sorcerer/wizard 6
  range: 30 feet
  saving_throw: Reflex half
  school: evocation [cold]
  spell_resistance: null
  target: null
Cold Iron Fetters:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (miniature cold iron shackle)
  description:
  - "Cold iron shackles materialize around the target\u2019s limbs, reducing each\
    \ of the target\u2019s movement speeds by half. Any flying target has its maneuverability\
    \ worsened by two steps (from good to poor, for example, to a minimum of clumsy\
    \ maneuverability). Additionally, if the target has DR/cold iron or DR/cold iron\
    \ and magic, it is unable to use supernatural or spell-like means of movement\
    \ (such as dimension door, teleport, or tree meld) for the duration of the spell."
  duration: 1 round/level (D)
  effect: null
  level: arcanist 5, cleric/oracle 5, hunter 3, inquisitor 4, occultist 5, ranger
    3, shaman 5, sorcerer/wizard 5, summoner 4, summoner (unchained) 4, warpriest
    5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one creature
Collaborative Thaumaturgy:
  area: null
  casting_time: 1 immediate action
  components: V, S, F (a bronze tuning fork)
  description:
  - "You tap into the magical resonance between you and your allies to enhance one\
    \ another\u2019s magic. Cast this spell when an ally casts a spell at least 1\
    \ level lower than the highest-level spell she can cast."
  duration: instantaneous
  effect: null
  level: bard 3, cleric 3, druid 3, magus 3, summoner 3, sorcerer/wizard 3, witch
    3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: universal
  spell_resistance: null
  target: one creature
Color Spray:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (red, yellow, and blue powder or colored sand)
  description:
  - A vivid cone of clashing colors springs forth from your hand, causing creatures
    to become stunned, perhaps also blinded, and possibly knocking them unconscious.
    Each creature within the cone is affected according to its HD.
  duration: instantaneous; see text
  effect: null
  level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
  range: 15 ft.
  saving_throw: Will negates
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Command:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You give the subject a single command, which it obeys to the best of its ability
    at its earliest opportunity. You may select from the following options.
  duration: 1 round
  effect: null
  level: antipaladin 1, cleric/oracle 1, inquisitor 1, psychic 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Command Plants:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell allows you some degree of control over one or more plant creatures.\
    \ Affected plant creatures can understand you, and they perceive your words and\
    \ actions in the most favorable way (treat their attitude as friendly). They will\
    \ not attack you while the spell lasts. You can try to give a subject orders,\
    \ but you must win an opposed Charisma check to convince it to do anything it\
    \ wouldn\u2019t ordinarily do. (Retries are not allowed.) A commanded plant never\
    \ obeys suicidal or obviously harmful orders, but it might be convinced that something\
    \ very dangerous is worth doing."
  duration: 1 day/level
  effect: null
  level: druid 4, ranger 3, shaman 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Command Undead:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a shred of raw meat and a splinter of bone)
  description:
  - "This spell allows you a degree of control over an undead creature. If the subject\
    \ is intelligent, it perceives your words and actions favorably (treat its attitude\
    \ as friendly). It will not attack you while the spell lasts. You can give the\
    \ subject orders, but you must win an opposed Charisma check to convince it to\
    \ do anything it wouldn\u2019t ordinarily do. Retries are not allowed. An intelligent\
    \ commanded undead never obeys suicidal or obviously harmful orders, but it might\
    \ be convinced that something very dangerous is worth doing."
  duration: 1 day/level
  effect: null
  level: sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: necromancy
  spell_resistance: 'yes'
  target: null
Commune:
  area: null
  casting_time: 10 minutes
  components: V, S, M (holy or unholy water and incense worth 500 gp), DF
  description:
  - "You contact your deity\u2013or agents thereof\u2013and ask questions that can\
    \ be answered by a simple yes or no. (A cleric of no particular deity contacts\
    \ a philosophically allied deity.) You are allowed one such question per caster\
    \ level. The answers given are correct within the limits of the entity\u2019s\
    \ knowledge. \u201CUnclear\u201D is a legitimate answer, because powerful beings\
    \ of the Outer Planes are not necessarily omniscient. In cases where a one-word\
    \ answer would be misleading or contrary to the deity\u2019s interests, a short\
    \ phrase (five words or less) may be given as an answer instead."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 5, inquisitor 5, shaman 5
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Commune With Plane:
  area: null
  casting_time: 10 minutes
  components: V, S instantaneous
  description:
  - You become one with the plane around you, attaining knowledge of the surrounding
    territory.
  duration: instantaneous
  effect: null
  level: cleric 5, psychic 5, ranger 4, summoner 5, witch 5
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Commune With Texts:
  area: null
  casting_time: 1 minute
  components: V, S, M (incense worth 250 gp)
  description:
  - "You quickly absorb the knowledge in the target, which can be any assortment of\
    \ books, scrolls, or other texts. During the spell\u2019s duration, you can search\
    \ the texts and immediately find the most relevant information regarding any topic\
    \ the collection holds, potentially including singling out spellbooks or scrolls\
    \ containing individual or particular types of spells. You can attempt Knowledge\
    \ checks related to the collection\u2019s topics as if you were trained in those\
    \ skills, and you know whether the collection contains any information about which\
    \ you failed a Knowledge check in the past 24 hours. The bonus on Knowledge checks\
    \ granted by the collection of texts (if any) increases by 2."
  duration: 1 hour/level
  effect: null
  level: bard 5, cleric 6, inquisitor 6, medium 4, occultist 4, psychic 6, sorcerer/wizard
    5, spiritualist 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: divination
  spell_resistance: null
  target: a collection of texts
Commune with Birds:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You utter a question in the form of a low-pitched bird call that can be heard
    up to a mile away, and can understand the responses given by birds in the area.
    Over the next 10 minutes, the birds reply as if you had asked them the question
    using speak with animals, giving you a general consensus answer to the question
    based on their knowledge. For example, you could ask if there is drinkable water
    in the area, the location of predators or other creatures, directions to a mountaintop
    or other natural feature, and so on, and the local bird communities would answer
    to the best of their ability.
  duration: 10 minutes; see text
  effect: null
  level: bard 2, druid 1, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, witch
    2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Commune with Nature:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - 'You become one with nature, attaining knowledge of the surrounding territory.
    You instantly gain knowledge of as many as three facts from among the following
    subjects: the ground or terrain, plants, minerals, bodies of water, people, general
    animal population, presence of woodland creatures, presence of powerful unnatural
    creatures, or even the general state of the natural setting.'
  duration: instantaneous
  effect: null
  level: druid 5, ranger 4, shaman 5
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Companion Life Link:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a drop of eidolon ichor)
  description:
  - You create a life link between yourself and the target. You sense whenever the
    target is wounded and are made immediately aware if the target is slain. If you
    are wounded or slain, the target is made aware. As a free action, you can call
    out to the target, causing it to return to you (if able and willing); this ends
    the spell.
  duration: 1 minute/level (see below)
  effect: null
  level: druid 2, ranger 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: one of your animal companions or your familiar
Companion Mind Link:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The link between you and your animal companion becomes stronger. As long as you
    are within line of sight of your animal companion, you can telepathically communicate
    with it as if you two shared a language. Also, as long as you are within line
    of sight of the animal companion, you can push your animal companion a swift action
    instead of a move action, and you do not need to succeed at Handle Animal checks
    to handle your animal companion. Such checks automatically succeed.
  duration: 1 minute/level
  effect: null
  level: druid 3, ranger 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: enchantment (charm) [mind-affecting]
  spell_resistance: null
  target: your animal companion
Companion Transposition:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a feather, tuft of fur, or similar memento from your target)
  description:
  - "You trade places with the other target, teleporting as if you were both affected\
    \ by dimension door. Both you and the other target arrive in a square you choose\
    \ in the other\u2019s former space. If the targets are different sizes, they must\
    \ appear in locations that cover previously occupied squares. As with dimension\
    \ door, after casting this spell, you can\u2019t take any other actions until\
    \ your next turn, and the other target is staggered until the end of its next\
    \ turn due to the transposition."
  duration: instantaneous
  effect: null
  level: antipaladin 4, druid 5, paladin 4, ranger 4, shaman 5, sorcerer/wizard 5,
    witch 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: none (harmless)
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: yourself and one animal companion , familiar , or spirit animal within range
Compassionate Ally:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "At the sight of an injured ally, the target immediately disengages from its current\
    \ course of action and rushes to provide aid. If the target possesses curative\
    \ spells or magic items, it utilizes them to help the injured ally. If not, the\
    \ target provides aid by performing a Heal check. The target remains with the\
    \ injured ally to assure her safety and refuses to leave the ally\u2019s side\
    \ until her wounds are fully treated or the spell ends, but can otherwise defend\
    \ itself and make attacks."
  duration: 1 round/level
  effect: null
  level: bard 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: null
  target: one creature
Compel Hostility:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of your blood)
  description:
  - "Whenever a creature you can see that threatens you makes an attack against one\
    \ of your allies, as an immediate action, you can compel that creature to attack\
    \ you instead. When you compel a creature to attack you, you must first overcome\
    \ that creature\u2019s spell resistance, and the creature can attempt a Will saving\
    \ throw to ignore the compulsion. A summoner casting this spell can choose his\
    \ eidolon as the target of the spell."
  duration: 1 round/level
  effect: null
  level: bard 1, cleric 1, inquisitor 1, paladin 1, psychic 1, ranger 1, summoner/unchained
    summoner 1, witch 1
  range: personal
  saving_throw: see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: see text
  target: you
Compel Tongue:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a wooden block carved with a letter)
  description:
  - "This spell functions as share language, granting a creature the ability to read,\
    \ understand, and communicate to the best of its ability in any one language you\
    \ know. For the spell\u2019s entire duration, the target can speak and write only\
    \ in the language imparted, but its ability to understand other languages is unaffected."
  duration: 1 hour/level (D)
  effect: null
  level: bard 1, cleric/oracle 2, druid 2, medium 2, mesmerist 2, sorcerer/wizard
    2, witch 2
  range: touch
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Compelling Rant:
  area: null
  casting_time: 1 minute
  components: V, S, M/DF (a handwritten sheet of notes)
  description:
  - "You deliver a confusing but fascinating monologue, relaying conspiracies or metaphysical\
    \ revelations that confound your audience, throughout the spell\u2019s casting\
    \ time and as long as you concentrate. You take 1d4 points of Wisdom drain when\
    \ you begin the speech and can\u2019t reduce or prevent this damage in any way.\
    \ Each intelligent creature in the spell\u2019s area takes 1d6 points of Wisdom\
    \ damage as their perceptions of reality realign with yours for the spell\u2019\
    s duration. Listeners with at least 5 HD can attempt a Will save to negate the\
    \ effects. Your targets view you with a friendly attitude and respond to criticism\
    \ of you with irritation. Bluff, Diplomacy, or Intimidate checks to create doubt\
    \ about your purpose in those affected by the spell take a \u20134 penalty. The\
    \ attitude of your targets regarding any creature that criticizes you or your\
    \ vision automatically changes one step toward hostile; a Diplomacy check that\
    \ fails by 5 or more reduces their attitude further. Your targets retain the same\
    \ alignment and their prior beliefs, in addition to the ones you force on them.\
    \ You can\u2019t force beliefs on a target if such beliefs would be necessarily\
    \ against the nature of its alignment and prior beliefs, but targets are otherwise\
    \ able to hold contradictory beliefs."
  duration: concentration plus 1 round/level, up to 1 hour/level
  effect: null
  level: bard 5, cleric 5, inquisitor 5, mesmerist 5, psychic 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (see text)
  school: enchantment (charm)
  spell_resistance: 'no'
  target: any number of creatures
Complex Hallucination:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as audiovisual hallucination, except that the phantasm you
    create can also include olfactory, tactile, and thermal effects.
  duration: concentration + 3 rounds
  effect: null
  level: bard 4, magus 4, medium 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard
    4, witch 4
  range: null
  saving_throw: null
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: null
  target: null
Comprehend Languages:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (pinch of soot and salt)
  description:
  - You can understand the spoken words of creatures or read otherwise incomprehensible
    written messages. The ability to read does not necessarily impart insight into
    the material, merely its literal meaning. The spell enables you to understand
    or read an unknown language, not speak or write it.
  duration: 10 min./level
  effect: null
  level: alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1,
    sorcerer/wizard 1, witch 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Compulsive Liar:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target becomes unable to speak the truth. Lies the target speaks don\u2019\
    t need to be convincing, nor do they even need to be consistent, but they can\u2019\
    t be true as far as the target is aware."
  duration: 1 hour/level (D)
  effect: null
  level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: creature touched
Concealed Breath:
  area: null
  casting_time: 1 standard action
  components: S, M/DF (a palm-sized stone)
  description:
  - This spell allows affected creatures to hold their breath freely without negative
    effects or risk of suffocation.
  duration: 1 hour/level; see text
  effect: null
  level: alchemist 4, arcanist 4, cleric/oracle 4, druid 4, hunter 4, investigator
    4, shaman 4, sorcerer/wizard 4, summoner 4, summoner (unchained) 4, warpriest
    4
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: living creature touched
Condensed Ether:
  area: null
  casting_time: 1 standard action
  components: V, S, M (crushed amber)
  description:
  - You condense the substance of the Ethereal Plane as it interpenetrates the Material
    Plane. This thickened planar conjunction slows movement through the area to a
    crawl.
  duration: 1 minute/level
  effect: null
  level: psychic 4, sorcerer/wizard 5, spiritualist 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: 20-ft.-radius spread
Conditional Curse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as bestow curse, except that you must state a condition under
    which the curse is broken, ending its effect.
  duration: permanent (see text)
  effect: null
  level: antipaladin 4, cleric 4, inquisitor 4, medium 3, mesmerist 3, occultist 4,
    psychic 5, shaman 4, sorcerer/wizard 5, spiritualist 5, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one creature
Conditional Favor:
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - "You must cast this spell immediately before casting another spell on the same\
    \ creature, eliciting a promise or warning against a behavior and binding the\
    \ target to the paired spell. If you don\u2019t cast a paired spell, conditional\
    \ favor has no effect. The paired spell must be from the abjuration, conjuration\
    \ (healing), enchantment, or transmutation school or subschool, and must be cast\
    \ on a willing creature. If the spell\u2019s recipient violates the oath or prohibition\
    \ while conditional favor remains in effect, the paired spell is undone as if\
    \ never cast. If the spell was a healing spell, the hit point damage or condition\
    \ you removed returns immediately, even if the subject has enjoyed subsequent\
    \ rest or healing. Poisons, diseases, curses, restored ability damage, and negative\
    \ levels removed by the paired spell return as well."
  duration: 1 day/level (D)
  effect: null
  level: antipaladin 1, bard 2, cleric 2, inquisitor 2, mesmerist 2, occultist 2,
    paladin 1, witch 2
  range: null
  saving_throw: none (see below)
  school: abjuration
  spell_resistance: 'yes'
  target: 1 creature
Cone of Cold:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (a small crystal or glass cone)
  description:
  - Cone of cold creates an area of extreme cold, originating at your hand and extending
    outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster
    level (maximum 15d6).
  duration: instantaneous
  effect: null
  level: magus 5, shaman 6, sorcerer/wizard 5, witch 6
  range: 60 ft.
  saving_throw: Reflex half
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Confess:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You ask the target creature a single question. On the subject\u2019s next action,\
    \ it must answer truthfully in the same language as the question or take 1d6 points\
    \ of damage per two caster levels (maximum 5d6) and be sickened for 2d4 rounds.\
    \ A successful Will save negates the sickening effect and halves the damage. A\
    \ creature that is unable to answer still takes damage."
  duration: 1 round
  effect: null
  level: inquisitor 2, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial; see text
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: null
Confusion:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (three nutshells)
  description:
  - "This spell causes confusion in the targets, making them unable to determine their\
    \ actions. Roll on the following table at the start of each subject\u2019s turn\
    \ each round to see what it does in that round."
  duration: 1 round/level
  effect: null
  level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Conjuration Foil:
  area: 20-foot radius spread
  casting_time: 1 immediate action
  components: S
  description:
  - "All creatures in the area gain a +4 bonus on saving throws against teleportation\
    \ effects. If any creature would enter or depart the area via a summoning or teleportation\
    \ effect, that creature takes 1d6 points of damage per spell level of the triggering\
    \ effect (or half the HD of the originating creature if the effect has no spell\
    \ level) and arrives in a random similar location within the triggering effect\u2019\
    s range, rather than the intended destination."
  duration: 1 round
  effect: null
  level: bard 4, magus 3, medium 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist
    4, summoner 3, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial (see text)
  school: abjuration
  spell_resistance: yes (object)
  target: null
Conjure Black Pudding:
  area: null
  casting_time: 1 round
  components: V, S, M (a flask of acid worth 10 gp)
  description:
  - "You summon a black pudding that immediately attacks creatures near it. You have\
    \ no control over the creature, and it may attack you if there are no more obvious\
    \ opponents. The black pudding is treated as a summoned creature and has the extraplanar\
    \ subtype. The black pudding\u2019s split ability works normally, but all puddings\
    \ derived from the summoned one disappear when the spell ends."
  duration: 1 round/level (D)
  effect: one summoned black pudding
  level: sorcerer/wizard 6, summoner/unchained summoner 5
  range: close (25 ft. + 5 ft./2 level)
  saving_throw: none
  school: conjuration (summoning) [acid]
  spell_resistance: null
  target: null
Conjure Carriage:
  area: null
  casting_time: 1 round
  components: V, S, M (a gourd)
  description:
  - "You create a fine wooden carriage with whatever cosmetic embellishments you desire.\
    \ It is well constructed, although not exceptionally ostentatious. The carriage\
    \ can carry up to six Medium or Small passengers. When conjured, the carriage\
    \ comes with a team of two quasi-real light horses, which are already harnessed\
    \ to the carriage. At your command, an invisible coachman similar to an unseen\
    \ servant can assume the role of driver and direct the carriage, although it can\u2019\
    t perform any complex or dangerous driving, and fails any checks made to drive\
    \ the carriage in such conditions. At the end of the spell\u2019s duration, the\
    \ carriage, horses, and coachman disappear into nothingness, depositing everything\
    \ on or in it on the ground in its space."
  duration: 1 hour/level (D)
  effect: one quasi-real carriage, horses, and driver
  level: bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Conjure Deadfall:
  area: see text
  casting_time: 1 standard action
  components: V, S, M (fistful of mithral tacks)
  description:
  - You conjure a large metal cube covered in sharp spikes.
  duration: instantaneous
  effect: one spiked, falling block
  level: magus 5, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates (see text)
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: null
Consecrate:
  area: 20-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
  description:
  - This spell blesses an area with positive energy. The DC to resist positive channeled
    energy within this area gains a +3 sacred bonus. Every undead creature entering
    a consecrated area suffers minor disruption, suffering a -1 penalty on attack
    rolls, damage rolls, and saves. Undead cannot be created within or summoned into
    a consecrated area. If the consecrated area contains an altar, shrine, or other
    permanent fixture dedicated to your deity, pantheon, or aligned higher power,
    the modifiers given above are doubled (+6 sacred bonus to positive channeled energy
    DCs, -2 penalties for undead in the area).
  duration: 2 hours/level
  effect: null
  level: cleric/oracle 2, inquisitor 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [good]
  spell_resistance: 'no'
  target: null
Constricting Coils:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a snakeskin)
  description:
  - This spell functions like hold monster, except that the target is constricted
    as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage
    each round that it fails its save. A successful save ends both the paralyzing
    and constriction effects.
  duration: 1 round/level (D); see text
  effect: null
  level: cleric 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates; see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Contact Entity:
  area: null
  casting_time: 1 minute
  components: V, S, M (see text)
  description:
  - "You send out a magical message to any eldritch entities of a particular kind\
    \ within a 100-mile radius, which can be delivered to up to 20 such creatures,\
    \ starting with the nearest creatures until the limit has been met. This spell\
    \ can\u2019t contact creatures with more than 6 Hit Dice. You can\u2019t send\
    \ a specific message, but this spell (and all similar contact entity spells) can\
    \ be characterized as an open invitation to make contact and establish communication."
  duration: instantaneous
  effect: null
  level: cleric 2, medium 1, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2,
    summoner 2, witch 2
  range: 100 miles
  saving_throw: none
  school: evocation
  spell_resistance: 'no'
  target: up to 20 entities of 6 HD or fewer; see text
Contact High:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "While under the effects of a drug, you can duplicate those effects in others.\
    \ You can touch another creature once per round (this requires a melee touch attack\
    \ if the target is unwilling). When touched, the target begins experiencing the\
    \ effects of the same drug by which you are currently affected (select one, if\
    \ you are under the influence of more than one drug). The target doesn\u2019t\
    \ take any ability damage or risk addiction from the drug."
  duration: 1 round/level
  effect: null
  level: alchemist 2, bard 2, cleric 3, mesmerist 3, shaman 3, skald 3
  range: touch
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: living creatures touched (up to one per level)
Contact Nalfeshnee:
  area: null
  casting_time: 1 round
  components: V, S, M (powdered sapphire worth 250 gp), F (bejeweled cold iron mirror
    worth at least 2,000 gp)
  description:
  - When you cast this spell, you fall into a trance and become helpless as long as
    you continue concentrating.
  duration: concentration
  effect: null
  level: cleric 6, sorcerer/wizard 6, witch 6
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Contact Other Plane:
  area: null
  casting_time: 10 minutes
  components: V
  description:
  - "You send your mind to another plane of existence (an Elemental Plane or some\
    \ plane farther removed) in order to receive advice and information from powers\
    \ there. See the accompanying table for possible consequences and results of the\
    \ attempt. The powers reply in a language you understand, but they resent such\
    \ contact and give only brief answers to your questions. All questions are answered\
    \ with \u201Cyes,\u201D \u201Cno,\u201D \u201Cmaybe,\u201D \u201Cnever,\u201D\
    \ \u201Cirrelevant,\u201D or some other one-word answer."
  duration: concentration
  effect: null
  level: alchemist 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Contagion:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The subject contracts one of the following diseases: blinding sickness, bubonic\
    \ plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy\
    \ doom. The disease is contracted immediately (the onset period does not apply).\
    \ Use the disease\u2019s listed frequency and save DC to determine further effects.\
    \ For more information see Diseases."
  duration: instantaneous
  effect: null
  level: antipaladin 3, bloodrager 4, cleric/oracle 3, druid 3, sorcerer/wizard 4
  range: touch
  saving_throw: Fortitude negates
  school: necromancy [disease, evil]
  spell_resistance: 'yes'
  target: living creature touched
Contagious Flame:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You blast several enemies with beams of fire. You may fire three rays, plus one
    additional ray for every four levels beyond 11th (to a maximum of five rays at
    19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points
    of fire damage.
  duration: 3 rounds
  effect: null
  level: magus 6, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Contagious Suggestion:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as per suggestion, except the target can pass on the enchantment\
    \ to other targets. The target is compelled to communicate your suggestion to\
    \ another creature, forcing the new target to attempt a saving throw as if it\
    \ were the initial target. If a secondary target successfully saves, the suggestion\
    \ effect on the initial target isn\u2019t negated. If a secondary target fails,\
    \ it is placed under the same compulsion as the initial target and can further\
    \ spread the suggestion. This spell can affect a total number of Hit Dice of creatures\
    \ equal to your caster level."
  duration: 1 hour/level or until completed (D)
  effect: null
  level: bard 4, medium 4, mesmerist 4, occultist 5, psychic 5, sorcerer/wizard 5,
    witch 5
  range: close (25 ft. + 5 ft./level)
  saving_throw: null
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: null
  target: one living creature
Contagious Zeal:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target gains a +2 morale bonus on attack rolls and weapon damage rolls, 1d6
    temporary hit points, and a +4 morale bonus on saving throws against fear effects
    and to the DC of Intimidate checks attempted against her. Once per round, the
    target can select one other creature to gain this bonus as well.
  duration: 1 round/level
  effect: null
  level: bard 2, cleric/oracle 3, inquisitor 3, psychic 3, sorcerer/wizard 3, spiritualist
    3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: yes (harmless)
  target: one creature
Contest of Skill:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tiny gong)
  description:
  - The randomness of critical hits has long vexed certain duelists in the school
    who consider luck to be an unwelcome addition to duels, which they view as contests
    of skill rather than chance.
  duration: 1 minute/level
  effect: null
  level: bard 2, cleric 3, magus 2, paladin 2
  range: close (25 ft. plus 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: one creature
Contingency:
  area: null
  casting_time: at least 10 minutes; see text
  components: V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory
    statuette of you worth 1,500 gp)
  description:
  - You can place another spell upon your person so that it comes into effect under
    some condition you dictate when casting contingency. The contingency spell and
    the companion spell are cast at the same time. The 10-minute casting time is the
    minimum total for both castings; if the companion spell has a casting time longer
    than 10 minutes, use that instead. You must pay any costs associated with the
    companion spell when you cast contingency.
  duration: 1 day/level (D) or until discharged
  effect: null
  level: sorcerer/wizard 6
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Contingent Action:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - The target gains an extra action that becomes available when a condition which
    you dictate is met. At the time of casting, you dictate the condition, and the
    target specifies a readied action that occurs when triggered by this condition.
  duration: 1 minute/level (D) or until discharged
  effect: null
  level: bard 3, psychic 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: evocation
  spell_resistance: Yes (harmless)
  target: one willing creature
Contingent Scroll:
  area: null
  casting_time: 10 minutes
  components: V, S, M (the scroll to be triggered; see text), F (a platinum quill
    worth 100 gp)
  description:
  - You transfer the power of a scroll to the target so that it comes into effect
    under some condition you dictate. Casting this spell destroys the scroll, but
    allows the spell in it to be triggered in a manner similar to the contingency
    spell. The spell on the scroll must be a spell on your spell list, it must affect
    the target of this spell (the target of this spell is considered the caster of
    the scroll), and its level must be no higher than one-fourth your caster level
    (maximum 5th level).
  duration: 10 minutes/level (D) or until discharged
  effect: null
  level: bard 4, sorcerer/wizard 4
  range: personal
  saving_throw: Will negates (harmless)
  school: evocation
  spell_resistance: yes (harmless)
  target: you
Contingent Venom:
  area: null
  casting_time: null
  components: V, S, M (herbs used in antitoxins worth 100 gp)
  description:
  - "This spell functions as languid venom, but you can stipulate a specific condition\
    \ or circumstance that will end the poison\u2019s onset time and cause it to take\
    \ effect. The conditions for triggering the poison can be as general or as detailed\
    \ as desired, but the triggers must be visual or audible (as per magic mouth)\
    \ or else based on physical contact with or consumption of a specific object,\
    \ substance, or creature. This triggering condition can either result in the immediate\
    \ onset of the poison, or cause the poison to take effect a number of rounds after\
    \ being triggered no greater than 1 round per caster level. You must make all\
    \ decisions involving triggering when you cast contingent venom, and you can\u2019\
    t change those decisions later."
  duration: null
  effect: null
  level: shaman 4, sorcerer/ wizard 4
  range: null
  saving_throw: null
  school: necromancy [poison]
  spell_resistance: null
  target: null
Continual Flame:
  area: null
  casting_time: 1 standard action
  components: V, S, M (ruby dust worth 50 gp)
  description:
  - "A flame, equivalent in brightness to a torch, springs forth from an object that\
    \ you touch. The effect looks like a regular flame, but it creates no heat and\
    \ doesn\u2019t use oxygen. A continual flame can be covered and hidden but not\
    \ smothered or quenched."
  duration: permanent
  effect: magical, heatless flame
  level: cleric/oracle 3, inquisitor 3, occultist 2, psychic 3, sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: evocation [light]
  spell_resistance: 'no'
  target: object touched
Control Construct:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You wrest the control of a construct from its master. For as long as you concentrate,\
    \ you can control the construct as if you were its master. You must make a Spellcraft\
    \ check each round to maintain control. The DC of the Spellcraft check is (10\
    \ + the construct\u2019s HD). If the construct\u2019s creator or master is present\
    \ and trying to control the construct, you both must make opposed Spellcraft checks\
    \ each round to control the construct."
  duration: concentration
  effect: null
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (see text)
  school: transmutation
  spell_resistance: null
  target: one construct
Control Plants:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell enables you to control the actions of one or more plant creatures for
    a short period of time. You command the creatures by voice and they understand
    you, no matter what language you speak. Even if vocal communication is impossible,
    the controlled plants do not attack you. At the end of the spell, the subjects
    revert to their normal behavior.
  duration: 1 min./level
  effect: null
  level: druid 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'no'
  target: null
Control Summoned Creature:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You seize control of a summoned creature by disrupting the bond between it and
    the caster who summoned it. If the creature fails its save, you may command it
    as if you had summoned it. The original caster can attempt to regain control of
    the creature as a standard action by making an opposed Spellcraft check against
    you. When your spell ends, control reverts to the original summoner. If the summoning
    spell ends before this spell ends, the remaining duration of this spell is lost.
  duration: 1 round/level
  effect: null
  level: bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner/unchained summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one summoned creature
Control Undead:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of bone and a piece of raw meat)
  description:
  - This spell enables you to control undead creatures for a short period of time.
    You command them by voice and they understand you, no matter what language you
    speak. Even if vocal communication is impossible, the controlled undead do not
    attack you. At the end of the spell, the subjects revert to their normal behavior.
  duration: 1 min./level
  effect: null
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: null
Control Vermin:
  area: null
  casting_time: 1 standard action
  components: V, S, DF/M (a beetle)
  description:
  - You and a number of allies less than or equal to your caster level designated
    upon casting can use Handle Animal and Ride checks to influence or control the
    targeted vermin as if they were animals and had animal-level intelligence.
  duration: 1 hour/level
  effect: null
  level: cleric 3, druid 2, ranger 4, sorcerer/wizard 3, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'no'
  target: up to 1 HD/level of vermin , no two of which can be more than 30 ft. apart
Control Water:
  area: water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of dust for or a drop of water for )
  description:
  - "This spell has two different applications, both of which control water in different\
    \ ways. The first version of this spell causes water in the area to swiftly evaporate\
    \ or to sink into the ground below, lowering the water\u2019s depth. The second\
    \ version causes the water to surge and rise, increasing its overall depth and\
    \ possibly flooding nearby areas."
  duration: 10 min./level (D)
  effect: null
  level: cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: none; see text
  school: transmutation [water]
  spell_resistance: 'no'
  target: null
Control Weather:
  area: 2-mile-radius circle, centered on you; see text
  casting_time: 10 minutes; see text
  components: V, S
  description:
  - You change the weather in the local area. It takes 10 minutes to cast the spell
    and an additional 10 minutes for the effects to manifest. You can call forth weather
    appropriate to the climate and season of the area you are in. You can also use
    this spell to cause the weather in the area to become calm and normal for the
    season.
  duration: 4d12 hours; see text
  effect: null
  level: cleric/oracle 7, druid 7, shaman 7, sorcerer/wizard 7, witch 7
  range: 2 miles
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Control Winds:
  area: 40 ft./level radius cylinder 40 ft. high
  casting_time: 1 standard action
  components: V, S
  description:
  - "You alter wind force in the area surrounding you. You can make the wind blow\
    \ in a certain direction or manner, increase its strength, or decrease its strength.\
    \ The new wind direction and strength persist until the spell ends or until you\
    \ choose to alter your handiwork, which requires concentration. You may create\
    \ an \u201Ceye\u201D of calm air up to 80 feet in diameter at the center of the\
    \ area if you so desire, and you may choose to limit the area to any cylindrical\
    \ area less than your full limit."
  duration: 10 min./level
  effect: null
  level: druid 5, shaman 5
  range: 40 ft./level
  saving_throw: Fortitude negates
  school: transmutation [air]
  spell_resistance: 'no'
  target: null
Controlled Fireball:
  area: 20-foot-radius spread
  casting_time: 1 standard action
  components: V, S, M (a ball of bat guano and sulfur)
  description:
  - This spell functions as fireball except you can cause the bead of fire to originate
    from anywhere you can see within range.
  duration: instantaneous
  effect: null
  level: bloodrager 4, magus 4, occultist 4, sorcerer/wizard 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex half
  school: evocation [fire, ruse]
  spell_resistance: 'yes'
  target: null
Conversing Wind:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as whispering wind, except it can carry responses and doesn\u2019\
    t end after delivering its first message."
  duration: 1 hour/level (D)
  effect: null
  level: bard 4, sorcerer/wizard 4 Duration 1 hour/level (D)
  range: null
  saving_throw: null
  school: transmutation [air]
  spell_resistance: null
  target: null
Coordinated Effort:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Choose a single teamwork feat that you possess. You forge a link with your allies,\
    \ allowing them to gain the benefits of the chosen feat even if they do not have\
    \ it themselves. You must be a part of the group qualifying for a given bonus\
    \ for your allies to gain the benefits. For example, two of your allies flanking\
    \ an orc would gain no benefit from your Outflank feat, but an ally flanking the\
    \ orc with you would. Your allies\u2019 positioning and actions must still meet\
    \ the prerequisites listed in the teamwork feat for either of you to receive the\
    \ listed bonus."
  duration: 1 minute/level
  effect: null
  level: bard 3, inquisitor 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Corpse Hammer:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a leather glove coated in dried embalming herbs)
  description:
  - When you cast this spell, you draw the remains of nearby destroyed undead together
    and fuse them into a mass of flesh and bone you can then hurl at any foes within
    range.
  duration: 1 round/level
  effect: sphere of undead remains composed of 3 or more destroyed undead
  level: sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: null
Corpse Lanterns:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as dancing lights, except it summons up to four spheres\
    \ of light, each of which glows a sickly pale green. These corpse lanterns shed\
    \ dim light in a 20-foot radius, and do not increase the light level in areas\
    \ of normal light or bright light. In dim or normal light, the radiance of corpse\
    \ lanterns provides a strange contrast, giving all creatures in the area a \u2013\
    5 penalty on Stealth checks. In addition, the hue interferes with illusion (pattern)\
    \ spells, giving all creatures in the illuminated area a +2 bonus on any saving\
    \ throws against such spells. Unlike dancing lights, you may have more than one\
    \ corpse lanterns spell active at a time, but you may only move one set in any\
    \ given round. Moving the corpse lanterns does not require concentration. Corpse\
    \ lanterns can be made permanent on an area with a permanency spell by a caster\
    \ of at least 11th level for the cost of 7,500 gp."
  duration: 1 minute/level (D)
  effect: up to 4 lights, all within a 10-ft.-radius area
  level: sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: necromancy [light]
  spell_resistance: 'no'
  target: null
Corrosive Consumption:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a touch, this spell causes a small, rapidly growing patch of corrosive acid
    to appear on the target. On the first round, the acid deals 1 point of acid damage
    per caster level (maximum 15). On the second round, the acid patch grows and deals
    1d4 points of acid damage per caster level (maximum 15d4). On the third and final
    round, the acid patch covers the entire creature and deals 1d6 points of acid
    damage per caster level (maximum 15d6). The target can spend a full-round action
    to scrape off the acid, or can wash it off with at least 1 gallon of liquid to
    halve the damage for that round and negate the remaining rounds of the spell.
  duration: 3 rounds
  effect: null
  level: magus 5, sorcerer/wizard 5
  range: touch
  saving_throw: none
  school: conjuration (creation) [acid]
  spell_resistance: null
  target: creature touched
Corrosive Touch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your successful melee touch attack deals 1d4 points of acid damage per caster
    level (maximum 5d4).
  duration: instantaneous
  effect: null
  level: bloodrager 1, magus 1, sorcerer/ wizard 1, summoner/unchained summoner 1
  range: touch
  saving_throw: none
  school: conjuration (creation) [acid]
  spell_resistance: 'yes'
  target: creature or object touched
Corruption Resistance:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You grant the touched creature limited protection from magical effects that inflict\
    \ damage based on the target creature\u2019s alignment, such as holy smite, order\u2019\
    s wrath, a paladin\u2018s smite evil attack, or an unholy weapon. Choose one alignment\
    \ type: chaos, evil, good, or law. The subject takes 5 less points of damage from\
    \ effects that specifically harm creatures of that alignment. The value of the\
    \ protection increases to 10 points at 7th level and 15 points at 11th level.\
    \ The spell protects the recipient\u2019s equipment as well."
  duration: 10 minutes/level
  effect: null
  level: antipaladin 2, inquisitor 2, paladin 2
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: abjuration [chaotic, evil, good, or lawful]
  spell_resistance: yes (harmless)
  target: null
Cosmic Ray:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of meteorite)
  description:
  - You fling a ray of deadly cosmic energy at the target creature.
  duration: instantaneous and 1 round/level (see text)
  effect: ray
  level: magus 5, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: evocation
  spell_resistance: 'yes'
  target: null
Counterbalancing Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a set of scales worth 500 gp)
  description:
  - An oscillating bronze glow surrounds the targets, protecting them from attacks,
    granting them resistance to spells cast by neutral creatures, and sickening or
    nauseating neutral creatures that strike the targets. This abjuration has four
    effects.
  duration: 1 round/level
  effect: null
  level: cleric 8
  range: 20 ft.
  saving_throw: see text
  school: abjuration
  spell_resistance: 'yes'
  target: one creature/level in a 20-ft.-radius burst centered on you
Countless Eyes:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target sprouts extra eyes all over its body, including on the back of its
    head. It gains all-around vision and cannot be flanked.
  duration: 1 hour/level
  effect: null
  level: alchemist 3, bloodrager 3, inquisitor 3, occultist 3, psychic 3, sorcerer/wizard
    3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: null
  target: creature touched
Covetous Aura:
  area: 25-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - "Anytime a harmless (so noted by a spell\u2019s saving throw description) spell\
    \ of 3rd level or lower is cast within a covetous aura\u2019s area of effect,\
    \ you may choose to immediately gain the benefit of that spell as if it had also\
    \ targeted you. The intended target still gains the effect of the spell. You gain\
    \ the benefits of this duplicated spell only if the caster is in range of the\
    \ covetous aura. You are considered the caster of the additional spell effect.\
    \ If the effect allows for multiple targets other than yourself, you cannot use\
    \ the stolen spell effect to target other creatures\u2014a covetous aura only\
    \ aids you. Once you choose to gain the benefit of another spell, the covetous\
    \ aura immediately ends. Rumors hold that this unusual spell was invented thousands\
    \ of years ago by a powerful spellcaster who was constantly jealous of other spellcasters\u2019\
    \ abilities."
  duration: 1 round/level or until discharged
  effect: null
  level: bard 5, sorcerer/wizard 5
  range: personal
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Covetous Urge:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a golden coin)
  description:
  - You curse the target with insatiable greed, causing it to attempt to steal any
    item worth 100 gp or more that it can see, each time it enters a new room or area.
    If it can see multiple items of value in a single room or area, it attempts to
    steal the item it thinks is worth the most. This covetous compulsion might cause
    the target to act recklessly where it normally would not (unless acting in this
    manner would clearly cause it to die, suffer great harm, or get caught).
  duration: 1 minute/level (D)
  effect: null
  level: arcanist 2, bard 2, skald 2, sorcerer/wizard 2, summoner 2, summoner (unchained)
    2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [curse, language-dependent]
  spell_resistance: 'yes'
  target: one living creature with 7 HD or fewer
"Coward\u2019s Cowl":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue the target with a compulsion to avoid threats, enhancing its defensive
    instincts.
  duration: 1 minute/level
  effect: null
  level: alchemist 1, bard 1, cleric 1, mesmerist 1, psychic 1, shaman 1, sorcerer/wizard
    1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment [mind-affecting]
  spell_resistance: 'no'
  target: one creature
"Coward\u2019s Lament":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You compel an opponent to face you in combat, or suffer for its cowardice. Each
    round that the target fails to attack you in melee, it receives a cumulative -1
    penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5).
    Each round at the end of its turn, the target may attempt a Will Saving Throw
    to prevent the penalties from increasing for that round. All penalties reset to
    zero when the target attacks you in melee, but increase again if it stops attacking.
    If the target is prevented from attacking you by physical restraint, magic, or
    impassable terrain, the penalties do not increase. If you move away from the target,
    the spell ends.
  duration: 1 round/level (D)
  effect: null
  level: inquisitor 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
"Crafter\u2019s Curse":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a broken tool)
  description:
  - "The target of crafter\u2019s curse takes a -5 penalty on all Craft skill checks\
    \ while the spell lasts."
  duration: 1 day/level (D)
  effect: null
  level: sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: null
"Crafter\u2019s Fortune":
  area: null
  casting_time: 1 standard action
  components: V, S, F (a tool)
  description:
  - The target is struck by inspiration and gains a +5 luck bonus on its next Craft
    skill check.
  duration: 1 day/level or until discharged (D)
  effect: null
  level: alchemist 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
"Crafter\u2019s Nightmare":
  area: one 5-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S, M (a broken tool)
  description:
  - "You concentrate feelings of competitiveness, envy, and ill will into a poltergeist-like\
    \ haunt that wreaks havoc on its victim\u2019s long-term endeavors. Every time\
    \ a creature in the affected area attempts a Craft or Profession check to generate\
    \ income, create an item, or earn capital, any skill check required for crafting\
    \ or repairing a magic item, or any skill check required for an occult ritual,\
    \ the haunt imposes a \u20135 penalty on the check. If the creature fails its\
    \ check by 5 or more, the haunt\u2019s mischief deals 1d6 points of damage to\
    \ the creature in addition to any other negative effects from such a failure.\
    \ If the creature attempts to cast a spell with a casting time of 1 minute or\
    \ longer, the haunt becomes similarly disruptive, requiring the caster to succeed\
    \ at a concentration check (DC = 15 + spell level) or lose the spell and take\
    \ 1d6 points of damage from the mischief. Each time the haunt is disruptive, the\
    \ spell\u2019s haunt-like manifestation occurs during that round."
  duration: 1 day/level (D)
  effect: null
  level: bard 2, druid 2, medium 1, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard
    2, spiritualist 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy (haunted) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Create Armaments:
  area: null
  casting_time: 1 minute
  components: V, S, M (diamonds worth price of arms to be created)
  description:
  - You create one non-magical weapon, shield, or set of armor. To determine whether
    the item functions as intended, you must attempt an appropriate Craft check with
    the DC required to create the item normally. If you fail, the item is created
    with the broken condition. You can create items made of rare or unusual materials
    if you include a bit of that material as an additional material component when
    you cast the spell, but cannot create cold iron items with this spell.
  duration: instantaneous
  effect: null
  level: bard 4, medium 4, psychic 4, sorcerer/wizard 4, spiritualist 3, witch 4
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Create Demiplane:
  area: null
  casting_time: 4 hours
  components: '?'
  description:
  - This spell functions as create lesser demiplane, except the area is larger and
    you can add more features to the plane. You can use this spell to expand a demiplane
    you created with create lesser demiplane (you do not need to create an entirely
    new plane using this spell), in which case it has a duration of 1 day/level. Alternatively,
    when cast within your demiplane, you may add (or remove) one of the following
    features to your demiplane with each casting of the spell, in which case it has
    an instantaneous duration.
  duration: 1 day/level or instantaneous (see text)
  effect: extradimensional demiplane, up to 10 10-ft. cubes/level (S)
  level: cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: null
  target: null
Create Drug:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "The caster conjures into being one of the following drugs: aether, flayleaf,\
    \ opium, keif, scour, shiver, or zerk. (At the GM\u2019s discretion, other drugs\
    \ of similar power can be included on this list.) The drug doses the caster creates\
    \ with this spell must be used within 1 minute of being conjured, or they dissolve\
    \ into worthless dust or evaporate into noxious but fleeting vapors, though the\
    \ effects of the drug may last far longer if taken before it decays."
  duration: 1 minute
  effect: 1 dose of a drug/3 levels
  level: alchemist 3, cleric 4, druid 3, occultist 3
  range: 0 ft.
  saving_throw: none (see below)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Create Food and Water:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "The food that this spell creates is simple fare of your choice\u2013highly nourishing,\
    \ if rather bland. Food so created decays and becomes inedible after 24 hours,\
    \ although it can be kept fresh for another 24 hours by casting a purify food\
    \ and drink spell on it. The water created by this spell is just like clean rain\
    \ water, and it doesn\u2019t go bad as the food does."
  duration: 24 hours; see text
  effect: food and water to sustain three humans or one horse/level for 24 hours
  level: cleric/oracle 3, shaman 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Create Holds:
  area: null
  casting_time: 1 standard action
  components: V, S, M (handful of pebbles)
  description:
  - 'You create a path of handholds on earthen, plaster, stone, or wooden walls. '
  duration: 1 hour/level (D)
  effect: path of handholds
  level: druid 4, ranger 3, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Create Mindscape:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You create an immersive mindscape that the minds of both you and another creature
    enter together.
  duration: 10 minutes/level
  effect: null
  level: medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will disbelief; see text
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Create Pit:
  area: null
  casting_time: 1 standard action
  components: V, S, F (miniature shovel costing 10 gp)
  description:
  - You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet
    per two caster levels (maximum 30 feet). You must create the pit on a horizontal
    surface of sufficient size. Since it extends into another dimension, the pit has
    no weight and does not otherwise displace the original underlying material. You
    can create the pit in the deck of a ship as easily as in a dungeon floor or the
    ground of a forest. Any creature standing in the area where you first conjured
    the pit must make a Reflex saving throw to jump to safety in the nearest open
    space. In addition, the edges of the pit are sloped, and any creature ending its
    turn on a square adjacent to the pit must make a Reflex saving throw with a +2
    bonus to avoid falling into it. Creatures subjected to an effect intended to push
    them into the pit (such as bull rush) do not get a saving throw to avoid falling
    in if they are affected by the pushing effect.
  duration: 1 round + 1 round/level
  effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
  level: sorcerer/wizard 2, summoner/unchained summoner 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Create Soul Gem:
  area: null
  casting_time: 1 round
  components: V, S, F (crystal lens worth 500 gp)
  description:
  - "You draw forth the ebbing life force of a dying creature or one that has died\
    \ in the past round, focusing it through a crystal lens focus to transform into\
    \ a soul gem. If the creature is alive and fails its saving throw, it dies and\
    \ you capture its soul in the gem. If the creature is dead, it can still resist\
    \ the spell effect by attempting a Will save as if it were still alive. The value\
    \ of the soul gem created depends on the nature of the creature it is made from.\
    \ Soul gems created by this spell crumble to dust once the spell\u2019s duration\
    \ expires, releasing the trapped soul to travel on to judgment in the Great Beyond."
  duration: 1 day/level
  effect: null
  level: cleric 3, occultist 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch
    3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [death, evil]
  spell_resistance: 'yes'
  target: one dying or recently dead creature
Create Treasure Map:
  area: null
  casting_time: 1 hour
  components: V, S, M (powdered metal and rare inks worth 100 gp)
  description:
  - "You can take a piece from a dead creature\u2019s body and use it to create a\
    \ map that reveals the locations of any valuables that creature knew about while\
    \ still alive. You must cut this piece off yourself and the creature cannot have\
    \ died more than 24 hours prior to the casting of this spell. You cannot cast\
    \ this spell on a creature without a physical body, and the portion you remove\
    \ must have a fairly level surface such as a piece of hide, carapace, or skin.\
    \ The map you create is accurate to the best knowledge the creature had at the\
    \ time of its death. It reveals the location of one source of treasure for every\
    \ three caster levels you possess."
  duration: instantaneous
  effect: null
  level: bard 2, druid 3, psychic 2, ranger 2, sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Create Undead:
  area: null
  casting_time: 1 hour
  components: V, S, M (a clay pot filled with grave dirt and an onyx gem worth at
    least 50 gp per HD of the undead to be created)
  description:
  - 'A much more potent spell than animate dead, this evil spell allows you to infuse
    a dead body with negative energy to create more powerful sorts of undead: ghouls,
    ghasts, mummies, and mohrgs. The type or types of undead you can create are based
    on your caster level, as shown on the table below.'
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, shaman 6, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: one corpse
Create Variant Mummy:
  area: null
  casting_time: 1 hour
  components: V, S, M (onyx gems worth 50 gp per HD of the undead to be created)
  description:
  - 'This spell functions as create undead, except it creates one of the following
    variant mummies: bog mummy, ice mummy, or pharaonic guardian.'
  duration: instantaneous
  effect: null
  level: arcanist 7, cleric/oracle 7, sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: 1 corpse steeped in a peat bog for at least 24 hours
Create Water:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell generates wholesome, drinkable water, just like clean rain water.\
    \ Water can be created in an area as small as will actually contain the liquid,\
    \ or in an area three times as large \u2014 possibly creating a downpour or filling\
    \ many small receptacles. This water disappears after 1 day if not consumed."
  duration: instantaneous
  effect: up to 2 gallons of water/level
  level: cleric/oracle 0, druid 0, inquisitor 0, paladin 1, shaman 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [water]
  spell_resistance: 'no'
  target: null
Creeping Doom:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell summons four massive swarms of biting and stinging insects. These swarms
    appear adjacent to one another, but can be directed to move independently. Treat
    these swarms as centipede swarms with the following adjustments. The swarms have
    60 hit points each and deal 4d6 points of damage with their swarm attack. The
    save to resist their poison and distraction effects is equal to the save DC of
    this spell. Creatures caught in multiple swarms only take damage and make saves
    once.
  duration: 1 round/level
  effect: four swarms of insects
  level: druid 7, shaman 7, summoner 5, unchained summoner 6
  range: close (25 ft. + 5 ft./2 levels)/100 ft.; see text
  saving_throw: Fortitude partial, see text
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Creeping Ice:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell covers the floor, the ground, or some other calm horizontal surface
    (such as a placid lake or a gentle river) with a sheet of slowly growing ice.
    The initial sheet of ice cannot form in an area occupied by physical objects or
    creatures. Its surface must be smooth and unbroken when created. The ice is hard,
    strong, and opaque, and is 1 inch thick per caster level. The ice is strong enough
    to support the weight of a typical horse, making it possible for creatures to
    cross a body of water.
  duration: 10 minutes/level
  effect: anchored plane of ice, up to one 10-ft. square/level
  level: druid 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates (see text)
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Crime Wave:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tarnished coin)
  description:
  - You instill overwhelming avarice in the targets and impel them toward a wild spree
    of larceny. Creatures affected by a crime wave must roll percentile dice each
    round to determine what action they take.
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 4, bard 5, mesmerist 5, psychic 7, sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart
Crime of Opportunity:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a slit purse)
  description:
  - You awaken a sudden criminal impulse in the target, compelling it to commit a
    criminal act as if affected by the crime wave spell.
  duration: 1 round
  effect: null
  level: antipaladin 1, mesmerist 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Crimson Breath:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - When you cast this spell, your salivary glands transform and instantly fill with
    potent venom.
  duration: instantaneous
  effect: null
  level: alchemist 4, cleric 4, druid 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'no'
  target: one creature
Crimson Confession:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "You ward an object or an area with your personal rune or mark. You can choose\
    \ for the writing to be visible or invisible, and it doesn\u2019t harm the material\
    \ upon which it is placed. A detect magic spell causes an invisible mark to glow\
    \ and be visible. If any creature other than you touches the warded object or\
    \ area and fails a Fortitude save, its skin turns bright red for 1 hour per level.\
    \ This coloring cannot be washed away, but it can be dispelled."
  duration: permanent and 1 hour/level (see text)
  effect: null
  level: psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Fort negates
  school: abjuration
  spell_resistance: 'yes'
  target: or Area object touched or up to 1 sq. ft.
Crown of Glory:
  area: 120-ft.-radius emanation centered on you
  casting_time: 1 full round
  components: V, S, M (opal worth at least 200 gp), DF
  description:
  - "You gain a +4 enhancement bonus to Charisma. All creatures with fewer than 8\
    \ HD are compelled to stop and pay attention to you. Any such creature that wants\
    \ to take hostile action against you must make a Will save to do so. Any creature\
    \ that fails this saving throw the first time it attempts a hostile action is\
    \ enthralled for the duration of the spell (as the enthrall spell), as long as\
    \ it is in the spell\u2019s area. It does not try to leave the area on its own.\
    \ Creatures with 8 HD or more are not affected."
  duration: 1 minute/level
  effect: null
  level: glory 8
  range: personal
  saving_throw: Will negates
  school: evocation
  spell_resistance: 'yes'
  target: null
Cruel Jaunt:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a dilated human eyeball)
  description:
  - You gain the ability to detect fear, as per sense fear, but you sense creatures
    within medium range.
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 4, cleric 6, inquisitor 6, magus 6, psychic 6, shaman 6, sorcerer/wizard
    6, witch 6
  range: medium (100 feet + 10 ft./level)
  saving_throw: none
  school: conjuration (teleportation) [evil, fear, mind-affecting]
  spell_resistance: 'no'
  target: you
"Crusader\u2019s Edge":
  area: null
  casting_time: 1 standard action
  components: V, S, M (dried blood from an evil outsider , sprinkled on the weapon)
  description:
  - "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\u2014the outsider can reduce this\
    \ nauseated condition to sickened for 1 round with a successful Fortitude save."
  duration: 1 minute/level
  effect: null
  level: cleric 4, inquisitor 4, paladin 4
  range: touch
  saving_throw: Fort negates
  school: transmutation [good]
  spell_resistance: 'no'
  target: melee weapon touched
Crushing Despair:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M
  description:
  - ' An invisible cone of despair causes great sadness in the subjects. Each affected
    creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill
    checks, and weapon damage rolls.'
  duration: 1 min./level
  effect: null
  level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4
  range: 30 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Crushing Hand:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a soft glove)
  description:
  - This spell functions as interposing hand, except that it can also grapple one
    opponent as grasping hand. Its CMB and CMD for grapple checks use your caster
    level in place of its base attack bonus, with a +12 bonus for its Strength score
    (35) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to
    the CMD). A crushing hand deals 2d6+12 points of damage on each successful grapple
    check against an opponent. The crushing hand can instead be directed to bull rush
    a target (as forceful hand), using the same bonuses outlined above, or it can
    be directed to interpose itself, as interposing hand does.
  duration: round/level (D)
  effect: null
  level: sorcerer/wizard 9
  range: Medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: "10\u2032 Hand"
Cultural Adaptation:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a document written in the language of the culture to be
    emulated)
  description:
  - "When casting this spell, you must concentrate on a culture or subculture to which\
    \ you wish to adapt. If you speak the native language of the culture in question,\
    \ then for the duration of this spell, you speak the language with a native accent.\
    \ The spell doesn\u2019t teach you the language in question, but can be combined\
    \ with tongues or a similar spell. Your body language and gestures mark you as\
    \ a native of the culture, and you unconsciously make small decisions that help\
    \ you blend in. Combined, these grant you a +2 circumstance bonus on Diplomacy\
    \ checks to influence members of the culture to which you have adapted, which\
    \ doesn\u2019t stack with other circumstance bonuses you might possess by virtue\
    \ of being a member of the chosen culture. You also gain a +2 circumstance bonus\
    \ on Disguise checks to pass yourself off as if you were a member of the culture,\
    \ if you are not."
  duration: 10 minutes/level
  effect: null
  level: bard 1, cleric 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Cup of Dust:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of dust)
  description:
  - You curse the target with a thirst no drink can quench. On a failed saving throw,
    the target begins to dehydrate (see starvation and thirst). The effects of this
    spell cannot inflict more nonlethal damage than the target has hit points. No
    amount of drinking can counter this effect, although the target still experiences
    the other normal effects of any liquid imbibed (such as poisons or potions). Cup
    of dust can be removed with a break enchantment, limited wish, miracle, remove
    curse, or wish spell, but effects suffered as a result of dehydration must be
    healed by normal means.
  duration: 1 day/level (D)
  effect: null
  level: druid 3, mesmerist 3, occultist 3, psychic 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: null
Curative Distillation:
  area: null
  casting_time: 1 standard action
  components: V, S, M ( healing herb, alchemical remady, or potion of a healing spell
    worth at least 50 gp)
  description:
  - "You concentrate the healing potential of the material component so that it\u2019\
    s exceptionally potent and restorative. This spell restores a number of hit points\
    \ equal to 1d8 + 1 point per caster level (maximum +10) to the target, and also\
    \ grants the target the benefits of the material component. Roll the hit points\
    \ restored separately when determining how many total hit points this spell and\
    \ the material component restore."
  duration: instantaneous
  effect: null
  level: alchemist 2, cleric/oracle 3, investigator 2, warpriest 3
  range: touch
  saving_throw: Will half (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: one living creature touched
Cure Critical Wounds:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like cure light wounds, except that it cures 4d8 points of
    damage + 1 point per caster level (maximum +20).
  duration: null
  effect: null
  level: alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, shaman 4, witch
    5
  range: null
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: null
Cure Light Wounds:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When laying your hand upon a living creature, you channel positive energy that
    cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead
    are powered by negative energy, this spell deals damage to them instead of curing
    their wounds. An undead creature can apply Spell Resistance, and can attempt a
    Will save to take half damage.
  duration: instantaneous
  effect: null
  level: alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger
    2, shaman 1, witch 1
  range: touch
  saving_throw: Will half (harmless); see text
  school: conjuration (healing)
  spell_resistance: yes (harmless); see text
  target: creature touched
Cure Moderate Wounds:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like cure light wounds, except that it cures 2d8 points of
    damage + 1 point per caster level (maximum +10).
  duration: null
  effect: null
  level: alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger
    3, shaman 2, witch 2
  range: null
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: null
Cure Serious Wounds:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like cure light wounds, except that it cures 3d8 points of
    damage + 1 point per caster level (maximum +15).
  duration: null
  effect: null
  level: alchemist 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, paladin 4, shaman
    3, ranger 4, witch 4
  range: null
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: null
Curse Terrain:
  area: 1-mile radius emanating from the touched point
  casting_time: 10 minutes
  components: V, S, M (the heart of a creature that dwelled in the area and powdered
    onyx worth 700 gp)
  description:
  - By touching the ground, you curse the land with four unnatural hazards. This functions
    as lesser curse terrain, but with the effects of the major perilous demesne curse.
  duration: 1 day (D)
  effect: null
  level: cleric 4, druid 4, shaman 4, sorcerer/wizard 4, witch 4
  range: touch
  saving_throw: none
  school: necromancy [curse, evil]
  spell_resistance: 'no'
  target: null
Curse Water:
  area: null
  casting_time: 1 minute
  components: V, S, M (5 lbs. of powdered silver worth 25 gp)
  description:
  - This spell imbues a flask (1 pint) of water with negative energy, turning it into
    unholy water. Unholy water damages good outsiders the way holy water damages undead
    and evil outsiders.
  duration: instantaneous
  effect: null
  level: antipaladin 1, cleric/oracle 1, inquisitor 1
  range: touch
  saving_throw: Will negates (object)
  school: necromancy [evil]
  spell_resistance: yes (object)
  target: flask of water touched
Curse of Befouled Fortune:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You curse the target, making it incredibly unlucky. While affected by curse of\
    \ befouled fortune, the target can\u2019t receive luck bonuses or benefit from\
    \ effects that grant it the ability to roll multiple times and take the higher\
    \ result (like the swashbuckler\u2019s charmed life ability). The target also\
    \ can\u2019t choose a die result, such as taking 10 or 20 in lieu of rolling (as\
    \ per the bard\u2019s lore master ability). Finally, the first time each turn\
    \ the target would succeed at an attack, saving throw, or skill check, it must\
    \ roll twice and use the worse of the two results."
  duration: permanent
  effect: null
  level: antipaladin 3, bloodrager 4, cleric 3, shaman 3, sorcerer/wizard 4, spiritualist
    3, witch 3
  range: touch
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: creature touched
Curse of Burning Sleep:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a feather and a drop of oil)
  description:
  - You place a curse upon the target that triggers 1 hour after the next time it
    falls asleep. When the curse is triggered, the creature bursts into flame, taking
    1d6 points of fire damage per 2 caster levels (maximum 8d6). Furthermore, it catches
    on fire, taking 2d6 points of fire damage per round at the end of its turn each
    round until the creature dies or is quenched as normal. If the target is still
    asleep, the fire damage from this spell wakes it.
  duration: null
  effect: null
  level: shaman 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: transmutation [curse, fire]
  spell_resistance: 'yes'
  target: one creature duration permanent until triggered (see text)
Curse of Disgust:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You place a curse upon a creature, causing it to avoid the sight of a specific
    trigger, which is a kind of creature, object, or condition designated by you.
    When the target is within 30 feet of a trigger and is aware of the trigger, it
    gains the sickened condition and feels an urge to leave. A successful Will save
    negates the urge to leave, but the sickened condition persists as long as the
    target is within 30 feet of a trigger and aware of it. Example triggers include
    beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats,
    corpses, and sewage.
  duration: permanent
  effect: null
  level: bard 3, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [curse, emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Curse of Dragonflies:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a paper insect)
  description:
  - "You invest a target with cursed elemental energy, making the open skies anathema\
    \ to it. If the affected creature ever tries to fly more than 5 feet above the\
    \ ground, paper insects erupt from the air around the creature to interfere with\
    \ its movement. The affected creature\u2019s flight maneuverability decreases\
    \ by one step for every 3 caster levels you have. A creature whose maneuverability\
    \ would be brought below clumsy must land at the end of its turn each round or\
    \ fall."
  duration: permanent (D)
  effect: null
  level: druid 3, magus 3, shaman 4, sorcerer/wizard 4, summoner 4, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: conjuration [air, curse]
  spell_resistance: 'yes'
  target: one creature
Curse of Fell Seasons:
  area: 2-mile radius emanating from the touched point
  casting_time: 10 minutes
  components: V, S, F ( darkwood carving of a tree worth 15,000 gp)
  description:
  - By touching the ground, you drastically change the weather in the area, as the
    unseasonable weather curse. The focus merges into the cursed area as part of the
    spell and can only be retrieved if the curse is lifted.
  duration: permanent (D)
  effect: null
  level: druid 9, shaman 9, sorcerer/wizard 9, witch 9
  range: touch
  saving_throw: none
  school: transmutation [curse, darkness]
  spell_resistance: 'no'
  target: null
Curse of Keeping:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You curse the target with the inability to sell, barter, or give away any item\
    \ it owns, other than ordinary currency, for as long as the spell remains in effect.\
    \ The target cannot sell, trade, drop, or give away possessions. The target can\
    \ purchase items using ordinary currency but can\u2019t then sell the purchased\
    \ items. The target can accept gifts from others but can\u2019t offer anything\
    \ in exchange. A curse of keeping can be ended by break enchantment, limited wish,\
    \ remove curse, miracle, or wish. Dispel magic does not affect a curse of keeping."
  duration: 1 day/level
  effect: null
  level: antipaladin 2, mesmerist 2, shaman 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [curse]
  spell_resistance: 'yes'
  target: one creature
Curse of Magic Negation:
  area: null
  casting_time: 1 round
  components: V, S, M (powdered lead and platinum worth 250 gp)
  description:
  - "You disrupt the target creature\u2019s ability to draw upon magical energies.\
    \ For the duration of the spell, it gains the negated spellblight. Dispel checks\
    \ to remove the spellblight take a \u20135 penalty due to this spell\u2019s interference\
    \ with magical energies."
  duration: 10 minute/level
  effect: null
  level: cleric/oracle 5, inquisitor 4, sorcerer/ wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration [curse]
  spell_resistance: null
  target: one creature
Curse of Night:
  area: 1-mile radius emanating from the touched point
  casting_time: 10 minutes
  components: V, S, F (jet gemstones worth a total of 10,000 gp)
  description:
  - By touching the ground, you curse an area to remain in bleak darkness, as the
    endless night curse. The focus merges into the cursed area as part of the spell
    and can only be retrieved if the curse is lifted.
  duration: permanent (D)
  effect: null
  level: cleric 8, druid 8, sorcerer/wizard 8, witch 8
  range: touch
  saving_throw: none (see curse text)
  school: evocation [curse, darkness]
  spell_resistance: 'no'
  target: null
Curse of the Outcast:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of earthworms)
  description:
  - Everything about the target seems off-putting and grating, and everyone he meets
    is compelled to see the worst in him.
  duration: permanent
  effect: null
  level: bard 4, cleric 6, inquisitor 4, mesmerist 4, shaman 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [curse, emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Curse, Major:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as bestow curse, except the DC to remove the curse is equal
    to the save DC +5.
  duration: permanent
  effect: null
  level: cleric/oracle 5, shaman 5, sorcerer/wizard 6, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: null
  target: one creature
Cursed Earth:
  area: 1-mile radius emanating from the touched point
  casting_time: 10 minutes
  components: V, S, M (powdered onyx 10,000 gp), DF
  description:
  - You lay a terrible curse upon the land, blighting those who live and die there.
    Choose one of the following effects.
  duration: permanent
  effect: null
  level: cleric/oracle 9, sorcerer/wizard 9, witch 9
  range: touch
  saving_throw: none (see text)
  school: necromancy [curse, evil; see text]
  spell_resistance: null
  target: null
Cursed Treasure:
  area: null
  casting_time: 1 minute
  components: V, S, M (a platinum piece)
  description:
  - You touch a piece of treasure or container filled with treasure and place a terrible
    curse upon it, choosing from any option available with bestow curse. The next
    creature to take the treasure or remove items from the container is affected by
    the curse, unless it succeeds at a Will save (spell resistance applies). If you
    are the next creature to take the treasure or get objects from the container,
    though, the spell discharges harmlessly instead.
  duration: permanent until discharged, then permanent (see text)
  effect: null
  level: antipaladin 3, arcanist 4, bloodrager 4, cleric/oracle 3, shaman 3, sorcerer/wizard
    4, spiritualist 3, warpriest 3, witch 3
  range: touch
  saving_throw: Fort negates (object), then Will negates (see text)
  school: necromancy [curse]
  spell_resistance: yes (object), then yes (see text)
  target: unattended object touched
Cushioning Bands:
  area: null
  casting_time: 1 standard action
  components: V, S,
  description:
  - Invisible bands of force encircle vital areas of the target. The bands resist
    crushing forces and impacts without interfering with movement. The target gains
    DR 2/piercing or slashing and takes half damage from constriction, falling, and
    being buried, as well as from similar crushing effects such as crushing hand.
    Grapple checks for attacks other than constricting (such as pinning or swallowing
    whole) are not affected. Once the spell has blocked 12 points of damage per caster
    level (to a maximum of 120 points at 10th level), it is discharged. The bands
    have no effect on incorporeal attacks unless they deal damage from constriction
    or crushing, or unless the attacks would be subject to damage reduction.
  duration: 1 hour/level or until discharged (D)
  effect: null
  level: psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (creation) [force]
  spell_resistance: null
  target: creature touched
Cyclic Reincarnation:
  area: null
  casting_time: null
  components: V, S, M (oils worth 5,000 gp), DF
  description:
  - "This spell allows a dead creature that died no more than 1 year before the casting\
    \ of the spell to return to life in a body that closely resembles its original\
    \ body; it functions as reincarnate except as noted. Cyclic reincarnation returns\
    \ the dead creature to life in a new body of the same race that the target belonged\
    \ to in life, and the new body appears physically similar to the creature\u2019\
    s previous one, to the extent that the creature could be easily mistaken for its\
    \ own offspring or kin. If the affected creature isn\u2019t a humanoid, there\
    \ is a 75% chance that the creature returns to life as a youth of its race, gaining\
    \ the young creature simple template instead (or becomes a juvenile, in the case\
    \ of dragons and other creatures whose power is determined by their age category)."
  duration: null
  effect: null
  level: druid 6 Components V, S, M (oils worth 5,000 gp), DF
  range: null
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Daemon Ward:
  area: null
  casting_time: null
  components: V, S, M (50 gp worth of powdered silver)
  description:
  - This spell functions like death ward, except as noted above and it only protects
    against these attacks from daemons.
  duration: null
  effect: null
  level: cleric 4, druid 5, paladin 4, sorcerer/wizard 4, witch 4
  range: null
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: null
Damnation:
  area: 30-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S, M/DF (a drop of holy water ) 30-ft.-radius burst centered on you
    instantaneous Will half yes
  description:
  - "You pass judgment on your enemies\u2019 intentions and punish them with holy\
    \ power. Each creature in the spell\u2019s area takes 1d8 points of damage per\
    \ spell level, determined by the most powerful effect with the evil descriptor\
    \ either affecting that creature or in its spell repertoire. A caster who prepares\
    \ spells takes this damage based on the highest-level evil spell he prepared that\
    \ day, even if he already cast that spell."
  duration: instantaneous
  effect: null
  level: cleric 3, inquisitor 3, paladin 3
  range: null
  saving_throw: Will half
  school: evocation [good]
  spell_resistance: 'yes'
  target: null
Damnation Stride:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell functions like dimension door, except you leave behind a burst of fire.
    Choose one corner of your starting square. A 10-foot-radius burst of flame explodes
    from that corner the moment you leave, dealing 4d6 points of fire damage.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 5, summoner 4, witch 5
  range: null
  saving_throw: Reflex half, see text
  school: conjuration (teleportation) [fire]
  spell_resistance: 'no'
  target: you ( teleportation ) and creatures within a 10-foot-radius burst (burst
    of flame) (see text)
Damnation of Memory:
  area: null
  casting_time: 1 hour
  components: V, S, F (a massive, flawless gemstone worth 5,000 gp)
  description:
  - "You name one creature and excise all memory of that creature\u2019s involvement\
    \ in events the targets remember. The targets either forget who exactly performed\
    \ the named creature\u2019s deeds or assume some other individual performed them."
  duration: permanent
  effect: null
  level: bard 6, mesmerist 6, psychic 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Damp Powder:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a damp piece of cotton)
  description:
  - "This spell causes ammunition already loaded into the target firearm is ruined\
    \ with moisture. Any attempt to fire that ammunition fails, with no chance for\
    \ misfire, and the user must then take a full-round action to clear the weapon\
    \ before reloading and firing it. If aware of this spell\u2019s effect prior to\
    \ firing the altered ammunition (a DC 16 Spellcraft check to identify the spell\
    \ being cast or similar effect), the firearm\u2019s user can spend a standard\
    \ action to clear the altered ammunition from the firearm. Doing so destroys that\
    \ ammunition."
  duration: instantaneous
  effect: null
  level: druid 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 loaded firearm
Dance of a Hundred Cuts:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You become a lethal combat dancer, swirling and spinning with grace and precision.
  duration: 1 round/level
  effect: null
  level: bard 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Dance of a Thousand Cuts:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as dance of a hundred cuts, except you also gain the benefits
    of haste.
  duration: null
  effect: null
  level: bard 6
  range: null
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Dancing Darkness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You create either up to four spheres of darkness that each reduce the illumination
    level by one step within a 20-foot-radius, or one dimly lit, vaguely humanoid
    shape. Each sphere must stay within a 10-foot-radius area of one another but can
    otherwise move as you desire (no concentration required): forward or back, up
    or down, straight or turning corners, or the like.'
  duration: 1 minute/level (D)
  effect: Up to four spheres, all within a 10-ft.-radius area
  level: antipaladin 1, bard 1, magus 1, shaman 1, psychic 1, sorcerer/wizard 1, spiritualist
    1, witch 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [darkness, shadow]
  spell_resistance: 'no'
  target: null
Dancing Lantern:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a lantern)
  description:
  - You can animate a lantern and order it to follow you. The lantern floats at shoulder
    height and remains within 5 feet of you, no matter how fast you move. The lantern
    cannot support any additional weight. The lantern illuminates its normal area,
    even if it does not have any oil in it. For the purposes of spells or effects
    targeting it the lantern always acts as if in your possession even when not directly
    on your person. A dancing lantern can be made permanent with a permanency spell
    (CL 9th, 2,500 gp).
  duration: 1 hour/level (D)
  effect: animates one lantern
  level: bard 1, cleric/oracle 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: none
  school: transmutation [fire, light]
  spell_resistance: 'no'
  target: null
Dancing Lights:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Depending on the version selected, you create up to four lights that resemble\
    \ lanterns or torches (and cast that amount of light), or up to four glowing spheres\
    \ of light (which look like will-o\u2019-wisps), or one faintly glowing, vaguely\
    \ humanoid shape. The dancing lights must stay within a 10-foot-radius area in\
    \ relation to each other but otherwise move as you desire (no concentration required):\
    \ forward or back, up or down, straight or turning corners, or the like. The lights\
    \ can move up to 100 feet per round. A light winks out if the distance between\
    \ you and it exceeds the spell\u2019s range."
  duration: 1 minute (D)
  effect: Up to four lights, all within a 10-ft.-radius area
  level: bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [light]
  spell_resistance: 'no'
  target: null
Dark Whispers:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (a scrap of black cloth)
  description:
  - "You communicate through the shadows of one or more targets within range. The\
    \ shadows have no physical presence and don\u2019t move or animate. Instead, your\
    \ words emerge from the shadow as a clear whisper, absent any accent or other\
    \ identifying features. The targets can make conversation with the shadow, but\
    \ must speak aloud to do so. The targets\u2019 voices emerge from your own shadow\
    \ only when they intend to speak to the shadow, but you hear no other sounds from\
    \ the target\u2019s immediate area. Their responses also emerge as clear whispers,\
    \ absent identifying features, but you can instinctively identify which target\
    \ is speaking to you through the shadow."
  duration: 10 minutes/level (D)
  effect: null
  level: antipaladin 1, bard 2, cleric 2, sorcerer/wizard 2, summoner 2, witch 2
  range: long (400 ft. plus 40 ft./level)
  saving_throw: none
  school: illusion (shadow) [language-dependent, shadow]
  spell_resistance: 'yes'
  target: null
Dark-Light:
  area: 20-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of earth)
  description:
  - You evoke a powerful light that affects all sighted creatures that do not posses
    light sensitivity. Those that succeed on their saves are dazzled for 1 round per
    level; those who fail are blinded for the same duration.
  duration: instantaneous
  effect: null
  level: cleric 3, druid 3, sorcerer/wizard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial
  school: evocation [light]
  spell_resistance: 'yes'
  target: living creatures without light sensitivity
Darkness:
  area: null
  casting_time: 1 standard action
  components: V, M/DF (bat fur and a piece of coal)
  description:
  - 'This spell causes an object to radiate darkness out to a 20-foot radius. This
    darkness causes the illumination level in the area to drop one step, from bright
    light to normal light, from normal light to dim light, or from dim light to darkness.
    This spell has no effect in an area that is already dark. Creatures with light
    vulnerability or sensitivity take no penalties in normal light. All creatures
    gain concealment (20% miss chance) in dim light. All creatures gain total concealment
    (50% miss chance) in darkness. Creatures with darkvision can see in an area of
    dim light or darkness without penalty. Nonmagical sources of light, such as torches
    and lanterns, do not increase the light level in an area of darkness. Magical
    light sources only increase the light level in an area if they are of a higher
    spell level than darkness. '
  duration: 1 min./level (D)
  effect: null
  level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, shaman 2,
    sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: evocation [darkness]
  spell_resistance: 'no'
  target: object touched
Darkvault:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a stone that has never seen sunlight)
  description:
  - "You ward an area\u2019s shadows such that light cannot penetrate them."
  duration: 24 hours
  effect: null
  level: alchemist 3, cleric 5, druid 5, psychic 5, shaman 5, sorcerer/wizard 5, witch
    5
  range: close (25 ft. + 5 ft./2 levels) Area 30-ft.-radius emanation
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Darkvision:
  area: null
  casting_time: 1 standard action
  components: V, S, M (either a pinch of dried carrot or an agate)
  description:
  - The subject gains the ability to see 60 feet even in total darkness. Darkvision
    is black and white only but otherwise like normal sight.
  duration: 1 hour/level
  effect: null
  level: alchemist 2, antipaladin 2, psychic 2, ranger 3, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Darting Duplicate:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - An illusory duplicate of you steps clumsily into an adjacent square, presenting
    a tempting target before winking out of existence.
  duration: instantaneous
  effect: visual figment of the caster
  level: antipaladin 1, bard 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
  range: 5 ft.
  saving_throw: Will negates
  school: illusion (figment)
  spell_resistance: 'yes'
  target: null
Daybreak Arrow:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause ammunition, including shuriken, to exude radiant energy. Creatures that
    take penalties in bright light take these penalties for 1 round after being struck
    by such ammunition. Undead and creatures harmed by sunlight take an additional
    1d6 points of damage from such projectiles. This extra damage and half of any
    other damage you deal with an affected projectile results directly from radiant
    energy and is not subject to damage resistance. Such a projectile sheds light
    as if it were a sunrod for 1 round after it is fired or thrown.
  duration: 10 minutes/level
  effect: null
  level: cleric 3, inquisitor 3, paladin 3
  range: touch
  saving_throw: Fort negates (harmless, object)
  school: evocation [light]
  spell_resistance: yes (harmless, object)
  target: up to 50 pieces of ammunition, all of which must be together at the time
    of casting
Daylight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You touch an object when you cast this spell, causing the object to shed bright
    light in a 60-foot radius. This illumination increases the light level for an
    additional 60 feet by one step (darkness becomes dim light, dim light becomes
    normal light, and normal light becomes bright light). Creatures that take penalties
    in bright light take them while within the 60-foot radius of this magical light.
    Despite its name, this spell is not the equivalent of daylight for the purposes
    of creatures that are damaged or destroyed by such light.
  duration: 10 min./level (D)
  effect: null
  level: bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, shaman
    3, sorcerer/wizard 3
  range: touch
  saving_throw: none
  school: evocation [light]
  spell_resistance: 'no'
  target: object touched
Daywalker:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a black glass vial containing unholy water )
  description:
  - "You reshape the substance of a willing undead creature to resemble a living,\
    \ breathing creature of the same size. This is a physical change to the undead\
    \ creature\u2019s bone, flesh, or incorporeal ectoplasm, adding new flesh or bone\
    \ and even hair, teeth, and blood, all of which demonstrate false signs of life\
    \ that mimic a living creature\u2019s breathing and other physiological processes.\
    \ An incorporeal undead creature using daywalker ceases to be incorporeal for\
    \ the duration of the spell, gaining a physical corpse body. Creatures interacting\
    \ with the undead can attempt a Perception check (DC = 30 or DC = 21 + the undead\u2019\
    s Disguise modifier, whichever is higher) to realize that the signs of life are\
    \ false, and a close examination with a Heal check always reveals the truth of\
    \ the dead flesh."
  duration: 24 hours (D)
  effect: null
  level: antipaladin 4, cleric 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: yes (harmless)
  target: undead creature touched
Daze:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of wool or similar substance)
  description:
  - This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so
    that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed
    subject is not stunned, so attackers get no special advantage against it. After
    a creature has been dazed by this spell, it is immune to the effects of this spell
    for 1 minute.
  duration: 1 round
  effect: null
  level: bard 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained
    summoner 0, witch 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will  negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid creature of 4 HD or less
Daze Monster:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like daze, but it can affect any one living creature of any
    type. Creatures of 7 or more HD are not affected.
  duration: null
  effect: null
  level: bard 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner
    1, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one living creature of 6 HD or less
Dazzling Blade:
  area: null
  casting_time: '1 swift action '
  components: V, S
  description:
  - Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure
    silver and heavily polished. In combat, the flashing movements of a dazzling blade
    become almost hypnotic. The wielder of a weapon under the effects of dazzling
    blade gains a +1 competence bonus on all Bluff checks made to feint in combat.
    The wielder also gains a +1 competence bonus on all CMB checks made to disarm
    a foe, and a +1 competence bonus to his CMD against disarm attempts made against
    the weapon bearing the dazzling blade effect. This bonus increases by +1 for every
    3 caster levels, to a maximum bonus of +5 at 12th level.
  duration: 1 minute/level
  effect: null
  level: bard 1, sorcerer/wizard 1
  range: Touch
  saving_throw: Will negates (see text)
  school: illusion (pattern)
  spell_resistance: yes (harmless, object)
  target: one metal weapon
"Deadeye\u2019s Arrow":
  area: null
  casting_time: 1 standard action
  components: V, S, M (one arrow)
  description:
  - You create an arrow made of crackling electricity, which you may use for one of
    two effects.
  duration: instantaneous or 1 round (see text)
  effect: null
  level: cleric/oracle 2, druid 1, inquisitor 1, paladin 1, ranger 1, magus 1
  range: medium (100 ft. + 10ft./level)
  saving_throw: none
  school: evocation (electricity)
  spell_resistance: 'yes'
  target: null
"Deadeye\u2019s Lore":
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - While subject to this spell, you take upon yourself the mantle of the hunter,
    channeling the insights of the spirits of the wild.
  duration: 1 hour/level
  effect: null
  level: bard 1, cleric 1, druid 1, inquisitor 1, ranger 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Deadly Finale:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You must have a bardic performance in effect to cast this spell.
  duration: instantaneous
  effect: null
  level: bard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Deadly Juggernaut:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "With every enemy life you take, you become increasingly dangerous and difficult\
    \ to stop. During the duration of the spell, you gain a cumulative +1 luck bonus\
    \ on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based\
    \ skill checks as well as DR 2/\u2014 each time you reduce a qualifying opponent\
    \ to 0 or few hit points (maximum +5 bonus and DR 10/\u2014) with a melee attack.\
    \ A qualifying opponent has a number of Hit Dice equal to or greater than your\
    \ Hit Dice \u20134."
  duration: 1 minute/level
  effect: null
  level: antipaladin 3, cleric 3, inquisitor 3, paladin 3
  range: personal
  saving_throw: null
  school: necromancy [death]
  spell_resistance: null
  target: you
"Deadman\u2019s Contingency":
  area: null
  casting_time: 10 minutes or more; see text
  components: "V, S, M (a scorpion\u2019s tail), F (ivory statuette of you worth 1,500\
    \ gp)"
  description:
  - "This spell functions as contingency, except as noted above. This spell also only\
    \ comes into effect after your death and works only with certain spells. The companion\
    \ spell triggers 1d6 rounds after your death. All decisions made involving the\
    \ companion spell must be made when deadman\u2019s contingency is cast (including\
    \ messages and recipients for spells like magic mouth or sending)."
  duration: up to 1 hour/level plus 1d6 rounds (D); see text
  effect: null
  level: bard 4, cleric 4, psychic 4, sorcerer/wizard 4, witch 4
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Deafening Song Bolt:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Three notes you sing or perform become tangible bolts of arcane energy that shriek
    across the battlefield. Each bolt requires a ranged touch attack to hit and deals
    3d10 points of sonic damage, deafening the target for 1d6 rounds. The bolts may
    be fired at the same or different targets, but all must be fired simultaneously.
  duration: instantaneous
  effect: null
  level: bard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [sonic]
  spell_resistance: 'no'
  target: null
Death Candle:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell functions like death knell, except instead of using the slain target\u2019\
    s life energy to enhance yourself, you use it to summon a Small fire elemental\
    \ resembling a burning, howling version of the slain creature. The elemental acts\
    \ immediately on your turn and otherwise behaves as if you had summoned it with\
    \ summon monster II. The elemental remains for a number of rounds equal to the\
    \ Hit Dice of the slain creature."
  duration: instantaneous/1 round per HD of subject; see text
  effect: null
  level: antipaladin 1, cleric 2, inquisitor 2, witch 2
  range: touch
  saving_throw: Fort negates
  school: necromancy [death, evil, fire]
  spell_resistance: 'yes'
  target: living creature touched
Death Clutch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Chanting an unholy litany, you reach out with a grasping motion toward your target\
    \ and cause its heart to leap out of its chest and into your hand. A target with\
    \ 200 or fewer hit points remaining that fails its saving throw is instantly reduced\
    \ to a number of negative hit points equal to your caster level or its Constitution\
    \ score \u2013 1, whichever is less negative. The creature is staggered until\
    \ the beginning of your next turn, at which point it dies. If the affected creature\
    \ receives a regenerate spell before the beginning of your next turn, the creature\
    \ gains the normal benefits of that spell and, thanks to its heart\u2019s regeneration,\
    \ it doesn\u2019t immediately die when your next turn begins. If a creature that\
    \ dies from death clutch is brought back from the dead by a breath of life or\
    \ raise dead spell, it must also be targeted with regenerate on the following\
    \ round to restore its missing heart or be unable to return to life."
  duration: instantaneous
  effect: null
  level: cleric 8, druid 9, psychic 8, sorcerer/wizard 8, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: necromancy [death, evil]
  spell_resistance: 'yes'
  target: one living creature
Death Knell:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You draw forth the ebbing life force of a creature and use it to fuel your own
    power. Upon casting this spell, you touch a living creature that has -1 or fewer
    hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary
    hit points and a +2 enhancement bonus to Strength. Additionally, your effective
    caster level goes up by +1, improving spell effects dependent on caster level.
    This increase in effective caster level does not grant you access to more spells.
    These effects last for 10 minutes per HD of the subject creature.
  duration: instantaneous/10 minutes per HD of subject; see text
  effect: null
  level: antipaladin 1, cleric/oracle 2, inquisitor 2, witch 2
  range: touch
  saving_throw: Will negates
  school: necromancy [death, evil]
  spell_resistance: 'yes'
  target: living creature touched
Death Knell Aura:
  area: 20-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - "You gain a shimmering gray aura that feeds on the souls of creatures who die\
    \ within it. The aura sheds light as a candle. If a creature at \u20131 or fewer\
    \ hit points is within the aura at the start of its turn, it must save or die,\
    \ granting you the benefits of death knell."
  duration: 1 round/level (D)
  effect: null
  level: cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
  range: 20 ft.
  saving_throw: Will negates
  school: necromancy [death, evil]
  spell_resistance: 'yes'
  target: null
Death Pact:
  area: null
  casting_time: 1 minute
  components: V, S, M (a contract signed in blood)
  description:
  - "You take control of a creature\u2019s mind and implant deadly subconscious commands.\
    \ This spell functions as dominate person, allowing you to control your subject\
    \ and see through her senses, but also implants a powerful burst of psychic energy\
    \ in the subject\u2019s mind. At any point during the spell\u2019s duration, you\
    \ can trigger this burst as an immediate action, dealing 1d8 points of damage\
    \ per caster level (Fortitude half) to the subject. If this damage is enough to\
    \ reduce to target to 0 or fewer hit points, the target dies instantly."
  duration: 24 hours
  effect: null
  level: bard 5, mesmerist 5, psychic 6, witch 6
  range: touch
  saving_throw: Will negates; see text
  school: enchantment [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Death Ward:
  area: null
  casting_time: 1 standard action
  components: V, S, DF touch living creature touched 1 min./level Will negates (harmless)
    yes (harmless)
  description:
  - ' The subject gains a +4 morale bonus on saves against all death spells and magical
    death effects. The subject is granted a save to negate such effects even if one
    is not normally allowed. The subject is immune to energy drain and any negative
    energy effects, including channeled negative energy. '
  duration: 1 min./level
  effect: null
  level: alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4
  range: touch
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: living creature touched
Death from Below:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You grant the target a dodge bonus to its Armor Class against attacks from larger\
    \ creatures. The bonus is equal to +1 for every size category the attacker is\
    \ larger than the target of the spell, to a maximum of +1 per 3 caster levels.\
    \ If the spell\u2019s target is a gnome, the maximum bonus is equal to +1 per\
    \ 2 caster levels."
  duration: 1 round/level
  effect: null
  level: bard 3, bloodrager 2, sorcerer/wizard 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Deathwatch:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - "Using the powers of necromancy, you can determine the condition of creatures\
    \ near death within the spell\u2019s range. You instantly know whether each creature\
    \ within the area is dead, fragile (alive and wounded, with 3 or fewer hit points\
    \ left), fighting off death (alive with 4 or more hit points), healthy, undead,\
    \ or neither alive nor dead (such as a construct). Deathwatch sees through any\
    \ spell or ability that allows creatures to feign death."
  duration: 10 min./level
  effect: null
  level: cleric/oracle 1
  range: 30 ft.
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: null
Deathwine:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "This spell allows you to turn a potion into a temporary pool of necromantic energy.\
    \ Only a potion created using a conjuration (healing) spell can be affected by\
    \ this spell. An affected potion turns dark red and reveals a necromantic aura\
    \ if detect magic is cast on it while it remains under this spell\u2019s effects."
  duration: 1 hour/level
  effect: null
  level: alchemist 2, cleric 2, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: none (object)
  school: necromancy
  spell_resistance: no (object)
  target: 1 potion touched/level
Debilitating Pain:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - The target is overcome with intense pain, causing it to be stunned on a failed
    save or dazed for 1 round on a successful save.
  duration: 1 round/3 levels
  effect: null
  level: psychic 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: enchantment (compulsion) [mind-affecting, pain]
  spell_resistance: 'yes'
  target: one creature
Debilitating Portent:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'The target is surrounded by a glowing green aura of ill fate. '
  duration: 1 round/level (D) see text
  effect: null
  level: cleric 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Debilitating Speech:
  area: null
  casting_time: see below
  components: V, S
  description:
  - "By speaking eloquently on the subject of your opponents\u2019 ineptitude in combat,\
    \ past failures, personal hygiene, or other faults, you sap their will to fight."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 4
  range: close (25 feet + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: null
Decapitate:
  area: null
  casting_time: 1 immediate action
  components: V, S, F (a sliver from a guillotine blade)
  description:
  - You can cast this spell only as a response to a confirmed critical hit against
    the target that would deal slashing damage. If the target fails the saving throw
    and has a discernible head, the attack deals an extra 4d6 points of damage and
    the critical multiplier of the critical hit increases by 1. If the critical hit
    then brings the target to 0 hit points or fewer, the target is instantly decapitated
    and dies unless it can survive decapitation. Even on a successful saving throw,
    the critical hit deals an extra 4d6 points of damage.
  duration: instantaneous
  effect: null
  level: inquisitor 5, magus 6, psychic 6, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: evocation
  spell_resistance: 'yes'
  target: one creature (see text)
Deceitful Veneer:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You subtly alter both the target\u2019s aura and subtle cues in its body language,\
    \ tone of voice, and word choice, which makes everything that the target says\
    \ seem to be a lie. Every statement that the target makes appears to be a lie\
    \ under both magical scrutiny (such as discern lies) and mundane scrutiny (such\
    \ as using the Sense Motive skill). Someone who closely scrutinizes the target\
    \ can determine when it is actually telling the truth with a successful Sense\
    \ Motive check (DC = 15 + your caster level)."
  duration: 10 minutes/level (D)
  effect: null
  level: antipaladin 3, bard 4, inquisitor 4, medium 3, mesmerist 4, psychic 4, witch
    5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: one creature
Deceptive Redundancy:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a contingent ward that defies those who would dispel your magic, convincing
    them that their spell worked.
  duration: 10 minutes/level or until triggered, then 1 round/level
  effect: null
  level: bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5
  range: personal
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Decollate:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a red wax pencil)
  description:
  - "A thin red line circles the target\u2019s neck. The target\u2019s head becomes\
    \ detachable so long as she removes it willingly. While the target\u2019s head\
    \ is detached, she gains DR 2/\u2014 and immunity to decapitation effects and\
    \ other effects that require their target to have a head or a particular facial\
    \ feature. The target is blind so long as she has no head, but she gains blindsense\
    \ to a distance of 15 feet. The target hears normally even without its head."
  duration: 24 hours
  effect: null
  level: alchemist 4, antipaladin 4, cleric 5, psychic 6, sorcerer/wizard 5, spiritualist
    4, witch 5
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: yes (harmless)
  target: one willing humanoid or monstrous humanoid creature
Decompose Corpse:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of dried toadstool)
  description:
  - "Using this spell, the caster rapidly decomposes the flesh from a single corpse\
    \ of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it\
    \ is cast on a non-skeletal corporeal undead, the creature takes a \u20132 penalty\
    \ on all rolls and to its Armor Class and CMD for 1 minute."
  duration: instantaneous or 1 minute; see text
  effect: null
  level: "cleric/oracle 1, druid 1, medium 1, occultist 1,\_psychic 1, sorcerer/wizard\
    \ 1, spiritualist 1,\_witch 1"
  range: touch
  saving_throw: Fortitude negates (object)
  school: necromancy
  spell_resistance: null
  target: one corpse or corporeal undead
Decrepit Disguise:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You make an object seem like a worthless version of itself. A masterwork or magic
    sword could seem to be a useless, rusting, discarded blade, and a luxurious throne
    could appear to be a decrepit wooden chair. If used against an attended object,
    the wielder can immediately attempt a Will save to disbelieve the effect. Decrepit
    disguise counters and dispels quintessence.
  duration: 1 day/level
  effect: null
  level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./level)
  saving_throw: none (object) or Will disbelief (if interacted with)
  school: illusion (glamer)
  spell_resistance: 'no'
  target: one object of no more than 10 cu. ft./level
Deep Slumber:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like sleep, except that it affects 10 HD of targets.
  duration: null
  effect: null
  level: bard 3, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3,
    witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: null
Deeper Darkness:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as darkness, except that objects radiate darkness in a 60-foot\
    \ radius and the light level is lowered by two steps. Bright light becomes dim\
    \ light and normal light becomes darkness. Areas of dim light and darkness become\
    \ supernaturally dark. This functions like darkness, but even creatures with darkvision\
    \ cannot see within the spell\u2019s confines."
  duration: 10 min./level (D)
  effect: null
  level: antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3
  range: null
  saving_throw: null
  school: evocation [darkness]
  spell_resistance: null
  target: null
Defending Bone:
  area: null
  casting_time: 1 standard action
  components: "V, S, F (a Medium creature\u2019s skull or femur), DF"
  description:
  - You animate a bone with necromantic energy, giving it the power to float near
    your body and interpose itself against physical attacks.
  duration: 1 hour/level or until discharged
  effect: null
  level: cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: you
Defending Sword:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "You create a sword of force that functions as mage\u2019s sword except as described\
    \ here. The sword does not receive the additional +3 enhancement bonus a mage\u2019\
    s sword receives, and deals 3d6 points of force damage. You cannot command the\
    \ sword. Until the sword is triggered, it hovers in your space without interfering\
    \ with your actions. While hovering in this way, the sword attempts to defend\
    \ you from incoming attacks, granting you a +4 shield bonus to your AC. The first\
    \ time a foe within close range damages you or forces you to attempt a saving\
    \ throw that you fail, the sword is triggered and begins attacking that target\
    \ as described in mage\u2019s sword for the duration of the spell. This ends the\
    \ shield bonus. You cannot direct the sword to defend against a new target once\
    \ it has begun to attack. If its target moves beyond the sword\u2019s range, the\
    \ sword returns to you and hovers until the target is again within range. The\
    \ sword\u2019s return does not restore the spell\u2019s shield bonus to AC."
  duration: null
  effect: null
  level: magus 6, occultist 6, psychic 7, sorcerer/wizard 6
  range: null
  saving_throw: null
  school: evocation [force]
  spell_resistance: null
  target: null
Defensive Grace:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a living fly)
  description:
  - Each round you can roll an inspiration die without expending a use of inspiration
    and gain the result as a dodge bonus to AC for that round. You are immune to precision
    damage (including the extra damage from the precise strike deed, sneak attack,
    studied combat, and studied strike).
  duration: 1 round/level (D; see below)
  effect: null
  level: investigator 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Defensive Shock:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a hollow metal sphere)
  description:
  - "Electrical energy floods your body, shocking the next creature that touches you.\
    \ Any creature striking you with its body or a handheld weapon takes 1d6 points\
    \ of electricity damage per two caster levels (maximum 6d6). If the attacker has\
    \ spell resistance, it applies against this damage. Each time the spell discharges,\
    \ the number of damage dice it deals is halved (rounded down); when the spell\u2019\
    s damage dice reach 0, the spell ends."
  duration: 1 minute/level or until discharged
  effect: null
  level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: evocation [electricity]
  spell_resistance: null
  target: you
Defile Armor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'As sanctify armor, except you gain DR 5/good when using your judgment or smite
    ability. '
  duration: 1 minute/level
  effect: null
  level: antipaladin 3, inquisitor 4
  range: touch
  saving_throw: Will negates (harmless, object)
  school: abjuration [evil]
  spell_resistance: yes (harmless, object)
  target: null
Deflect Blame:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - You can cast this spell immediately after attacking a creature, causing that creature
    to believe that a different creature that threatens it was responsible for the
    attack rather than you.
  duration: instantaneous
  effect: null
  level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Deflection:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of rubber dipped in glue)
  description:
  - You surround yourself in a whirling barrier of force that sends any attack that
    misses you hurling back toward its source.
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 7
  range: personal
  saving_throw: null
  school: abjuration [force]
  spell_resistance: null
  target: null
Defoliate:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a locust)
  description:
  - You hurl a tiny ball of negative energy, destroying plant life either in a line
    60 feet long or a 10-foot-radius spread. This effect removes the cover and concealment
    provided by trees and undergrowth, eliminates the movement penalties associated
    with undergrowth, and so forth.You may also target a single plant creature with
    this spell. You must succeed on a ranged touch attack to hit your target. An affected
    plant creature takes 2d8 points of damage.
  duration: instantaneous
  effect: null
  level: druid 2, ranger 1, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: null
Deft Digits:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You animate the target of the spell, manipulating the glove with your own hand
    from a distance. The glove moves as you direct it with a fly speed of 30 feet
    and average maneuverability. Directing the glove is a standard action, though
    the glove can move up to its speed and perform a task in the same action. You
    can attempt Disable Device and Sleight of Hand checks using the glove, though
    attempting these checks at a distance increases the normal skill check DCs by
    5, or by 20 if you do not have line of sight to the object you are manipulating.
    The glove can also lift or drag objects using your caster level as your Strength
    score. The glove cannot wield weapons or make attacks effectively while this spell
    is in effect. If you cast this spell on a magical glove, its innate magic is suppressed
    for the duration of the spell.
  duration: 10 minutes/level
  effect: null
  level: bard 3, medium 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist
    3, summoner 3
  range: Medium (100 ft. + 10 ft./level)
  saving_throw: None (harmless, object)
  school: transmutation
  spell_resistance: 'no'
  target: 1 unattended gauntlet or glove
Deja Vu:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You reach into the target\u2019s mind and put its thought processes into a temporary\
    \ loop. Whatever full-round, standard, or move actions the creature takes on its\
    \ first turn after you cast this spell, it must repeat on the turn after that.\
    \ The creature must take the same type of actions in the same order (for example,\
    \ making a full attack, casting a specific spell, withdrawing, attempting a bull\
    \ rush combat maneuver, or activating a magic item) and must act against the same\
    \ target or targets, but doesn\u2019t have to make exactly the same choices (such\
    \ as using Power Attack when attacking, moving exactly 15 feet, or choosing \u201C\
    drop\u201D for the command spell). If the circumstances would prevent the target\
    \ from repeating an action, such as if the target of its attack is dead or the\
    \ target cannot cast the same spell again, the target instead becomes confused\
    \ until the spell ends. A creature currently affected by deja vu can\u2019t be\
    \ targeted with another deja vu spell. A creature affected by deja vu can\u2019\
    t delay, and if it readies an action on its first turn, it must ready the same\
    \ action on its second turn."
  duration: 2 rounds
  effect: null
  level: bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Delay Disease:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "The target becomes temporarily immune to disease. Any disease to which it is\
    \ exposed during the spell\u2019s duration does not affect the target until the\
    \ spell\u2019s duration has expired. If the target is currently infected with\
    \ a disease, you must make a caster level check against the disease\u2019s DC\
    \ to suspend it for the duration of the spell; otherwise, that disease affects\
    \ the target normally. Delay disease does not cure any damage a disease may have\
    \ already done."
  duration: 1 day
  effect: null
  level: alchemist 2, cleric 2, druid 2, inquisitor 2, paladin 2, ranger 2, witch
    1
  range: touch
  saving_throw: Fort negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Delay Pain:
  area: null
  casting_time: null
  components: V, S
  description:
  - "You override the target\u2019s ability to feel pain. Pain effects (such as pain\
    \ strike and symbol of pain) do not affect the target until this spell\u2019s\
    \ duration has expired. This does not negate any physical damage, ability damage,\
    \ or ability drain that a pain effect has already done, but it does negate ongoing\
    \ penalties from pain while the spell lasts."
  duration: 1 hour/level
  effect: null
  level: bard 2, cleric/oracle 2, bloodrager 2, inquisitor 2, psychic 2, sorcerer/wizard
    2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment [emotion]
  spell_resistance: null
  target: one creature
Delay Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "The subject becomes temporarily immune to poison. Any poison in its system or\
    \ any poison to which it is exposed during the spell\u2019s duration does not\
    \ affect the subject until the spell\u2019s duration has expired. Delay poison\
    \ does not cure any damage that poison may have already done."
  duration: 1 hour/level
  effect: null
  level: alchemist 2, bard 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger
    1, shaman 2, witch 2
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Delayed Blast Fireball:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like fireball, except that it is more powerful and can detonate
    up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of
    fire damage per caster level (maximum 20d6). The glowing bead created by delayed
    blast fireball can detonate immediately if you desire, or you can choose to delay
    the burst for as many as 5 rounds. You select the amount of delay upon completing
    the spell, and that time cannot change once it has been set unless someone touches
    the bead. If you choose a delay, the glowing bead sits at its destination until
    it detonates. A creature can pick up and hurl the bead as a thrown weapon (range
    increment 10 feet). If a creature handles and moves the bead within 1 round of
    its detonation, there is a 25% chance that the bead detonates while being handled.
  duration: 5 rounds or less; see text
  effect: null
  level: sorcerer/wizard 7
  range: null
  saving_throw: null
  school: evocation [fire]
  spell_resistance: null
  target: null
Delayed Consumption:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "When you consume this extract, you quickly consume another extract of your choice-this\
    \ second extract\u2019s effects do not come into effect until a later point. You\
    \ must consume this second, companion extract on the round following delayed consumption\
    \ or waste the extract. The companion extract can be no higher than 4th level,\
    \ and you must pay any costs associated with the companion extract when you consume\
    \ it."
  duration: 1 day/level (D) or until discharged
  effect: null
  level: alchemist 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Delectable Flesh:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "Choose a creature within range as the object of hunger. All other creatures within\
    \ 15 feet of the target that can see or smell the target\u2019s delectable flesh\
    \ must succeed at a Will save or spiral into a depraved state from which they\
    \ gain a single purpose\u2014to consume as much of the target\u2019s delicious\
    \ flesh as possible. the creature chosen as the target of this spell is not affected\
    \ by this depravity."
  duration: 1 minute/level (D)
  effect: null
  level: druid 7, shaman 7, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation [mind-affecting, polymorph]
  spell_resistance: 'yes'
  target: null
Delusional Pride:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target becomes so distracted by an overblown sense of its worth that it takes\
    \ a \u20132 penalty on attacks and skill checks. However, this feeling also gives\
    \ the target a +2 morale bonus on saves against charm and compulsion effects."
  duration: 1 minute
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: null
  target: one creature
Demand:
  area: null
  casting_time: 10 Minutes standard action
  components: V, S, M/DF (fine copper wire)
  description:
  - "This spell functions like sending, but the message can also contain a suggestion\
    \ (see the suggestion spell), which the subject does its best to carry out. A\
    \ successful Will save negates the suggestion effect but not the contact itself.\
    \ The demand, if received, is understood even if the subject\u2019s Intelligence\
    \ score is as low as 1. If the message is impossible or meaningless according\
    \ to the circumstances that exist for the subject at the time the demand is issued,\
    \ the message is understood but the suggestion is ineffective."
  duration: 1 round
  effect: null
  level: sorcerer/wizard 8, witch 8
  range: See Description
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: 1 Creature
Demand Offering:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A creature that fails its save uses an immediate action to hand you whatever\
    \ object it\u2019s currently wielding or holding. If the target doesn\u2019t have\
    \ an immediate action available, it uses a move action at the beginning of its\
    \ next turn to hand you the object. If it\u2019s currently holding or wielding\
    \ more than one item, determine randomly which item it gives you. If you\u2019\
    re no longer adjacent to the creature when it has to give you the item, the spell\
    \ ends with no effect. A creature that isn\u2019t holding an item when you cast\
    \ this spell is unaffected."
  duration: instantaneous or 1 round
  effect: null
  level: antipaladin 1, bard 2, inquisitor 2, mesmerist 1, occultist 2, psychic 2,
    sorcerer/wizard 2, witch 2
  range: 5 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Demanding Message:
  area: null
  casting_time: null
  components: null
  description:
  - This spell initially functions as message (allowing no save or spell resistance).
    Once during the message effect, you can concentrate as a standard action to issue
    a suggestion to one target as part of delivering a message. Spell resistance and
    a Will save apply to the suggestion, and it lasts for 1 hour per level or until
    completed.
  duration: 10 minutes/level, then 1 hour/level or until completed (D); see text
  effect: null
  level: bard 3, medium 3, mesmerist 3, occultist 4, psychic 3, sorcerer/wizard 4,
    witch 4
  range: null
  saving_throw: Will negates (see text)
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: yes; see text
  target: null
Denounce:
  area: 30-ft.-radius burst
  casting_time: 1 standard action
  components: V
  description:
  - You speak out against a single creature within line of sight and turn possible
    allies against it by drawing upon the power of your voice and conviction. Creatures
    in the area who can see the denounced creature must make a Will Saving Throw or
    have their starting attitude toward the denounced creature worsened by two levels
    (see Diplomacy skill or table on this page for details). For example, creatures
    previously indifferent to the subject turn unfriendly.
  duration: 1 hour/level
  effect: null
  level: bard 4, inquisitor 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: null
Depilate:
  area: null
  casting_time: 1 round
  components: "S, M (a sliver of cow\u2019s tongue)"
  description:
  - "This simple jinx causes a target\u2019s hair or fur to fall out in patchy clumps,\
    \ leaving the creature disheveled and less commanding."
  duration: instantaneous
  effect: null
  level: bard 1, druid 1, sorcerer/wizard 1, witch 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: one creature with hair or fur
Desecrate:
  area: 20-ft.-radius emanation
  casting_time: 1 standard action
  components: null
  description:
  - This spell imbues an area with negative energy. The DC to resist negative channeled
    energy within this area gains a +3 profane bonus. Every undead creature entering
    a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls,
    and saving throws. An undead creature created within or summoned into such an
    area gains +1 hit points per HD.
  duration: 2 hours/level
  effect: null
  level: antipaladin 2, cleric/oracle 2, inquisitor 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [evil]
  spell_resistance: 'yes'
  target: null
Desperate Weapon:
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - You create a one-handed object that you might expect to see in your current surroundings,
    which you can then use as an improvised weapon. The spell conjures such an object
    near your hand such that you can retrieve it as you complete the spell.
  duration: 1 minute/level
  effect: one-handed improvised weapon
  level: antipaladin 1, bard 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist
    1, ranger 1, sorcerer/wizard 1
  range: personal
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Destablize Powder:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a few drops of liquor)
  description:
  - "This spell makes the ammunition in the target firearm is prone to misfire. Increase\
    \ the misfire range by 1 + 1 per five caster levels (maximum +5) for the ammunition\
    \ currently loaded into that firearm. If aware of this spell\u2019s effect prior\
    \ to firing the altered ammunition (a DC 17 Spellcraft check to identify the spell\
    \ being cast or similar effect), the firearm\u2019s user can spend a standard\
    \ action to clear the altered ammunition from the firearm. Doing so destroys that\
    \ ammunition."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 loaded firearm
Destroy Robot:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF
  description:
  - You attempt to destroy any one robot in range. When you cast this spell, your
    hand crackles with electricity.
  duration: instantaneous
  effect: null
  level: druid 5, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: transmutation
  spell_resistance: 'yes'
  target: one robot (see below)
Destruction:
  area: null
  casting_time: 1 standard action
  components: V, S, F (holy or unholy symbol costing 500 gp)
  description:
  - "This spell instantly delivers 10 points of damage per caster level. If the spell\
    \ slays the target, it consumes the remains utterly in holy (or unholy) fire (but\
    \ not its equipment or possessions). If the target\u2019s Fortitude saving throw\
    \ succeeds, it instead takes 10d6 points of damage. The only way to restore life\
    \ to a character who has failed to save against this spell (and was slain) is\
    \ to use true resurrection, a carefully worded wish spell followed by resurrection,\
    \ or miracle."
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, shaman 8, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: necromancy [death]
  spell_resistance: 'yes'
  target: one creature
Detect Aberration:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like detect animals or plants, except it detects creatures
    of the aberration type.
  duration: concentration , up to 10 minutes/level (D)
  effect: null
  level: druid 1, psychic 1, ranger 1
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Animals or Plants:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - You can detect a particular kind of animal or plant in a cone emanating out from
    you in whatever direction you face. You must think of a kind of animal or plant
    when using the spell, but you can change the animal or plant kind each round.
    The amount of information revealed depends on how long you search a particular
    area or focus on a specific kind of animal or plant.
  duration: concentration, up to 10 min./level (D)
  effect: null
  level: druid 1, psychic 1, ranger 1, shaman 1
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Anxieties:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, F/DF (a medallion)
  description:
  - This spell functions as detect thoughts except that you sense significant anxieties
    of creatures with an Intelligence score of 1 or higher, regardless of whether
    they are conscious or not.
  duration: concentration
  effect: null
  level: antipaladin 2, bard 3, cleric 3, inquisitor 3, medium 2, mesmerist 2, paladin
    3, psychic 2, sorcerer/wizard 3, spiritualist 3, witch 3
  range: 60 ft.
  saving_throw: Will
  school: divination [mind-affecting]
  spell_resistance: ''
  target: null
Detect Chaos:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like detect evil, except that it detects the auras of chaotic
    creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items,
    and you are vulnerable to an overwhelming chaotic aura if you are lawful.
  duration: null
  effect: null
  level: cleric/oracle 1, inquisitor 1, shaman 1
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Detect Charm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as per detect magic, except that it detects only charm, compulsion,
    and possession effects. You immediately detect the strength and location of each
    such aura on all creatures in the area. You can attempt to identify the properties
    of each aura (see Spellcraft). In addition to noticing the targets of these effects,
    you can recognize when creatures in the area are using these effects on others
    by attempting a Sense Motive check as a standard action (DC = 20 + caster level).
    If you succeed, you can attempt a Spellcraft check to identify what magic it is
    using (even if the target is not in the area).
  duration: concentration , up to 1 minute/level (D)
  effect: null
  level: bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, paladin
    1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
  range: 60 ft.
  saving_throw: null
  school: divination
  spell_resistance: 'no'
  target: null
Detect Demon:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You sense the presence of a specific kind of evil\u2014that of demons, their\
    \ servants, and the Abyss. The amount of information revealed depends on how long\
    \ you study a particular area or subject."
  duration: concentration , up to 10 minutes/level (D)
  effect: null
  level: cleric 1, inquisitor 1, paladin 1
  range: 60 ft.
  saving_throw: none (see text)
  school: divination
  spell_resistance: 'no'
  target: null
Detect Desires:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, F/DF (a medallion)
  description:
  - This spell functions as detect thoughts, except you sense significant desires
    of creatures with an Intelligence score of 1 or higher, regardless of whether
    they are conscious or not.
  duration: concentration , up to 1 minute/level (D)
  effect: null
  level: antipaladin 2, bard 2, cleric 3, inquisitor 3, medium 2, mesmerist 3, paladin
    3, psychic 2, sorcerer/wizard 3, spiritualist 3, witch 3
  range: 60 ft.
  saving_throw: Will negates (see text)
  school: divination [mind-affecting]
  spell_resistance: 'no'
  target: null
Detect Evil:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: null
  description:
  - You can sense the presence of evil. The amount of information revealed depends
    on how long you study a particular area or subject.
  duration: concentration, up to 10 min./ level (D)
  effect: null
  level: cleric/oracle 1, inquisitor 1, shaman 1
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Fiendish Presence:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like detect evil, except that it detects only outsiders with
    the evil subtype, as well as the lingering effects caused by their gifts, presence,
    and spells. It can also detect clerics and paladins of fiendish deities, including
    Asmodeus, archdevils, daemonic harbingers, and demon lords.
  duration: concentration , up to 10 minutes/level (D)
  effect: null
  level: bard 0, cleric 0, magus 0, sorcerer/wizard 0, witch 0
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Good:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like detect evil, except that it detects the auras of good
    creatures, clerics or paladins of good deities, good spells, and good magic items,
    and you are vulnerable to an overwhelming good aura if you are evil.
  duration: null
  effect: null
  level: cleric/oracle 1, inquisitor 1, shaman 1
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Detect Law:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like detect evil, except that it detects the auras of lawful
    creatures, clerics of lawful deities, lawful spells, and lawful magic items, and
    you are vulnerable to an overwhelming lawful aura if you are chaotic.
  duration: null
  effect: null
  level: cleric/oracle 1, inquisitor 1, shaman 1
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Detect Magic:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - You detect magical auras. The amount of information revealed depends on how long
    you study a particular area or subject.
  duration: concentration, up to 1 min./level (D)
  effect: null
  level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman
    0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Metal:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, F (a magnetized nail or nugget of ore)
  description:
  - You detect any metal objects or creatures within a 60-foot cone.
  duration: concentration , up to 1 minute/level (D)
  effect: null
  level: alchemist 1, bard 1, sorcerer/wizard 1, summoner 1
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Mindscape:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions similarly to detect thoughts, allowing you to sense when\
    \ one or more creatures\u2019 consciousnesses are inside a mindscape. The amount\
    \ of information revealed depends on how long you study a particular subject."
  duration: concentration , up to 1 minute/level (D)
  effect: null
  level: medium 2, mesmerist 2, psychic 2, sorcerer/wizard 3
  range: 60 ft.
  saving_throw: Will negates; see text
  school: divination
  spell_resistance: 'no'
  target: null
Detect Poison:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You determine whether a creature, object, or area has been poisoned or is poisonous.
    You can determine the exact type of poison with a DC 20 Wisdom check. A character
    with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom
    check fails, or may try the Craft (alchemy) check prior to the Wisdom check. 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.
  duration: instantaneous
  effect: null
  level: antipaladin 1, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic
    0, ranger 1, shaman 0, sorcerer/wizard 0, witch 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Psychic Significance:
  area: 40-ft.-radius burst, centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - "You detect the presence of psychically significant items in your vicinity. Such\
    \ items are those that might have significant psychic imprints or histories that\
    \ can be read by the psychometry occult skill unlock, or items under the effects\
    \ of the charge object or implant false reading spells. Items within range that\
    \ contain significant psychic energy spark a recognition in your mind\u2019s eye,\
    \ but no other information is imparted. This spell doesn\u2019t automatically\
    \ detect magic items or strongly aligned items, though such items often have storied\
    \ histories and might have had previous owners who possessed psychic abilities."
  duration: instantaneous
  effect: null
  level: medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0
  range: 40 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Radiation:
  area: spherical emanation, centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - "You detect radiation in the surrounding area. You see radioactive auras as a\
    \ glowing green shimmer in the air that emanates from radioactive objects; the\
    \ brighter and more intense the green, the more powerful the radioactivity. This\
    \ glow does not provide illumination or allow you to see in darkness, apart from\
    \ being able to see the glow itself. The spell can penetrate barriers, but 3 feet\
    \ of dirt or wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of\
    \ lead blocks it\u2014although radiation can seep into such barriers, causing\
    \ them to become radioactive (and thus visible to the spell) in time."
  duration: 10 minute/level
  effect: null
  level: bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1
  range: 120 ft.
  saving_throw: none
  school: divination
  spell_resistance: no div style="clear:both"></div
  target: null
Detect Relations:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (a seed)
  description:
  - You can determine whether or not two or more creatures are related by blood. The
    amount of information gleaned depends on how long you study a particular area
    or set of subjects.
  duration: concentration , up to 1 min./level (D)
  effect: null
  level: bard 2, cleric 2, inquisitor 2, witch 2
  range: null
  saving_throw: Will negates; see text
  school: divination
  spell_resistance: 'no'
  target: null
Detect Scrying:
  area: 40-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (a piece of mirror and a miniature brass hearing trumpet)
  description:
  - " You immediately become aware of any attempt to observe you by means of a divination\
    \ (scrying) spell or effect. The spell\u2019s area radiates from you and moves\
    \ as you move. You know the location of every magical sensor within the spell\u2019\
    s area."
  duration: 24 hours
  effect: null
  level: bard 4, inquisitor 4, shaman 4, sorcerer/wizard 4, witch 4
  range: 40 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Secret Doors:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - You can detect secret doors, compartments, caches, and so forth. Only passages,
    doors, or openings that have been specifically constructed to escape detection
    are detected by this spell. The amount of information revealed depends on how
    long you study a particular area or subject.
  duration: concentration , up to 1 min./level (D)
  effect: null
  level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Snares and Pits:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - You can detect simple pits, deadfalls, and snares as well as mechanical traps
    constructed of natural materials. The spell does not detect complex traps, including
    trapdoor traps.
  duration: concentration, up to 10 min./level (D)
  effect: null
  level: druid 1, ranger 1
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect Thoughts:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, F/DF (a copper piece)
  description:
  - You detect surface thoughts. The amount of information revealed depends on how
    long you study a particular area or subject.
  duration: concentration , up to 1 min./level (D)
  effect: null
  level: alchemist 2, bard 2, inquisitor 2, psychic 1, sorcerer/wizard 2, summoner/unchained
    summoner 2, witch 2
  range: 60 ft.
  saving_throw: Will negates; see text
  school: divination [mind-affecting]
  spell_resistance: 'no'
  target: null
Detect Undead:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, M/DF (earth from a grave)
  description:
  - You can detect the aura that surrounds undead creatures. The amount of information
    revealed depends on how long you study a particular area.
  duration: concentration , up to 1 minute/ level (D)
  effect: null
  level: alchemist 1, cleric/oracle 1, inquisitor 1, paladin 1, psychic 1, shaman
    1, sorcerer/wizard 1
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Detect the Faithful:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You can detect other worshipers of your deity (mortal worshipers, outsider servants,
    and so on). The amount of information revealed depends on how long you focus on
    a particular area or subject.
  duration: concentration , up to 1 minute/level (D)
  effect: null
  level: antipaladin 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman
    1
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Determine Depth:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a touch, you can determine the exact thickness of a wall, ceiling, or other
    solid barrier, measuring from the point you are touching to the direct opposite
    side of the barrier in a straight line. You can only detect depths or widths of
    up to 10 feet per caster level (maximum 200 feet at 20th level); amounts in excess
    of this limit are detected as being the maximum you are able to detect. So, for
    example, a 5th-level wizard using this spell on a 60-foot-thick wall would detect
    that the wall is 50 feet thick.
  duration: concentration , up to 1 round/level (D)
  effect: null
  level: bard 2, druid 2, sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: solid surface touched
Detonate:
  area: 30-ft.-radius spread centered on you
  casting_time: 1 standard action
  components: V, S, M (two vials; one containing acid and one containing an alkaline
    solution worth a total of 50 gp)
  description:
  - You flood yourself with a potent surge of elemental energy.
  duration: 1 round, then instantaneous
  effect: null
  level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
  range: 30 ft.
  saving_throw: Reflex half
  school: evocation [acid, cold, electricity, or fire]
  spell_resistance: 'yes'
  target: null
Detoxify:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a dandelion stem)
  description:
  - "You remove a creature\u2019s ability to poison others, whether inherent or via\
    \ poisoned weapons. Whenever an affected creature would inflict poison with an\
    \ attack, spell, or other method (including auras and other constant methods),\
    \ that poison is automatically neutralized. This does not grant the subject of\
    \ the spell any resistance to poison itself."
  duration: 10 minutes/level
  effect: null
  level: cleric 3, druid 3, inquisitor 3, paladin 3, ranger 2, shaman 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Devil Snare:
  area: null
  casting_time: 1 full-round action
  components: V, S, M (a pouch of silvered powder worth 25 gp)
  description:
  - Your touch creates an invisible circle on a flat surface.
  duration: 1 round/level
  effect: 10-ft.-radius circle
  level: cleric 4, sorcerer/wizard 5
  range: touch
  saving_throw: Will negates; see text
  school: abjuration [good]
  spell_resistance: yes; see text
  target: null
Devolution:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a chameleon scale)
  description:
  - This spell causes an eidolon to lose one evolution plus one additional evolution
    for every five caster levels. Evolutions with the highest total cost are lost
    first. If there is a tie, randomly determine which is lost. If this spell causes
    an eidolon to fail to meet the prerequisites for other evolutions or abilities,
    those evolutions or abilities are lost as long as this spell persists.
  duration: 1 round/level
  effect: null
  level: psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Diagnose Disease:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You determine whether a creature, object, or area carries any sort of disease\
    \ or infestation (including molds, slimes, and similar hazards), or any exceptional\
    \ or supernatural effects causing the sickened or nauseated effects. If there\
    \ is disease present, you know what disease it is and its effects. If the target\
    \ is a creature, you gain a +4 bonus on Heal checks to treat the creature\u2019\
    s disease. The spell can penetrate many 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."
  duration: instantaneous
  effect: null
  level: cleric/oracle 1, druid 1, paladin 1, psychic 1, ranger 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: null
  target: null
Diamond Spray:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (a lump of coal)
  description:
  - "A cone of tiny, sparkling slivers as hard and sharp as fled diamonds springs\
    \ from your outstretched fingers at tremendous speed. Any creature in the area\
    \ of the torrent takes 1d6 points of slashing damage per caster level (maximum\
    \ 10d6). These magical slivers are treated as adamantine and cold iron for the\
    \ purpose of overcoming damage reduction. In addition, this spell bypasses up\
    \ to 1 point of an object\u2019s hardness per 2 caster levels (maximum 10)."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 3
  range: 20 ft.
  saving_throw: Reflex half
  school: evocation [earth]
  spell_resistance: 'yes'
  target: null
Dictum:
  area: nonlawful creatures in a 40-ft.-radius spread centered on you
  casting_time: 1 standard action
  components: V
  description:
  - Any nonlawful creature within the area of a dictum spell suffers the following
    ill effects.
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, inquisitor 6
  range: 40 ft.
  saving_throw: none or Will negates; see text
  school: evocation [lawful, sonic]
  spell_resistance: 'yes'
  target: null
Die for Your Master:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - This spell allows your companion or familiar to intercept any attack that targets
    you, including those that do not require attack rolls (e.g., chain lightning,
    hold monster, and magic missile).
  duration: instantaneous
  effect: null
  level: antipaladin 4, druid 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: none
  school: enchantment (compulsion)
  spell_resistance: 'no'
  target: your animal companion , familiar , or fiendish servant
Dimension Door:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You instantly transfer yourself from your current location to any other spot\
    \ within range. You always arrive at exactly the spot desired \u2013 whether by\
    \ simply visualizing the area or by stating direction. After using this spell,\
    \ you can\u2019t take any other actions until your next turn. You can bring along\
    \ objects as long as their weight doesn\u2019t exceed your maximum load. You may\
    \ also bring one additional willing Medium or smaller creature (carrying gear\
    \ or objects up to its maximum load) or its equivalent per three caster levels.\
    \ A Large creature counts as two Medium creatures, a Huge creature counts as two\
    \ Large creatures, and so forth. All creatures to be transported must be in contact\
    \ with one another, and at least one of those creatures must be in contact with\
    \ you."
  duration: instantaneous
  effect: null
  level: bard 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch
    4
  range: long (400 ft. + 40 ft./level)
  saving_throw: none and Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: no and yes (object)
  target: you and touched objects or other touched willing creatures
Dimensional Anchor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A green ray springs from your hand. You must make a ranged touch attack to hit
    the target. Any creature or object struck by the ray is covered with a shimmering
    emerald field that completely blocks extradimensional travel. Forms of movement
    barred by a dimensional anchor include astral projection, blink, dimension door,
    ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport,
    and similar spell-like abilities. The spell also prevents the use of a gate or
    teleportation circle for the duration of the spell.
  duration: 1 min./level
  effect: ray
  level: cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner 3, unchained summoner
    4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: abjuration
  spell_resistance: yes (object)
  target: null
Dimensional Blade:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - This spell gives you the power to turn one melee weapon in your hand into a two-dimensional
    object with length and height but no width. A sword becomes a flat image of a
    sword, a mace is reduced to a flat outline, and so on. The magic of the spell
    allows the weapon to be wielded by you normally, creating just enough depth to
    grasp it.
  duration: 1 round
  effect: null
  level: antipaladin 4, bloodrager 4, cleric 6, inquisitor 5, magus 5, paladin 4,
    sorcerer/wizard 6
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Dimensional Bounce:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You designate two locations within range and create a dimensional link between
    them; you must have line of effect to both locations when casting this spell.
    As a swift action, you can teleport from your current location to either of the
    designated locations as if you had cast dimension door. The spell is discharged
    once you have used it to teleport a number of times equal to one-fourth your caster
    level (maximum 5 times).
  duration: 1 round/level or until discharged
  effect: null
  level: sorcerer/wizard 7, summoner/unchained summoner 6, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none and Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: no and yes (object)
  target: null
Dimensional Lock:
  area: 20-ft.-radius emanation centered on a point in space
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a shimmering emerald barrier that completely blocks extradimensional
    travel. Forms of movement barred include astral projection, blink, dimension door,
    ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport,
    and similar spell-like abilities. Once dimensional lock is in place, extradimensional
    travel into or out of the area is not possible.
  duration: 1 day/level
  effect: null
  level: cleric/oracle 8, sorcerer/wizard 8, summoner 6, Bloodline accursed 8
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: null
Diminish Plants:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell has two versions.
  duration: instantaneous
  effect: null
  level: druid 3, ranger 3
  range: see text
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Diminish Resistance:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of coarse sand)
  description:
  - "You weaken a creature\u2019s resistance against one energy type you select: acid,\
    \ cold, electricity, fire, or sonic. The creature\u2019s resistance to that energy\
    \ type decreases by 5 (minimum 0), plus an additional 5 for every 5 caster levels\
    \ beyond 3rd (to a maximum of 20 at 18th level)."
  duration: 1 round/level (D)
  effect: null
  level: bard 2, cleric 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard
    2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Dirge of the Victorious Knights:
  area: null
  casting_time: 1 round
  components: V, S, F (a medal from a dead Hellknight or a copy of an opera script,
    either worth at least 100 gp)
  description:
  - By performing part of an opera, you call forth spectral illusions of mounted knights
    to trample your foes under the hooves of their glorious steeds.
  duration: instantaneous
  effect: 120-ft. line, 10 ft. wide
  level: bard 6
  range: 120 ft.
  saving_throw: Reflex half
  school: illusion (shadow)
  spell_resistance: 'yes'
  target: null
Disable Construct:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 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, but it receives a new save each round at the end of its turn
    to shake off the effect. If the construct is normally immune to magic, the pulse
    is less effective and the construct receives a +4 bonus on its saving throw.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'no'
  target: construct touched
Discern Lies:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - ' Each round, you concentrate on one target, who must be within range. You know
    if the target deliberately and knowingly speaks a lie by discerning disturbances
    in its aura caused by lying. The spell does not reveal the truth, uncover unintentional
    inaccuracies, or necessarily reveal evasions. '
  duration: concentration, up to 1 round/level
  effect: null
  level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 3, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'no'
  target: null
Discern Location:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - "A discern location spell is among the most powerful means of locating creatures\
    \ or objects. Nothing short of a mind blank spell or the direct intervention of\
    \ a deity keeps you from learning the exact location of a single individual or\
    \ object. Discern location circumvents normal means of protection from scrying\
    \ or location. The spell reveals the name of the creature or object\u2019s location\
    \ (place, name, business name, building name, or the like), community, county\
    \ (or similar political division), country, continent, and the plane of existence\
    \ where the target lies."
  duration: instantaneous
  effect: null
  level: cleric/oracle 8, shaman 8, sorcerer/wizard 8, summoner 6, witch 8
  range: unlimited
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: one creature or object
Discern Next of Kin:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a copper piece)
  description:
  - "You can scan the thoughts of one individual and learn the names and locations\
    \ of the target\u2019s living relatives, as well as the attitude of the target\
    \ toward those relatives (and vice versa). You learn about one relative per round\
    \ you concentrate on the target. For example, you might learn the target\u2019\
    s father\u2019s name, that the father lives on a nearby farm, and that the target\
    \ and his father don\u2019t get along. Since this spell reads the target\u2019\
    s mind, you can learn only what the target knows or believes."
  duration: concentration , up to 1 minute/level (D)
  effect: null
  level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
  range: 60 ft.
  saving_throw: Will negates (see text)
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Discern Value:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: V, S, F (platinum monocle worth 100 gp)
  description:
  - You can quickly analyze the monetary value of objects and identify which are most
    valuable to an average trader.
  duration: concentration , up to 1 minute/level (D)
  effect: null
  level: bard 3, sorcerer/wizard 3
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Discharge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Discharge dissipates the charges from one technical object, temporarily depowers\
    \ one electrically powered technological object that does not use charges, or\
    \ severely hinders a creature with the robot subtype. If the spell targets an\
    \ object with charges, the object loses all of its remaining charges. If the object\
    \ is powered by electrical means other than charges, its functions are suppressed\
    \ for 1d4 rounds. If the spell targets a creature not of the robot subtype, it\
    \ affects a random charged or electrically powered item in that creature\u2019\
    s possession. If the target is a robot, the robot is staggered and cannot use\
    \ any energy-based attacks for 1d4 rounds. A robot that\u2019s affected by this\
    \ spell receives a new saving throw at the end of each round to shrug off the\
    \ effect."
  duration: instantaneous
  effect: null
  level: bard 3, cleric 3, magus 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: abjuration
  spell_resistance: 'no'
  target: one creature or technological object
Discordant Blast:
  area: see text
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a wave of thunder and force, either in a 10-foot radius burst centered
    on you or in 30-foot cone-shaped burst.
  duration: instantaneous
  effect: null
  level: bard 4
  range: 10 ft. or 30 ft.
  saving_throw: none
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Discovery Torch:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - An object you touch emanates a 20-foot radius of bright light. The effect looks
    like a regular flame but creates no heat and uses no oxygen. Allies within the
    area of this light gain a +2 enhancement bonus on Perception and Sense Motive
    checks, as well as on Knowledge checks to identify monsters that are also within
    the area and their special powers and vulnerabilities.
  duration: 10 minutes/level
  effect: null
  level: bard 2, cleric 3, inquisitor 2
  range: touch
  saving_throw: none
  school: evocation [light]
  spell_resistance: 'no'
  target: object touched
Disfiguring Touch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a touch, you cause the victim of this spell to suffer a painful curse that
    causes it to grow hideously disfigured.
  duration: 1 day/level
  effect: null
  level: bloodrager 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: null
  target: creature touched
Disguise Other:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as disguise self, except you can disguise either yourself
    or another creature.
  duration: 10 minute/level (D)
  effect: null
  level: bard 2, inquisitor 2, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: creature touched
Disguise Self:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You make yourself \u2013 including clothing, armor, weapons, and equipment \u2013\
    \ 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."
  duration: 10 min./level (D)
  effect: null
  level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard
    1
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: you
Disguise Weapon:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - 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.
  duration: 1 hour/level (D)
  effect: null
  level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: manufactured weapon touched
Disintegrate:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a lodestone and a pinch of dust)
  description:
  - A thin, green ray springs from your pointing finger.
  duration: instantaneous
  effect: ray
  level: magus 6, sorcerer/wizard 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial (object)
  school: transmutation
  spell_resistance: 'yes'
  target: null
Dismissal:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell forces an extraplanar creature back to its proper plane if it fails
    a Will save. If the spell is successful, the creature is instantly whisked away,
    but there is a 20% chance of actually sending the subject to a plane other than
    its own.
  duration: instantaneous
  effect: null
  level: cleric/oracle 4, inquisitor 4, shaman 4, sorcerer/wizard 5, summoner 4, unchained
    summoner 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: abjuration
  spell_resistance: 'yes'
  target: one extraplanar creature
Dispel Balance:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Pulsing bronze energy surrounds you, bestowing three effects.
  duration: 1 round/level or until discharged, whichever comes first
  effect: null
  level: cleric 5, inquisitor 5
  range: touch
  saving_throw: see text
  school: abjuration
  spell_resistance: see text
  target: you and a touched, neutral creature from another plane, or you and an enchantment
    on a touched creature or object
Dispel Chaos:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like dispel evil, except that you are surrounded by constant,
    blue lawful energy, and the spell affects chaotic creatures and spells rather
    than evil ones.
  duration: null
  effect: null
  level: cleric/oracle 5, inquisitor 5, paladin 4, shaman 5
  range: null
  saving_throw: null
  school: abjuration [lawful]
  spell_resistance: null
  target: null
Dispel Evil:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Shimmering, white holy energy surrounds you. This energy has three effects.
  duration: 1 round/level or until discharged, whichever comes first
  effect: null
  level: cleric/oracle 5, inquisitor 5, paladin 4, shaman 5
  range: touch
  saving_throw: see text
  school: abjuration [good]
  spell_resistance: see text
  target: null
Dispel Good:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like dispel evil, except that you are surrounded by dark,
    wavering unholy energy, and the spell affects good creatures and spells rather
    than evil ones.
  duration: null
  effect: null
  level: antipaladin 4, cleric/oracle 5, inquisitor 5, shaman 5
  range: null
  saving_throw: null
  school: abjuration [evil]
  spell_resistance: null
  target: null
Dispel Law:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like dispel evil, except that you are surrounded by flickering,
    yellow chaotic energy, and the spell affects lawful creatures and spells rather
    than evil ones.
  duration: null
  effect: null
  level: antipaladin 4, cleric/oracle 5, inquisitor 5, shaman 5
  range: null
  saving_throw: null
  school: abjuration [chaotic]
  spell_resistance: null
  target: null
Dispel Magic:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can use dispel magic to end one ongoing spell that has been cast on a creature\
    \ or object, to temporarily suppress the magical abilities of a magic item, or\
    \ to counter another spellcaster\u2019s spell. A dispelled spell ends as if its\
    \ duration had expired. Some spells, as detailed in their descriptions, can\u2019\
    t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like\
    \ effects just as it does spells. The effect of a spell with an instantaneous\
    \ duration can\u2019t be dispelled, because the magical effect is already over\
    \ before the dispel magic can take effect."
  duration: instantaneous
  effect: null
  level: antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, medium
    3, mesmerist 3, occultist 3, paladin 3, psychic 3, shaman 3, sorcerer/wizard 3,
    spiritualist 3, summoner/unchained summoner 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Displacement:
  area: null
  casting_time: 1 standard action
  components: V, M (a small loop of leather)
  description:
  - The subject of this spell appears to be about 2 feet away from its true location.
    The creature benefits from a 50% miss chance as if it had total concealment. Unlike
    actual total concealment, displacement does not prevent enemies from targeting
    the creature normally. True seeing reveals its true location and negates the miss
    chance.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 3, bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic
    3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3
  range: touch
  saving_throw: Will negates (harmless)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: creature touched
Disrupt Link:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target has her link with her bonded creature temporarily severed. If the subject
    has a familiar, she loses the benefits of the alertness, deliver touch spells,
    empathic link, scry on familiar, share spells, and speak with master abilities.
    If the target has an animal companion, she loses the benefits of the link, share
    spells, and devotion abilities. The target and her familiar or animal companion
    also lose any other abilities (such as those from archetypes or feats) that rely
    on the two having a connection.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, bard 3, inquisitor 3, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Disrupt Silence:
  area: 10-ft.-radius emanation centered on a creature, object, or point in space
  casting_time: 1 standard action
  components: S, M (tiny silver bell, chime, or gong)
  description:
  - You suppress magical sound-dampening effects within the area.
  duration: 1 round/level (D)
  effect: null
  level: bard 2, cleric 3, inquisitor 3, psychic 3
  range: touch
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Disrupt Undead:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You direct a ray of positive energy.
  duration: instantaneous
  effect: ray
  level: inquisitor 0, magus 0, sorcerer/wizard 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: null
Disrupting Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell makes a melee weapon deadly to undead. Any undead creature with HD
    equal to or less than your caster level must succeed on a Will save or be destroyed
    utterly if struck in combat with this weapon. Spell resistance does not apply
    against the destruction effect.
  duration: 1 round/level
  effect: null
  level: cleric/oracle 5, inquisitor 5
  range: touch
  saving_throw: Will negates (harmless, object); see text
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Dissolution:
  area: null
  casting_time: 1 standard action
  components: V, S, M ( vial of alchemical reagents worth 50 gp)
  description:
  - "You touch a Tiny or smaller item, causing the item to vanish as if it did not\
    \ exist at all. The item doesn\u2019t take damage or otherwise gain any condition;\
    \ it simply ceases to be visible to or interact with the world in any way, as\
    \ if it no longer existed. The oil vanishes with the item and leaves no residue,\
    \ nor does it affect surfaces that handle or hold the item during its application.\
    \ No spell or ability short of miracle or wish can locate or affect the item while\
    \ it is under the effect of this spell. Though the item seems to not exist while\
    \ under the effects of this spell, its own reality is consistent (it ages normally,\
    \ and any ongoing effects upon it continue normally). The target object can be\
    \ one size larger than Tiny for every 5 caster levels above 5th you possess."
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 4, sorcerer/wizard 5, spiritualist 6, summoner 6
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: 'no'
  target: Tiny or smaller object touched
Distracting Cacophony:
  area: 20-ft. spread
  casting_time: 1 standard action
  components: V, S
  description:
  - The air fills with loud and discordant noise, making concentration difficult.
    Casting a spell in this area of cacophony requires a concentration check (DC 15
    + the level of the spell being cast). Any other concentration checks in the area
    have their DCs increased by 5. The DC of Perception checks involving hearing is
    likewise increased by 5.
  duration: 1 round/level (D)
  effect: null
  level: bard 2, psychic 3, sorcerer/wizard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [sonic]
  spell_resistance: null
  target: null
Distressing Tone:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You create a powerful tone that vibrates living flesh.
  duration: 1 round/level
  effect: null
  level: bard 2, inquisitor 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: evocation [sonic]
  spell_resistance: null
  target: 1d4 living creatures
Divide Mind:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You partition your mind to maximize your mental power. Until the spell ends, you
    roll twice and use the higher result for all Will saves, Intelligence checks,
    and Intelligence-based skill checks. In addition, as a swift action you can have
    your second mind perform any purely mental action that normally requires a standard
    action or a move action. This includes casting psychic spells, using spell-like
    abilities, and concentrating on spells.
  duration: 1 minute
  effect: null
  level: psychic 9
  range: personal
  saving_throw: none
  school: enchantment [mind-affecting]
  spell_resistance: 'no'
  target: you
Divination:
  area: null
  casting_time: 10 minutes
  components: V, S, M (incense and an appropriate offering worth 25 gp)
  description:
  - "Similar to augury but more powerful, a divination spell can provide you with\
    \ a useful piece of advice in reply to a question concerning a specific goal,\
    \ event, or activity that is to occur within 1 week. The advice granted by the\
    \ spell can be as simple as a short phrase, or it might take the form of a cryptic\
    \ rhyme or omen. If your party doesn\u2019t act on the information, the conditions\
    \ may change so that the information is no longer useful. The base chance for\
    \ a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the\
    \ die roll fails, you know the spell failed, unless specific magic yielding false\
    \ information is at work."
  duration: instantaneous
  effect: null
  level: cleric/oracle 4, inquisitor 4, shaman 4, witch 4
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Divine Arrow:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue a projectile, such as an arrow or shuriken, with holy energy so that
    it deals extra damage to undead equal to that dealt by your lay on hands feature.
    This extra damage is not multiplied on a critical hit. Although this spell does
    not expend a daily use of your lay on hands class feature, you must have at least
    one daily use available to cast this spell. If the projectile hits a target or
    is destroyed before the duration ends, the spell is discharged.
  duration: 1 round/level or until discharged
  effect: null
  level: paladin 2
  range: touch
  saving_throw: none
  school: transmutation [good]
  spell_resistance: 'no'
  target: one projectile
Divine Favor:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on\
    \ attack and weapon damage rolls for every three caster levels you have (at least\
    \ +1, maximum +3). The bonus doesn\u2019t apply to spell damage."
  duration: 1 minute
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Divine Illumination:
  area: null
  casting_time: 1 minute
  components: V, S, DF
  description:
  - "With this spell, you create shafts of blue light that illuminate all undead creatures\
    \ in the area. Affected undead take a \u201320 penalty on all Stealth checks.\
    \ Invisible undead are not made visible by this effect, but the light does make\
    \ it easy to pinpoint the exact squares in which such undead are located (they\
    \ still retain the 50% miss chance granted by invisibility). This spell increases\
    \ light levels by one step in a 5-foot radius around an affected undead creature.\
    \ Once an undead is affected, it remains illuminated as long as remains within\
    \ the spell\u2019s range, even if it leaves the spell\u2019s original radius,\
    \ until the spell\u2019s duration ends."
  duration: 1 minute/level
  effect: null
  level: cleric 3, inquisitor 3, paladin 2
  range: medium (100 ft. +5 ft./level)
  saving_throw: Will partial
  school: conjuration [good, light]
  spell_resistance: 'yes'
  target: null
Divine Power:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Calling upon the divine power of your patron, you imbue yourself with strength
    and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls,
    Strength checks, and Strength-based skill checks for every three caster levels
    you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever
    you make a full-attack action, you can make an additional attack at your full
    base attack bonus, plus any appropriate modifiers. This additional attack is not
    cumulative with similar effects, such as haste or weapons with the speed special
    ability.
  duration: 1 round/level
  effect: null
  level: cleric/oracle 4, inquisitor 4, shaman 4
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Divine Pursuit:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - Select one creature within 60 feet that you have damaged. If that creature has
    a burrow, climb, fly, or swim speed, you gain that form of movement for the duration
    of the spell at the same speed and maneuverability as the selected creature. If
    this gives you the burrow or swim speed, you can breathe while burrowing or swimming.
    If the creature moves 1,000 feet or more from you, the spell ends. If the creature
    has more than one of these types of movement, you select one from the types available
    to the creature.
  duration: 1 minute/level; see text
  effect: null
  level: inquisitor 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Divine Transfer:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "With a single touch, you transfer some of your life essence to the subject, transferring\
    \ your hit points and your resolve. When you touch the subject you can transfer\
    \ up to a number of hit points equal to your Constitution score to the target.\
    \ These hit points heal the subject, but cannot raise the subject\u2019s hit points\
    \ higher than its normal hit point total. In addition, the subject gains damage\
    \ reduction/evil equal to your Charisma bonus (if any) for the duration of the\
    \ spell."
  duration: 1 round/level
  effect: null
  level: paladin 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: null
Divine Trident:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A 4-foot-long, blazing, forked bolt of electricity springs forth from your hand.
    You wield this spear-like bolt as if it were a trident (you are considered proficient
    with the bolt). Attacks with the trident are melee touch attacks. The bolt deals
    1d8 points of electricity damage + 1 point per 2 caster levels (maximum +10).
    Since the bolt is immaterial, your Strength modifier does not apply to the damage.
    The bolt can ignite combustible materials such as parchment, straw, dry sticks,
    and cloth.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 2, druid 2, witch 2
  range: 0 ft. trident -like bolt of electricity
  saving_throw: none
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: null
Divine Vessel:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You accept otherworldly energies into your body and transform.
  duration: 1 round/level (D)
  effect: null
  level: oracle 8
  range: personal
  saving_throw: null
  school: transmutation [chaotic, evil, good, or lawful]
  spell_resistance: null
  target: null
Dominate Animal:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell allows you to enchant the targeted animal and direct it with simple\
    \ commands such as \u201CAttack,\u201D \u201CRun,\u201D and \u201CFetch.\u201D\
    \ Suicidal or self-destructive commands (including an order to attack a creature\
    \ two or more size categories larger than the dominated animal) are simply ignored."
  duration: 1 round/level
  effect: null
  level: druid 3, shaman 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one animal
Dominate Monster:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like dominate person, except that the spell is not restricted
    by creature type.
  duration: null
  effect: null
  level: sorcerer/wizard 9, summoner 6, witch 9
  range: null
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one creature
Dominate Person:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You can control the actions of any humanoid creature through a telepathic link\
    \ that you establish with the subject\u2019s mind."
  duration: 1 day/level
  effect: null
  level: bard 4, mesmerist 4, shaman 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid
Doom:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell fills a single subject with a feeling of horrible dread that causes
    it to become shaken.
  duration: 1 min./level
  effect: null
  level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Draconic Ally:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a scale from a dragon and 250 gp)
  description:
  - You create a semi-living intelligent draconic servant that loyally obeys and serves
    you.
  duration: 1 day/level (D)
  effect: one intelligent draconic servant
  level: antipaladin 3, bloodrager 3, paladin 3, psychic 3, occultist 3, sorcerer/wizard
    3, spiritualist 3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [draconic]
  spell_resistance: 'no'
  target: null
Draconic Malice:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You surround yourself with a palpable aura of draconic fear and dread.
  duration: 1 minute/level
  effect: 10-foot aura centered on you
  level: antipaladin 3, bard 3, bloodrager 3, cleric 3, inquisitor 3, mesmerist 3,
    psychic 3, shaman 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: Will negates (harmless)
  school: enchantment [draconic]
  spell_resistance: 'no'
  target: you
Draconic Reservoir:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scale from dragon that produces the energy you seek to absorb)
  description:
  - 'Draconic reservoir functions as protection from energy, absorbing 6 points of
    one type of energy damage per caster level (acid, cold, electricity, or fire,
    maximum 60 points). Each round, as a swift action, the subject can release 1d6
    points of the absorbed energy and apply it to any melee attack, as if using an
    acidic, flaming, frost, or shock weapon. The first creature the subject strikes
    with this attack takes the energy damage in addition to any other consequences
    of the attack. '
  duration: 10 minutes/level or until discharged; see text
  effect: null
  level: alchemist 3, bloodrager 3, sorcerer/wizard 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: evocation [acid, cold, electricity, or fire]
  spell_resistance: yes (harmless)
  target: null
Draconic Suppression:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A dragon that fails its saving throw cannot use its breath weapon for the duration\
    \ of the spell and is treated as one age category younger for determining which\
    \ special abilities it can use. For example, an ancient green dragon would revert\
    \ to the special abilities of a very old dragon and lose access to its miasma\
    \ ability and its dominate person spell-like ability. This spell has no effect\
    \ on a dragon\u2019s armor class, feats, frightful presence, hit points, physical\
    \ attacks, saving throws, senses, size, skills, spellcasting, or statistics."
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./level)
  saving_throw: Fort negates
  school: abjuration
  spell_resistance: 'yes'
  target: one dragon
Dragon Turtle Shell:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of turtle shell)
  description:
  - "When you are struck by an opponent\u2019s natural attacks, the damage is resolved\
    \ as if the attack came from a creature one size smaller per 5 caster levels (maximum\
    \ of four size categories smaller at CL 20th). Refer to Table 3\u20131 to determine\
    \ an attack\u2019s altered base damage. If the creature\u2019s natural attack\
    \ deals nonstandard damage, refer instead to the Improved Natural Attack feat.\
    \ It is not possible to reduce the base damage of a creature\u2019s natural attack\
    \ below 1d2 with this spell."
  duration: 1 round/level
  effect: null
  level: alchemist 3, cleric 3, druid 2, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Dragonvoice:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - By magically altering the way your vocal cords create sounds, you can emulate
    the vocal inflections of dragons.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bard 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
"Dragon\u2019s Breath":
  area: cone-shaped burst or line
  casting_time: 1 standard action
  components: V, S, M (a dragon scale)
  description:
  - "You breathe out a blast of energy. Creatures in the affected area take 1d6 points\
    \ of energy damage per caster level (maximum of 12d6). A successful Reflex save\
    \ results in half damage. The spell\u2019s effect and energy type depend on the\
    \ type of dragon scale used:"
  duration: instantaneous
  effect: null
  level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
  range: 30 ft. or 60 ft.
  saving_throw: Reflex half
  school: evocation [acid, cold, electricity, or fire]
  spell_resistance: 'yes'
  target: null
Drain Construct:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You weaken a target construct, temporarily sapping its animating force and limiting
    its normal functionality. If the construct fails its saving throw, for the duration
    of this spell, it loses any damage reduction and fast healing it had and its base
    speed is reduced by half.
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'no'
  target: one construct
Drain Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (the fang of a poisonous creature)
  description:
  - "By touching a weapon against the fang of a poisonous creature and casting this\
    \ spell, you drain 1 dose of the creature\u2019s poison, which is magically applied\
    \ to your weapon without risk of poisoning yourself. The poison remains on the\
    \ weapon until either it strikes a creature, you touch the weapon, or you wipe\
    \ off the poison. It otherwise functions exactly like a dose of a manufactured\
    \ poison applied to a weapon. You can use this spell with natural as well as manufactured\
    \ weapons. This spell does not prevent you from exposing yourself to the poison\
    \ if you roll a natural 1 on an attack roll while the poison is applied to your\
    \ weapon."
  duration: 24 hours
  effect: null
  level: alchemist 3, antipaladin 3, cleric 3, druid 3, ranger 3, witch 3
  range: touch
  saving_throw: none
  school: transmutation [poison]
  spell_resistance: 'no'
  target: one weapon or a single piece of ammunition
Dread Bolt:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You unleash a crackling missile of darkness from your unholy symbol at any one
    target in range as a ranged touch attack.
  duration: instantaneous (1d4 rounds)
  effect: arrow-shaped projectile of evil energy
  level: cleric/oracle 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: evocation [evil]
  spell_resistance: null
  target: null
Dreadscape:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of black sand)
  description:
  - Your targets see their surroundings as a nightmarish reflection of the world around
    them. Buildings and furnishings take on a dirty, ruined appearance. Even allies
    appear foreign and hostile, with friendly speech turning into garbled mockery
    and threats.
  duration: 10 minutes/level
  effect: null
  level: bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (phantasm)) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: up to one creature/level, no two of which can be more than 30 feet apart
Dream:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "You, or a messenger you touch, send a message to others in the form of a dream.\
    \ At the beginning of the spell, you must name the recipient or identify him or\
    \ her by some title that leaves no doubt as to identity. The messenger then enters\
    \ a trance, appears in the intended recipient\u2019s dream, and delivers the message.\
    \ The message can be of any length, and the recipient remembers it perfectly upon\
    \ waking. The communication is one-way. The recipient cannot ask questions or\
    \ offer information, nor can the messenger gain any information by observing the\
    \ dreams of the recipient."
  duration: see text
  effect: null
  level: alchemist 5, bard 5, sorcerer/wizard 5
  range: unlimited
  saving_throw: none
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature touched
Dream Council:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as dream, but you and the target of your dream can converse\
    \ in a limited fashion as long as the recipient is also asleep. You can send or\
    \ receive a number of dream messages equal to your caster level. Each message\
    \ can be up to 25 words long or a single vague image that can\u2019t convey fine\
    \ details such as words. You can send and receive these dream messages with a\
    \ single target or multiple targets, but each message you send or receive counts\
    \ against the total number of messages allowed. Sending a message takes 1 round.\
    \ The spell ends and you wake up when you run out of messages."
  duration: see text
  effect: null
  level: bard 6, medium 4, mesmerist 5, psychic 6, sorcerer/wizard 7
  range: unlimited
  saving_throw: Will negates
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one or more living creatures
Dream Dalliance:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You create a comforting phantasm, which leeches onto the psyche of a nearby target.\
    \ The creature can attempt a Will saving throw to prevent the phantasm from entering\
    \ its psyche, but otherwise it takes up permanent residence in the creature\u2019\
    s mind. The phantasm fills its target\u2019s dreams with happy visions, comforting\
    \ manifestations of loved ones, and incredible vistas, feeding the target a perfect\
    \ fantasy life it never wishes to leave. After the target\u2019s next night\u2019\
    s sleep, the target must succeed at a Will saving throw to wake up; otherwise,\
    \ it remains asleep for the rest of the day and following night. Each night it\
    \ must succeed at a new saving throw or remain asleep for days or weeks on end\
    \ as it slowly starves to death (presuming it normally needs to eat to survive).\
    \ Loud noises, jostling, and even pain won\u2019t rouse the slumbering target.\
    \ Dealing 1 point of damage per the target\u2019s Hit Die awakens the target,\
    \ but it awakens fatigued and takes a \u20132 penalty on all saving throws against\
    \ spells and effects that may put it back to sleep until the phantasm has been\
    \ banished."
  duration: instantaneous
  effect: null
  level: mesmerist 3, psychic 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief, then Will partial (see text)
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Dream Feast:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The next time the target sleeps (within the next 8 hours), she dreams of a rich
    feast with her favorite foods and drinks. When she awakens, she is sated as if
    she had eaten a nutritious meal, regardless of what she dreamed she ate. The target
    must sleep for at least 1 hour to gain the benefits of this spell. Being awakened
    during this period interrupts the spell and cancels its effects.
  duration: instantaneous
  effect: null
  level: cleric/oracle 1, druid 1, ranger 1, shaman 1
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (creation)
  spell_resistance: yes (harmless)
  target: creature touched
Dream Reality:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You cause the target to perceive the world as if in a dream.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 5, bard 5, cleric 6, mesmerist 5, occultist 5, psychic 6, sorcerer/wizard
    6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief
  school: illusion (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Dream Scan:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as dream, but rather than sending a message to a sleeping\
    \ target, you can instead read the target\u2019s thoughts. The target must be\
    \ asleep for you to perform a dream scan, though if the target isn\u2019t asleep,\
    \ you can wait in a trance until your target falls asleep. Once the target is\
    \ asleep, You can concentrate in order to read its surface thoughts as if using\
    \ detect thoughts. You can continue concentrating for up to 1 minute per caster\
    \ level."
  duration: see text
  effect: null
  level: bard 6, medium 4, mesmerist 5, psychic 5, sorcerer/wizard 6
  range: unlimited
  saving_throw: Will negates
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Dream Shield:
  area: null
  casting_time: 1 standard action
  components: V, S, M (hollow glass ball or dreamcatcher)
  description:
  - "You ward the target\u2019s mind against intrusion and influence while she is\
    \ unconscious. While sleeping, the target is protected against divinations such\
    \ as nondetection and gains spell resistance equal to 10 + your caster level against\
    \ mind-affecting effects. In addition, the subject immediately receives another\
    \ saving throw (if one was allowed to begin with) against any spell or effect\
    \ that would possess or exercise direct mental control over her. This functions\
    \ in all respects like the second property of protection from evil but it applies\
    \ regardless of the alignment of the creature or object that created the possession\
    \ or mental influence effect."
  duration: 1 hour/level
  effect: null
  level: alchemist 2, bard 2, medium 2, mesmerist 2, psychic 3, shaman 2, sorcerer/wizard
    4, witch 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'no'
  target: creature touched
Dream Travel:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You and the other targets of the spell are physically drawn from the Material\
    \ Plane into the Dimension of Dreams on a voyage into the dreams of a creature\
    \ you designate. In the Dimension of Dreams, you move through a swirling sea of\
    \ thoughts, desires, and emotions created by the minds of dreamers everywhere\
    \ to reach your destination dreamscape. Reaching the destination dreamscape takes\
    \ 1 hour. At any point before the spell\u2019s duration ends, you can dismiss\
    \ the spell to return to where you started on the Material Plane. The connection\
    \ between dreams and reality is inherently tenuous, and your ability to arrive\
    \ precisely where you mean to is dependent on your familiarity with the dreamer\
    \ you\u2019re trying to find. To determine how accurate your arrival is at the\
    \ end of your dream travel, roll d% on the following table."
  duration: 1 hour/level (D)
  effect: null
  level: mesmerist 6, psychic 6
  range: touch
  saving_throw: Will negates
  school: conjuration (teleportation) [mind-affecting]
  spell_resistance: 'yes'
  target: you and one creature/level
Dream Voyage:
  area: null
  casting_time: 1 standard action
  components: V, S,
  description:
  - "This spell functions as dream travel, but you and your companions travel through\
    \ the Dimension of Dreams in a fantastical vehicle of your own devising that halves\
    \ the travel time. Only you can pilot the vessel, and you can do so even if you\
    \ aren\u2019t inside it. Your psychic vehicle buffers minds from the intense emotional\
    \ tides of the Dimension of Dreams, rendering everyone inside immune to harmful\
    \ emotion and fear effects."
  duration: 1 hour/level
  effect: null
  level: psychic 9
  range: touch
  saving_throw: Will negates
  school: conjuration (teleportation) [mind-affecting]
  spell_resistance: 'yes'
  target: You and one creature per level
Dress Corpse:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pickled herring)
  description:
  - "You cause the flesh and bones of a corpse to shift themselves to suit a narrative\
    \ of your choosing. This spell can hide or create telltale wounds, bruising, and\
    \ other subtle clues as to the nature of the target\u2019s death, and the final\
    \ hours leading up to it, allowing you to make the corpse appear to have died\
    \ in just about any way."
  duration: instantaneous
  effect: null
  level: cleric 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: corpse touched
"Drunkard\u2019s Breath":
  area: cone-shaped burst
  casting_time: null
  components: null
  description:
  - This spell emanates from your mouth and functions like stinking cloud, except
    as noted above. The effect is barely visible and does not obscure vision. The
    nausea effect resembles that of an extreme hangover. This is a poison effect.
  duration: null
  effect: null
  level: bard 2, cleric 2
  range: 30 ft.
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: null
"Duelist\u2019s Feint":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "With a lascivious wink and a sensuous sway, you flood a foe\u2019s mind with\
    \ lustful thoughts of you, distracting your target and rendering that creature\
    \ vulnerable to your attacks."
  duration: 1 round/level
  effect: null
  level: bard 2
  range: 20 ft.
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
"Duelist\u2019s Parry":
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - "Originally designed by a magus who had long admired swashbucklers for their ability\
    \ to deflect blows, duelist\u2019s parry has swiftly gained popularity among bards\
    \ and magi alike."
  duration: instantaneous
  effect: null
  level: bard 1, magus 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Dungeonsight:
  area: 60-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S, F (a small glass orb worth 150 gp)
  description:
  - You receive a clear and memorable view of the layout of chambers, barriers, and
    connecting passages within the area of effect.
  duration: instantaneous
  effect: null
  level: bard 4, cleric 5, inquisitor 4, sorcerer/wizard 5
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Duplicate Familiar:
  area: null
  casting_time: 1 standard action
  components: V, S, M (alchemically preserved mockingfey feathers), F ( familiar )
  description:
  - "You create a duplicate of a familiar. The familiar\u2019s master can use the\
    \ duplicate as if it were his familiar in all respects, though he doesn\u2019\
    t gain the bonus special ability from more than one familiar at a time. When the\
    \ spell\u2019s duration expires, the familiar duplicate shrivels into nothing,\
    \ even if petrified or otherwise transformed."
  duration: 10 minutes/level
  effect: temporary duplicate of familiar touched
  level: alchemist 4, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: Fort negates
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Dust Form:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of dust gathered from a gravestone or sacred shrine)
  description:
  - Upon casting this spell, you keep your relative form, but you and your equipment
    become composed entirely of dust. While in this dust form, you take no penalties
    for squeezing, and can move through spaces as if you were a creature three size
    categories smaller without penalty. You are also considered incorporeal, though
    any nonmagical attack you make deals half damage (50%). Magic attacks are unaffected,
    and you can still use your magic items and other equipment as normal. If the duration
    ends in a square that your normal space cannot occupy, you take 3d6 damage and
    are shunted to the nearest open space that you can normally occupy.
  duration: 1 round/level
  effect: null
  level: alchemist 5, cleric 6, druid 6, witch 6
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Dust Ward:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a pinch of pumice)
  description:
  - You ward a magic item against other creatures who try to learn to use or copy
    it.
  duration: permanent
  effect: null
  level: cleric 6, sorcerer/wizard 6, witch 6
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: one magic item
Dust of Twilight:
  area: null
  casting_time: 1 standard action
  components: V, S, M (coal dust)
  description:
  - A shower of iridescent black particles clings to and extinguishes torches, lanterns,
    sunrods, and similar mundane light sources and dispels any spell of 2nd level
    or lower with the light descriptor (as dispel magic). Creatures in the area must
    make a Fortitude save or become fatigued.
  duration: instantaneous
  effect: null
  level: bard 2, bloodrager 2, sorcerer/wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates ( fatigue only)
  school: conjuration [darkness]
  spell_resistance: 'no'
  target: null
Dwarven Veil:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell enhances the target\u2019s dwarven or dwarf-like qualities, making\
    \ it appear more attractive, personable, and worthy of respect and admiration\
    \ by dwarves. The target is still recognizable as itself."
  duration: 10 minutes/level
  effect: null
  level: cleric 2, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: yes (harmless)
  target: one creature
Dweomer Retaliation:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - You may only cast this spell immediately after successfully counterspelling an
    opponent. Drawing upon the residual energy of the countered spells, you gain a
    number of temporary hit points equal to the level of the countered spell plus
    your Charisma or Intelligence modifier (for sorcerers and wizards, respectively);
    your counterspelled opponent takes damage equal to this amount.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 3
  range: Long (400 f. + 40 f./level)
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: one creature you counterspelled since your last turn
Eagle Aerie:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - You summon a flight of giant eagles (one per three caster levels, maximum of six)
    to ferry you and your allies across the skies. The eagles avoid combat if possible
    but defend themselves if attacked; if the eagles attack, the remaining duration
    of the spell changes from 1 hour per level to 1 round per level (so if the spell
    had 5 full hours left, the eagles remain in combat for 5 rounds before the spell
    ends).
  duration: 1 hour/level
  effect: summoned eagles
  level: druid 6, summoner/unchained summoner 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (summoning) [good]
  spell_resistance: 'no'
  target: null
Eagle Eye:
  area: null
  casting_time: 1 minute
  components: V, S, DF
  description:
  - "Eagle eye creates a magical sensor directly above you. The sensor can appear\
    \ anywhere above you, to a maximum height equal to the spell\u2019s range. You\
    \ can see from this vantage as if you were actually there, rotating your viewpoint\
    \ 360 degrees."
  duration: 1 minute/level (D)
  effect: magical sensor
  level: druid 2, psychic 2, ranger 2, shaman 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Eaglesoul:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (vellum inscribed with good outsider\u2019s name)"
  description:
  - When you cast this spell, you beseech a good-aligned outsider for their aid against
    evil. The outsider infuses a small portion of its own power into you, making you
    a powerful force for good. You gain a +2 morale bonus on all Perception checks
    made against evil creatures, a +2 bonus on Initiative checks, and detect evil
    as a constant spell-like ability.
  duration: 1 hour/level (see below)
  effect: null
  level: cleric 6, paladin 4, summoner 5
  range: personal
  saving_throw: null
  school: conjuration (summoning) [good]
  spell_resistance: null
  target: you
"Eagle\u2019s Splendor":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (feathers or droppings from an eagle)
  description:
  - "The transmuted creature becomes more poised, articulate, and personally forceful.\
    \ The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits\
    \ to Charisma-based skill checks and other uses of the Charisma modifier. Bards,\
    \ paladins, and sorcerers (and other spellcasters who rely on Charisma) affected\
    \ by this spell do not gain any additional bonus spells for the increased Charisma,\
    \ but the save DCs for spells they cast while under this spell\u2019s effect do\
    \ increase."
  duration: 1 min./level
  effect: null
  level: alchemist 2, antipaladin 2, bard 2, bloodrager 2, cleric/oracle 2, paladin
    2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: One creature/level, no two of which can be more than 30 ft. apart
Ear-Piercing Scream:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You unleash a powerful scream, inaudible to all but a single target. The target
    is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels
    (maximum 5d6). A successful save negates the daze effect and halves the damage.
  duration: instantaneous; see text
  effect: null
  level: bard 1, bloodrager 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: one creature
Early Judgment:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Depending on the creature\u2019s alignment and its adherence to its ethos, you\
    \ can provide it a brief glimpse of the reward or punishment that waits for it\
    \ when it dies by showing it a mental image of its destined plane in the afterlife.\
    \ If the target is good-aligned, it is fascinated for 1d4 rounds on a failed save.\
    \ If the target is neutral-aligned, it is confused for 1d4 rounds on a failed\
    \ save. If the target is evil-aligned, it is shaken for 1d4 rounds on a failed\
    \ save."
  duration: 1d4 rounds
  effect: null
  level: cleric/oracle 2, inquisitor 2, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: one humanoid creature
Ears of the City:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small piece of a brick)
  description:
  - The target of this spell sees and hears a stream of past scenes and pieces of
    conversations related to local people and events. The flashes are so brief that
    it is impossible to identify individual people or places, but when the target
    concentrates on a particular topic or individual, she can piece together a coherent
    narrative told in a multitude of changing voices in her mind.
  duration: 1 round/level
  effect: null
  level: bard 1, cleric 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: one creature
Earsend:
  area: null
  casting_time: 1 standard action
  components: V, S, M (butterfly wing)
  description:
  - "You cause one of your ears to tear itself free of your body and transform into\
    \ a fly-like magical creature you control. This functions like skinsend, except\
    \ your ear is a Fine construct with a fly speed equal to your base speed and a\
    \ bonus on Fly checks equal to half your caster level. Your sense of hearing functions\
    \ from your animated ear as if it were connected to your head, allowing you to\
    \ hear as well as you normally could from your animated ear\u2019s vantage point."
  duration: 10 minutes/level
  effect: null
  level: alchemist 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: 'no'
  target: creature touched
Earth Glide:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target can pass through stone, dirt, or almost any other sort of earth except
    metal as easily as a fish swims through water, traveling at a speed of 5 feet.
    If protected against fire damage, it can move through lava. This movement leaves
    behind no tunnel or hole, nor does it create any ripple or other sign of its presence.
    It requires as much concentration as walking, so the subject can attack or cast
    spells normally, but cannot charge or run. Casting move earth on an area containing
    the target flings the target back 30 feet, stunning it for 1 round (DC 15 Fort
    negates). This spell does not give the target the ability to breathe underground,
    so when passing through solid material, the creature must hold its breath.
  duration: 1 round/level
  effect: null
  level: alchemist 4, bloodrager 4, druid 4, shaman 4, sorcerer/wizard 4
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation [earth]
  spell_resistance: yes (harmless)
  target: creature touched
Earthquake:
  area: 80-ft.-radius spread (S)
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "When you cast earthquake, an intense but highly localized tremor rips the ground.\
    \ The powerful shockwave created by this spell knocks creatures down, collapses\
    \ structures, opens cracks in the ground, and more. The effect lasts for 1 round,\
    \ during which time creatures on the ground can\u2019t move or attack. A spellcaster\
    \ on the ground must make a Concentration check (DC 20 + spell level) or lose\
    \ any spell he or she tries to cast. The earthquake affects all terrain, vegetation,\
    \ structures, and creatures in the area. The specific effect of an earthquake\
    \ spell depends on the nature of the terrain where it is cast."
  duration: 1 round
  effect: null
  level: cleric/oracle 8, druid 8, shaman 8
  range: long (400 ft. + 40 ft./level)
  saving_throw: see text
  school: evocation [earth]
  spell_resistance: 'no'
  target: null
Echo:
  area: one 10-ft. cube/level (S)
  casting_time: 1 standard action
  components: S, F (a conch shell)
  description:
  - "You cause a sound heard in the target area up to 1 round ago and lasting up to\
    \ 1 round in duration to repeat at a regular interval. the original sound need\
    \ not have come from the area, but it echoes from the target area at its original\
    \ full volume. Any special effects of the sound are not duplicated by this spell.\
    \ If the area is naturally prone to echoes, such as a space surrounded on at least\
    \ two sides by cliffs or high river banks, the spell\u2019s range is long. Otherwise,\
    \ the spell\u2019s range is close."
  duration: 1 round/level (D)
  effect: null
  level: bard 1, druid 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1,
    spiritualist 1, witch 1
  range: close (25 ft. + 5 ft./2 levels) or long (400 ft. + 40 ft./level); see text
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'yes'
  target: null
Echolocation:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You can perceive the world by creating high-pitched noises and listening to their
    echoes. This gives you blindsight to a range of 40 feet. The echo-producing noises
    are too high-pitched to be heard by most creatures, and can only be detected by
    dragons, other creatures with this ability (such as bats), and creatures with
    hearing-based blindsense or blindsight. You cannot use this ability if you are
    deaf, and cannot detect anything in an area of silence.
  duration: 10 minutes/level
  effect: null
  level: alchemist 4, bard 4, druid 4, sorcerer/wizard 5
  range: personal
  saving_throw: null
  school: transmutation [sonic]
  spell_resistance: null
  target: you
Ectoplasmic Eruption:
  area: 30-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - A cascading avalanche of pale, swirling ectoplasmic matter erupts from a point
    you select. All creatures in the area when the spell is cast take 6d6 points of
    bludgeoning damage and are entangled for a number of rounds equal to your caster
    level.
  duration: 1 round/level
  effect: null
  level: psychic 7, spiritualist 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half and Will partial; see text
  school: evocation
  spell_resistance: 'yes'
  target: null
Ectoplasmic Hand:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You draw forth a ghostly, animated hand through the ectoplasmic veil to manipulate
    objects, attack creatures, and deliver touch spells at a distance. The hand remains
    tethered to you by tendrils of ectoplasm. The ectoplasmic hand and its tether
    have hardness 10 and hit points equal to 10 + your caster level. The tether can
    be damaged or sundered anywhere along its length, ending the spell. The ectoplasmic
    hand has improved evasion, uses your save bonuses, and has an AC of 24 (+6 natural
    armor, +8 size). The ectoplasmic hand moves up to 30 feet per round, and on each
    of your turns you can spend a move action to move it an additional 30 feet. If
    you spend a swift action, the ectoplasmic hand can make an attack using your base
    attack bonus, modifying its attack rolls and damage rolls with your spellcasting
    ability score (the ability score that determines your spell save DCs). It deals
    1d6 points of damage with a slam attack, and it can wield any light or one-handed
    weapon. The ectoplasmic hand threatens and can flank targets.
  duration: 1 minute/level
  effect: one ectoplasmic appendage
  level: occultist 5, psychic 5, spiritualist 4
  range: close (25 ft. + 5 ft./level)
  saving_throw: none
  school: evocation
  spell_resistance: 'no'
  target: null
Ectoplasmic Snare:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You unleash a writhing tendril of ectoplasm to grapple or entangle a target creature.\
    \ You must make a ranged touch attack to strike a target. If you hit, the target\
    \ can attempt a Reflex save. On a successful save, the target is entangled for\
    \ the duration of the spell and suffers no other effects. If the target fails\
    \ this saving throw, the tendril is more restrictive, making the target grappled\
    \ and dealing it 1d6+4 points of bludgeoning damage. Each round when you concentrate\
    \ to maintain the spell, the snare attempts a grapple combat maneuver check to\
    \ maintain the grapple. As normal when grappling, the snare gains a +5 bonus on\
    \ grapple combat maneuver checks against opponents it is already grappling. The\
    \ snare\u2019s CMB is equal to 6 + your caster level, and its CMD is equal to\
    \ 16 + your caster level. Since the ectoplasm passes between planes, this spell\
    \ affects incorporeal and ethereal creatures normally."
  duration: concentration , up to 1 round/level (D)
  effect: entangling web of ectoplasm
  level: magus 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex partial; see text
  school: evocation
  spell_resistance: 'yes'
  target: null
Effortless Armor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Armor you wear no longer reduces your speed. You also reduce the armor\u2019\
    s armor check penalty by 1 + 1 per five caster levels (maximum 5)."
  duration: 1 minute/level
  effect: null
  level: cleric 2, inquisitor 2, magus 2, paladin 2, psychic 2, ranger 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Ego Whip I:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You can use your psychic power to overwhelm the target\u2019s ego, leaving the\
    \ target feeling hopeless and unsure of itself. Choose Intelligence, Wisdom, or\
    \ Charisma. The target takes a \u20132 penalty to that ability score, and is also\
    \ staggered for the first round it\u2019s affected. A successful Will save negates\
    \ the staggered effect and reduces the duration of the penalty to 1 round."
  duration: 1 round/level
  effect: null
  level: psychic 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Eldritch Conduit:
  area: one creature/level, no two of which can be more than 30 ft. apart
  casting_time: 1 standard action
  components: V, S, M (a small mirror)
  description:
  - "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\u2014if the target moves out of range, the eldritch conduit\
    \ effect persists but cannot be utilized by you until you get back within range."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Eldritch Fever:
  area: null
  casting_time: 1 standard
  components: V, S
  description:
  - The target gains the eldritch ague spellblight.
  duration: instantaneous
  effect: null
  level: inquisitor 3, psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy [curse, disease, evil]
  spell_resistance: 'yes'
  target: one creature
Elemental Assessor:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (four needles)
  description:
  - Azata champions developed this spell to deal with fiends with unknown resistances.
    A ray of spiraling colors springs from your hand and streaks to its target.
  duration: 1d4+1 rounds (see text)
  effect: one elemental ray
  level: cleric/oracle 6, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [acid, cold, electricity, fire]
  spell_resistance: 'yes'
  target: null
Elemental Aura:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'This spell forms an aura of energy around you, damaging all those that come near
    you. Choose an energy type: acid, cold, electricity, or fire. Creatures adjacent
    to you when this spell is cast and at the start of your turn take 2d6 points of
    energy damage of the selected type. This aura has an additional effect, depending
    upon the type of energy chosen.'
  duration: 1 round/level (D)
  effect: null
  level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
  range: personal
  saving_throw: Reflex half; see text
  school: evocation [acid, cold, electricity, or fire]
  spell_resistance: 'yes'
  target: null
Elemental Body:
  area: null
  casting_time: 1 standard action
  components: V, S, M (the element you plan to assume)
  description:
  - When you cast this spell, you can assume the form of a Small air elemental, Small
    earth elemental, Small fire elemental, or Small water elemental. The abilities
    you gain depend upon the type of elemental into which you change. Elemental abilities
    based on size, such as burn, vortex, and whirlwind, use the size of the elemental
    you transform into to determine their effect.
  duration: 1 min/level (D)
  effect: null
  level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Elemental Mastery:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You gain mastery over the element matching the elemental essence in your blood\
    \ (fire for ifrits, earth for oreads, air for sylphs, and water for undines).\
    \ If you are a suli, you can choose any one of the four options as you cast this\
    \ spell, but the duration is reduced to 1 round per level. Your mastery gives\
    \ you an insight bonus to your speed or a new movement mode, depending on the\
    \ element you master, and grants one additional benefit. This spell\u2019s descriptor\
    \ matches the chosen element."
  duration: 1 minute/level
  effect: null
  level: bloodrager 4, druid 4, magus 4, ranger 4, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: transmutation [see text]
  spell_resistance: null
  target: you
Elemental Speech:
  area: null
  casting_time: 1 standard action
  components: V, S, M (iron filings)
  description:
  - 'This spell enables you to converse with creatures associated with a chosen element,
    including but not limited to true elemental creatures. This spell gains the elemental
    subtype based on the version of the spell you cast. Elemental speech does not
    guarantee a friendly reaction; it merely enables communication. You may converse
    with all creatures of the selected type with an Intelligence score of 1 or greater,
    even if they do not understand one another. '
  duration: 1 minute/level
  effect: null
  level: bard 3, cleric/oracle 3, druid 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: divination [air, earth, fire, or water]
  spell_resistance: null
  target: null
Elemental Swarm:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - This spell opens a portal to an Elemental Plane and summons elementals from it.
    A druid can choose any plane (Air, Earth, Fire, or Water); a cleric opens a portal
    to the plane matching his domain.
  duration: 10 min./level (D)
  effect: two or more summoned creatures, no two of which can be more than 30 ft.
    apart
  level: druid 9, shaman 9, witch 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (summoning) [see text]
  spell_resistance: 'no'
  target: null
Elemental Touch:
  area: null
  casting_time: 1 standard action
  components: 'V, S, M (a bit of the chosen element: earth, water, air, or fire)'
  description:
  - Upon completing the casting of this spell, elemental energy infuses your hands.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
  range: personal
  saving_throw: see text
  school: evocation [acid, cold, electricity, or fire]
  spell_resistance: 'no'
  target: null
Elude Time:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 500
    gp)
  description:
  - You place yourself in a state of suspended animation, similar to temporal stasis.
    At the time of casting, you choose when the stasis will expire, up to the maximum
    duration of the spell.
  duration: up to 1 minute/level; see text
  effect: null
  level: alchemist 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Emblazon Crest:
  area: null
  casting_time: 1 standard action
  components: S, F (an example of the crest or coat of arms)
  description:
  - This spell ensures the subject touched is always able to display her proper crest
    and coat of arms.
  duration: 1 hour/level
  effect: null
  level: magus 1, paladin 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Emblem of Greed:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a masterwork or magical melee weapon)
  description:
  - "You transform one melee weapon into a burning glaive. The target of your spell\
    \ must be a masterwork or magical melee weapon appropriate to your size. The weapon\
    \ becomes a glaive appropriate to your size and has a +1 enhancement bonus and\
    \ the flaming weapon special ability. When wielding the glaive, you are considered\
    \ proficient with it and use your caster level as your base attack bonus (which\
    \ may give you multiple attacks). When you reach caster level 14th, the glaive\
    \ gains the spell-storing weapon special ability. When you reach caster level\
    \ 17th, it loses the flaming weapon special ability, and gains the flaming burst\
    \ weapon special ability. The glaive\u2019s enhancement bonus increases to +2\
    \ at caster level 15th, and +3 at caster level 19th."
  duration: 1 minute/level
  effect: null
  level: cleric 6, inquisitor 6, magus 6, medium 6, shaman 7, sorcerer/wizard 6
  range: touch
  saving_throw: none (object)
  school: transmutation (polymorph)
  spell_resistance: 'no'
  target: 1 masterwork melee weapon touched
Embrace Destiny:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon completing this spell, roll a single d20 and record the result. At any point\
    \ during the duration of this spell, you may use that roll for a single ability\
    \ check, attack roll, initiative check, saving throw, or skill check, using the\
    \ recorded result in place of a roll. This spell cannot be used to replace a roll\
    \ that has already been made; the recorded result must be used instead of a roll.\
    \ Once you have used this recorded result or the duration of the spell ends, the\
    \ spell\u2019s effect ends. You can\u2019t have more than one instance of embrace\
    \ destiny active on you at the same time."
  duration: 1 round/level (see text)
  effect: null
  level: oracle 1, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Emergency Force Sphere:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - As wall of force, except you create a hemispherical dome of force with hardness
    20 and a number of hit points equal to 10 per caster level. The bottom edge of
    the dome forms a relatively watertight space if you are standing on a reasonably
    flat surface. The dome shape means that falling debris (such as rocks from a collapsing
    ceiling) tend to tumble to the side and pile up around the base of the dome. If
    you make a DC 20 Craft (stonemasonry), Knowledge (engineering), or Profession
    (architect or engineer) check, the debris is stable enough that it retains its
    dome-like configuration when the spell ends, otherwise it collapses.
  duration: 1 round/level (D)
  effect: 5-ft.-radius hemisphere of force centered on you
  level: sorcerer/wizard 4
  range: 5 ft.
  saving_throw: None
  school: evocation [force]
  spell_resistance: 'no'
  target: null
Emotive Block:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You create an emotional block in the target\u2019s mind, adding an emotion component\
    \ to each spell or spell-like ability he uses. This is in addition to any other\
    \ components the spell already requires, and doesn\u2019t replace the somatic\
    \ component. The target\u2019s spell-like abilities require this emotion component,\
    \ even though they normally don\u2019t need spell components."
  duration: 1 round/level (D)
  effect: null
  level: mesmerist 2, psychic 3, spiritualist 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Empathy Conduit:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a glass rod)
  description:
  - "You make a conduit between the targeted master and her familiar, allowing you\
    \ to target the master or the familiar with your spells in order to affect the\
    \ other. If the master succeeds at its save to resist this spell but the familiar\
    \ fails, you can choose to have your spells that target the master affect the\
    \ familiar instead. If the familiar resists but the master doesn\u2019t, your\
    \ spells that target the familiar can affect the master instead. If both the familiar\
    \ and the master fail to resist this spell, you can affect either the familiar\
    \ or the master when you target either with a spell. When you target the master\
    \ to affect her familiar or vice versa, the target attempts a save (if one is\
    \ allowed) with its own saving throw bonus, but the other creature is affected\
    \ by the spell."
  duration: 1 round/level
  effect: null
  level: shaman 5, sorcerer/wizard 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: null
Empower Holy Water:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You empower a vial of holy water to deal additional damage to undead creatures.
    You can empower one vial of holy water at 4th level, two at 8th level, and three
    at 12th level. When thrown at an undead creature, the affected vial of holy water
    deals an amount of bonus damage equal to your caster level (maximum +10) on a
    direct hit, and half that amount of bonus damage (maximum +5) to creatures caught
    in the splash area. This additional damage is positive energy damage, and has
    no effect on living creatures.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bard 2, paladin 1
  range: touch
  saving_throw: none (object)
  school: transmutation [good]
  spell_resistance: 'no'
  target: one or more vials of holy water
Enchantment Foil:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You gain a +4 bonus on saving throws against enchantment effects. If you succeed\
    \ at a save against an enchantment effect, you identify the effect as if you had\
    \ succeeded at a Spellcraft check to do so. Furthermore, you can choose to act\
    \ as if you had failed your saving throw. If you do so, you gain a +20 bonus on\
    \ Bluff checks to convince others that you failed your save and are under the\
    \ enchantment\u2019s effects. A creature that attempts to use magic to detect\
    \ this ruse or to make you speak truthfully about it must succeed at a caster\
    \ level check (DC 15 + your caster level) to do so."
  duration: 1 hour/level (see text)
  effect: null
  level: alchemist 4, cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Enchantment Sight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your irises take on a purplish tinge and you can see whether creatures within
    60 feet of you are affected by an enchantment effect. To your eyes only, a creature
    under the effects of an enchantment spell glows with a simple white light around
    its head. You can immediately discern whether the brightness of the light is faint,
    moderate, strong, or overwhelming depending on the highest spell level of enchantment
    currently in effect (as per detect magic). Enchantments of the charm or compulsion
    subschool glow with a scarlet or emerald hue, respectively.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 2, bard 2, cleric 2, inquisitor 2, medium 2, mesmerist 2, occultist
    2, paladin 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Endothermic Touch:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small bit of snakeskin)
  description:
  - This spell slows the metabolism and other bodily functions of a creature for a
    short amount of time.
  duration: 1 round/level
  effect: null
  level: druid 1, shaman 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: one living creature that has the dragon type or the reptilian subtype
Endure Elements:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A creature protected by endure elements suffers no harm from being in a hot or\
    \ cold environment. It can exist comfortably in conditions between -50 and 140\
    \ degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude\
    \ saves. The creature\u2019s equipment is likewise protected."
  duration: 24 hours
  effect: null
  level: alchemist 1, bloodrager 1, cleric/oracle 1, druid 1, paladin 1, psychic 1,
    ranger 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Enemy Hammer:
  area: null
  casting_time: 1 standard action
  components: V, S, M (puppet strings)
  description:
  - "You grab a creature with telekinesis and use it to batter nearby opponents or\
    \ objects. You must target a specific creature when casting this spell and once\
    \ you select that creature you cannot switch to another. Each round, as a standard\
    \ action, you can attempt to hurl the target at any creature or object within\
    \ 30 feet of it. You must make an attack roll whenever you use the target as a\
    \ weapon. The attack bonus for this attack is equal to your caster level plus\
    \ either your Intelligence or Charisma modifier (whichever is higher). If you\
    \ successfully hit the new target with the creature both it and the creature take\
    \ damage based on the creature\u2019s size."
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: Fortitude partial
  school: transmutation
  spell_resistance: 'yes'
  target: null
Enemy Insight:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You forge a mental bond between yourself and the other targets, each of which
    must have an Intelligence score of 3 or higher. Choose one of your favored enemy
    types (such as goblinoids or magical beasts). You grant the targets half your
    favored enemy bonus against that type of creature. If any target moves out of
    range, the spell ends for it.
  duration: 1 minute/level
  effect: null
  level: ranger 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
"Enemy\u2019s Heart":
  area: null
  casting_time: 1 full-round action , special see below
  components: "V, S, M (target creature\u2019s heart)"
  description:
  - "You cut out an enemy\u2019s heart and consume it, absorbing that enemy\u2019\
    s power as your own. As part of casting this spell, you perform a coup de grace\
    \ with a slashing weapon on a helpless, living adjacent target. If the target\
    \ dies, you eat its heart to gain the spell\u2019s benefits. If the target survives,\
    \ the spell is not wasted and you can try again as long as you continue concentrating\
    \ on the spell. When you consume the heart, you gain the benefits of a death knell\
    \ spell, except you gain 1d8 temporary hit points +1 per Hit Die of the target,\
    \ and the bonus to Strength is a profane bonus."
  duration: concentration /1 minute per HD of the subject; see text
  effect: null
  level: adept 2, antipaladin 2, cleric 2, witch 2
  range: touch
  saving_throw: none
  school: necromancy [death, evil]
  spell_resistance: 'yes'
  target: living creature touched
Energy Drain:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions like enervation, except that the creature struck gains 2d4\
    \ temporary negative levels. Twenty-four hours after gaining them, the subject\
    \ must make a Fortitude saving throw (DC = energy drain spell\u2019s save DC)\
    \ for each negative level. If the save succeeds, that negative level is removed.\
    \ If it fails, that negative level becomes permanent."
  duration: null
  effect: null
  level: cleric/oracle 9, shaman 9, sorcerer/wizard 9
  range: null
  saving_throw: Fortitude partial; see text for enervation
  school: necromancy
  spell_resistance: null
  target: null
Energy Hack:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - "You can cast this spell only when you take 10 or more points of acid, cold, electricity,\
    \ or fire damage from a spell or spell-like ability\u2014this spell has the same\
    \ energy descriptors as the damaging effect. When you use a spell or spell-like\
    \ ability with the acid, cold, electricity, or fire descriptor or use an arcanist\
    \ exploit, arcane school power, bloodline power, magus arcana, or hex that deals\
    \ acid, cold, electricity, or fire damage, you can choose to change the energy\
    \ type and descriptor to match one of the descriptors of energy hack."
  duration: 1 round/level (see below)
  effect: null
  level: sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: transmutation [acid, cold, electricity, or fire; see below]
  spell_resistance: null
  target: you
Energy Siege Shot:
  area: null
  casting_time: 10 minutes
  components: null
  description:
  - 'This spell transforms any ammunition fired by the target ranged siege engine
    into ammunition made of pure energy. When casting the spell, the caster picks
    a one of the following energy types: acid, cold, electricity, fire, sonic, or
    force. The ammunition within the siege engine now deals that type of energy damage
    on a hit, though the amount of damage dealt by the ammunition does not change,
    nor does it change any of the other effects of the ammunition. Unlike other forms
    of energy damage, this energy damage does full damage to objects.'
  duration: 10 minute/level
  effect: null
  level: sorcerer/wizard 5, summoner 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless, object)
  school: transmutation [variable]
  spell_resistance: yes (harmless, object)
  target: one Large siege engine
Enervation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You point your finger and fire a black ray of negative energy that suppresses
    the life force of any living creature it strikes. You must make a ranged touch
    attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see
    Special Abilities). Negative levels stack.
  duration: instantaneous
  effect: ray of negative energy
  level: bloodrager 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: null
Enhance Water:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "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\u2019\
    s alcohol content is not affected by the presence or absence of contaminants."
  duration: instantaneous
  effect: null
  level: bard 1, cleric/oracle 1, paladin 1
  range: touch
  saving_throw: Fort negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: 1 pint of water/level
Enhanced Diplomacy (3.5E):
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue the subject with divine diplomacy skills. The creature gets a +2 competence
    bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus
    before making the roll to which it applies.
  duration: 1 minute or until discharged
  effect: null
  level: cleric 0, druid 0
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
Enlarge Person:
  area: null
  casting_time: 1 round
  components: V, S, M (powdered iron)
  description:
  - "This spell causes instant growth of a humanoid creature, doubling its height\
    \ and multiplying its weight by 8. This increase changes the creature\u2019s size\
    \ category to the next larger one. The target gains a +2 size bonus to Strength,\
    \ a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack\
    \ rolls and AC due to its increased size."
  duration: 1 min./level (D)
  effect: null
  level: alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained
    summoner 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: one humanoid creature
Enlarge Tail:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When attacking with your tail or tail weapons, you gain 5 feet of reach, a +1
    bonus on attack rolls, and a +2 bonus on damage rolls.
  duration: 1 hour/level
  effect: null
  level: alchemist 1, antipaladin 1, druid 1, magus 1, sorcerer/wizard 1, summoner
    1, witch 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: your tail
Enlightened Step:
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 600 gp)
  description:
  - "Through careful regulation of your body\u2019s mystical energies, thoughtful\
    \ control of your poise and balance, and the focus in your mind on the surety\
    \ of each and every step you take, you are able to make your steps lighter than\
    \ air."
  duration: 24 hours or until discharged
  effect: null
  level: cleric 6, druid 6, shaman 6
  range: personal
  saving_throw: null
  school: transmutation [air, meditative]
  spell_resistance: null
  target: you
Enshroud Thoughts:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You become warded against the mental prying of others, including the effects of
    divination spells such as detect thoughts and seek thoughts, as well as enchantment
    spells such as modify memory and memory lapse. If another creature attempts to
    target you with a mind-affecting spell that detects or alters your thoughts or
    memories, the caster must succeed at a caster level check against a DC equal to
    11 + your caster level or the spell fails. Only spells that detect or alter your
    thoughts or memories are blocked by this spell; effects such as clairaudience/clairvoyance,
    detect evil, and locate creature continue to affect you as normal.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 2, bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, ranger
    3, shaman 2, witch 2
  range: personal
  saving_throw: Will negates (harmless)
  school: abjuration [mind-affecting]
  spell_resistance: yes (harmless)
  target: you
Entangle:
  area: plants in a 40-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell causes tall grass, weeds, and other plants to wrap around creatures
    in the area of effect or those that enter the area. Creatures that fail their
    save gain the entangled condition. Creatures that make their save can move as
    normal, but those that remain in the area must save again at the end of your turn.
    Creatures that move into the area must save immediately. Those that fail must
    end their movement and gain the entangled condition. Entangled creatures can attempt
    to break free as a move action, making a Strength or Escape Artist check. The
    DC for this check is equal to the DC of the spell. The entire area of effect is
    considered difficult terrain while the effect lasts.
  duration: 1 min./level (D)
  effect: null
  level: druid 1, ranger 1, shaman 1
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial; see text
  school: transmutation
  spell_resistance: 'no'
  target: null
Enter Image:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a drop of paint and a ball of clay)
  description:
  - You gain a dim impression of the activities around any object bearing your face
    or form and can also project your consciousness into one such object at a time,
    allowing you to observe or even interact with nearby creatures. This spell allows
    you to leave your body and subconsciously monitor the immediate area around any
    depiction of your image whether one, hundreds, or even thousands. Each such image
    has the full range of your normal senses (sight, hearing, smell, etc.) and you
    can make a Perception check to notice anything occurring nearby. The DC of this
    check is always 10 greater than what it would be if you were actually present
    at that location, so even if you would normally notice something automatically
    (such as talking, normally a DC of 0), you would need to make a DC 10 Perception
    check to notice it.
  duration: concentration
  effect: transfer consciousness to any object bearing your likeness
  level: bard 2, cleric/oracle 3, medium 3, mesmerist 2, occultist 2, psychic 3, sorcerer/wizard
    3
  range: 50 ft./level
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Enthrall:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - If you have the attention of a group of creatures, you can use this spell to hold
    them enthralled. To cast the spell, you must speak or sing without interruption
    for 1 full round. Thereafter, those affected give you their undivided attention,
    ignoring their surroundings. They are considered to have an attitude of friendly
    while under the effect of the spell. Any potentially affected creature of a race
    or religion unfriendly to yours gets a +4 bonus on the saving throw.
  duration: 1 hour or less
  effect: null
  level: bard 2, cleric/oracle 2, inquisitor 2, psychic 2, shaman 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates; see text
  school: enchantment (charm) [language-dependent, mind-affecting, sonic]
  spell_resistance: 'yes'
  target: null
Entice Fey, Lesser:
  area: null
  casting_time: 10 minutes
  components: V, S, M (offerings worth 500 gp plus payment, see text), DF
  description:
  - This spell functions as lesser planar ally, except that you entice a fey of 6
    HD or fewer to lend you its aid with an offering of music or something else it
    finds appealing. Like lesser planar ally, this spell is unpredictable, and the
    fey who answers the calling is up to the whims of nature and the fey, not your
    own choice.
  duration: instantaneous
  effect: one called fey with 6 Hit Dice or fewer
  level: bard 4, druid 5, medium 3, ranger 4, shaman 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (calling)
  spell_resistance: 'no'
  target: null
Enticing Adulation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a lock of your hair)
  description:
  - "A targeted creature that fails its saving throw is filled with a deep desire\
    \ to protect and care for you, fawning over your needs and ensuring your comfort.\
    \ If another creature harms you, the target is immediately overcome with rage\
    \ and is compelled to attack the aggressor, gaining a +2 morale bonus to Strength\
    \ and Constitution, a +1 morale bonus on Will saves, and a \u20132 penalty to\
    \ its Armor Class. These bonuses last until the instigating creature is defeated\
    \ or retreats, or the target of the spell is killed or rendered unconscious."
  duration: 10 minutes/level
  effect: null
  level: bard 3, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Entomb:
  area: null
  casting_time: 1 minute
  components: V, S, M (a pristine geode worth at least 1,000 gp)
  description:
  - You designate an aboveground area and send it deep within the earth.
  duration: permanent
  effect: up to three 10-ft. cubes/level (S)
  level: arcanist 8, druid 8, shaman 8, sorcerer/wizard 8
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Entrap Spirit:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a small silver mirror)
  description:
  - "You trap the target in the mirror used as the spell\u2019s focus. The target\
    \ cannot be affected by any means while inside the mirror."
  duration: 1 hour/level (D)
  effect: null
  level: medium 4, occultist 5, psychic 5, spiritualist 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: incorporeal creature or haunt
Entropic Shield:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A magical field appears around you, glowing with a chaotic blast of multicolored
    hues. This field deflects incoming arrows, rays, and other ranged attacks. Each
    ranged attack directed at you for which the attacker must make an attack roll
    has a 20% miss chance (similar to the effects of concealment). Other attacks that
    simply work at a distance are not affected.
  duration: 1 min./level (D)
  effect: null
  level: cleric/oracle 1, psychic 1
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Envious Urge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You fill creatures with feelings of seething envy. Affected targets turn upon
    the nearest creature (whether an ally or enemy) and attempt to disarm it of a
    valuable weapon, steal something it is holding, or grapple it and strip it of
    something it prizes (your choice). Affected targets can attempt a new Will save
    each round as a free action to end this effect.
  duration: 1 round/level
  effect: null
  level: bard 4, sorcerer/wizard 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Epidemic:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target contracts one of the following diseases: blinding sickness, bubonic\
    \ plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy\
    \ doom (Core Rulebook 557), as the spell contagion. However, the disease is highly\
    \ contagious, and any creature that touches the infected target, is touched by\
    \ the target, or spends more than an hour in a confined space with the target\
    \ must make a save against the disease\u2019s normal DC (not the spell DC) or\
    \ contract the disease. If the initial target overcomes the disease by making\
    \ the required number of saving throws, it remains a carrier of the disease for\
    \ a length of time equal to the disease\u2019s frequency, and can continue to\
    \ infect others during this time."
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy [disease, evil]
  spell_resistance: 'yes'
  target: living creature
Erase:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Erase removes writings of either magical or mundane nature from a scroll or from
    one or two pages of paper, parchment, or similar surfaces. With this spell, you
    can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane
    mark, but not illusory script or a symbol spell. Nonmagical writing is automatically
    erased if you touch it and no one else is holding it. Otherwise, the chance of
    erasing nonmagical writing is 90%.
  duration: instantaneous
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: transmutation
  spell_resistance: 'no'
  target: one scroll or two pages
Erase Impressions:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You banish psychic impressions from the object touched, rendering it devoid of
    recent history. You choose how much time to erase, up to a maximum of 1 day per
    caster level.
  duration: instantaneous
  effect: null
  level: medium 3, mesmerist 4, occultist 3, psychic 5, spiritualist 4
  range: touch
  saving_throw: Will negates (object)
  school: abjuration
  spell_resistance: yes (object)
  target: object touched
Erode Defenses:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your spell slowly begins to eat away at the defenses of your target.
  duration: 1 round/level
  effect: null
  level: magus 2, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./level)
  saving_throw: Fort negates (see below)
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Eroding Ray:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to
    a maximum of three rays at 11th level). Each ray requires a ranged touch attack
    to hit and can target only a construct or an object. If a ray hits, the target
    begins to crumble, taking 2d6 points of damage. This damage ignores hardness and
    damage reduction.
  duration: instantaneous
  effect: ray
  level: cleric 2, druid 2, wizard/sorcerer 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Eruptive Postules:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your skin erupts in swollen, pus-filled bumps that burst open if you are struck.
    Any creature that strikes you with its body or a handheld weapon deals normal
    damage, but at the same time the attacker takes 1d6 points of acid damage and
    must save or be sickened for 1 round. If the attack against you is a critical
    hit, the attacker must save or be nauseated instead of sickened. This damage can
    harm a swarm.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, bloodrager 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: Fortitude partial (see text)
  school: transmutation [acid]
  spell_resistance: 'yes'
  target: you
Escape Alarm:
  area: ten 10-foot cubes/level
  casting_time: 1 standard action
  components: V, S, F (a short segment of chain )
  description:
  - "You place a ward on an area that notifies you when a creature exits it. This\
    \ functions as alarm, except as noted. It alerts you when a creature leaves, rather\
    \ than enters, the area, and you can\u2019t select a password to bypass its effects.\
    \ Instead, when you place an escape alarm, you can attune up to one additional\
    \ creature per caster level to the spell. You are automatically attuned to your\
    \ own escape alarm and don\u2019t count against the limit. Attuned creatures can\
    \ enter and exit the spell\u2019s area without triggering the alarm. If you select\
    \ a mental alarm rather than an audible one, all attuned creatures receive the\
    \ mental alert when someone exits the warded area."
  duration: 24 hours
  effect: null
  level: arcanist 2, bard 2, hunter 2, inquisitor 2, occultist 2, psychic 2, ranger
    2, skald 2, sorcerer/wizard 2, spiritualist 2, summoner 2, summoner (unchained)
    2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Escaping Ward:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This ward grants you extra maneuverability when you avoid attacks against larger
    foes. While affected by this spell, when you are attacked and missed by a creature
    that is at least one size category larger than you, you can, as an immediate action,
    move up to 5 feet away from the attacking creature. You can increase this movement
    by 5 feet for every 5 caster levels. This movement does not provoke attacks of
    opportunity.
  duration: 1 round/level
  effect: null
  level: bard 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Ether Step:
  area: null
  casting_time: 1 immediate action
  components: S
  description:
  - You step into the Ethereal Plane long enough to dodge a blow or confound a spell;
    you must cast ether step after you are targeted by an attack or effect but before
    you learn the results of the attack or effect. This spell functions as ethereal
    jaunt, except that you become ethereal until the beginning of your next turn.
    On the turn after you cast this spell and return to your starting point, you can
    take only move actions or free actions.
  duration: see text
  effect: null
  level: magus 5, sorcerer/wizard 6, summoner 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Ethereal Envelope:
  area: null
  casting_time: 1 standard action
  components: S, M (empty crystal box)
  description:
  - You place yourself into a cataleptic meditative state and shunt yourself to the
    Ethereal Plane, where your body is cocooned within a folded ripple of misty space,
    with total cover from creatures on the Ethereal Plane. While inside your ethereal
    envelope, you are treated as being asleep for most purposes.
  duration: 1 hour/level (D)
  effect: null
  level: psychic 5, spiritualist 4
  range: personal
  saving_throw: null
  school: conjuration (teleportation)
  spell_resistance: null
  target: you
Ethereal Envelopment:
  area: null
  casting_time: 1 standard action
  components: S, M (empty crystal box)
  description:
  - "This spell is similar to ethereal envelope, but it allows you to shunt an unwilling\
    \ creature to the Ethereal Plane and seal it there within a cocoon of misty ethereal\
    \ fibers. If the target fails its save, it\u2019s forced into a cataleptic meditative\
    \ state as if unconscious. However, each round at the end of its turn, it can\
    \ attempt a Will save to awaken itself from this meditation."
  duration: 1 hour/level (D)
  effect: null
  level: psychic 7, spiritualist 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates, see text
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: one creature
Ethereal Fists:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - Your hands reach simultaneously into the Ethereal and Material planes, allowing
    you to deal normal damage with claws, unarmed strikes, and touch spells or effects
    to ethereal creatures.
  duration: 1 minute/level (D)
  effect: null
  level: magus 4, spiritualist 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Ethereal Jaunt:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You become ethereal, along with your equipment. For the duration of the spell,
    you are in the Ethereal Plane, which overlaps the Material Plane. When the spell
    expires, you return to material existence.
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 7, summoner 5, unchained summoner 6
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Etherealness:
  area: null
  casting_time: 1 Standard Action
  components: V, S
  description:
  - This spell functions like ethereal jaunt, except that you and other willing creatures
    joined by linked hands (along with their equipment) become ethereal. Besides yourself,
    you can bring one creature per three caster levels to the Ethereal Plane. Once
    ethereal, the subjects need not stay together.
  duration: 1 min./level (D)
  effect: null
  level: cleric/oracle 9, shaman 9, sorcerer/wizard 9
  range: touch; see text
  saving_throw: null
  school: transmutation
  spell_resistance: 'yes'
  target: null
Etheric Shards:
  area: one 10-ft. cube/level
  casting_time: 1 standard action
  components: S, M ( broken glass)
  description:
  - You harden interpenetrated ethereal substance into deadly transdimensional razors
    that are invisible to normal sight.
  duration: 1 hour/level (D)
  effect: null
  level: occultist 4, psychic 5, spiritualist 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex partial or Reflex negates (see text)
  school: evocation [force]
  spell_resistance: 'no'
  target: null
Euphoric Cloud:
  area: null
  casting_time: 1 standard action
  components: V, S, M (rare mushrooms worth 5 gp)
  description:
  - You create a bank of fog similar to that created by fog cloud except its vapors
    are intoxicating. Living creatures in the cloud become fascinated. This condition
    lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves.
    Any creature that succeeds at its save but remains in the cloud must continue
    to save each round on your turn.
  duration: 1 round/level
  effect: fog spreads in 20-ft. radius, 20 ft. high
  level: druid 2, magus 2, psychic 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates (see text)
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: null
Euphoric Tranquility:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a poppy flower)
  description:
  - "A creature under the effect of this enchantment enters a state of euphoria. The\
    \ target treats all creatures as dear friends and abhors violence, but may rise\
    \ up to protect itself if violence is perpetrated against it. Until the end of\
    \ the spell\u2019s duration, the creature\u2019s speed is halved, and it cannot\
    \ make attacks or cast spells. If the creature is attacked, it gets a Will Saving\
    \ Throw. If the Saving Throw succeeds, the creature can make act normally for\
    \ 1 round. If the Saving Throw fails, the creature moves half its speed away from\
    \ the attacker as its next action."
  duration: 1 round/level
  effect: null
  level: bard 6, cleric/oracle 8, druid 8, sorcerer/wizard 8
  range: touch
  saving_throw: none and Will partial (see below)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
"Evaluator\u2019s Lens":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You summon an insubstantial lens of force 4 inches in diameter that hovers in\
    \ front of your face. When you attempt a saving throw against a spell with the\
    \ figment or pattern descriptor, you can roll twice and take the higher result.\
    \ You gain a +10 enhancement bonus on Appraise checks to appraise the worth of\
    \ an item viewed through the lens, and you never judge an item\u2019s value wildly\
    \ inaccurately. If you successfully identify that the item has magical properties,\
    \ you can immediately attempt a Spellcraft check to determine the item\u2019s\
    \ properties, as if you had cast detect magic on the item and examined it for\
    \ 3 rounds. This spell cannot determine the properties of artifacts."
  duration: 1 minute/level or until discharged
  effect: null
  level: inquisitor 2, occultist 3, sorcerer/wizard 3, summoner 2, witch 3
  range: personal
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: null
Evolution Surge:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a chameleon scale)
  description:
  - This spell functions as lesser evolution surge (see below), except that you can
    grant any evolution whose total cost does not exceed 4 evolution points.
  duration: 1 minute/level
  effect: null
  level: summoner/unchained summoner 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: null
Excruciating Deformation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your touch attack causes your target to become painfully malformed. Its limbs
    twist and buckle, while its body contorts uncontrollably, shifting and warping.
    Each round the target suffers excruciating pain and takes 2d6 points of nonlethal
    damage, 1 point of Dexterity damage, and 1 point of Constitution damage, and its
    speed is reduced by 10 feet. Once per round as a free action on its turn, the
    target can attempt a new Fortitude saving throw to resist the spell for 1 round.
  duration: 1 round/level
  effect: null
  level: bloodrager 3, psychic 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Fortitude partial (see text)
  school: transmutation (polymorph) [evil, pain]
  spell_resistance: 'yes'
  target: creature touched
Expeditious Construction:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of earth or stone)
  description:
  - You create a low wall or other simple structure of packed earth or loose stone
    measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you
    possess (minimum 10 feet). Each square of the structure can appear only in unoccupied
    spaces atop earthen or stone surfaces able to support it. The wall grants cover
    as per a low wall and can be climbed with a successful DC 5 Climb check.
  duration: instantaneous
  effect: a low wall 10 feet long per 3 levels (minimum 10 feet) (S)
  level: druid 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Expeditious Excavation:
  area: dirt in a 5-ft. cube
  casting_time: 1 standard action
  components: V, S, M (tiny shovel)
  description:
  - You can excavate and move earth, dust, and sand up to the size of a 5-foot cube.
    If you are buried, you may open a 5-foot cube around yourself, but the spell cannot
    be used for tunneling.
  duration: instantaneous
  effect: null
  level: bloodrager 1, druid 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Expeditious Retreat:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell increases your base land speed by 30 feet. This adjustment is treated
    as an enhancement bonus. There is no effect on other modes of movement, such as
    burrow, climb, fly, or swim. As with any effect that increases your speed, this
    spell affects your jumping distance (see the Acrobatics skill).
  duration: 1 min./level (D)
  effect: null
  level: alchemist 1, bard 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1,
    summoner/unchained summoner 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Expel Blood:
  area: null
  casting_time: 1 round
  components: V, S, M (a drop of blood from each of three different creatures)
  description:
  - "You animate a portion of the target\u2019s blood, causing it to force itself\
    \ out of the victim\u2019s body and form a corrupted water elemental. The target\
    \ takes 2d4 points of Constitution damage unless it succeeds at a Fortitude saving\
    \ throw. Additionally, if the target fails the saving throw, blood (or an analogous\
    \ internal fluid, such as ichor) pours from the target\u2019s body and pools in\
    \ an empty adjacent square of your choice. The fluids immediately form into a\
    \ fiendish water elemental of the same size as the target (but not larger than\
    \ a Large fiendish water elemental). This fiendish water elemental does not have\
    \ the vortex ability, but it has the blood drain special attack, which deals 1d3\
    \ points of Constitution damage at the end of the water elemental\u2019s turn\
    \ if it grapples a foe. The elemental gains Improved Grapple as a bonus feat.\
    \ You have no control over the fiendish water elemental once it is summoned, though\
    \ the water elemental does not attack you under any circumstances."
  duration: instantaneous and 1 round/level; see text
  effect: null
  level: sorcerer/wizard 7, summoner 6, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: conjuration [evil, water]
  spell_resistance: 'yes'
  target: one Small or larger living creature
Expend:
  area: 20-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M (miniature broken hourglass)
  description:
  - "You cause all creatures in the affected area to use up one or more of their limited-use\
    \ magical abilities without any actual effect. A limited-use magical ability is\
    \ any supernatural or spelllike ability which a creature can only activate a certain\
    \ number of times during a set interval (3/day, 1/hour, etc.). The spell does\
    \ not affect abilities which the creature can use at will or which are constant.\
    \ It also does not apply to magical items or anything else external to a creature.\
    \ A creature in the spell\u2019s area must make a Will Saving Throw or expend\
    \ a single use of one of its abilities. Abilities with the greatest number of\
    \ uses per day are affected first; if more than one ability has the same number\
    \ of uses, randomly determine which one is affected first. Creatures must continue\
    \ making Will saves, expending an additional use of an ability for each failed\
    \ save, until they succeed, at which point the spell has no further effect."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Explode Head:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause incredible pressure to build in the target\u2019s head; this spell\
    \ works only on a creature that has a head and would die from the loss of a head.\
    \ The spell kills any such target that has 20 hit points or fewer, exploding its\
    \ head and spreading debris in a 10-foot radius."
  duration: instantaneous
  effect: null
  level: magus 6, psychic 5, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: special; see text
  school: evocation
  spell_resistance: 'yes'
  target: one living corporeal creature
Explosion of Rot:
  area: 10-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M (a rotting flower)
  description:
  - "You call forth a burst of decay that ravages all creatures in the area. Even\
    \ nonliving creatures such as constructs and undead crumble or wither in this\
    \ malignant eruption of rotting energy. Creatures in the area of effect take 1d6\
    \ points of damage per caster level (maximum 15d6) and are staggered for 1d4 rounds.\
    \ A target that succeeds at a Reflex saving throw takes half damage and negates\
    \ the staggered effect. Plant creatures are particularly susceptible to this rotting\
    \ effect; a plant creature caught in the burst takes a \u20132 penalty on the\
    \ saving throw and takes 1 extra point of damage per die."
  duration: instantaneous
  effect: null
  level: druid 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half (see text)
  school: necromancy
  spell_resistance: 'yes'
  target: null
Explosive Runes:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You trace mystic runes upon a book, map, scroll, or similar object bearing written
    information. The explosive runes detonate when read, dealing 6d6 points of force
    damage. Anyone next to the explosive runes (close enough to read them) takes the
    full damage with no saving throw; any other creature within 10 feet of the explosive
    runes is entitled to a Reflex save for half damage. The object on which the explosive
    runes were written also takes full damage (no saving throw).
  duration: permanent until discharged (D)
  effect: null
  level: sorcerer/wizard 3
  range: touch
  saving_throw: see text
  school: abjuration [force]
  spell_resistance: 'yes'
  target: one touched object weighing no more than 10 lbs.
Exquisite Accompaniment:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a phantom instrument, a glowing construct of magic in the form of a
    portable musical instrument of your choice. The instrument floats beside you,
    moving as you move (even if you teleport). It cannot be damaged, but can be dispelled.
    The instrument plays as you direct, and as long as it plays, you do not have to
    expend rounds of bardic performance from your daily allotment to maintain an effect.
    Activating a bardic performance or switching to a new effect still costs a round
    of your overall bardic performances per day.
  duration: 1 round/level (D)
  effect: phantom instrument
  level: bard 3
  range: personal
  saving_throw: none
  school: illusion (shadow) [shadow]
  spell_resistance: 'no'
  target: null
Extreme Buoyancy:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bag of air), DF
  description:
  - "The target\u2019s buoyancy becomes and stays swiftly rising, regardless of how\
    \ dense the target and its gear are. Among other effects, the target needs to\
    \ succeed at a DC 20 Swim check to submerge itself and to stay submerged."
  duration: 10 minutes/level
  effect: null
  level: alchemist 2, bard 2, druid 2, hunter 2, investigator 2, medium 2, occultist
    2, psychic 2, ranger 2, shaman 2, skald 2, warpriest 2
  range: touch
  saving_throw: Will negates
  school: evocation
  spell_resistance: 'yes'
  target: creature touched
Extreme Flexibility:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You gain a +1 dodge bonus to AC, a +4 circumstance bonus on Escape Artist checks
    and combat maneuver checks to escape a grapple, and +4 circumstance bonus to your
    CMD against grapple attempts.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bloodrager 2, magus 2, psychic 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Eyebite:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Each round, you can target a single living creature, striking it with waves of\
    \ power. Depending on the target\u2019s HD, this attack has as many as three effects."
  duration: 1 round/level
  effect: ''
  level: alchemist 6, bard 6, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy [emotion, pain]
  spell_resistance: 'yes'
  target: one living creature
Eyes of The Void:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of dried carrot or an agate)
  description:
  - You gain darkvision, the ability to see 60 feet even in total darkness, including
    that created by deeper darkness. Darkvision is black-and-white only, but otherwise
    like normal sight. While affected, your eyes turn completely black (but appear
    white to anyone viewing you with darkvision).
  duration: 1 minute/level
  effect: null
  level: alchemist 4, antipaladin 4, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Fabricate:
  area: null
  casting_time: see text
  components: V, S, M (the original material, which costs the same amount as the raw
    materials required to craft the item to be created)
  description:
  - You convert material of one sort into a product that is of the same material.
    Creatures or magic items cannot be created or transmuted by the fabricate spell.
    The quality of items made by this spell is commensurate with the quality of material
    used as the basis for the new fabrication. If you work with a mineral, the target
    is reduced to 1 cubic foot per level instead of 10 cubic feet.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: up to 10 cu. ft./level; see text
Fabricate Bullets:
  area: null
  casting_time: 1 round
  components: V, S, M (1 pound of lead or other soft metal worth 2 gp)
  description:
  - You convert 1 pound of lead into bullets. When you cast this spell, you decide
    whether you create normal sling bullets, firearm bullets, or firearm pellets.
    The spell creates two sling bullets, 30 firearm bullets, or 10 uses of pellets.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 1
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: 1 pound of soft metal
Fabricate Disguise:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You change outfits or create a disguise out of materials you are wearing or carrying\
    \ (potentially including a disguise kit). The spell can\u2019t alter your body\
    \ or change the structure of objects, but can style wigs, apply makeup or piercings,\
    \ and otherwise make use of tools to make superficial changes. In an instant,\
    \ you have a non-magical disguise or clothing change. Attempt a Disguise check\
    \ to determine the effectiveness of the disguise."
  duration: instantaneous
  effect: null
  level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard
    1, witch 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Face of the Devourer:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You transform the target\u2019s face into a hideous shape, such as a half-melted\
    \ visage with insect legs instead of teeth, seeping pits instead of eyes, and\
    \ suckered tongues dangling from its misshapen mouth. You do not choose what shape\
    \ the target\u2019s face takes, and the shape is different every time you cast\
    \ the spell. This transformation does not interfere with the target\u2019s senses\
    \ or its ability to breathe, though it might prevent it from speaking. The target\
    \ gains a +4 circumstance bonus on Intimidate checks."
  duration: 1 minute/level
  effect: null
  level: adept 1, antipaladin 1, cleric/oracle 1, druid 1, sorcerer/wizard 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: creature touched
Faerie Fire:
  area: creatures and objects within a 5-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A pale glow surrounds and outlines the subjects. Outlined subjects shed light
    as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth
    checks. Outlined creatures do not benefit from the concealment normally provided
    by darkness (though a 2nd-level or higher magical darkness effect functions normally),
    blur, displacement, invisibility, or similar effects. The light is too dim to
    have any special effect on undead or dark-dwelling creatures vulnerable to light.
  duration: 1 min./level (D)
  effect: null
  level: druid 1
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: evocation [light]
  spell_resistance: 'yes'
  target: null
Fair Is Foul:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a newt eye)
  description:
  - You curse the target with a disfiguring or painful mutation.
  duration: permanent (D)
  effect: null
  level: antipaladin 2, cleric 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch
    2
  range: touch
  saving_throw: Fort negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Fairness:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - Humanoid creatures affected by this spell must trade fairly with others to the
    best of their knowledge. If they know the fair value (or even an estimated fair
    value) of a good or service, they cannot participate in a trade if it would benefit
    one side unfairly, and must attempt to stop such trades from occurring, preventing
    them from cheating another while under the influence of this spell.
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 1, inquisitor 2, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid creature per level
Fairy Ring Retreat:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You conjure up an extradimensional meadow that can be accessed from a single entrance
    on the plane from which the spell was cast. The entry point looks like a circle
    of toadstools enclosing a 10-foot square. Only those you designate can enter the
    meadow before you do, and the portal is shut and made invisible behind you when
    you enter. You can open it again from your own side at will. Once a visitor has
    passed through the entry point, they find themselves in an idyllic twilight meadow
    surrounded by an impassable grove of fruit and nut trees. The atmosphere is clean,
    fresh, and warm.
  duration: 2 hours/level (D)
  effect: extradimensional meadow, up to three 10-ft. cubes/level (S)
  level: druid 7, shaman 7, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Fallback Strategy:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "While this spell is active, you may reroll one attack roll, combat maneuver check,\
    \ or skill check before the result of the roll or check is known. You must take\
    \ the result of the reroll, even if it\u2019s worse than the original roll. Once\
    \ the reroll is used, the spell ends. You can have no more than one fallback strategy\
    \ active on you at the same time."
  duration: 1 minute/level or until discharged; see text
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1, magus 1
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
False Age:
  area: null
  casting_time: 1 standard action
  components: V, S, M (fine talcum powder)
  description:
  - Select an age category within one step of your actual age category, either older
    or younger. Your appearance changes to match your age for the chosen category.
    Your ability scores increase or decrease as appropriate for your chosen age category.
  duration: 10 minutes/level
  effect: null
  level: alchemist 2, bard 2, psychic 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
False Alibi:
  area: null
  casting_time: 1 round
  components: V, S, M (emerald dust worth 100 gp)
  description:
  - "This spell functions similarly to modify memory, except you can modify the target\u2019\
    s memory only in a specific way."
  duration: permanent; see text
  effect: null
  level: bard 3, cleric/oracle 3, inquisitor 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
False Belief:
  area: null
  casting_time: 10 minutes, plus length of memory to be altered
  components: V, S, M (lemon juice and a scrap of parchment )
  description:
  - "You temporarily alter the target\u2019s memory (similar to modify memory) to\
    \ eliminate, change, or implant a memory of up to 1 hour in length. When the duration\
    \ of this expires, the target\u2019s real memory returns, and the false memory\
    \ fades to little more than a vague outline, like a dream. This false memory seems\
    \ true to the target, so effects that detect lies or force the target to speak\
    \ the truth (as the subject understands it) don\u2019t detect the falsehood."
  duration: 1 hour/level
  effect: null
  level: bard 2, mesmerist 2, psychic 2
  range: touch
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: willing creature touched
False Face:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a folded- paper mask )
  description:
  - This spell alters details of your appearance so that you are no longer recognizable
    as yourself. Your new appearance is within the norms for your race, ethnicity,
    and gender. You lack control over the details of your appearance; however, when
    casting false face, you can choose an appearance you previously used, allowing
    you to maintain specific identities.
  duration: 1 hour/level
  effect: null
  level: alchemist 1, bard 1, inquisitor 1, mesmerist 1, sorcerer/wizard 1, witch
    1
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
False Future:
  area: null
  casting_time: 1 standard action
  components: V, S, M (crushed jade worth 100 gp)
  description:
  - "You interfere with attempts to predict the target\u2019s future by preventing\
    \ divinations from revealing what the target will do and what will befall the\
    \ target while under the spell\u2019s effects."
  duration: 1 hour/level (D)
  effect: null
  level: bard 3, cleric 4, medium 3, mesmerist 3, psychic 4, shaman 4, sorcerer/wizard
    5, spiritualist 4, witch 4
  range: touch
  saving_throw: Will negates or Will disbelief (see text)
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: creature or object touched
False Life:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of blood)
  description:
  - You harness the power of unlife to grant yourself a limited ability to avoid death.
    While this spell is in effect, you gain temporary hit points equal to 1d10 + 1
    per caster level (maximum +10).
  duration: 1 hour/level or until discharged; see text
  effect: null
  level: alchemist 2, bloodrager 2, psychic 2, shaman 2, sorcerer/wizard 2, witch
    2
  range: personal
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: you
False Resurrection:
  area: null
  casting_time: 1 minute
  components: V, S, M (diamond worth 10,000 gp), DF
  description:
  - "This spell functions as resurrection except that instead of recalling the dead\
    \ soul to life, the spell calls a shadow demon with the advanced simple template\
    \ to possess the body. If you fail to overcome the subject\u2019s spell resistance,\
    \ the subject\u2019s soul can negate the calling and gain the option to return\
    \ to life (as resurrection) in the restored body. The possession otherwise functions\
    \ (as possession) except that the subject\u2019s soul is not present to resist.\
    \ When false resurrection ends or the demon is removed from the subject, the demon\
    \ returns to the Abyss, leaving the body alive but soulless (like that created\
    \ by clone). If the soul hasn\u2019t been returned to life already, it has the\
    \ option to return in the now-empty body if it still lives (as resurrection).\
    \ If the body was killed, the demon is sent back to the Abyss but the subject\
    \ remains dead."
  duration: 1 day/level
  effect: null
  level: cleric 7, shaman 8, witch 8
  range: touch
  saving_throw: none
  school: conjuration (calling) [chaotic, evil, ruse]
  spell_resistance: yes (harmless)
  target: dead creature touched
False Vision:
  area: 40-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S, M (crushed jade worth 250 gp)
  description:
  - "This spell creates a subtle illusion, causing any divination (scrying) spell\
    \ used to view anything within the area of this spell to instead receive a false\
    \ image (as the major image spell), as defined by you at the time of casting.\
    \ As long as the duration lasts, you can concentrate to change the image as desired.\
    \ While you aren\u2019t concentrating, the image remains static."
  duration: 1 hour/level (D)
  effect: null
  level: bard 5, sorcerer/wizard 5
  range: touch
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: one creature
Familiar Double:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small replica of you worth 5 gp)
  description:
  - "This spell functions as project image, except the image appears in your familiar\u2019\
    s square and moves when your familiar moves."
  duration: 1 round/level (D)
  effect: one shadow duplicate
  level: witch 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (shadow) [shadow]
  spell_resistance: 'no'
  target: null
Familiar Figment:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create an illusory duplicate of your familiar that moves erratically around\
    \ your familiar\u2019s space, frequently moving through the familiar\u2019s body\
    \ with a blurring effect that makes it indistinguishable from the real creature."
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: illusion (figment)
  spell_resistance: 'no'
  target: your familiar
Familiar Melding:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You project your soul into your familiar, taking over its body while leaving its
    consciousness intact. When you transfer your soul upon casting, your body is,
    as near as anyone can tell, dead.
  duration: 1 hour/level or until you return to your body
  effect: null
  level: shaman 4, sorcerer/wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: 'yes'
  target: your familiar
Fastidiousness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - While protected by fastidiousness, your person and your equipment stay clean and
    dry. Dust and moisture slough off immediately; even when you are completely soiled,
    your appearance reverts to a pristine state over the course of 1 minute.
  duration: 24 hours
  effect: null
  level: bard 1, cleric 1, mesmerist 1, occultist 1, paladin 1, psychic 1, sorcerer/wizard
    1
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Fear:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (the heart of a hen or a white feather)
  description:
  - An invisible cone of terror causes each living creature in the area to become
    panicked unless it succeeds on a Will save. If cornered, a panicked creature begins
    cowering. If the Will save succeeds, the creature is shaken for 1 round.
  duration: 1 round/level or 1 round; see text
  effect: null
  level: antipaladin 4, bard 3, bloodrager 4, inquisitor 4, shaman 4, sorcerer/wizard
    4, witch 4
  range: 30 ft.
  saving_throw: Will partial
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Fear the Sun:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drow eyelash)
  description:
  - Each target that fails its saving throw gains light blindness, as per the universal
    monster rule. When exposed to bright light, affected targets are blinded for 1
    full round and are dazzled in successive rounds. If you cast this spell in the
    presence of bright light, any target that fails its save is blinded immediately,
    and dazzled starting at the beginning of its first turn.
  duration: 1 round/level
  effect: null
  level: antipaladin 1, bloodrager 1, cleric 2, druid 2, inquisitor 2, occultist 2,
    psychic 2, shaman 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: up to one creature/level, no two of which can be more than 30 ft. apart
Fearsome Duplicate:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a larger and far more menacing version of yourself that you can send
    forth, manipulate like a puppet, and use to interact with others. You can make
    the duplicate up to two size categories larger than you are and determine a theme
    as to how it alters your original appearance. However, this duplicate always retains
    some vestiges of your actual appearance. Creatures who already know you gain a
    +2 bonus on saving throws made to disbelieve this spell. Your duplicate has no
    actual substance, and you cannot use it to alter its surroundings or to attack
    or otherwise harm creatures it encounters. You can use the duplicate to speak,
    and interact verbally with creatures using the Bluff, Diplomacy, and Intimidate
    skills, and you gain a +2 competence bonus on Intimidate checks when using that
    skill through the duplicate.
  duration: 1 minute/level (D)
  effect: monstrously distorted duplicate of you
  level: bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'no'
  target: null
Feast On Fear:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Each round as a standard action, you can target a single living creature of up
    to 9 HD and strike it with terrifying waves of power. If the target fails its
    saving throw, it becomes panicked for 1d4 rounds, and you gain 5 temporary hit
    points (which disappear after 1 hour). After the panic ends, the creature remains
    shaken for 10 minutes per caster level, and it automatically becomes panicked
    again if it comes within sight of you during that time.
  duration: 1 round/level
  effect: null
  level: bard 4, shaman 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Feast of Ashes:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of ash)
  description:
  - You curse the target with a hunger no food can assuage. On a failed Saving Throw,
    the target begins to starve. The effects of this spell cannot inflict more nonlethal
    damage than the target has hit points. No amount of eating can counter the effect
    and, further, even attempting to eat causes the target to become nauseated for
    1 round unless they make a DC 12 Fortitude save. The target still experiences
    the other normal effects of anything consumed (such as poisons or potions).
  duration: 2 days/level (D)
  effect: null
  level: druid 2, psychic 2, witch 2
  range: close (25 ft. + 5 ft/2 levels)
  saving_throw: Fortitude negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: null
Feather Fall:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - The affected creatures or objects fall slowly. Feather fall instantly changes
    the rate at which the targets fall to a mere 60 feet per round (equivalent to
    the end of a fall from a few feet), and the subjects take no damage upon landing
    while the spell is in effect. When the spell duration expires, a normal rate of
    falling resumes.
  duration: until landing or 1 round/level
  effect: null
  level: bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained
    summoner 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless) or Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Feather Step:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - For the duration of this spell, the subject ignores the adverse movement effects
    of difficult terrain, and can even take 5-foot steps in difficult terrain.
  duration: 10 minutes/level
  effect: null
  level: bard 1, druid 1, psychic 1, ranger 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: null
Feeblemind:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of clay, crystal, or glass spheres)
  description:
  - "Target creature\u2019s Intelligence and Charisma scores each drop to 1. The affected\
    \ creature is unable to use Intelligence\u2013 or Charisma-based skills, cast\
    \ spells, understand language, or communicate coherently. Still, it knows who\
    \ its friends are and can follow them and even protect them. The subject remains\
    \ in this state until a heal, limited wish, miracle, or wish spell is used to\
    \ cancel the effect of the feeblemind. A creature that can cast arcane spells,\
    \ such as a sorcerer or a wizard, takes a -4 penalty on its saving throw."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates; see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Ferment:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of ale , mead , or wine )
  description:
  - This spell temporarily imbues a potable liquid (including elixirs, extracts, potions,
    and poisons) with an intoxicant.
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, bard 1, cleric 1, druid 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: object touched
Fester:
  area: null
  casting_time: 1 standard action
  components: V, S, M (rotted meat)
  description:
  - Necrotic energy permeates the target, blocking healing abilities. The subject
    gains Spell Resistance equal to 12 + your caster level against effects that restore
    hit points or grant temporary hit points. In addition, any healing provided by
    effects that ignore Spell Resistance (such as fast healing, regeneration, and
    some spells) are halved. If the target succeeds on a Fortitude Saving Throw, fester
    lasts only a single round.
  duration: 1 round/level or 1 round; see text
  effect: null
  level: inquisitor 3, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: necromancy
  spell_resistance: 'yes'
  target: null
Fey Form:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - "You assume the form of a Small or Medium creature of the fey type. Your base\
    \ speed changes to match the new form\u2019s 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."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, bloodrager 3, druid 3, magus 4, shaman 3, sorcerer/wizard 4,
    witch 4
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Fey Gate:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as the planar travel function of gate, except it can be used
    to travel only between points on the Material Plane and the Fey World, and it
    comes with additional dangers.
  duration: 1 round/level; see text
  effect: null
  level: bard 6, cleric 8, druid 8, sorcerer/wizard 8, summoner 6, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Fickle Winds:
  area: null
  casting_time: 1 standard action
  components: ': V, S'
  description:
  - "You create a mobile cylinder of wind encompassing every target of the spell and\
    \ protecting them as wind wall, but not interfering with them in any way. For\
    \ example, arrows and bolts fired at the targets are deflected upward and miss,\
    \ but the targets\u2019 own arrows or bolts pass through the wall as if it were\
    \ not there."
  duration: 1 minute/level (D)
  effect: null
  level: cleric/oracle 5, druid 5, ranger 3, sorcerer/wizard 5
  range: null
  saving_throw: none (see text)
  school: transmutation [air]
  spell_resistance: 'yes'
  target: null
Fiendish Wrath:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Each affected creature flies into a combat frenzy. The target gains a +2 morale
    bonus to Strength and Constitution, and a +1 morale bonus on Will saves. If an
    affected creature strikes an enemy with two claw attacks or two unarmed strikes
    while in this frenzy, it can use the rend ability, dealing an additional amount
    of damage equal to its claw or unarmed strike damage plus 1-1/2 times its Strength
    bonus.
  duration: concentration + 1 round/level (D)
  effect: null
  level: alchemist 3, bard 3, bloodrager 3, mesmerist 3, psychic 4, sorcerer/wizard
    4, summoner 3, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one willing living creature per 3 levels, no two of which can be more than
    30 ft. apart
Fiery Body:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell transforms your body into living flame. You and your equipment are
    immune to fire damage. In fact, every time you would normally take damage from
    fire, you are instead healed of damage at a rate of 1 point per 3 points of damage
    the fire attack would have normally inflicted. You are immune to blindness, critical
    hits, ability score damage, deafness, disease, drowning, electricity, poison,
    stunning, and all spells that affect your physiology or respiration. You take
    only half damage from acid or electricity. You take 150% as much damage from cold
    than normal.
  duration: 1 minute/level
  effect: null
  level: sorcerer/wizard 9
  range: personal
  saving_throw: null
  school: transmutation [fire]
  spell_resistance: null
  target: null
Fiery Runes:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You charge a weapon with a magic rune of fire.
  duration: 1 minute/level or until discharged (see text)
  effect: null
  level: alchemist 2, bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: evocation [fire]
  spell_resistance: yes (see text)
  target: melee weapon touched
Fiery Shuriken:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of sulfur and a single shuriken worth 2 sp)
  description:
  - "You call forth two fiery projectiles resembling shuriken, plus one more for every\
    \ two caster levels beyond 3rd (to a maximum of eight shuriken at 15th level),\
    \ which hover in front of you. When these shuriken appear, you can launch some\
    \ or all of them at the same target or different targets. Each shuriken requires\
    \ a ranged touch attack roll to hit and deals 1d8 points of fire damage. You provoke\
    \ no attacks of opportunity when launching them. Any shuriken you do not launch\
    \ as part of casting this spell remains floating near you for the spell\u2019\
    s duration. On rounds subsequent to your casting of this spell, you can spend\
    \ a swift action to launch one of these remaining shuriken or a standard action\
    \ to launch any number of these remaining shuriken. If you fail to launch a shuriken\
    \ before the duration ends, that shuriken disappears and is wasted."
  duration: 1 round/level (D)
  effect: Two or more fiery shuriken
  level: sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [fire]
  spell_resistance: 'yes'
  target: null
Final Sacrifice:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You disrupt the conjuring energies within a summoned creature, causing it to\
    \ violently explode. If the target fails its Fortitude save, it is immediately\
    \ slain and all creatures within 20 feet of the target take 1d4 points of damage\
    \ per spell level of the summoning spell that conjured the target. This damage\
    \ is fire damage unless the target creature has the cold or water subtype, in\
    \ which case it\u2019s cold damage. Creatures caught in this explosion take half\
    \ damage if they succeed at their Reflex saves against this spell\u2019s DC. Final\
    \ sacrifice can detonate a summoner\u2018s eidolon, though an eidolon receives\
    \ a +4 bonus on its Fortitude save unless the spell is cast by the eidolon\u2018\
    s own summoner."
  duration: instantaneous
  effect: null
  level: antipaladin 3, bloodrager 2, cleric 3, shaman 3, sorcerer/wizard 3, summoner
    2, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates, then Reflex half (see text)
  school: evocation
  spell_resistance: 'yes'
  target: one summoned creature
Find Fault:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You instantly learn many of the target\u2019s weaknesses, as if you had made\
    \ an appropriate Knowledge skill check with a result equal to 20 + your caster\
    \ level. Additionally, your first melee or ranged attack roll against the creature\
    \ before the end of your next turn gains a +5 insight bonus. If the creature is\
    \ polymorphed, disguised, or hidden by an illusion and you are not aware of it\u2019\
    s true form, this spell fails as if the target has spell resistance you failed\
    \ to penetrate (the GM may have you attempt a caster level check to conceal the\
    \ true reason for the spell\u2019s failure)."
  duration: instantaneous
  effect: null
  level: bard 3, bloodrager 3, inquisitor 3, magus 3, medium 3, oracle 3, psychic
    3, shaman 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. plus 10 ft./level)
  saving_throw: none
  school: divination
  spell_resistance: 'yes'
  target: 1 creature
Find Quarry:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You sense whether a well-known creature you can clearly visualize is within a
    20-mile radius of your current location, as well as the distance and direction
    to the creature in relation to you. You also discern whether the creature is moving,
    and its direction, speed, and mode of movement. The radius you can sense increases
    by 5 miles for every two caster levels you have above 10th (to a maximum of a
    45-mile radius at 20th level). Anything that would prevent locate creature from
    finding a creature also prevents find quarry from doing so.
  duration: instantaneous
  effect: null
  level: inquisitor 4, ranger 4
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you
Find Traps:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You gain intuitive insight into the workings of traps. You gain an insight bonus
    equal to 1/2 your caster level (maximum +10) on Perception checks made to find
    traps while the spell is in effect. You receive a check to notice traps within
    10 feet of you, even if you are not actively searching for them. Note that find
    traps grants no ability to disable the traps that you may find.
  duration: 1 min./level
  effect: null
  level: cleric/oracle 2, inquisitor 2, psychic 2, witch 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Find the Path:
  area: null
  casting_time: 3 rounds
  components: V, S, F (a set of divination counters)
  description:
  - "The recipient of this spell can find the shortest, most direct physical route\
    \ to a prominent specified destination, such as a city, keep, lake, or dungeon.\
    \ The locale can be outdoors or underground, as long as it is prominent. For example,\
    \ a hunter\u2019s cabin is not prominent enough, but a logging camp is. Find the\
    \ path works with respect to locations, not objects or creatures at a locale.\
    \ The location must be on the same plane as the subject at the time of casting."
  duration: 10 min./level
  effect: null
  level: bard 6, cleric/oracle 6, druid 6, inquisitor 6, shaman 6, witch 6
  range: personal or touch
  saving_throw: none or Will negates (harmless)
  school: divination
  spell_resistance: no or yes (harmless)
  target: you or creature touched
Finger of Death:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell instantly delivers 10 points of damage per caster level. If the target\u2019\
    s Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point\
    \ per caster level. The subject might die from damage even if it succeeds on its\
    \ saving throw."
  duration: instantaneous
  effect: null
  level: druid 8, sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: necromancy [death]
  spell_resistance: 'yes'
  target: one creature
Fins to Feet:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You transform the target\u2019s fins, flippers, or tail into legs and feet, allowing\
    \ it to walk on land. The target loses its swim speed but gains a base speed appropriate\
    \ for a humanoid of its size (speed 30 if a Medium or larger creature, speed 20\
    \ if Small). If the creature is immersed in water for 1 round, the transformation\
    \ reverts, allowing it to swim normally. One round after leaving the water, the\
    \ transformation occurs again, allowing it to walk."
  duration: 1 hour/level (D)
  effect: null
  level: druid 3, shaman 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: none
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: willing creature touched
Fire Breath:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (a chili pepper)
  description:
  - "Up to thrice during this spell\u2019s duration, you can belch forth a cone of\
    \ fire as a standard action. The first cone deals 4d6 points of fire damage to\
    \ every creature in the area. The second cone of flame deals 2d6 points of fire\
    \ damage to every creature in the area. The third cone of flame deals 1d6 points\
    \ of fire damage to every creature in the area. A successful Reflex save halves\
    \ this damage. After the third cone of flame, the spell ends."
  duration: 1 round/level or until discharged; see text
  effect: null
  level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
  range: 15 ft.
  saving_throw: Reflex half; see text
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Fire Seeds:
  area: null
  casting_time: 1 standard action
  components: V, S, M (acorns or holly berries)
  description:
  - Depending on the version of fire seeds you choose, you turn acorns into splash
    weapons that you or another character can throw, or you turn holly berries into
    bombs that you can detonate on command.
  duration: 10 min./level or until used
  effect: null
  level: druid 6, shaman 6
  range: touch
  saving_throw: none or Reflex half; see text
  school: conjuration (creation) [fire]
  spell_resistance: 'no'
  target: null
Fire Shield:
  area: null
  casting_time: 1 standard action
  components: V, S, M (phosphorus for the a firefly or glowworm for the
  description:
  - This spell wreathes you in flame and causes damage to each creature that attacks
    you in melee. The flames also protect you from either cold-based or fire-based
    attacks, depending on if you choose cool or warm flames for your fire shield.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained
    summoner 4
  range: personal
  saving_throw: null
  school: evocation [fire or cold]
  spell_resistance: null
  target: you
Fire Snake:
  area: see text
  casting_time: 1 standard action
  components: V, S, M (a snake scale)
  description:
  - You create a sinuous line of flames that you may shape as desired. The fire snake
    affects one 5-foot square per caster level, and each square must be adjacent to
    the previous square, starting with you. The fire snake may not extend beyond its
    maximum range. Creatures in the path of the fire snake take 1d6 points of fire
    damage per caster level (maximum 15d6).
  duration: instantaneous
  effect: null
  level: druid 5, magus 5, sorcerer/wizard 5
  range: 60 ft.
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Fire Sneeze:
  area: null
  casting_time: 1 standard action
  components: V, S, M (hot pepper soaked in oil)
  description:
  - "This spell causes you to begin sneezing gouts of fire that can not only set creatures\
    \ ablaze but also drop them flat on their backs. Once you cast this spell, you\
    \ must sneeze each round as a standard action\u2014you can take no other standard\
    \ action as long as this spell is in effect, nor can you take full-round actions.\
    \ Each time you sneeze, you produce a 10-foot-long cone of fire and wind. All\
    \ creatures caught in this cone take 2d6 points of fire damage\u2014a successful\
    \ Reflex save halves this damage. Any creature that fails to resist this spell\
    \ with a Reflex save must immediately make a DC 12 Fortitude save or be knocked\
    \ prone by the blast of wind associated with the sneeze."
  duration: 1 round + 1 round/2 levels
  effect: null
  level: alchemist 2, druid 2, sorcerer/wizard 2
  range: personal
  saving_throw: Reflex half
  school: evocation [air, fire]
  spell_resistance: 'yes'
  target: you
Fire Storm:
  area: two 10-ft. cubes per level (S)
  casting_time: 1 standard action
  components: V, S
  description:
  - When a fire storm spell is cast, the whole area is shot through with sheets of
    roaring flame. The raging flames 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 fire damage per caster level (maximum
    20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points
    of fire damage each round until the flames are extinguished. Extinguishing the
    flames is a full-round action that requires a DC 20 Reflex save.
  duration: instantaneous
  effect: null
  level: cleric/oracle 8, druid 7, shaman 8
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Fire Trail:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "When you cast this spell, flammable liquid oozes from your pores, dripping onto\
    \ the ground and spontaneously combusting. The flame does not harm you. During\
    \ this spell\u2019s duration, each time you leave your space, you create a trail\
    \ of fire that burns within the spaces you move through for 1 round before it\
    \ burns out. You can leave up to 60 feet of flame trail each round, assuming you\
    \ are Small or Medium. If you are larger than Medium, the maximum trail length\
    \ is reduced based on your size. If you are Large, you can leave a trail up to\
    \ 30 feet long (and 10 feet wide), and if you are Huge, you can leave a trail\
    \ up to 15 feet long (and 15 feet wide); even larger casters can only leave a\
    \ trail up to 10 feet long (and as wide as your space) each round. You choose\
    \ where to leave a flame trail. Creatures that start their turn adjacent to the\
    \ flame trail take 1d6 points of fire damage. Creatures that start their turn\
    \ within the flame trail or that enter an area of flame take a number of points\
    \ of fire damage equal to 1d6 + 1 per caster level (maximum +10). If a creature\
    \ moves into an area of the flame trail multiple times in a round, it takes this\
    \ damage each time it enters the area of the flame trail. Flammable objects in\
    \ or adjacent to the fire trail catch fire."
  duration: 1 round/level
  effect: "trail of flame that follows the caster\u2019s movements; see text"
  level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
  range: personal
  saving_throw: none
  school: transmutation [fire]
  spell_resistance: 'yes'
  target: null
Fire Trap:
  area: null
  casting_time: 10 minutes
  components: V, S, M (gold dust worth 25 gp)
  description:
  - Fire trap creates a fiery explosion when an intruder opens the item that the trap
    protects. A fire trap spell can ward any object that can be opened and closed.
  duration: permanent until discharged (D)
  effect: null
  level: druid 2, sorcerer/wizard 4
  range: touch
  saving_throw: Reflex half; see text
  school: abjuration [fire]
  spell_resistance: 'yes'
  target: object touched
Fire of Entanglement:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - "The next creature you attack using your smite evil class ability is wreathed\
    \ in flames that impede its movement. Until the end of the spell\u2019s duration,\
    \ the target is entangled. If the target starts its turn in a square adjacent\
    \ to you, it is considered to be entangled to an immobile object (you) and cannot\
    \ move. A target that saves against this spell is affected for only 1 round."
  duration: 1 round/level
  effect: null
  level: paladin 2
  range: special; see text
  saving_throw: Reflex partial
  school: evocation
  spell_resistance: 'yes'
  target: null
Fire of Judgment:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - After casting this spell, the next creature you attack using your smite evil class
    ability is engulfed in flames of positive energy. At the start of its turn, the
    target takes 1d6 points of damage, and takes an additional 1d6 points of damage
    each time it attacks a creature other than you. If the creature is an outsider
    with the evil subtype, an evil-aligned dragon, or an undead creature this damage
    increases to 1d10. With a successful Saving Throw, a creature is affected by this
    spell for only 1 round. This damage is divine in nature and bypasses any DR the
    creature possesses.
  duration: 1 round/level
  effect: null
  level: paladin 3
  range: special; see text
  saving_throw: Will partial
  school: evocation
  spell_resistance: 'yes'
  target: null
Fire of Vengeance:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - After casting this spell, the next creature you attack using your smite evil class
    ability is engulfed in holy flames that flare up when the target attacks someone
    other than you. If at any time during the duration of your smite evil effect the
    target makes an attack that does not include you, it takes 3d8 points of fire
    damage. Once triggered in this manner, or when your smite evil ability expires,
    the spell ends.
  duration: see text
  effect: null
  level: paladin 4
  range: special; see text
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'no'
  target: null
Fireball:
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M (a ball of bat guano and sulfur)
  description:
  - A fireball spell generates a searing explosion of flame that detonates with a
    low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to
    every creature within the area. Unattended objects also take this damage. The
    explosion creates almost no pressure.
  duration: instantaneous
  effect: null
  level: bloodrager 3, magus 3, sorcerer/wizard 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Firebelly:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A magical fire warms your belly, granting you fire resistance 5 and making your
    gut hot to the touch (but not enough to damage you or anything else). As a standard
    action, you can breathe a 15-foot cone of flame that deals 1d4 points of fire
    damage (Reflex half, SR applies). Each time you use this breath weapon, reduce
    the remaining duration of the spell by 1 minute.
  duration: 1 minute/level
  effect: null
  level: alchemist 1, cleric/oracle 1, druid 1, paladin 1
  range: personal
  saving_throw: Reflex half; see text
  school: abjuration
  spell_resistance: yes; see text
  target: you
Firebrand:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You mark several allies with a flaming rune. This rune does not cause damage,\
    \ and sheds light as if it were a torch. While the firebrand burns, any creature\
    \ it marks is immune to damage from any fire spell you cast. All of the target\u2019\
    s weapons (both natural and manufactured) inflict +1d6 points of fire damage on\
    \ a hit (this bonus fire damage stacks with any amount of fire damage a creature\u2019\
    s weapons might already inflict). At any point during the spell\u2019s duration,\
    \ a creature bearing a firebrand can launch a beam of fire at any target within\
    \ 30 feet as a swift action. This ray requires a ranged touch attack to hit and\
    \ deals 6d6 points of fire damage. Once a creature uses its firebrand to fire\
    \ a ray in this manner, the effects of the spell end for that creature."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless), but see below
  school: transmutation [fire]
  spell_resistance: yes (harmless)
  target: null
Firefall:
  area: null
  casting_time: 1 standard action
  components: V, S, M (one fire source)
  description:
  - Firefall causes a fire to erupt into a geyser of dazzlingly bright liquid flame.
    The spell uses one fire source, which is immediately extinguished. A fire larger
    than a 20-foot cube is only partly extinguished. Magical fires are not extinguished,
    but a creature of the fire subtype used as the source takes 1 point of damage
    per caster level (no Saving Throw).
  duration: instantaneous
  effect: null
  level: bloodrager 4, magus 4, sorcerer/wizard 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates and Reflex negates; see text
  school: transmutation [fire]
  spell_resistance: 'no'
  target: null
Firestream:
  area: 20-ft. line
  casting_time: 1 standard action
  components: V, S
  description:
  - A rushing stream of fire sprays from your outstretched hand, dealing 2d6 points
    of fire damage to every creature in the area. Each round you continue to concentrate
    on the spell, you can select a new area for it to affect.
  duration: concentration , up to 1 round/level; see text
  effect: null
  level: bloodrager 3, magus 3, sorcerer/wizard 3
  range: 20 ft.
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
"Firewalker\u2019s Meditation":
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 400 gp)
  description:
  - You focus your mind on blocking out pain, allowing your body to endure punishments
    that would be otherwise unbearable.
  duration: 24 hours or until discharged
  effect: null
  level: cleric 4, druid 4, paladin 3, shaman 4, wizard 4
  range: personal
  saving_throw: null
  school: abjuration [meditative]
  spell_resistance: null
  target: you
"Fire\u2019s Friend":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a flame of any size)
  description:
  - You cloak yourself in flames that do not harm you or your carried equipment but
    damage other creatures and objects. The flames cast light as a torch. Any creature
    that attacks you with a non-reach melee weapon or that begins its turn engaged
    in a grapple with you takes 1d6 points of fire damage and must succeed at a Reflex
    save or catch fire. The creature can negate the damage (and avoid catching fire)
    with spell resistance.
  duration: 1 round/level
  effect: null
  level: alchemist 2, bloodrager 2, magus 2
  range: personal
  saving_throw: null
  school: evocation [fire]
  spell_resistance: null
  target: you
First World Revisions:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as ancestral regression, except as noted above and as follows.
    The wayang loses her darkvision racial trait and gains the low-light vision racial
    trait in its place. The alignment and personality of the wayang are not affected
    by the transformation, but the spell conceals her alignment as per undetectable
    alignment. Unlike ancestral regression, this spell grants the target a +20 bonus
    on Disguise checks to pass as a gnome; even though the wayang appears as a gnomish
    analog of herself, the differences between gnomes and wayangs are great enough
    that she cannot be mistaken for a gnome by other wayangs who know her.
  duration: null
  effect: null
  level: alchemist 2, antipaladin 3, cleric 2, medium 2, psychic 2, sorcerer/wizard
    3, witch 2
  range: null
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: willing wayang touched div style="clear:both"></div
Flame Arrow:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of oil and a small piece of flint)
  description:
  - "This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken,\
    \ and sling stones) into fiery projectiles. Each piece of ammunition deals an\
    \ extra 1d6 points of fire damage to any target it hits. A flaming projectile\
    \ can easily ignite a flammable object or structure, but it won\u2019t ignite\
    \ a creature it strikes."
  duration: 10 min./level
  effect: null
  level: bloodrager 3, magus 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation [fire]
  spell_resistance: 'no'
  target: fifty projectiles, all of which must be together at the time of casting
Flame Blade:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You
    wield this blade-like beam as if it were a scimitar. Attacks with the flame blade
    are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per
    two caster levels (maximum +10). Since the blade is immaterial, your Strength
    modifier does not apply to the damage. A flame blade can ignite combustible materials
    such as parchment, straw, dry sticks, and cloth.
  duration: 1 min./level (D)
  effect: sword-like beam
  level: druid 2, shaman 2
  range: 0 ft.
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Flame Steed:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - You conjure a Large, quasi-real creature made of flame. It functions like phantom
    steed, except as follows.
  duration: 1 hour/level (D)
  effect: one quasi-real creature suitable for a mount
  level: bloodrager 3, cleric 4, druid 4, paladin 3, shaman 4, witch 4
  range: 0 ft.
  saving_throw: none, see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Flame Strike:
  area: cylinder (10-ft. radius, 40-ft. high)
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points
    of damage per caster level (maximum 15d6). Half the damage is fire damage, but
    the other half results directly from divine power and is therefore not subject
    to being reduced by resistance to fire-based attacks.
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, druid 4, inquisitor 5, shaman 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Flames of the Faithful:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - With a touch, you cause a glowing rune to appear on a single weapon, granting
    that weapon the flaming property (and allowing it to cause an extra 1d6 points
    of fire damage on a successful hit). If you are using the judgment class feature,
    your weapon gains the flaming burst property instead.
  duration: 1 round/level
  effect: null
  level: inquisitor 2
  range: touch
  saving_throw: Fortitude negates (object, harmless)
  school: transmutation [fire]
  spell_resistance: yes (object, harmless)
  target: null
Flaming Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small piece of charcoal )
  description:
  - "The spell allows you channel fire into your very being. If you don\u2019t already\
    \ have the fire subtype, this spell grants you the fire subtype. If you already\
    \ have the fire subtype, you instead channel the flames from your being outward,\
    \ creating a 10-foot-radius aura of fire centered on you. Creatures who enter\
    \ or end their turns in the aura must succeed at a Fortitude saving throw or take\
    \ 1d8 points of fire damage."
  duration: 1 minute/level
  effect: null
  level: bloodrager 4, cleric 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4,
    witch 4
  range: personal
  saving_throw: none (harmless, see text)
  school: transmutation [fire]
  spell_resistance: no (harmless, see text)
  target: you (see text)
Flaming Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (tallow, brimstone, and powdered iron)
  description:
  - A burning globe of fire rolls in whichever direction you point and burns 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 fire damage to that creature,
    though a successful Reflex save negates that damage. A flaming sphere rolls over
    barriers less than 4 feet tall. It ignites flammable substances it touches and
    illuminates the same area as a torch would.
  duration: 1 round/level
  effect: 5-ft.-diameter sphere
  level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Flare:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This cantrip creates a burst of light. If you cause the light to burst in front
    of a single creature, that creature is dazzled for 1 minute unless it makes a
    successful Fortitude save. Sightless creatures, as well as creatures already dazzled,
    are not affected by flare.
  duration: instantaneous
  effect: burst of light
  level: bard 0, druid 0, magus 0, psychic 0, sorcerer/wizard 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: evocation [light]
  spell_resistance: 'yes'
  target: null
Flare Burst:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell functions as flare, except it affects all creatures in a 10-foot-radius
    burst from the target point.
  duration: instantaneous
  effect: 10-ft.-radius burst of light
  level: bard 1, bloodrager 1, druid 1, magus 1, psychic 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: evocation [light]
  spell_resistance: 'yes'
  target: null
Flash Fire:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a pinch of powdered fool\u2019s gold)"
  description:
  - "The firearm fires with a blinding flash, even if the firearm is not currently\
    \ loaded. Every creature within 15 feet of the creature carrying the weapon must\
    \ succeed at a Fortitude save or be blinded for 1d4 rounds. The creature carrying\
    \ the firearm takes a \u20134 penalty on this saving throw. If the firearm is\
    \ loaded, the ammunition is wasted."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object); see text
  school: transmutation
  spell_resistance: yes (object); see text
  target: 1 firearm
Flash Flood:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (water-smoothed pebble)
  description:
  - You call forth a fast-moving wave that batters all creatures in its path and leaves
    the target area flooded. Each creature in the area must succeed at a Reflex save
    or take 1d6 points of bludgeoning damage per 2 caster levels (maximum 10d6).
  duration: instantaneous and 1 round per level; see text
  effect: null
  level: druid 6, shaman 6, sorcerer/wizard 6
  range: 60 ft.
  saving_throw: Reflex partial, see text
  school: conjuration (creation) [water]
  spell_resistance: 'no'
  target: null
Flash Forward:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a single gear or bit of clockwork)
  description:
  - You cheat the laws of time and enter into combat before reverting back to your
    original position. As part of the action to cast the spell, you make a charge
    attack against an enemy. You make this charge attack normally, accounting for
    terrain, obstacles, attacks of opportunity, attack rolls, and damage rolls. At
    the end of your charge action, you instantly teleport back to your original location
    as a free action. Any damage or conditions dealt by you or to you during this
    action are real and remain when you return to your original location.
  duration: instantaneous
  effect: null
  level: alchemist 4, antipaladin 4, bard 4, bloodrager 4, inquisitor 4, magus 4,
    medium 4, occultist 4, paladin 4, psychic 5, sorcerer/wizard 5
  range: personal
  saving_throw: none (harmless)
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: you
Flashfire:
  area: one 5-ft. square/2 levels
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause flames to spring up in the area of effect. These flames deal 1d6 points
    of fire damage for every 3 caster levels you have (maximum 5d6) to each creature
    that enters a burning area or begins its turn in the area; these creatures also
    catch on fire. A creature that succeeds at a Reflex save negates the damage and
    avoids catching on fire. the area and all adjacent 5-foot squares are smoky, providing
    concealment within. You can concentrate as a standard action to ignite one 5-foot
    square adjacent to a currently burning square. Heavy precipitation (including
    sleet storm) ends the spell. Strong and severe winds spread each square of flashfire
    downwind by one square each round, but windstorm-force or stronger winds extinguish
    the fires.
  duration: 1 round/level
  effect: null
  level: druid 3, shaman 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates (object) and Fort negates
  school: evocation [fire]
  spell_resistance: yes (object)
  target: null
Fleeting Defect:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause a single object to temporarily gain the broken condition. The target
    must be a single solid object, regardless of its composition, weighing up to 10
    pounds per caster level.
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: "Fort negates\u201D (harmless, object); see text"
  school: transmutation
  spell_resistance: 'no'
  target: one solid object that does not have the broken condition, or one construct
Fleeting Memory:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You create a gap in the target\u2019s memory, preventing the target from remembering\
    \ anything that happens from the moment you cast this spell until the moment its\
    \ complete duration ends."
  duration: 1 round/level (D)
  effect: null
  level: bard 3, mesmerist 2, occultist 3, psychic 3, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Flesh Puppet:
  area: null
  casting_time: 1 round
  components: V, S, M (an onyx worth 25 gp and a silken string)
  description:
  - "You animate one corpse that has been dead no more than 48 hours. It rises as\
    \ a zombie that is magically tethered to you and obeys your commands. As noted\
    \ in animate dead, you can\u2019t control more than 4 HD per caster level worth\
    \ of undead in total, nor can a single casting create more than 2 HD per caster\
    \ level."
  duration: permanent (D)
  effect: null
  level: antipaladin 2, cleric 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist
    3, witch 4
  range: touch
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: one corpse touched
Flesh Wall:
  area: null
  casting_time: 1 standard action
  components: V, S, M (one corpse for every 5-ft. square of the wall), DF
  description:
  - "You animate corpses, forming them into a wall of joined flesh and limbs. The\
    \ wall inserts itself into any surrounding nonliving material if its area is sufficient\
    \ to do so. The wall can\u2019t be created so that it occupies the same space\
    \ as a creature or another object."
  duration: concentration + 1 round/level (D)
  effect: a wall of corpses with an area of up to one 5-ft. square/level (S)
  level: cleric 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5, witch
    6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: null
Flesh to Ooze:
  area: null
  casting_time: 1 standard action
  components: V, S, M (alchemical reagents worth 100 gp)
  description:
  - "This functions like baleful polymorph, except the target becomes an ooze. A creature\
    \ of 3 HD or less becomes a gray ooze, 4\u20139 HD becomes a gelatinous cube or\
    \ ochre jelly, and 10+ HD becomes a black pudding. Alternatively, instead of a\
    \ creature you may target a quantity of inert flesh (such as that created by the\
    \ stone to flesh spell) of sufficient mass, which becomes an ooze of your choice."
  duration: permanent
  effect: null
  level: sorcerer/wizard 6
  range: close (25 f. + 5 f./2 levels)
  saving_throw: Fortitude negates, Will partial, see text
  school: transmutation (polymorph)
  spell_resistance: 'No'
  target: 1 creature or see text
Flesh to Stone:
  area: null
  casting_time: 1 standard action
  components: V, S, M (lime, water, and earth)
  description:
  - The subject, along with all its carried gear, turns into a mindless, inert statue.
    If the statue resulting from this spell is broken or damaged, the subject (if
    ever returned to its original state) has similar damage or deformities. The creature
    is not dead, but it does not seem to be alive either when viewed with spells such
    as deathwatch.
  duration: instantaneous
  effect: null
  level: magus 6, shaman 6, sorcerer/wizard 6, witch 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Fleshcurdle:
  area: null
  casting_time: 1 standard action
  components: V, S, M (scrap of pickled flesh)
  description:
  - "You warp the target creature\u2019s 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\u2014movement, attacks,\
    \ or defense."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: one living or undead creature
Fleshwarping Swarm (Drow):
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as summon swarm, except that living and undead creatures\
    \ that fail their saving throw against the swarm\u2019s distraction find that\
    \ their limbs twist and spasm, as their bodies become susceptible to transmutations.\
    \ Such creatures take a \u20134 penalty to Dexterity and on saving throws against\
    \ transmutation effects for 1 hour per caster level."
  duration: concentration + 2 rounds and 1 hour/level (see text)
  effect: null
  level: sorcerer/wizard 3, summoner 3, witch 3 Duration concentration + 2 rounds
    and 1 hour/level (see text)
  range: null
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: null
Fleshworm Infestation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "With a touch, you cause an infestation of ravenous worms to manifest in the target\u2019\
    s flesh. The target must make a Fortitude save every round. Failure means it takes\
    \ 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered\
    \ for 1 round. If it makes the save, it takes no hit point or Dexterity damage\
    \ and is only sickened for 1 round rather than staggered. Fleshworm infestation\
    \ cannot be ended early by remove disease or heal, as the infestation starts anew\
    \ if the current worms are slain. Protection from evil negates this spell\u2019\
    s effects for as long as the two durations overlap. Dispel evil automatically\
    \ ends a fleshworm infestation."
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 4, inquisitor 4, sorcerer/wizard 4, witch 4
  range: touch
  saving_throw: Fortitude partial (see text)
  school: conjuration (summoning) [evil]
  spell_resistance: 'yes'
  target: creature touched
Fleshy Facade:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target\u2019s flesh fills out and gains a healthy, natural color."
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 2, bard 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: yes (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: corporeal undead creature touched
Flexible Fury:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You swap one of your current rage powers for another rage power you qualify for.
    If the rage power granted by this spell has a use limitation (such as once per
    rage or a number of times per day), any uses of that rage power count toward that
    limit (including for later castings of this spell).
  duration: 1 round/level
  effect: null
  level: bard 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Flexile Curse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You curse your target with a withering aura that degrades its armor and shield\
    \ (if any). This reduces the hardness, armor bonus, and enhancement bonus of any\
    \ armor or shield worn by the target by 1. For every hour the target wears a suit\
    \ of armor or a shield, the hardness, armor bonus, and enhancement bonus are reduced\
    \ by an additional 1. If the armor or shield\u2019s hardness is reduced to 0,\
    \ anytime the target of the curse is struck while wearing that item, there is\
    \ a 20% chance that it gains the broken condition. If the enhancement bonus of\
    \ magic suit of armor or shield is reduced to 0, the armor or shield loses any\
    \ other special abilities it had."
  duration: permanent
  effect: null
  level: bard 3, cleric 5, inquisitor 3, psychic 5, sorcerer/wizard 5, witch 3
  range: touch
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Flickering Lights:
  area: contiguous area consisting of one 10-foot cube/level (S)
  casting_time: 1 round
  components: V, S, M (a patch of white cloth and a patch of black cloth)
  description:
  - You cause the illumination in the area to seem to flicker erratically, fluctuating
    between absolute darkness and blinding brightness.
  duration: 1 round/level
  effect: null
  level: bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, shaman 2, sorcerer/wizard
    2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: evocation [darkness, light]
  spell_resistance: 'yes'
  target: null
Floating Disk:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of mercury)
  description:
  - You create a slightly concave, circular plane of force that follows you about
    and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its
    center. It can hold 100 pounds of weight per caster level. If used to transport
    a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above
    the ground at all times and remains level. It floats along horizontally within
    spell range and will accompany you at a rate of no more than your normal speed
    each round. If not otherwise directed, it maintains a constant interval of 5 feet
    between itself and you. The disk winks out of existence when the spell duration
    expires. The disk also winks out if you move beyond its range or try to take the
    disk more than 3 feet away from the surface beneath it. When the disk winks out,
    whatever it was supporting falls to the surface beneath it.
  duration: 1 hour/level
  effect: 3-ft.-diameter disk of force
  level: magus 1, psychic 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'no'
  target: null
Flotsam Vessel:
  area: null
  casting_time: 1 minute
  components: "V, S, M (driftwood branch or river rat\u2019s tail)"
  description:
  - This spell assembles a sturdy raft and oars from driftwood, reeds, and other river
    detritus. The smallest raft created by the spell is roughly 5 feet square, increasing
    by an additional 5 feet square for every 2 caster levels you possess. Each 5-foot
    section of the raft can carry two Medium passengers or 300 pounds of cargo. The
    vessel functions as a normal raft, except it is not slowed or damaged by non-magical
    river hazards such as rapids or shallows, and it is always considered to be traveling
    downstream for the purpose of calculating travel speed, regardless of its actual
    direction.
  duration: 1 hour/level (D)
  effect: raft large enough for caster and one passenger/2 levels
  level: cleric 2, druid 2, ranger 1, summoner 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Fluid Form:
  area: null
  casting_time: 1 standard action
  components: S, M (a mixture of oil and water)
  description:
  - When you cast this spell, your body takes on a slick, oily appearance. For the
    duration of this spell, your form can stretch and shift with ease and becomes
    slightly transparent, as if you were composed of liquid. This transparency is
    not enough to grant concealment. You gain DR 10/slashing and your reach increases
    by 10 feet. In addition, you can pass through small holes or narrow openings,
    even mere cracks, with anything you were carrying at the time the spell was cast
    (except other creatures). Finally, you can move through water with a swim speed
    of 60 feet and can breathe both water and air for the duration of this effect.
    You are treated as if you had the water subtype while this spell is in effect.
  duration: 1 minute/level
  effect: null
  level: alchemist 4, sorcerer/wizard 6
  range: personal
  saving_throw: null
  school: transmutation [water]
  spell_resistance: null
  target: null
Flurry of Snowballs:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You send a flurry of snowballs hurtling at your foes.
  duration: instantaneous
  effect: cone-shaped burst
  level: druid 2, magus 2, sorcerer/wizard 2, witch 2
  range: 30 ft.
  saving_throw: Reflex half
  school: evocation [cold, water]
  spell_resistance: 'no'
  target: null
Fly:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a wing feather)
  description:
  - The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy
    armor, or if it carries a medium or heavy load). It can ascend at half speed and
    descend at double speed, and its maneuverability is good.
  duration: 1 min./level
  effect: null
  level: alchemist 3, bloodrager 3, magus 3, medium 3, occultist 3, psychic 3, shaman
    3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Fly, Mass:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a wing feather)
  description:
  - This spell functions as fly, save that it can target numerous creatures and lasts
    longer.
  duration: 10 minutes/level
  effect: null
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Focused Scrutiny:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You gain heightened sensitivity to the mannerisms, reactions, and body language
    of one creature you can perceive, allowing you to sense its state of mind and
    easily influence it. You gain a +10 bonus on Perception, Sense Motive, and Survival
    checks attempted against the target creature, as well as a +5 bonus on Diplomacy
    and Intimidate checks attempted against it.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 2, bard 2, inquisitor 2, psychic 2, shaman 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Foe to Friend:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - Cast this spell when an enemy is about to make an attack against an ally. The
    creature makes the attack against a valid target of your choice instead or the
    attack is negated. In addition, the target is considered an ally for determining
    flanking for 1 round.
  duration: 1 round
  effect: null
  level: bard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Fog Cloud:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A bank of fog billows out from the point you designate. The fog obscures all\
    \ sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment\
    \ (attacks have a 20% miss chance). Creatures farther away have total concealment\
    \ (50% miss chance, and the attacker can\u2019t use sight to locate the target)."
  duration: 10 min./level
  effect: fog spreads in 20-ft. radius
  level: druid 2, magus 2, shaman 2, sorcerer/wizard 2, unchained summoner 2, witch
    2
  range: medium (100 ft. + 10 ft. level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Follow Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability
    to follow the trail of a strong or overwhelming aura of that alignment (see detect
    evil). This is treated as tracking using the scent special quality, except you
    are following the traces of their aura upon the ground rather than their scent,
    and you receive no bonus on Perception checks. At 10th level, you can track the
    trail of creatures with a moderate alignment aura as well.'
  duration: 10 minutes/level (D)
  effect: null
  level: inquisitor 2
  range: personal
  saving_throw: null
  school: divination [chaotic, evil, good, or lawful]
  spell_resistance: null
  target: null
Font of Spirit Magic:
  area: 30-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (gold dust worth 50 gp)
  description:
  - You amplify the effect of magic associated with your spirit and wandering spirit
    (any spells on the spirit magic spell lists for these spirits). When allies within
    the area cast these spells, they gain a +2 bonus on caster level checks and concentration
    checks, as well as to spell DCs. This bonus is a sacred bonus if you are good-aligned
    or a profane bonus if you are evil-aligned; if you are neither good nor evil,
    you can choose what type of bonus the spell grants when you cast it.
  duration: concentration + 1 round/level
  effect: null
  level: shaman 3
  range: 30 ft.
  saving_throw: Will negates (harmless)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Fool\u2019s Forbiddance":
  area: 10-ft.-radius spherical emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (a ring of keys)
  description:
  - Through your antics and performance, you create an area of warding that adversely
    affects all enemies that dare enter it. When an enemy creature enters the area
    it must make an immediate Will Saving Throw. If it fails, the creature is confused
    as long as it is in the area and for 1 round after it leaves. If it succeeds on
    the Saving Throw, the creature is staggered as long as it is in the area and for
    1 round after it leaves.
  duration: concentration
  effect: null
  level: bard 6
  range: 10 ft.
  saving_throw: Will partial
  school: abjuration [mind-affecting]
  spell_resistance: 'yes'
  target: null
"Fool\u2019s Gold":
  area: null
  casting_time: 1 standard action
  components: V, S, F (a lump of gold worth 5 gp)
  description:
  - "You cast this spell on one or more gold pieces, which make those who have them\
    \ more vulnerable to your magics. A creature with one or more of these gold pieces\
    \ in its possession must attempt a Will save (at this spell\u2019s save DC) the\
    \ first time the creature is forced to attempt a saving throw against a spell,\
    \ spell-like ability, or supernatural ability you create. If the creature fails,\
    \ it takes a \u20132 penalty on all saving throws against your magic effects as\
    \ long as the gold piece is in its possession. Additionally, if it fails a saving\
    \ throw against a magic ability of yours that is not harmless and has a duration,\
    \ the duration is doubled for that creature."
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, antipaladin 1, bard 1, mesmerist 1, occultist 2, psychic 1,
    shaman 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Fort negates (object, see text)
  school: transmutation
  spell_resistance: 'yes'
  target: 1 gold piece/level touched
"Fool\u2019s Gold (PZO1136)":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a copper piece or silver piece)
  description:
  - You can temporarily make copper or silver seem to be an equivalent amount of gold.
    The spell affects 1 gp/level worth of material (thus, at 3rd level, the spell
    affects up to 300 copper pieces, 30 silver pieces, or a copper or silver item
    worth no more than 3 gp). Coins increase in value as normal for the new type of
    coinage. For items other than coins, some of the value of the item comes from
    its craftsmanship, regardless of the metal used, so the value of the item seems
    to be 5 times (for silver items) or 50 times (for copper items) its true value.
    Thus, a copper candlestick originally worth 5 cp transformed by this spell appears
    to be worth 250 cp, or 2 gp and 5 sp. A successful DC 25 Appraise check automatically
    detects the true nature of the coins or items. Creatures inspecting or interacting
    with the coins or items can attempt a saving throw to disbelieve the illusion.
  duration: 1 hour/level
  effect: null
  level: arcanist 1, bard 1, medium 1, mesmerist 1, psychic 1, skald 1, sorcerer/wizard
    1
  range: touch
  saving_throw: none or Will disbelief (see text)
  school: illusion
  spell_resistance: 'no'
  target: objects touched
"Fool\u2019s Teleport":
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell instantly renders you unseen as per invisibility, but creates a visual
    and auditory display that makes it appear as if you had teleported away. You can
    affect one additional Medium or smaller creature or its equivalent per 3 caster
    levels (a Large creature counts as two Medium creatures, a Huge creature counts
    as four Medium creatures, and so forth). All creatures to be affected must be
    in contact with one another, and at least one of those creatures must be in contact
    with you.
  duration: 1 minute/level
  effect: null
  level: mesmerist 3, psychic 4, sorcerer/wizard 4
  range: personal and touch
  saving_throw: Will negates (harmless); see text
  school: illusion (glamer)
  spell_resistance: 'no'
  target: you and other touched willing creatures
Forbid Action:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - You forbid the target a single course of action, which it avoids to the best of
    its ability. You may demand the target not take actions that fall into one of
    the following options.
  duration: 1 round
  effect: null
  level: cleric/oracle 1, inquisitor 1, psychic 1
  range: close (25 ft. +5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Forbiddance:
  area: 60-ft. cube/level (S)
  casting_time: 6 rounds
  components: V, S, M (holy water and incense worth 1,500 gp, plus 1,500 gp per 60-foot
    cube), DF
  description:
  - Forbiddance seals an area against all planar travel into or within it. This includes
    all teleportation spells (such as dimension door and teleport), plane shifting,
    astral travel, ethereal travel, and all summoning spells. Such effects simply
    fail automatically.
  duration: permanent
  effect: null
  level: cleric/oracle 6, inquisitor 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: see text
  school: abjuration
  spell_resistance: 'yes'
  target: null
Force Anchor:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a twisted nail)
  description:
  - "You conjure an anchor of pure force that immediately skewers your target on a\
    \ successful ranged touch attack. If it hits, the attack deals the target 1d4\
    \ points of force damage per 2 caster levels (max 5d4) and the anchor becomes\
    \ firmly lodged in the target\u2019s torso. The anchor has no weight, but its\
    \ wide flukes prevent the target from moving through any space smaller than the\
    \ creature\u2019s size. The anchor also prevents incorporeal targets from moving\
    \ through solid objects. Whenever the target moves through a square occupied by\
    \ another creature, the square counts as 2 squares for the purpose of calculating\
    \ movement, even if the square\u2019s occupant is the target\u2019s ally."
  duration: 1 round/level
  effect: one anchor of force
  level: inquisitor 2, magus 2, sorcerer/wizard 3, summoner 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [force]
  spell_resistance: 'yes'
  target: null
Force Hook Charge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a hook of force that strikes the target and drags you to a space adjacent
    to it. Make a ranged touch attack against the target; if the touch attack succeeds,
    the target takes 1 point of force damage per caster level. Whether or not the
    touch attack hits, the force hook drags you in a straight line to a square adjacent
    to the target. This movement provokes attacks of opportunity as normal. The pulling
    hook keeps you from falling as part of this movement; therefore you can use it
    to cross a pit or chasm, or reach a higher or lower elevation. If the line of
    effect from you to the target passes through an area that is too small to fit
    your body (such as a portcullis or arrow slit), the hook pulls you to that location
    and you take damage as if you had fallen the distance from your starting point
    to that location. If you are restrained, such as being chained to a wall, the
    hook pulls you to the maximum extent of your restraints but does not break the
    restraints.
  duration: instantaneous
  effect: null
  level: bloodrager 3, magus 3
  range: close (25 feet + 5 feet/2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: one creature or object within range and you
Force Punch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell charges your hand with telekinetic force. Your successful melee touch\
    \ attack deals 1d4 points of force damage per level (maximum 10d4) and causes\
    \ the target to be pushed away from you in a straight line up to 5 feet per two\
    \ caster levels. For every size category of the target above Medium, reduce the\
    \ distance pushed by 5 feet (\u20135 feet for Large, \u201310 feet for Huge, \u2013\
    15 for Gargantuan, and \u201320 feet for Colossal) to a minimum of 0 feet. A successful\
    \ Fortitude save negates the movement but not the damage."
  duration: instantaneous
  effect: null
  level: bloodrager 3, magus 3, psychic 3, sorcerer/wizard 3, spiritualist 3
  range: touch
  saving_throw: Fortitude partial
  school: evocation [force]
  spell_resistance: 'yes'
  target: creature touched
Force Sword:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a +1 longsword of pure force sized appropriately for you that you can
    wield or give to another creature like any other longsword. At 8th level, the
    sword functions as a +2 longsword.
  duration: null
  effect: null
  level: bloodrager 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist
    2, witch 2
  range: 0 ft.
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Forcecage:
  area: barred cage (20-ft. cube) or windowless cell (10-ft. cube)
  casting_time: 1 standard action
  components: V, S, M (ruby dust worth 500 gp)
  description:
  - This spell creates an immobile, invisible cubical prison composed of either bars
    of force or solid walls of force (your choice).
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates
  school: evocation [force]
  spell_resistance: 'no'
  target: null
Forced Mutation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small piece of radioactive clay)
  description:
  - "The body of the target creature twists and distorts, reshaping into a grotesque\
    \ figure. Because of the disfigurement, the creature takes a \u20134 penalty to\
    \ Constitution and Charisma. The creature also receives one of the following deformities\
    \ (your choice) from the list in the mutant acquired template: blind, deaf, fragile,\
    \ fractured mind, lame, poor ability (applied to your choice of Strength, Dexterity,\
    \ Intelligence, or Wisdom), spasms, and useless arm. The deformity is subject\
    \ to all limitations described in the mutant template (for example, this spell\
    \ cannot impose the lame deformity on a creature with a base speed slower than\
    \ 20 feet)."
  duration: 1 round/level
  effect: null
  level: cleric 3, inquisitor 3, magus 3, occultist 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: living creature touched
Forced Quiet:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - With a gesture, you muffle sound around the target, making it unable to yell or
    otherwise make loud noises. This does not affect spellcasting by the target. The
    target can still use sonic effects, but the DC of these effects decreases by 2.
    The target gains a +2 bonus on saving throws against sonic effects. The target
    gains a +4 circumstance bonus on Stealth checks.
  duration: 1 round/level
  effect: null
  level: bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: transmutation [sonic]
  spell_resistance: 'yes'
  target: one creature
Forced Repentance:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You force an evil creature that does not have the evil subtype to momentarily
    reflect on its past actions and be overcome by grief and conscience. The target
    immediately drops prone and begins to loudly confess all of its sins and transgressions
    to the caster for the duration of the spell. The spell immediately ends if you
    move out of line of sight or if the target is attacked.
  duration: 1 round/level
  effect: null
  level: inquisitor 4, paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Forceful Hand:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as interposing hand, except that it can also pursue and bull
    rush one opponent you select.
  duration: null
  effect: null
  level: magus 6, sorcerer/wizard 6
  range: null
  saving_throw: null
  school: evocation [force]
  spell_resistance: null
  target: null
Forceful Strike:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - "You cast this spell as you strike a creature with a melee weapon, unarmed strike,\
    \ or natural attack to unleash a concussive blast of force. You deal normal weapon\
    \ damage from the blow, but also deal an additional amount of force damage equal\
    \ to 1d4 points per caster level (maximum of 10d4). The force of the blow may\
    \ be enough to knock the target backward as well. To determine if the target is\
    \ pushed back, make a combat maneuver check with a bonus equal to your caster\
    \ level to resolve a bull rush attempt against the creature struck. You do not\
    \ move as a result of this free bull rush, but it can push the target back if\
    \ it defeats the target\u2019s CMD. A successful Fortitude save halves the force\
    \ damage and negates the bull rush effect."
  duration: instantaneous
  effect: null
  level: cleric 4, inquisitor 4, magus 4, paladin 4
  range: touch or reach of melee weapon
  saving_throw: Fortitude partial
  school: evocation [force]
  spell_resistance: 'yes'
  target: 1 creature
Foresight:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (a hummingbird\u2019s feather)"
  description:
  - This spell grants you a powerful sixth sense in relation to yourself or another.
    Once foresight is cast, you receive instantaneous warnings of impending danger
    or harm to the subject of the spell. You are never surprised or flat-footed. In
    addition, the spell gives you a general idea of what action you might take to
    best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves.
    This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
  duration: 10 min./level
  effect: null
  level: druid 9, shaman 9, sorcerer/wizard 9, witch 9
  range: personal or touch
  saving_throw: none or Will negates (harmless)
  school: divination
  spell_resistance: no or yes (harmless)
  target: see text
Forest Friend:
  area: null
  casting_time: 1 round
  components: V, S, M (a pinch of manure)
  description:
  - While subject to this spell, the targets find that forested areas become helpful
    instead of hindering. The targets suffer no hindrances to movement and suffer
    no penalties on Acrobatics and Stealth checks from undergrowth in forested terrain.
    Furthermore, forested overgrowth imposes a miss chance 10% lower than normal.
    When moving in and among trees, those subject to the spell gain a +5 circumstance
    bonus on Acrobatics checks and Climb checks. Rangers in their favored terrain
    can also add their favored terrain bonus on such Acrobatics and Climb checks.
  duration: 1 minute/level
  effect: null
  level: druid 2, ranger 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: 'abjuration:'
  spell_resistance: 'no'
  target: null
"Forest\u2019s Sense":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You can sense the location of a target creature within range if it is also within
    10 feet of a living plant or fungus. You must be able to target the creature by
    tangible qualities such as its build, clothing texture, size, or tracks, but you
    need not have line of effect to your target. the fungus or plants near the target
    serve as a scrying sensor for this spell. Your senses of hearing, smell, and touch
    extend to all fungus and plants within 10 feet of the target, allowing you to
    gauge the size and shape of nearby objects and potentially to overhear conversations
    in which the target is currently participating. Your scent ability and tremorsense
    extend through this scrying sensor if you have them, but any other special senses
    you might have do not. For 1 day after casting this spell, you gain a +5 insight
    bonus on Survival checks to track creatures you sensed via the spell. You can
    dismiss this bonus on Survival checks.
  duration: 1 minute/level (D); see text
  effect: null
  level: druid 4, ranger 3, shaman 4
  range: 1 mile/level
  saving_throw: Will negates
  school: divination (scrying)
  spell_resistance: 'yes'
  target: one creature
Foretell Failure:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - You cast this spell immediately before you would take an action that requires
    a d20 roll, such as a skill check, attack roll, or ability check. The action must
    be something you can complete in a single round. The spell magically informs you
    whether the action will succeed if you roll a 10 or better on the d20 roll involved.
    If the action would be successful under those circumstances, you must take the
    action. If the action would not be successful, you can take a different action.
  duration: instantaneous
  effect: null
  level: bard 4, occultist 5, oracle 4, psychic 4, sorcerer/wizard 5, witch 4
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Forgetful Slumber:
  area: null
  casting_time: 1 round
  components: V, S, M (a few drops of river water)
  description:
  - "This spell acts as the deep slumber spell, but only affects one creature of 10\
    \ Hit Dice or fewer. In addition, a creature affected by this spell awakens with\
    \ no knowledge of the events that led to the spell\u2019s casting. The target\
    \ loses all memory from the 5 minutes prior to falling asleep. No effect short\
    \ of a miracle or wish can restore memories lost by this spell."
  duration: 1 minute/level
  effect: null
  level: bard 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Form Validation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bit of hair, a fingernail, or a similar portion of a creature)
  description:
  - To cast this spell, you must have a bit of hair, a fingernail clipping, or some
    other portion of a creature. The sample must be no more than 1 week old per caster
    level. As part of casting, you touch the target creature, and instantly know whether
    the target is the same creature the sample is from.
  duration: instantaneous
  effect: null
  level: alchemist 1, inquisitor 1, sorcerer/wizard 1
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
Form of The Alien Dragon I-III:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scale of the dragon type you plan to assume)
  description:
  - You become a Medium esoteric or outer dragon.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 6, magus 6, psychic 7, sorcerer/wizard 6
  range: personal
  saving_throw: see text
  school: transmutation (polymorph)
  spell_resistance: 'no'
  target: you
Form of the Dragon:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scale of the dragon type you plan to assume)
  description:
  - You become a Medium chromatic or metallic dragon. You gain a +4 size bonus to
    Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet
    (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You
    also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath
    weapon and resistance depend on the type of dragon. You can only use the breath
    weapon once per casting of this spell. All breath weapons deal 6d8 points of damage
    and allow a Reflex save for half damage. In addition, some of the dragon types
    grant additional abilities, as noted below.
  duration: 1 min./level (D)
  effect: null
  level: alchemist 6, magus 6, sorcerer/wizard 6
  range: personal
  saving_throw: see below
  school: transmutation (polymorph)
  spell_resistance: 'no'
  target: you
Form of the Exotic Dragon I-III:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scale of the dragon type you plan to assume)
  description:
  - You become a Medium imperial or primal dragon.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 6, druid 7, sorcerer/wizard 6
  range: personal
  saving_throw: see below
  school: transmutation (polymorph)
  spell_resistance: 'no'
  target: you
"Fortune\u2019s Path":
  area: null
  casting_time: 10 minutes
  components: V, S, M (incense worth 50 gp), F (silver mirror worth at least 100 gp)
  description:
  - You predict events in your near future. Visions of the foretold events appear
    in the mirror after you cast this spell. Roll d% and add your caster level (maximum
    10) to determine results this spell returns, as listed below.
  duration: instantaneous
  effect: null
  level: bard 2, cleric 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Foster Hatred:
  area: null
  casting_time: 1 standard action
  components: S, DF
  description:
  - "You build upon your targets\u2019 innate prejudice, stoking it from a simmer\
    \ to the full flame of hatred. Choose a creature type (if you choose humanoid\
    \ or outsider, you must also choose a subtype)."
  duration: 1 hour/level (D)
  effect: null
  level: antipaladin 4, inquisitor 5, mesmerist 5, psychic 6, spiritualist 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion]
  spell_resistance: 'yes'
  target: any number of living creatures, no two of which can be more than 30 ft.
    apart
"Fox\u2019s Cunning":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (hairs or dung from a fox)
  description:
  - "The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence,\
    \ adding the usual benefits to Intelligence-based skill checks and other uses\
    \ of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence)\
    \ affected by this spell do not gain any additional bonus spells for the increased\
    \ Intelligence, but the save DCs for spells they cast while under this spell\u2019\
    s effect do increase. This spell doesn\u2019t grant extra skill ranks."
  duration: 1 min./level
  effect: null
  level: alchemist 2, bard 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner
    2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Fractions of Heal and Harm:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - "This spell channels a portion of the next spell you cast into magic that heals\
    \ you. The next instantaneous area damage spell of 3rd level or lower that you\
    \ cast deals only 75% of its damage, but heals you of a number of hit points equal\
    \ to the remaining 25% of the spell\u2019s damage. For example, if you cast this\
    \ spell and followed it with a fireball that would normally deal 40 hit points\
    \ of damage, the fireball instead deals 30 hit points of damage and heals you\
    \ of 10 hit points of damage. The spell affected by this spell must be cast before\
    \ the end of your next turn. This spell has no effect on spells that do not deal\
    \ damage or spells higher than 3rd level. This healing is treated as if you had\
    \ been affected by a cure or inflict spell (whichever would heal you), and is\
    \ treated as the same spell level as the area-affecting spell for the purpose\
    \ of effects that relate to the spell level of cure or inflict spells."
  duration: instantaneous
  effect: null
  level: arcanist 3, bard 3, bloodrager 3, cleric/oracle 3, crimson assassin 3, skald
    3, sorcerer/wizard 3, warpriest 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Free Spirit:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell allows you to gain the benefits of a freedom of movement spell and
    a +4 bonus on saving throws against fear effects. The spell also makes you drunk.
  duration: 1 minute/level
  effect: null
  level: bard 3, cleric 3, druid 3, medium 3, shaman 3, spiritualist 3, witch 3
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Free Swim:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a strip of kelp bound to the target), DF
  description:
  - "The target can move and attack underwater normally without the usual penalties\
    \ involved with underwater combat, as if under the effects of freedom of movement.\
    \ However, the target doesn\u2019t gain any protections against grapple, paralysis,\
    \ and magical effects that impede movement (such as solid fog, slow, and web)."
  duration: 10 minutes/level
  effect: null
  level: alchemist 3, bard 3, cleric/oracle 3, druid 3, hunter 3, inquisitor 3, investigator
    3, medium 3, mesmerist 3, occultist 3, psychic 3, ranger 3, skald 3, spiritualist
    3, warpriest 3
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Freedom:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The subject is freed from spells and effects that restrict movement, including
    binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning,
    sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment
    or maze, you must know its name and background, and you must cast this spell at
    the spot where it was entombed or banished into the maze.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 9
  range: close (25 ft. + 5 ft./2 levels) or see text
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'yes'
  target: one creature
Freedom of Movement:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a leather strip bound to the target), DF
  description:
  - This spell enables you or a creature you touch to move and attack normally for
    the duration of the spell, even under the influence of magic that usually impedes
    movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks
    made to grapple the target automatically fail. The subject automatically succeeds
    on any combat maneuver checks and Escape Artist checks made to escape a grapple
    or a pin.
  duration: 10 min./level
  effect: null
  level: alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4
  range: personal or touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: you or creature touched
"Freedom\u2019s Toast":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small amount of ale in a flagon)
  description:
  - "When the caster hoists a flagon and delivers a toast to freedom, the target is\
    \ transported up to 15 feet from its position to a space of your choice, though\
    \ that space must be within your line of sight. If the target was prone at the\
    \ time of casting, you can choose for the target to be standing upon reaching\
    \ the destination. Furthermore, if the target was bound with non-magical ropes,\
    \ manacles, or other restraints, those restraints are not transported with the\
    \ target, effectively freeing the target from those restraints. If the target\
    \ is bound by magical restraints, you can bar those restraints from being transported\
    \ with the target with a successful caster level check against a DC based on the\
    \ restraints\u2019 caster level (DC = 11 + the restraining magic item\u2019s or\
    \ spell\u2019s caster level)."
  duration: instantaneous
  effect: null
  level: bard 5, cleric/oracle 5, inquisitor 5, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (teleportation)
  spell_resistance: yes (harmless)
  target: one creature
Freezing Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a small crystal sphere)
  description:
  - Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips
    to the location you select, where it explodes in a 40-foot-radius burst, dealing
    1d6 points of cold damage per caster level (maximum 15d6) to each creature in
    the area. A creature of the water subtype instead takes 1d8 points of cold damage
    per caster level (maximum 15d8) and is staggered for 1d4 rounds.
  duration: instantaneous or 1 round/level; see text
  effect: null
  level: magus 6, sorcerer/wizard 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex half; see text
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Frightful Aspect:
  area: null
  casting_time: 1 standard action
  components: V, S, M (the skin of a toad)
  description:
  - "You become a larger, awful version of yourself. You grow to size Large, and take\
    \ on features that horrify your enemies. You gain the following abilities: a +6\
    \ size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor\
    \ bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level.\
    \ You also emit an aura that emanates 30 feet from you. Enemy creatures within\
    \ the aura are shaken. Each time a creature shaken by this aura hits you with\
    \ a melee attack, that creature becomes frightened for 1d4 rounds, though at the\
    \ end of that duration it is no longer affected by this aura. The aura\u2019s\
    \ effect is a fear and mind-affecting effect."
  duration: 1 minute/level
  effect: null
  level: cleric 8, druid 8, sorcerer/wizard 8, witch 8, Mystery ascetic 8
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Frigid Souls:
  area: one 5-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S, DF/M (a bloody icicle)
  description:
  - "You harness fear of frozen environments into a haunt that withers defenses against\
    \ the cold. Any creature that enters the affected area must succeed at a Will\
    \ save or gain spell resistance equal to 11 + your caster level against any abjuration\
    \ effect that provides resistance to or protection against cold damage or cold\
    \ climates. This spell resistance cannot be voluntarily lowered. Once every 30\
    \ minutes as an immediate action, the haunt attempts a dispel check (1d20 + your\
    \ caster level) against an active abjuration effect currently protecting a creature\
    \ in the affected area against cold, even if it was active before the creature\
    \ was haunted or it successfully bypassed the spell resistance imposed by the\
    \ haunt. Against creatures with multiple layers of protection, these dispel checks\
    \ start with the highest-level abjuration effects and work their way down the\
    \ list. Each time the haunt attempts a dispel check, the spell\u2019s haunt-like\
    \ manifestation occurs during that round."
  duration: 1 hour/level (D)
  effect: null
  level: cleric 4, druid 4, ranger 3, shaman 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy (haunted) [cold, emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Frigid Touch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes your hand to glow with a pale blue radiance.
  duration: instantaneous
  effect: null
  level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: evocation [cold]
  spell_resistance: 'yes'
  target: creature touched
Frost Fall:
  area: 5-foot radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "The area of this spell is covered in chilling frost, dealing 2d6 points of cold\
    \ damage to all creatures within it. Creatures that the spell initially damages\
    \ must succeed at a Fortitude save or become staggered for 1 round. The area remains\
    \ chilled for the spell\u2019s duration. Any creature that starts your turn within\
    \ the spell\u2019s area takes 1d6 points of cold damage (Fortitude saving throw\
    \ for half) but does not become staggered even on a failed saving throw."
  duration: 1 round/2 levels
  effect: null
  level: druid 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Frost Mammoth:
  area: null
  casting_time: 1 round
  components: V, S, M (a fragment of mammoth tusk)
  description:
  - A blast of snow suddenly fills an area with a space of 15 feet, immediately taking
    the shape of a woolly mammoth made of snow with tusks of solid ice. The mammoth
    has statistics identical to those of a mastodon, except it also has the cold subtype
    (and thus gains immunity to cold and vulnerability to fire). The frost mammoth
    obeys your telepathic commands. It allows you or anyone you designate to ride
    it, and it is treated as if combat trained. At 17th level, a frost mammoth you
    conjure deals an additional 1d6 points of cold damage with each physical attack.
  duration: 1 round/level (D)
  effect: one frost mammoth
  level: cleric 7, druid 7, shaman 7, sorcerer/wizard 7, summoner 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [cold]
  spell_resistance: 'no'
  target: null
Frostbite:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per
    level, and the target is fatigued. The fatigued condition ends when the target
    recovers from the nonlethal damage. This spell cannot make a creature exhausted
    even if it is already fatigued. You can use this melee touch attack up to one
    time per level.
  duration: instantaneous
  effect: null
  level: bloodrager 1, druid 1, magus 1, shaman 1, witch 1
  range: touch
  saving_throw: none
  school: transmutation [cold]
  spell_resistance: 'yes'
  target: null
Frosty Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a chunk of ice or a few drops of water melted from glacier
    ice)
  description:
  - "The spell allows you to channel cold into your very being. If you don\u2019t\
    \ already have the cold subtype, this spell grants you the cold subtype. If you\
    \ already have the cold subtype, you instead channel the frost from your being\
    \ outward, creating a 10-foot-radius aura of cold centered on you. Creatures who\
    \ enter or end their turns in the aura must succeed at a Fortitude saving throw\
    \ or take 1d8 points of cold damage."
  duration: 1 minute/level
  effect: null
  level: bloodrager 4, cleric 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4,
    witch 4
  range: personal
  saving_throw: none (harmless, see text)
  school: transmutation [cold]
  spell_resistance: no (harmless, see text)
  target: you (see text)
Frozen Note:
  area: 30-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V
  description:
  - You produce and sustain a single perfect musical note that holds nearby creatures,
    friend as well as foe, utterly spellbound until you stop singing. Affected creatures
    are both paralyzed and oblivious to their surroundings so long as you maintain
    the note.
  duration: concentration (up to 1 round/level); see text
  effect: null
  level: bard 5
  range: null
  saving_throw: Will partial; see text
  school: enchantment (compulsion) [mind-affecting, sonic]
  spell_resistance: 'yes'
  target: null
Full Pouch:
  area: null
  casting_time: 1 swift action
  components: V, S, M (alchemical reagents or herbs worth 1 gp)
  description:
  - "You cast this spell as you draw out a consumable alchemical item to use. The\
    \ object must be an alchemical item, but not a dose of disease, a poison, a magic\
    \ potion, or another type of consumable item. The item divides itself into two\
    \ nearly identical copies and the newly separated one is delivered into your hand.\
    \ The new item functions as the original in all ways except the copied item suffers\
    \ a slight reduction in quality. Saves against the new alchemical item\u2019s\
    \ affects use the original item\u2019s save DC or the save DC of this spell, whichever\
    \ is higher."
  duration: instantaneous
  effect: null
  level: alchemist 2, bard 2, druid 2, inquisitor 3, occultist 3, ranger 3, sorcerer/wizard
    2
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: 'no'
  target: 1 object touched
Fumblestep:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a sharp pebble)
  description:
  - "Fumblestep coats a target\u2019s feet in slick ectoplasm that retains some psychic\
    \ connection to your mind. While the spell remains in effect, the target creature\
    \ takes a \u20131 penalty on Reflex saving throws and Acrobatics checks."
  duration: 1 minute/level or until discharged (see text)
  effect: null
  level: mesmerist 1, sorcerer/wizard 1, spiritualist 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (see text)
  school: conjuration
  spell_resistance: 'yes'
  target: one creature
Fumbletongue:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This enchantment causes a creature to be unable to speak intelligibly. Any effort
    the target makes to talk, in any language, comes out as a useless mix of unconnected
    words and noises. Even magic words are affected to some extent; the target has
    a 20% spell failure chance for any spell it attempts to cast with verbal components,
    and a 20% chance to incorrectly use a command word to activate a magic item. This
    spell has no effect on telepathic communication, or the vocalizations of creatures
    that lack a spoken language.
  duration: 1d4 rounds
  effect: null
  level: bard 1, psychic 1, witch 1
  range: close (25 ft. +5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Funereal Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You imbue a weapon with a faint silvery glow that dimly illuminates a 5-foot\
    \ square. An affected weapon also easily bypasses the physical defenses of undead\
    \ creatures, ignoring 5 points of an undead creature\u2019s damage reduction,\
    \ as long as the damage reduction is not DR/epic. For example, attacks with a\
    \ weapon affected by this spell completely ignore a zombie\u2019s DR 5/slashing\
    \ or reduce a lich\u2019s damage reduction to DR 10/bludgeoning and magic."
  duration: 1 minute/level
  effect: null
  level: cleric 1, inquisitor 1, occultist 1, paladin 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: weapon touched or 50 projectiles (all of which must be together at the time
    of casting)
Fungal Blisters:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When you cast this spell, horrible, fungal growths sprout forth all over your
    body. You develop 1d2+1 of these blisters per 2 caster levels. Each time you are
    dealt more than 5 points of bludgeoning, piercing, or slashing damage from a single
    attack, one of these blisters bursts, releasing a cloud of harmful spores in a
    5-foot-radius burst centered on you.
  duration: 1 minute/level or until discharged (see text)
  effect: null
  level: alchemist 2, druid 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Fungal Infestation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You coat the target in necrotic fungus that makes its flesh soft and fragile.
    Toadstools, ringworm, and other disgusting fungal growths sprout from its skin.
    The target takes 1d3 points of Charisma damage. Any physical attack against the
    target automatically adds 1d6 points of bleed damage.
  duration: 1d3 days
  effect: null
  level: druid 3
  range: touch
  saving_throw: Fortitude negates
  school: necromancy [disease]
  spell_resistance: 'yes'
  target: creature touched
Furious Fire Barrage:
  area: null
  casting_time: 1 standard action
  components: V, S, M (two balls of guano)
  description:
  - Upon casting this spell, you conjure forth one or two balls of flame, each resting
    in a free hand. As part of casting this spell or as a standard action, you can
    throw one flame ball a maximum of 300 feet, dealing 1d6 points of fire damage
    per caster level you have (maximum 10d6) to all creatures within a 10-foot-radius
    spread.
  duration: 1 round/level; see text
  effect: null
  level: bloodrager 4, magus 5, sorcerer/wizard 6
  range: personal
  saving_throw: Reflex half
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Fury of the Sun:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You curse the target to suffer unbearable heat. On a failed saving throw, the
    target is immediately subjected to severe heat, takes 1d4 points of nonlethal
    damage, and is suffering from heatstroke (fatigued). The target must save every
    10 minutes as normal for severe heat (starting at DC 15 rather than the DC of
    this spell). Because this heat is internal, the target cannot avoid it using the
    normal methods for escaping heat dangers such as Survival checks or finding shade.
  duration: 10 minutes/level
  effect: null
  level: druid 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation [curse, fire]
  spell_resistance: 'yes'
  target: null
Gallant Inspiration:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - This word of arcane-empowered inspiration often ensures success of a crucial endeavor.
    Cast this spell when a creature fails an attack roll or skill check. The creature
    gains a +2d4 competence bonus to the attack roll or skill check retroactively.
  duration: instantaneous
  effect: null
  level: bard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: 'yes'
  target: null
Garden of Peril:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of spores)
  description:
  - Vividly colored poisonous mushrooms instantly spring into existence in squares
    you select. The mushrooms can appear on any solid surface, even growing horizontally
    from walls or upside down from the ceiling.
  duration: 1 round/level (D)
  effect: one poisonous mushroom/level, no two of which can be more than 30 ft. apart
  level: druid 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: null
Garrulous Grin:
  area: null
  casting_time: 1 round
  components: S
  description:
  - "This spell plants a seed of supernatural fear deep in a subject\u2019s mind,\
    \ causing self-doubt, stuttering, and evasiveness."
  duration: 1 hour/level (D)
  effect: null
  level: antipaladin 2, bard 2, inquisitor 2, mesmerist 2, psychic 2, shaman 2, spiritualist
    2, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [fear, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Gaseous Form:
  area: null
  casting_time: 1 standard action
  components: S, M/DF (a bit of gauze and a wisp of smoke)
  description:
  - "The subject and all its gear become insubstantial, misty, and translucent. Its\
    \ material armor (including natural armor) becomes worthless, though its size,\
    \ Dexterity, deflection bonuses, and armor bonuses from force effects still apply.\
    \ The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and\
    \ critical hits. It can\u2019t attack or cast spells with verbal, somatic, material,\
    \ or focus components while in gaseous form. This does not rule out the use of\
    \ certain spells that the subject may have prepared using the feats Silent Spell,\
    \ Still Spell, and Eschew Materials. The subject also loses supernatural abilities\
    \ while in gaseous form. If it has a touch spell ready to use, that spell is discharged\
    \ harmlessly when the gaseous form spell takes effect."
  duration: 2 min./level (D)
  effect: null
  level: alchemist 3, bard 3, magus 3, medium 3, occultist 3, psychic 3, sorcerer/wizard
    3, spiritualist 3
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: willing corporeal creature touched
Gate:
  area: null
  casting_time: 1 standard action
  components: V, S, M (see text)
  description:
  - Casting a gate spell has two effects.
  duration: instantaneous or concentration (up to 1 round/level); see text
  effect: see text
  level: cleric/oracle 9, sorcerer/wizard 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation or calling)
  spell_resistance: 'no'
  target: null
Geas/Quest:
  area: null
  casting_time: 10 minutes
  components: V
  description:
  - This spell functions similarly to lesser geas, except that it affects a creature
    of any HD and allows no saving throw.
  duration: 1 day/level or until discharged (D)
  effect: null
  level: bard 6, cleric/oracle 6, inquisitor 5, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (compulsion) [curse, language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Genesis:
  area: null
  casting_time: 1 week (8 hours/day)
  components: V, S, M (small crystalline sphere worth 25,000 gp)
  description:
  - You create an immobile, finite demiplane with limited access. Demiplanes created
    by this spell are very small. At first, the demiplane grows at a rate of 1-foot-radius
    per day, up to a 180-foot radius. You determine the environment in the demiplane,
    reflecting most any desire you can visualize, such as atmosphere, water, temperature,
    and the shape of the terrain. The spell cannot create life, nor can it create
    buildings. If desired, these must be brought in by some other fashion.
  duration: instantaneous
  effect: a demiplane on the Ethereal Plane centered on you
  level: artifice 9
  range: 180 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Geniekind:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of dust, embers, wind-blown sand or drops of water,
    depending on the genie type)
  description:
  - 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.
  duration: 1 round/level
  effect: null
  level: cleric 5, druid 5, sorcerer/wizard 5, summoner 5
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Genius Avaricious:
  area: null
  casting_time: 10 minutes
  components: V, S, M (valuable offerings; see text), F (one gold coin)
  description:
  - Casting this spell constitutes performing a rite of sacrifice to the archdevil
    Mammon, making an offering to the Lord of Erebus and channeling a measure of his
    disembodied might into a single coin. The power and abilities of this vestige
    correspond directly to the value of the offering, allowing for three distinct
    effects.
  duration: instantaneous (see text)
  effect: a vestige of the archdevil Mammon imbues a coin with a negotiable degree
    of power
  level: cleric 6, sorcerer/wizard 6
  range: touch
  saving_throw: none
  school: conjuration (creation) [evil]
  spell_resistance: 'no'
  target: null
Gentle Breeze:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a light wind that blows only against the target, from a direction of
    your choice. The breeze grants the target a +2 circumstance bonus on saves against
    very hot conditions, severe heat, and saves against clouds, vapors, and gases
    (such as cloudkill, stinking cloud, and inhaled poisons). There must be air present
    to use this spell.
  duration: 1 hour (D)
  effect: null
  level: druid 1, shaman 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: evocation (air)
  spell_resistance: yes (harmless)
  target: one creature or object
Gentle Repose:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (salt and a copper piece for each of the corpse\u2019s eyes)"
  description:
  - "You preserve the remains of a dead creature so that they do not decay. Doing\
    \ so effectively extends the time limit on raising that creature from the dead\
    \ (see raise dead). Days spent under the influence of this spell don\u2019t count\
    \ against the time limit. Additionally, this spell makes transporting a slain\
    \ (and thus decaying) comrade less unpleasant."
  duration: 1 day/level
  effect: null
  level: cleric/oracle 2, shaman 2, sorcerer/wizard 3, witch 2
  range: touch
  saving_throw: Spell Resistance negates (object)
  school: necromancy
  spell_resistance: yes (object)
  target: corpse touched
Geomessage:
  area: null
  casting_time: 1 minute
  components: V, S, M (a scrap of vellum)
  description:
  - You create a written message of 50 words or fewer, or else an image, a drawing,
    or a similar diagram. The figment hangs invisible and obscured upon the target
    surface for the duration of the spell. Another casting of geomessage is needed
    to cause the figment to arrange itself into the intended message.
  duration: 1 day/level
  effect: null
  level: arcanist 4, bard 3, hunter 3, medium 3, occultist 3, ranger 3, skald 3, sorcerer/wizard
    4
  range: touch
  saving_throw: none
  school: illusion (figment)
  spell_resistance: 'no'
  target: surface touched
Getaway:
  area: null
  casting_time: 1 minute
  components: V, S, M (a brass doorknob)
  description:
  - "Getaway teleports you and allies you designate at the time of casting to a predetermined\
    \ location. You must initially cast the spell at that location-all creatures affected\
    \ by the spell must be present at that time and within 30 feet of you. At any\
    \ time before the spell\u2019s duration expires, you may trigger the spell as\
    \ a swift action. At this time, all affected creatures (or their remains and gear)\
    \ within 30 feet of you are teleported to the location where you first cast the\
    \ spell. Creatures more than 30 feet away from you are left behind. Selected creatures\
    \ within 30 feet of you who do not wish to travel with you at that time can simply\
    \ choose not to go. You can be transported any distance within a plane but cannot\
    \ travel between planes."
  duration: 1 hour/level
  effect: null
  level: bard 6, sorcerer/wizard 6
  range: unlimited
  saving_throw: none
  school: conjuration [teleportation]
  spell_resistance: 'no'
  target: null
Geyser:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a piece of lava rock)
  description:
  - You cause a column of boiling water to spring forth from any horizontal surface,
    knocking over creatures directly over it and exposing nearby creatures to searing
    droplets as its spray falls back to the ground.
  duration: concentration + 1 round/level
  effect: spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2
    levels
  level: druid 4, magus 5, sorcerer/wizard 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial (see below)
  school: conjuration (creation) [fire, water]
  spell_resistance: 'no'
  target: null
Ghost Brand:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a branding iron and a strip of white silk worth 10 gp)
  description:
  - "You alter the fundamental substance of a single object up to 2 cubic feet per\
    \ level in size and at least one size category smaller than the target creature,\
    \ causing it to become shadowy and intangible, as though made out of quasi-real\
    \ shadowstuff. You link the intangible item to the target\u2019s flesh by making\
    \ a brand shaped like the item on the target\u2019s skin. The intangible item\
    \ merges with the target\u2019s flesh and is contained within the target\u2019\
    s body, moving with the target wherever it goes. The creature can retrieve the\
    \ item or reabsorb it as a full-round action, and can do so as many times as it\
    \ wants. When worn or wielded by the target, the item regains its solidity and\
    \ functions normally, though the target can\u2019t drop or remove the item (other\
    \ than by using the full-round action), nor can it be disarmed or stolen. If the\
    \ item is destroyed, the spell ends. If the ghost brand spell is dispelled while\
    \ the object is inside the target\u2019s body, the object bursts out of the target\u2019\
    s flesh, dealing 3d6 points of piercing and slashing damage to the target that\
    \ bypasses DR, as well as 1d6 points of bleed damage."
  duration: 1 day/level (D)
  effect: null
  level: bard 4, occultist 3, spiritualist 4, witch 4
  range: touch
  saving_throw: none
  school: transmutation [shadow]
  spell_resistance: 'no'
  target: one willing creature and one object touched
Ghost Sound:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bit of wool or a small lump of wax)
  description:
  - "Ghost sound allows you to create a volume of sound that rises, recedes, approaches,\
    \ or remains at a fixed place. You choose what type of sound ghost sound creates\
    \ when casting it and cannot thereafter change the sound\u2019s basic character."
  duration: 1 round/level (D)
  effect: illusory sounds
  level: bard 0, magus 0, psychic 0, sorcerer/wizard 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief
  school: illusion (figment)
  spell_resistance: 'no'
  target: null
Ghost Whip:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A white, 15-foot-long lash of ghostly evanescence appears from your hand. This\
    \ weapon is treated as a ghost touch whip with no enhancement bonus. You can wield\
    \ it as a whip as if you were proficient. Attacks with a ghost whip are resolved\
    \ as incorporeal touch attacks. The whip affects only creatures you attack with\
    \ it, passing through objects and other creatures in its path and thereby allowing\
    \ you to ignore cover between you and your target. When a ghost whip attack passes\
    \ through total cover, the target is treated as having total concealment (50%\
    \ miss chance). Against incorporeal and undead creatures, a ghost whip deals lethal\
    \ damage and can be used to perform drag or reposition combat maneuvers (in addition\
    \ to a whip\u2019s normal disarm and trip maneuvers). A ghost whip cannot be disarmed\
    \ or sundered."
  duration: 1 round/level (D)
  effect: whip of flexible ectoplasm
  level: cleric 2, inquisitor 2, magus 2, occultist 2, psychic 2, sorcerer/wizard
    2, spiritualist 2, witch 2
  range: 0 ft.
  saving_throw: none
  school: evocation
  spell_resistance: 'yes'
  target: null
Ghost Wolf:
  area: null
  casting_time: 10 minutes
  components: V, S, F ( dire wolf tooth)
  description:
  - "This spell conjures a Large, quasi-real, wolflike creature made of roiling black\
    \ smoke. It functions as phantom steed, except as noted above. In addition, the\
    \ creature radiates an aura of fear. Any creature with fewer than 6 Hit Dice within\
    \ 30 feet (except the ghost wolf\u2018s rider) must make a Will save or become\
    \ shaken for 1d4 rounds (this is a mind-affecting fear effect). A creature that\
    \ makes its Will save is unaffected by the steed\u2019s fear aura for 24 hours."
  duration: 1 hour/level (D) or 1 round/level; see text
  effect: null
  level: bloodrager 4, sorcerer/wizard 4, summoner 2
  range: 0 ft.
  saving_throw: none (see description)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one quasi-real wolflike creature
Ghostbane Dirge:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (an old reed from a wind instrument)
  description:
  - The target coalesces into a semi-physical form for a short period of time. While
    subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical
    attack forms, and full damage from magic weapons, spells, spell-like effects,
    and supernatural effects.
  duration: 1 round/level
  effect: null
  level: bard 2, cleric/oracle 2, inquisitor 2, paladin 1, shaman 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Ghostly Disguise:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You make yourself\u2014including clothing, armor, weapons, and equipment\u2014\
    appear translucent like a ghost. Any mundane or magical disguise on you is affected\
    \ by this illusion as well; for example, if you are disguised as the king or a\
    \ sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly\
    \ form may have a pale green, blue, or violet coloration, or a muted version of\
    \ your normal appearance."
  duration: 10 minute/level (D)
  effect: null
  level: alchemist 2, bard 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: you
Ghoul Army:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (a handful of ghoul\u2019s teeth)"
  description:
  - "By scattering a handful of ghoul\u2019s teeth across the ground, you cause 1d4+1\
    \ ghouls led by a single ghast to rise up from the ground around you. The ghouls\
    \ and their ghast leader must appear in squares adjacent to you, but after that\
    \ they follow your spoken commands unerringly."
  duration: 1 round/level
  effect: 1d4+1 ghouls and 1 ghast
  level: cleric 5, sorcerer/wizard 5, witch 5
  range: 5 feet
  saving_throw: Fortitude half (see text)
  school: necromancy [evil]
  spell_resistance: 'no'
  target: null
Ghoul Hunger:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You awaken an unnatural hunger in the target, compelling it to fall upon a nearby\
    \ helpless or dead humanoid creature and begin eating its flesh. The target defends\
    \ itself normally but takes no other actions while eating. The target does not\
    \ take extraordinary risks to satisfy this urge (it wouldn\u2019t jump over a\
    \ pit or swim through lava to reach a suitable victim). If the target can\u2019\
    t fulfill this urge on its next turn, the spell fails. Each round on its turn,\
    \ the target can attempt a new saving throw to end the effect."
  duration: 1 round/level; see text
  effect: null
  level: antipaladin 2, cleric/oracle 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: necromancy [evil, mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid creature
Ghoul Touch:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (cloth from a ghoul or earth from a ghoul\u2019s lair)"
  description:
  - Imbuing you with negative energy, this spell allows you to paralyze a single living
    humanoid for the duration of the spell with a successful melee touch attack.
  duration: 1d6+2 rounds
  effect: null
  level: bloodrager 2, sorcerer/wizard 2
  range: touch
  saving_throw: Fortitude negates
  school: necromancy [poison (stench aspect only)]
  spell_resistance: 'yes'
  target: living humanoid touched
Giant Form:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - 'When you cast this spell you can assume the form of any Large humanoid creature
    of the giant subtype (those are: frost giant, fire giant, cyclops, ettin, hill
    giant, ogre, stone giant, or troll). Once you assume your new form, you gain the
    following abilities:'
  duration: 1 min./level (D)
  effect: null
  level: alchemist 6, sorcerer/wizard 7
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Giant Vermin:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You turn a number of normal-sized centipedes, scorpions, or spiders into their
    giant counterparts. Only one type of vermin can be transmuted (so a single casting
    cannot affect both a centipede and a spider). The number of vermin which can be
    affected by this spell depends on your caster level, as noted on the table below.
  duration: 1 min./level
  effect: null
  level: cleric/oracle 4, druid 4, shaman 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: null
Gift of the Deep:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You give the targets the appearance and many of the abilities of sahuagin mutants,
    with effects as described below. Choose one benefit for all targets of this spell.
    This spell has no effect on sahuagin that are already mutants or already under
    the effects of gift of the deep.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 4, sorcerer/ wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negate (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: one non-mutated sahuagin /level, no two of which can be more than 30 ft.
    apart
Gilded Whispers:
  area: null
  casting_time: 1 round
  components: V, S, M (100 gp of powdered gemstones)
  description:
  - Developed by priests to catch thieves and skimmers, gilded whispers later spread
    to other faiths and was adapted to the arcane arts. This spell is most commonly
    used to track bribes and illicit purchases back to their ultimate source.
  duration: 1 day/level (D)
  effect: null
  level: cleric 4, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (object)
  school: divination
  spell_resistance: yes (object)
  target: a gold or platinum coin
Gird Ally:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a magical field around summoned creatures you control that deflects
    attacks made against them. The targets gain a deflection bonus to their AC equal
    to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at
    18th level). A summoner can target his eidolon with this spell.
  duration: 1 round/level (D)
  effect: null
  level: cleric 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: one summoned creature you control/level, no two of which can be more than
    30 ft. apart
Glibness:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "Your speech becomes fluent and more believable, causing those who hear you to\
    \ believe every word you say. You gain a +20 bonus on Bluff checks made to convince\
    \ another of the truth of your words. This bonus doesn\u2019t apply to other uses\
    \ of the Bluff skill, such as feinting in combat, creating a diversion to hide,\
    \ or communicating a hidden message via innuendo."
  duration: 10 min./level (D)
  effect: null
  level: bard 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Glide:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a leaf )
  description:
  - You take no damage from falls (as if from feather fall). In addition, you can
    move up to 5 feet in any horizontal direction for every 1 foot you fall, at a
    speed of 60 feet per round. You cannot use this spell to actually gain height,
    merely coast in other directions as you fall. If subjected to a strong wind or
    any other effect that causes you to rise you can take advantage of it in order
    to increase the distance you can glide. The spell ends as soon as your feet touch
    the ground regardless of its remaining duration. If the spell expires while you
    are still in the air you fall the remaining distance as normal.
  duration: until landing or 1 minute/level (D)
  effect: null
  level: druid 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, summoner/unchained
    summoner 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Glimpse The Hidden:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of magnesium and platinum)
  description:
  - This spell functions as see invisibility, except as noted here. This spell cannot
    be made permanent.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 3, inquisitor 3, sorcerer/wizard 3, summoner/unchained summoner
    3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
Glimpse of The Akashic:
  area: null
  casting_time: 1 full-round action
  components: V, S
  description:
  - You expand your consciousness in an attempt to tap into the perfect knowledge
    contained within the Akashic Record.
  duration: 1 day or until discharged (see text)
  effect: null
  level: psychic 8
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Glimpse of Truth:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tourmaline costing 50 gp)
  description:
  - This spell functions like true seeing, except as noted above.
  duration: 1 round
  effect: null
  level: alchemist 5, cleric 4, druid 5, inquisitor 4, magus 5, medium 3, occultist
    4, psychic 4, shaman 4, sorcerer/wizard 5, spiritualist 5, witch 5
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Glitterdust:
  area: creatures and objects within 10-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M (ground mica)
  description:
  - A cloud of golden particles covers everyone and everything in the area, causing
    creatures to become blinded and visibly outlining invisible things for the duration
    of the spell. All within the area are covered by the dust, which cannot be removed
    and continues to sparkle until it fades. Each round at the end of their turn blinded
    creatures may attempt new saving throws to end the blindness effect.
  duration: 1 round/level
  effect: null
  level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner/unchained summoner
    2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (blinding only)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Globe of Invulnerability:
  area: 10-ft.-radius spherical emanation, centered on you
  casting_time: 1 standard action
  components: V, S, M (a glass or crystal bead)
  description:
  - This spell functions like lesser globe of invulnerability, except that it also
    excludes 4th-level spells and spell-like effects.
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 6
  range: 10 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Globe of Tranquil Water:
  area: 20-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V, S, M/DF (a glass globe)
  description:
  - "Upon casting this spell, a rippling bubble of calm water extends outward from\
    \ you to a radius of 20 feet and remains centered on you when you move. The bubble\
    \ blocks all natural and magical precipitation such as rain, snow, and hail (including\
    \ spells such as ice storm). This bubble also pushes out any fog or mist within\
    \ the area, though it does not affect temperature and can\u2019t block natural\
    \ or magical lightning."
  duration: 1 minute/level (D)
  effect: null
  level: cleric 4, druid 4, shaman 4, sorcerer/wizard 5, witch 4
  range: 20 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Gloomblind Bolts:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create one or more bolts of negative energy infused with shadow pulled from\
    \ the Shadow Plane. You can fire one bolt, plus one for every four levels beyond\
    \ 5th (to a maximum of three bolts at 13th level) at the same or different targets,\
    \ but all bolts must be aimed at targets within 30 feet of each other and require\
    \ a ranged touch attack to hit. Each bolt deals 4d6 points of damage to a living\
    \ creature or heals 4d6 points of damage to an undead creature. Furthermore, the\
    \ bolt\u2019s energy spreads over the skin of creature, possibly blinding it for\
    \ a short time. Any creature struck by a bolt must succeed at a Reflex saving\
    \ throw or become blinded for 1 round."
  duration: instantaneous
  effect: one or more bolts of energy
  level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates; see text
  school: conjuration (creation) [shadow]
  spell_resistance: 'yes'
  target: null
Glue Seal:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cover a solid surface with a layer of sticky glue. Anyone in the area when\
    \ the spell is cast must attempt a Reflex save. Those who fail become entangled,\
    \ but can break free by succeeding at a combat maneuver check or an Escape Artist\
    \ check as a standard action against the DC of this spell. The area of the spell\
    \ is considered difficult terrain. A creature moving through the glue must succeed\
    \ at a combat maneuver check or an Escape Artist check as part of its move action\
    \ (DC = the spell\u2019s DC). Creatures that fail lose their movement and become\
    \ entangled in the first square they enter."
  duration: 1 minute/level (D)
  effect: null
  level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner
    1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one object or one 5-ft. square
Glyph of Warding:
  area: null
  casting_time: 10 minutes
  components: V, S, M (powdered diamond worth 200 gp)
  description:
  - This powerful inscription harms those who enter, pass, or open the warded area
    or object. A glyph of warding can guard a bridge or passage, ward a portal, trap
    a chest or box, and so on.
  duration: permanent until discharged (D)
  effect: null
  level: cleric/oracle 3, inquisitor 3, witch 3
  range: touch
  saving_throw: see text
  school: abjuration
  spell_resistance: no (object) and yes; see text
  target: null
Golden Guise:
  area: null
  casting_time: 1 standard action
  components: V, S, M (10 gold pieces)
  description:
  - "You cause an object to briefly transform into gold. Affected items gain the properties\
    \ of gold until the spell expires. Weapons reduce their hardness by half and gain\
    \ the fragile quality, while piercing and slashing weapons take a \u20132 penalty\
    \ on damage rolls (minimum 1 damage). This spell increases the affected item\u2019\
    s armor check penalty by 2 and decreases its armor or shield bonus by 2. Gold\
    \ armor has hardness 5."
  duration: 1 minute/level
  effect: null
  level: bard 2, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: one object weighing no more than 5 lbs./level
Good Hope:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell instills powerful hope in the subjects. Each affected creature gains
    a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks,
    and weapon damage rolls.
  duration: 1 min./level
  effect: null
  level: bard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Goodberry:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any
    other druid of 3rd or higher level) can immediately discern which berries are
    affected. Each transmuted berry provides nourishment as if it were a normal meal
    for a Medium creature. The berry also cures 1 point of damage when eaten, subject
    to a maximum of 8 points of such curing in any 24-hour period.
  duration: 1 day/level
  effect: null
  level: druid 1, shaman 1
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: null
Grace:
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - 'Until the end of your turn, your movement does not provoke attacks of opportunity. '
  duration: see text
  effect: null
  level: cleric/oracle 2, paladin 1
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Grand Destiny:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You inspire the target with the power to seize a grand destiny. The target gains
    a +4 competence bonus that it can choose to apply before rolling any attack roll,
    caster level check, saving throw, or skill check. The spell ends once the bonus
    has been applied to two rolls. At 12th level and 15th level, the bonus can be
    applied an additional time before the spell is discharged. A subject can be under
    the effect of only one grand destiny spell at a time.
  duration: 10 minutes/level or until discharged
  effect: one willing creature
  level: alchemist 5, bard 4, medium 4, mesmerist 5, sorcerer/wizard 5, summoner 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Grappling Scarf:
  area: null
  casting_time: 1 standard action
  components: V, S, F ( scarf )
  description:
  - A scarf you are wearing frays at the end into hook-like shapes and can extend
    to incredible lengths. Although your scarf retains its weight, its frayed ends
    function as a grappling hook that can be thrown with a range increment of 20 feet.
    Your scarf elongates to 100 feet the first time it is thrown during the spell
    duration.
  duration: 1 minute/level
  effect: null
  level: bard 1, inquisitor 1, occultist 1, skald 1, sorcerer/wizard 1
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Grasp:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - "You can cast this spell as an immediate action when you fail a Climb check and\
    \ would fall. You can immediately attempt another Climb check as a free action\
    \ at a \u20132 penalty. Each successive use of this spell in a particular situation\
    \ increases the penalty by 2. If successful, you don\u2019t fall, but you don\u2019\
    t progress at climbing."
  duration: instantaneous
  effect: null
  level: arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, magus 0, psychic
    0, skald 0, sorcerer/wizard 0, warpriest 0, witch 0
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you
Grasping Corpse:
  area: null
  casting_time: 1 standard action
  components: V, S, M (pinch of powdered onyx worth 1 gp)
  description:
  - You can cause one nearby corpse to animate for a brief moment.
  duration: instantaneous
  effect: null
  level: antipaladin 1, cleric 1, occultist 1, shaman 1, sorcerer/wizard 1, spiritualist
    1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: one corpse
Grasping Depths:
  area: one 5-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S, M/DF (a vial of sea water)
  description:
  - You call upon the restless souls of those who died at sea. This spell can be cast
    only on an area of deep water. When a creature enters the area, the haunt manifests,
    automatically grabbing the creature and dragging it under the water on initiative
    count 10. Each round, the haunt deals 1d6 points of nonlethal damage as it drags
    its victim down 10 feet; a successful DC 15 Swim check reduces the descent to
    5 feet and negates the nonlethal damage.
  duration: see text
  effect: null
  level: cleric 5, inquisitor 6, shaman 6, spiritualist 5, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial; see text
  school: necromancy (haunted) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Grasping Hand:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as interposing hand, except that it can also grapple one
    opponent you select. The grasping hand gets one grapple attack per round. This
    attack does not provoke an attack of opportunity. Its CMB and CMD for grapple
    checks use your caster level in place of its base attack bonus, with a +10 bonus
    for its Strength (31) score and a +1 bonus for being Large (its Dexterity is 10,
    granting no bonus on the Combat Maneuver Defense). The hand holds but does not
    harm creatures that it grapples. Directing the spell to a new target is a move
    action. The grasping hand can instead be directed to bull rush a target, using
    the same bonuses outlined above, or it can be directed to interpose itself, as
    interposing hand does.
  duration: null
  effect: null
  level: sorcerer/wizard 7
  range: null
  saving_throw: null
  school: evocation [force]
  spell_resistance: null
  target: null
Grasping Tentacles:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as black tentacles, except the tentacles blindly grasp at\
    \ the targets\u2019 eyes and ears, and tug at their hair, clothes, and equipment.\
    \ Instead of grapple attempts, the tentacles attempt dirty trick combat maneuver\
    \ checks (CMB = your caster level + 4 [the tentacles\u2019 Strength bonus] + 1\
    \ [the tentacles\u2019 size bonus]). Roll on the following table to determine\
    \ the effect of a successful dirty trick combat maneuver check."
  duration: null
  effect: null
  level: bloodrager 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
  range: null
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: null
Grasping Vine:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause a long, thin vine to sprout from your body\u2014typically from the\
    \ center of your chest or from the palm of an outstretched hand. As a standard\
    \ action, you can direct the end of the vine to move to any square within 20 feet\
    \ of you and perform one of the following tasks: deliver a touch spell that you\
    \ cast after the vine has grown, pick up an unattended object weighing 20 pounds\
    \ or less, give a held object to another creature, attempt to disable a trap or\
    \ lock using your Disable Device modifier with a \u20132 penalty, or perform any\
    \ other task that the GM deems reasonable. the vine does not threaten squares\
    \ and cannot make attacks of opportunity, nor can it wield weapons."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 2, druid 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2,
    witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Grave Words:
  area: null
  casting_time: 1 minute
  components: S
  description:
  - "With this spell and a touch, you can force a corpse talk to you, but you can\u2019\
    t ask it specific questions or communicate with it at all. The corpse will start\
    \ babbling for 1 round, spitting out random sentences. There is a 10% chance this\
    \ information is of some use to the caster, but it is difficult to distinguish\
    \ whether the information is useful (the GM makes the percentile roll in secret)."
  duration: 1 round
  effect: null
  level: medium 0, occultist 0, psychic 0, spiritualist 0
  range: touch
  saving_throw: null
  school: necromancy [language-dependent]
  spell_resistance: null
  target: one dead creature
Gravel Vortex:
  area: cylinder (20-ft. radius, 40 ft. high)
  casting_time: 1 standard action
  components: V, S, M (handful of pebbles)
  description:
  - "You create a hail of tiny pieces of rock and dust that batter and scrape against\
    \ all things in the area, dealing 5d6 points of bludgeoning damage. This damage\
    \ is dealt only once, on the round the spell is cast. For the remaining duration\
    \ of the spell, fine dust rains down in the area. Creatures other than stone giants\
    \ inside this area take a \u20134 penalty on Perception skill checks, and the\
    \ entire area is treated as difficult terrain. At the end of the spell\u2019s\
    \ duration, the gravel and dust disappear, leaving no trace of their presence."
  duration: 1 round/level (D)
  effect: null
  level: arcanist 4, druid 4, hunter 4, sorcerer/wizard 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (creation) [earth]
  spell_resistance: 'yes'
  target: null
Gravity Bow:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Gravity bow significantly increases the weight and density of arrows or bolts
    fired from your bow or crossbow the instant before they strike their target and
    then return them to normal a few moments later. Any arrow fired from a bow or
    crossbow you are carrying when the spell is cast deals damage as if one size larger
    than it actually is. For instance, an arrow fired from a Medium longbow normally
    deals 1d8 points of damage, but it would instead deal 2d6 points of damage if
    fired from a gravity bow (see table on this page for associated increase/decrease
    in damage due to size change). Only you can benefit from this spell. If anyone
    else uses your bow to make an attack the arrows deal damage as normal for their
    size.
  duration: 1 minute/level (D)
  effect: null
  level: ranger 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Gravity Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a marble)
  description:
  - "You affect the local gravity field in a 30-foot-radius sphere around the spell\u2019\
    s designated point of origin. Creatures in the affected area can be weighed down\
    \ by high gravity, lightened by low gravity, or left to float in an area with\
    \ no gravity, depending on the effect you choose for your gravity sphere."
  duration: 1 round/level (D)
  effect: 30-ft.-radius sphere of altered gravity
  level: druid 6, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none (see text)
  school: transmutation
  spell_resistance: 'no'
  target: null
Gravity Well:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small lead weight)
  description:
  - You bring into being a localized region of increased gravity that crushes a creature
    to the ground.
  duration: 1 round/level (D)
  effect: null
  level: druid 6, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'no'
  target: one creature
Grease:
  area: null
  casting_time: 1 standard action
  components: V, S, M (butter)
  description:
  - "A grease spell covers a solid surface with a layer of slippery grease. Any creature\
    \ in the area when the spell is cast must make a successful Reflex save or fall.\
    \ A creature can walk within or through the area of grease at half normal speed\
    \ with a DC 10 Acrobatics check. Failure means it can\u2019t move that round (and\
    \ must then make a Reflex save or fall), while failure by 5 or more means it falls\
    \ (see the Acrobatics skill for details). Creatures that do not move on their\
    \ turn do not need to make this check and are not considered flat-footed."
  duration: 1 min./level (D)
  effect: null
  level: bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one object or 10-ft. square
Green Caress:
  area: null
  casting_time: 1 standard action
  components: V, S, M (pinch of moss or a kudzu leaf)
  description:
  - You cause the target to transform into a plant over time. You must succeed at
    a melee touch attack to infect the target. If the target succeeds at its Fortitude
    saving throw, it takes 1d4 points of ability damage to each physical ability score
    (Strength, Dexterity, and Constitution) and the spell ends. If the target fails
    its saving throw, it takes 1d4 points of ability damage to each physical ability
    score immediately and continues to take 1d4 points of ability damage to each of
    its physical ability scores every day, until the spell expires.
  duration: 7 days (see text)
  effect: null
  level: druid 6, ranger 4, shaman 6, witch 6
  range: touch
  saving_throw: Fortitude partial (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: one living creature
Greensight:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a leaf)
  description:
  - "The target of this spell gains the ability to see up to 60 feet through thick\
    \ plant matter as though it were transparent. Greenery, leaves, and vines\u2014\
    even lichen, moss, and slime\u2014offer no concealment to the recipient\u2019\
    s sight, though her vision still can be blocked by solid wood, such as trees or\
    \ wooden structures. Undergrowth does not grant concealment to a creature against\
    \ a target of the effects of greensight."
  duration: 10 minutes/level
  effect: null
  level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: creature touched
Grim Stalker:
  area: null
  casting_time: 1 minute
  components: "V, S, DF/M (a hound\u2019s fang)"
  description:
  - "You bind spirits of ill fate to an object, focusing their wrath onto the next\
    \ creature that touches the object. When a creature touches the target object,\
    \ it can attempt a Will save to negate the spell\u2019s effect. Although a successful\
    \ save prevents the creature from becoming haunted, the haunt still resides within\
    \ the object, and targets either the next creature to touch the object or the\
    \ same creature again if it still holds the object after 24 hours. The haunt remains\
    \ within the object until a creature fails its save or the spell\u2019s duration\
    \ ends."
  duration: 1 day/level (D)
  effect: null
  level: cleric 7, magus 6, shaman 7, sorcerer/ wizard 7, summoner 6, witch 7
  range: touch
  saving_throw: Will negates (object); see text
  school: necromancy (haunted) [death, emotion, fear, mind-affecting]
  spell_resistance: yes (object)
  target: one object touched
Groundswell:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell allows the target to cause the ground to rise up beneath him. As a
    swift action, the target can cause the ground to rise 5 feet, while all adjacent
    squares are treated as steep slopes. The groundswell precludes flanking from creatures
    standing at lower elevations than the target. If the target moves after creating
    a groundswell, the ground returns to its normal elevation at the end of his turn;
    otherwise, it remains in place until the target moves or uses a swift action to
    return the ground to normal. A groundswell cannot increase elevation of the ground
    beyond 5 feet.
  duration: 1 minute/level
  effect: null
  level: cleric 2, druid 2, magus 2, ranger 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation [earth]
  spell_resistance: yes (harmless)
  target: creature touched
Grove of Respite:
  area: null
  casting_time: 10 minutes
  components: V, S, M/DF (a leaf or blade of grass and a drop of water)
  description:
  - You conjure a sheltered grove of trees surrounding a shallow spring. The grove
    appears from nowhere even in the most barren, rocky soil regardless of season,
    but the spell must be cast outside on open ground.
  duration: 2 hours/level (D)
  effect: 20-ft.-radius grove
  level: druid 4, ranger 4, shaman 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Guardian Armor:
  area: null
  casting_time: 1 immediate action
  components: V, S, F (armor worn)
  description:
  - "This spell teleports the suit of armor you are wearing off of your body and onto\
    \ an ally within range; the target must be the same size and general shape as\
    \ you. This armor appears on the target\u2019s body fully formed and properly\
    \ donned, granting the creature the immediate benefit of its protection. If the\
    \ target of guardian armor was already wearing armor, the armor wearing it is\
    \ removed from the target\u2019s body and falls undamaged into an adjacent square."
  duration: instantaneous
  effect: null
  level: antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1,
    paladin 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: one willing creature; see below
Guardian Monument, Lesser:
  area: 40-ft. radius from touched object or 60-ft. radius from touched object; see
    text
  casting_time: 1 full round
  components: V, S, F (an unattended, non-magical object)
  description:
  - You touch an unattended, non-magical object to create a touchstone for humans
    defending the area. Such human defenders are protected by a shimmering aura as
    long as they are in the area.
  duration: 1 hour/level
  effect: null
  level: bard 3, inquisitor 3, magus 3, occultist 3, paladin 3, psychic 3, shaman
    4, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'yes'
  target: null
Guardian Wasps:
  area: null
  casting_time: 10 minutes; see text
  components: V, S, M (a glob of spiced honey)
  description:
  - "You summon a wasp swarm that builds a 10-foot-by-10-foot nest in the place you\
    \ designate\u2014typically under the eaves of a house, amid the rafters of a tavern,\
    \ or in another obscured place. The wasp swarm takes the spell\u2019s casting\
    \ time to build its nest; if the swarm is disrupted in any way (such as by being\
    \ attacked) before you finish casting this spell, the wasps disappear and the\
    \ spell fizzles."
  duration: 1 day/level
  effect: swarm of wasps that builds a nest; see text
  level: druid 3, psychic 3, ranger 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Guardian of Faith:
  area: null
  casting_time: 1 standard action
  components: V, S, M ( parchment with a holy text written on it)
  description:
  - The target gains the benefit of shield of faith and your choice of protection
    from chaos, evil, good, or law. As a move action, the target can transfer this
    spell to a touched ally, who becomes the new target of the spell.
  duration: 1 minute/level
  effect: null
  level: cleric 4, paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration [see text]
  spell_resistance: 'no'
  target: one ally
Guarding Knowledge:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (see text)
  description:
  - "Upon casting this spell, choose a specific variety of monster (red dragon rather\
    \ than dragon) and one of its special attacks that you have successfully identified\
    \ with a Knowledge check or otherwise researched, such as a cockatrice\u2019s\
    \ petrification ability or a spider swarm\u2019s poison."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, arcanist 3, bard 3, cleric/oracle 3, inquisitor 2, investigator
    3, occultist 3, psychic 3, skald 3, sorcerer/wizard 3, warpriest 3
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Guards and Wards:
  area: up to 200 sq. ft./level (S)
  casting_time: 30 minutes
  components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted
    string, and a small amount of blood), F (a small silver rod)
  description:
  - This powerful spell is primarily used to defend a stronghold or fortress by creating
    a number of magical wards and effects. The ward protects 200 square feet per caster
    level. The warded area can be as much as 20 feet high, and shaped as you desire.
    You can ward several stories of a stronghold by dividing the area among them;
    you must be somewhere within the area to be warded to cast the spell. The spell
    creates the following magical effects within the warded area.
  duration: 2 hours/level (D)
  effect: null
  level: sorcerer/wizard 6, witch 6
  range: anywhere within the area to be warded
  saving_throw: see text
  school: abjuration
  spell_resistance: see text
  target: null
Guidance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - ' This spell imbues the subject with a touch of divine guidance.'
  duration: 1 minute or until discharged
  effect: null
  level: cleric/oracle 0, druid 0, inquisitor 0, summoner/unchained summoner 0, witch
    0
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: 'yes'
  target: creature touched
Guiding Star:
  area: null
  casting_time: 1 minute
  components: V, S, M (a spool of thread or string)
  description:
  - "You form a bond with your surroundings when you cast this spell. For the remaining\
    \ duration of the spell you can always, as a standard action, determine your approximate\
    \ distance from that area as well as the direction you must travel in order to\
    \ reach it. You cannot determine the location of the area if you are on a different\
    \ plane. The area counts as \u201Cvery familiar\u201D for the purposes of teleport\
    \ or similar spells. You can only attune yourself to one location at a time. If\
    \ you cast the spell at another spot you lose the ability to locate your original\
    \ area."
  duration: 1 day/level (D)
  effect: null
  level: cleric/oracle 3, psychic 3, ranger 2, shaman 2, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Gullibility:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You befuddle the target\u2019s mind, making it more willing to believe even the\
    \ most outlandish tales. The target takes a \u201310 penalty on Sense Motive checks\
    \ for the spell\u2019s duration. In addition, creatures that attempt to lie to\
    \ or deceive the target gain a +10 bonus on their Bluff checks, as if the target\
    \ wanted to believe them and was drunk or impaired simultaneously."
  duration: 10 minutes/level (D)
  effect: null
  level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard
    3, witch 3
  range: close (25 ft. + 5 ft./level)
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Gust of Wind:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell creates a severe blast of air (approximately 50 mph) that originates
    from you, affecting all creatures in its path. All flying creatures in this area
    take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make
    a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of
    damage. Small or smaller flying creatures must make a DC 20 Fly skill check to
    move against the force of the wind.
  duration: 1 round
  effect: line-shaped gust of severe wind emanating out from you to the extreme of
    the range
  level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
  range: 60 ft.
  saving_throw: Fortitude negates
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
Gusting Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A swirling ball of wind rolls in whichever direction you point, hurling those\
    \ it strikes with great force. The sphere is treated in all ways as an area of\
    \ severe wind, applying a \u20134 penalty on ranged weapon attacks that pass through\
    \ it. The sphere 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 containing a\
    \ Medium or smaller creature, it stops moving for that round and generates a sharp\
    \ thrust of wind to bull rush the creature. The sphere\u2019s CMB for bull rush\
    \ combat maneuvers uses your caster level in place of its base attack bonus, with\
    \ a +2 bonus for its Strength score (14). Whether or not the bull rush is successful,\
    \ the creature takes 1d6 points of nonlethal bludgeoning damage from the attack.\
    \ If the bull rush fails, the creature is still subject to the severe winds from\
    \ the sphere as long as they remain in the same square as it. A gusting sphere\
    \ rolls over objects or barriers that are less than 4 feet tall."
  duration: 1 round/level
  effect: 5-ft.-diameter sphere of air
  level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates (object) or Reflex negates; see text
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
"Hag\u2019s Seasoning":
  area: null
  casting_time: 1 standard action
  components: S, M (a handful of spices)
  description:
  - You render the affected creature supernaturally delicious, making it the preferred
    target for animalistic monsters, as well as biting insects, stray animals, and
    vermin. A creature that makes a successful bite attack against or otherwise ingests
    a portion of the victim (such as with drain blood or swallow whole) gains a number
    of temporary hit points equal to half your caster level. These temporary hit points
    last for 1 hour. A creature cannot gain temporary hit points from this spell more
    than once per day, no matter how many times it bites your target or how many different
    cursed targets it bites.
  duration: permanent (D)
  effect: null
  level: antipaladin 2, bloodrager 2, druid 3, shaman 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: one creature
Hairline Fractures:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a broken twig)
  description:
  - "With a single touch, you create temporary hairline fractures in a piece of stone\
    \ or a creature with the earth subtype. If you cast this spell on a section of\
    \ stone, you reduce its hardness to 5 and its hit points to 10/inch of thickness.\
    \ If you cast this spell on a creature with the earth subtype, that creature takes\
    \ a \u20132 penalty to AC for the spell\u2019s duration. Make whole reverses this\
    \ spell\u2019s effect."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 1, druid 1, shaman 1, witch 1
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation [earth]
  spell_resistance: yes (object)
  target: 5-foot-square section of stone or a creature with the earth subtype
Half-Blood Extraction:
  area: null
  casting_time: 1 hour
  components: V, S, M/DF (oils and poisons worth 3,000 gp)
  description:
  - You transform the target half-orc into a full-blooded orc. The target loses all
    of its half-orc racial traits and gains the orc racial traits.
  duration: instantaneous
  effect: null
  level: alchemist 5, cleric 5, druid 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: willing half-orc touched
Halfling Vengeance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You grant the touched target the ability to ascertain the weaknesses of foes.
    The target deals an additional 1d6 points of precision damage on successful attacks
    with daggers or slings against foes within 30 feet, as long as the attacked foe
    is denied its Dexterity bonus to Armor Class or is flanked by the target. This
    additional damage increases by 1d6 for every 4 caster levels you have beyond 3rd,
    to a maximum of 5d6 at 19th level. This bonus damage is precision damage and stacks
    with other sources of precision damage, such as sneak attack. This bonus damage
    is not multiplied on a critical hit.
  duration: 1 round/level
  effect: null
  level: antipaladin 1, cleric 2, inquisitor 2
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: one Small or smaller creature touched
Hallow:
  area: 40-ft. radius emanating from the touched point
  casting_time: 24 hours
  components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000
    gp per level of the spell to be included in the area), DF
  description:
  - Hallow makes a particular site, building, or structure a holy site. This has four
    major effects.
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, druid 5, inquisitor 5
  range: touch
  saving_throw: see text
  school: evocation [good]
  spell_resistance: see text
  target: null
Hallucinatory Decor:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - You transform the decor of a courtyard, structure, or other edifice to meet your
    highest standards and personal tastes.
  duration: null
  effect: null
  level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Hallucinatory Terrain:
  area: one 30-ft. cube/level (S)
  casting_time: 10 minutes
  components: V, S, M (a stone, a twig, and a green leaf)
  description:
  - You make natural terrain look, sound, and smell like some other sort of natural
    terrain. Structures, equipment, and creatures within the area are not hidden or
    changed in appearance.
  duration: 2 hours/level (D)
  effect: null
  level: bard 4, sorcerer/wizard 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Hallucinogenic Smoke:
  area: null
  casting_time: 1 standard action
  components: S, M (tobacco leaves, ingested)
  description:
  - "Dark gray smoke seeps from your eyes, ears, and mouth for the spell\u2019s duration,\
    \ though the smoke doesn\u2019t significantly hamper your vision. Upon casting\
    \ the spell, you may immediately exhale the smoke in a 30-foot cone or do so in\
    \ a later round as a standard action, ending the spell. Each living creature caught\
    \ within the cone must succeed at a Fortitude save or be nauseated for 1 round\
    \ per caster level as it is wracked with waves of nausea and disorienting visions.\
    \ If it succeeds at its Fortitude save, the creature is instead sickened for 1d4\
    \ rounds."
  duration: 3 rounds/level or until discharged; see text
  effect: null
  level: cleric 4, witch 4
  range: personal
  saving_throw: Fortitude partial
  school: conjuration [poison]
  spell_resistance: 'yes'
  target: you
Halt Undead:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of sulfur and powdered garlic)
  description:
  - This spell renders as many as three undead creatures immobile. A non-intelligent
    undead creature gets no saving throw; an intelligent undead creature does. If
    the spell is successful, it renders the undead creature immobile for the duration
    of the spell (similar to the effect of hold person on a living creature). The
    effect is broken if the halted creatures are attacked or take damage.
  duration: 1 round/level
  effect: null
  level: inquisitor 3, sorcerer/wizard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (see text)
  school: necromancy
  spell_resistance: 'yes'
  target: null
Hammer of Mending:
  area: 30-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S, F (a small mithral hammer worth 300 gp), DF
  description:
  - "Upon striking a piece of solid ground with the spell\u2019s focus or a holy symbol,\
    \ you let out a wave of energy that repairs items within its burst."
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, sorcerer/wizard 5, summoner 5
  range: null
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Handy Grapnel:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an arrowhead)
  description:
  - You cause the target rope to shrink and reshape itself into an arrow, bolt, or
    similar piece of ammunition, which you can shoot at any Medium or larger object.
    With a successful attack roll against an AC equal to 5 plus the hardness of the
    target object, the handy grapnel strikes and embeds itself in that object with
    the strength of an iron grappling hook.
  duration: 1 minute/level (D)
  effect: null
  level: inquisitor 1, ranger 1, sorcerer/wizard 1
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: 'no'
  target: one ropelike object, length up to 50 ft. + 5 ft./level
Hardening:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell increases the hardness of materials by 1 point per 2 caster levels.
    The hardening spell does not in any way affect resistance to other forms of transformation.
  duration: permanent
  effect: null
  level: artifice 7, sorcerer/wizard 6
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: yes (object)
  target: one item of a volume no greater than 10 cu. ft./level
Harm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Harm charges a subject with negative energy that deals 10 points of damage per\
    \ caster level (to a maximum of 150 points at 15th level). If the creature successfully\
    \ saves, harm deals half this amount. Harm cannot reduce the target\u2019s hit\
    \ points to less than 1."
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, inquisitor 6, shaman 7, witch 7
  range: touch
  saving_throw: Will half; see text
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Harmless Form:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 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.
  duration: 8 hours (D)
  effect: null
  level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: one willing animal companion, familiar , or spirit animal
Harrowing:
  area: null
  casting_time: 10 minutes
  components: V, S, F (a Harrow deck)
  description:
  - "You use a Harrow deck to tell a fortune for yourself or someone else. If you\
    \ cast harrowing on another creature, you must remain adjacent to the target for\
    \ the duration of the casting time. A harrowing must describe one set of events\
    \ or course of action (for example, \u201Chunting down the pirate king,\u201D\
    \ or \u201Ctraveling to Viperwall to search for a magic sword\u201D) that the\
    \ target of the spell intends to undertake at some point during the spell\u2019\
    s duration. If you have access to a Harrow deck, draw nine cards when this spell\
    \ is cast. If you do not have a Harrow deck, you can simulate the draws by rolling\
    \ a d6 and a d10 for each of the nine cards."
  duration: 1 day/level or until fulfilled
  effect: null
  level: bard 3, shaman 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: null
  school: divination
  spell_resistance: null
  target: one creature
Harvest Knowledge:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of lodestone)
  description:
  - "You touch a creature and temporarily absorb its knowledge for yourself. If the\
    \ target fails its saving throw, you can sort through its lore and memories. You\
    \ can retrieve one answer to a specific question per minute, as through sifting\
    \ through the creature\u2019s surface thoughts with detect thoughts. Alternatively,\
    \ you can tap into the target\u2019s learned experiences and attempt one Knowledge\
    \ check in a skill in which the target has at least 1 rank, using the target\u2019\
    s total skill modifier. Each Knowledge check requires 1 minute and allows the\
    \ target another Will save to resist the effect. If the target successfully resists,\
    \ the spell does not end, but you are unable to attempt another Knowledge check\
    \ for that skill using this spell. You can also use this spell against targets\
    \ trapped in magic items or spells that hold their bodies or souls, such as an\
    \ iron flask or the spell trap the soul, by touching the associated receptacle."
  duration: concentration , up to 1 minute/level
  effect: null
  level: alchemist 4, antipaladin 4, bard 4, inquisitor 4, mesmerist 4, psychic 4,
    sorcerer/wizard 4, witch 4
  range: touch (see text)
  saving_throw: Will negates; see text
  school: divination [mind-affecting]
  spell_resistance: 'no'
  target: one creature or object; see text
Harvest Season:
  area: null
  casting_time: 1 minute
  components: V, S, M
  description:
  - "You cause an explosive burst of growth in a single plant, causing it to grow\
    \ through a cycle of flower, fruit, or grain production as appropriate. If the\
    \ plant is not one that normally produces food fit for humanoid consumption, it\
    \ produces edible flowers under the effect of this spell. The plant produces enough\
    \ food to nourish one Medium creature per caster level. Food harvested through\
    \ this spell rots if not eaten within 24 hours. This spell nourishes, fertilizes,\
    \ and pollinates the plant, and doesn\u2019t harm the plant in any way. This spell\
    \ has no effect on plant creatures."
  duration: instantaneous; see text
  effect: null
  level: druid 2, shaman 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: one plant
Haste:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a shaving of licorice root)
  description:
  - The transmuted creatures move and act more quickly than normal. This extra speed
    has several effects.
  duration: 1 round/level
  effect: null
  level: alchemist 3, bard 3, bloodrager 3, magus 3, medium 2, occultist 3, psychic
    3, sorcerer/wizard 3, spiritualist 3, summoner 2, unchained summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Hasten Judgment:
  area: null
  casting_time: 1 standard action
  components: V, S, M (2 silver pieces)
  description:
  - "This potent curse weighs upon the target\u2019s soul, hastening a living creature\u2019\
    s journey to Purgatory upon death or weakening an undead creature\u2019s animating\
    \ force. A living creature that dies during the spell\u2019s duration cannot be\
    \ affected by breath of life or similar effects, and the period during which attempts\
    \ to restore the target to life can succeed is reduced to 1 hour/level (for raise\
    \ dead), 1 day/level (for resurrection), or 10 days/level (for true resurrection).\
    \ Reincarnate and similar effects work normally on a creature killed under this\
    \ spell\u2019s effects."
  duration: 1 day/level
  effect: null
  level: antipaladin 4, cleric 5, druid 5, inquisitor 4, sorcerer/wizard 6, spiritualist
    4, witch 5
  range: touch
  saving_throw: Will negates
  school: necromancy (curse)
  spell_resistance: 'yes'
  target: one living or corporeal undead creature
Haunted Fey Aspect:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You surround yourself with disturbing illusions, making you look and sound like
    a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent
    until the end of the spell, or until you take damage.
  duration: 1 round/level (D)
  effect: null
  level: bard 0, psychic 0, sorcerer/wizard 0
  range: Personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: You
Haunting Choir:
  area: 30-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a spectral choir and conduct its tortured, ghostly moans, deluding\
    \ listeners into believing they are suffering the torments of the dead. The transparent\
    \ singers occupy a 10-foot cube, but they are intangible and do not interfere\
    \ with creatures in any physical way, nor can they be attacked. Creatures within\
    \ 30 feet of the choir experience wracking pain that causes them to take a \u2013\
    2 penalty on attack rolls, skill checks, and ability checks. Individuals who exit\
    \ the area of effect take these penalties for an additional 2 rounds before the\
    \ delusion wears off."
  duration: concentration + 2 rounds
  effect: null
  level: bard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [mind-affecting, pain]
  spell_resistance: 'yes'
  target: null
Haunting Mists:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - An illusion of misty vapor inhabited by shadowy shapes arises around you. It is
    stationary. The illusory mist obscures all sight, including darkvision, beyond
    5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance).
    Creatures farther away have total concealment (50% miss chance, and the attacker
    cannot use sight to locate the target). All creatures within the mist must save
    or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken
    condition lasts as long as the creature remains in the mist.
  duration: 1 minute/level (D)
  effect: cloud spreads in 20-ft. radius, 20 ft. high
  level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: 20 ft.
  saving_throw: Will partial (see text)
  school: illusion (figment) [fear, shadow]
  spell_resistance: 'no'
  target: null
Haunting Reminder:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "As part of casting this spell, you can attempt a single Intimidate check to make\
    \ the target act friendly to you. If you succeed, the target assists you normally,\
    \ but it remains fearful of your retribution even after its attitude shifts to\
    \ unfriendly. If the creature reports your coercion to authorities, attacks you,\
    \ or otherwise acts in a purposeful way that threatens you or your objectives\
    \ (at the GM\u2019s discretion), the spell triggers, inflicting the creature with\
    \ the unshakable certainty that you will find and punish it. This imposes the\
    \ shaken condition on the creature for 1 day per caster level; during this time,\
    \ the creature takes a -2 penalty on saving throws against spells you cast with\
    \ the fear descriptor."
  duration: 12 hours + 2 hours/level or until triggered, then 1 day/level
  effect: null
  level: antipaladin 1, bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment [fear, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Haze of Dreams:
  area: null
  casting_time: 1 standard action
  components: V, M (pinch of sand)
  description:
  - "You fill an enemy\u2019s head with waking dreams, a reminder of the pleasures,\
    \ delights, and terrors to be found in the dream world. While in this strange\
    \ dream state, the target moves at half its normal speed (round down to the next\
    \ 5-foot increment), which affects the creature\u2019s jumping distance as normal\
    \ for decreased speed."
  duration: 1 round/level
  effect: null
  level: bard 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (charm) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Heal:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'Heal enables you to channel positive energy into a creature to wipe away injury
    and afflictions. It immediately ends any and all of the following adverse conditions
    affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened,
    diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened,
    and stunned. It also cures 10 hit points of damage per level of the caster, to
    a maximum of 150 points at 15th level.'
  duration: instantaneous
  effect: null
  level: alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, shaman 7, witch 7
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Heal Mount:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions like heal, but it affects only the paladin\u2019s special\
    \ mount (typically a horse)."
  duration: instantaneous
  effect: null
  level: paladin 3
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: your mount touched
Healing Flames:
  area: 10-ft.-radius burst, centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You unleash a blast of holy flames that washes over all creatures in the area
    in a glorious display of divine power. This deals damage to evil creatures and
    heals good creatures in the area. The amount of damage dealt and the number of
    hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).
  duration: instantaneous
  effect: null
  level: cleric/oracle 4, inquisitor 4, paladin 4, warpriest 4
  range: ''
  saving_throw: Reflex half; see text
  school: conjuration (healing) [fire, good]
  spell_resistance: 'yes'
  target: null
Healing Leak:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a piece of muslin)
  description:
  - "Whenever the target is affected by a spell or effect that heals hit point damage\
    \ through the use of positive or negative energy, it regains only half the number\
    \ of hit points it normally would recover. If the target employs a spell or effect\
    \ that heals itself or other creatures through the use of positive or negative\
    \ energy, the target must succeed at a concentration check (DC = this spell\u2019\
    s save DC) or the effect restores only half of the normal number of hit points.\
    \ Other forms of healing (such as from the Heal skill) are not affected by this\
    \ spell."
  duration: 1 round/level
  effect: null
  level: antipaladin 2, cleric 3, paladin 2, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Healing Thief:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bit of sponge, damp with tears)
  description:
  - "With this spell you can steal the healing of the target creature. You must succeed\
    \ at a melee touch attack to strike the target. If you do, until the effect ends,\
    \ whenever your target is subject to a healing spell or a supernatural effect\
    \ that heals hit points, the target only receives half the healing (rounded down)\
    \ and you receive the other half (also rounded down). You must remain within 25\
    \ feet (plus 5 feet per two caster levels) of the target to gain this benefit.\
    \ If you move outside that range, the spell is discharged. Once you steal 5 hit\
    \ points per your caster level (maximum 50 hit points) of healing from this spell\u2019\
    s effect, the spell is discharged."
  duration: 1 round/level or until discharged
  effect: null
  level: mesmerist 1, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Healing Token:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You imbue one touched holy symbol per 3 caster levels with a connection to your\
    \ own divine power, turning the touched holy symbols into tokens of healing. Each\
    \ of the targeted holy symbols can represent any deity regardless of the deity\u2019\
    s actual alignment."
  duration: 10 minutes/level
  effect: null
  level: cleric/oracle 2, druid 2, hunter 2, inquisitor 2, paladin 2, ranger 2, shaman
    2, warpriest 2
  range: touch
  saving_throw: Will negates (object)
  school: conjuration (healing)
  spell_resistance: yes (object)
  target: one touched holy symbol per 3 caster levels
Healing Warmth:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell grants you temporary immunity to fire damage as protection from energy.
    As a standard action, you may sacrifice 12 points of remaining energy absorption
    from the spell to heal a touched creature of 1d8 points of damage. Healing a creature
    provokes an attack of opportunity. When the spell has absorbed 12 points of fire
    damage per caster level (to a maximum of 120 points at 10th level), it is discharged.
  duration: 1 minute/level
  effect: null
  level: alchemist 4, cleric 4, druid 4, inquisitor 4, psychic 4
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Heart of The Metal:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a chunk of adamantine worth 100 gp, or a chunk of cold iron
    or silver worth 20 gp)
  description:
  - 'You lend the nature of adamantine, cold iron, or silver depending on which component
    you used, to the targeted weapons, with the following effects:'
  duration: 1 minute/level (see text)
  effect: null
  level: magus 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Heart of the Mammoth:
  area: null
  casting_time: 1 standard action
  components: "V, S, F (a fetish of mammoth hair soaked in dragon\u2019s blood)"
  description:
  - The target creature becomes stronger, hardier, and imbued with the courage of
    the greatest megafauna of the tundra.
  duration: 1 round/level
  effect: null
  level: cleric 8, druid 8, sorcerer/wizard 8, witch 8
  range: touch
  saving_throw: Will (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: creature touched
Heat Metal:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Heat metal causes metal objects to become red-hot. Unattended, non-magical metal\
    \ gets no saving throw. Magical metal is allowed a saving throw against the spell.\
    \ An item in a creature\u2019s possession uses the creature\u2019s saving throw\
    \ bonus unless its own is higher."
  duration: 7 rounds
  effect: null
  level: druid 2, occultist 2, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation [fire]
  spell_resistance: yes (object)
  target: metal equipment of one creature per two levels, no two of which can be more
    than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft.
    circle
Heatstroke:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of sweat)
  description:
  - "A wavering red ray projects from your finger. You must succeed on a ranged touch\
    \ attack with the ray to hit your target. The ray inflicts 1d4 points of nonlethal\
    \ damage, causing the target to suffer from heatstroke as its body temperature\
    \ dramatically increases. Except as noted above, this spell otherwise functions\
    \ as ray of exhaustion. Characters wearing heavy clothing or armor of any sort\
    \ take a \u20134 penalty on their saves."
  duration: 1 minute/level
  effect: ray
  level: druid 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial, see text
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Heavy Water:
  area: cylinder of water (5-ft. radius/level, 30 ft. deep)
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You cause a volume of water to become heavier than normal.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 4, druid 4, ranger 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none (see text)
  school: transmutation [water]
  spell_resistance: 'no'
  target: null
Heckle:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tomato)
  description:
  - "You badger and nitpick the subject of your spell until its mood sours. The target\u2019\
    s attitude shifts one category toward hostile regarding you and everyone within\
    \ 30 feet of the target at the time the spell is cast. The target also takes a\
    \ \u20132 penalty on attack rolls, on saving throws, and on ability and skill\
    \ checks that rely on Intelligence, Wisdom, or Charisma."
  duration: 1 minute/level
  effect: null
  level: bard 2, bloodrager 2, magus 3, mesmerist 2, psychic 2, sorcerer/wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: 1 creature
Hedging Weapons:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A weapon made from divine force appears and floats near you.
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 1, cleric 1, inquisitor 1, paladin 1
  range: personal
  saving_throw: null
  school: abjuration [force]
  spell_resistance: null
  target: you
Heightened Awareness:
  area: null
  casting_time: 1 standard action
  components: V, M/DF (a coffee bean)
  description:
  - You enter a heightened state of awareness that allows you to notice more about
    your surroundings and recall information effortlessly. You gain a +2 competence
    bonus on Perception checks and on all Knowledge checks that you are trained in.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 1, bard 1, druid 1, inquisitor 1, psychic 1, ranger 1, shaman 1,
    sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Heightened Reflexes:
  area: allies within a 30-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - You grant each of your allies within the area a +10 competence bonus on a single
    Reflex saving throw. Each ally must decide whether to use the bonus before making
    the roll to which it applies. When an ally uses the bonus, the spell ends for
    that individual.
  duration: 1 minute/level or until discharged
  effect: null
  level: bard 2
  range: 30 ft.
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Hellfire Ray:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (any unholy symbol or heretical tome)
  description:
  - A blast of hellfire blazes from your hands. You can fire one ray, plus one additional
    ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th
    level). Each ray requires a ranged touch attack to hit and deals 1d6 points of
    damage per caster level (maximum 15d6). Half the damage is fire damage, but the
    other half results directly from unholy power and is therefore not subject to
    being reduced by fire resistance. The rays can be fired at the same target or
    at different targets, but all rays must be fired simultaneously and aimed at targets
    within 30 feet of each other.
  duration: instantaneous
  effect: null
  level: cleric 6, magus 6, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels) ray
  saving_throw: none (see text)
  school: evocation [evil]
  spell_resistance: 'yes'
  target: null
Hellmouth Lash:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Upon casting this spell, your tongue transforms into an energy whip weapon that
    can deal acid, electricity, or fire damage. You choose what type of energy damage
    the spell deals when you cast it. You attack with your tongue as if it were a
    whip, except you make touch attacks with it and it can harm creatures with armor
    or natural armor bonuses. You are considered proficient with this weapon. A successful
    touch attack with the tongue deals 1d8 points of energy damage per two caster
    levels (maximum of 5d8 points of damage at 10th level).
  duration: 1 round/level
  effect: null
  level: bloodrager 4, sorcerer/wizard 4, witch 4
  range: personal
  saving_throw: null
  school: transmutation [acid, electricity, or fire]
  spell_resistance: null
  target: you
Helping Hand:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You create the ghostly image of a hand, which you can send to find a creature
    within 5 miles. The hand then beckons to that creature and leads it to you if
    the creature is willing to follow.
  duration: 1 hour/level
  effect: ghostly hand
  level: cleric/oracle 3, medium 2, psychic 3, spiritualist 3
  range: 5 miles
  saving_throw: none
  school: evocation
  spell_resistance: 'no'
  target: null
Hermean Potential:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a gold dragon scale)
  description:
  - You gift the target with the ability to perfect its actions via mental clarity.
    On the next attack roll, saving throw, ability check, or skill check the target
    attempts, it rolls twice and takes the more favorable result. For every 5 caster
    levels you have, the target can roll twice on an additional attack roll, saving
    throw, ability check, or skill check (to a maximum of 5 rolls at 20th level).
  duration: 1 minute/level
  effect: null
  level: medium 1, mesmerist 1, psychic 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'no'
  target: null
"Heroes\u2019 Feast":
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - You bring forth a great feast, including a magnificent table, chairs, service,
    and food and drink. The feast takes 1 hour to consume, and the beneficial effects
    do not set in until this hour is over. Every creature partaking of the feast is
    cured of all sickness and nausea, receives the benefits of both neutralize poison
    and remove disease, and gains 1d8 temporary hit points + 1 point per two caster
    levels (maximum +10) after imbibing the nectar-like beverage that is part of the
    feast. The ambrosial food grants each creature that partakes a +1 morale bonus
    on attack rolls and Will saves and a +4 morale bonus on saving throws against
    poison and fear effects for 12 hours.
  duration: 1 hour plus 12 hours; see text
  effect: feast for one creature/level
  level: bard 6, cleric/oracle 6, inquisitor 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Heroic Finale:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You must have a bardic performance in effect to cast this spell. With a flourish,
    you immediately end the performance, and one creature within range affected by
    your bardic performance can make a move action or a standard action of their choice. '
  duration: instantaneous
  effect: null
  level: bard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Heroic Fortune:
  area: null
  casting_time: 1 standard action
  components: V, S, DF, M (diamond dust worth 100 gp)
  description:
  - 'Note: This spell deals with hero points. See Hero Points for full details.'
  duration: 1 round/level
  effect: null
  level: alchemist 2, bard 2, cleric/oracle 2, paladin 3
  range: touch
  saving_throw: Will negates (harmless)
  school: evocation
  spell_resistance: 'no'
  target: creature touched
Heroic Invocation:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "Using worlds of ancient power, you bestow heroic powers on all creatures subject\
    \ to this spell. They gain a +4 morale bonus on attack and damage rolls, gain\
    \ 2d8+4 temporary hit points, and become immune to both fear and charm effects\
    \ for the spell\u2019s duration. At the end of the spell\u2019s duration, the\
    \ subjects become fatigued."
  duration: 10 minutes /level
  effect: null
  level: sorcerer/wizard 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind affecting]
  spell_resistance: yes (harmless)
  target: one or more creatures, no two of which can be more than 30 ft. apart
Heroism:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell imbues a single creature with great bravery and morale in battle. The
    target gains a +2 morale bonus on attack rolls, saves, and skill checks.
  duration: 10 min./level
  effect: null
  level: alchemist 3, bard 2, bloodrager 3, inquisitor 3, medium 2, psychic 3, sorcerer/wizard
    3, spiritualist 3, summoner/unchained summoner 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: creature touched
"Hero\u2019s Defiance":
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - The instant before you are reduced to 0 or fewer hit points, you can expend a
    use of your lay on hands ability to heal yourself as if you had used lay on hands,
    plus an additional 1d6 hit points.
  duration: instantaneous
  effect: null
  level: paladin 1
  range: personal
  saving_throw: null
  school: conjuration [healing]
  spell_resistance: null
  target: null
Hex Glyph:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions like the spell glyph version (see box at right) 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\u2019s caster level and DC."
  duration: null
  effect: null
  level: shaman 3, witch 3 Saving Throw see text
  range: null
  saving_throw: see text
  school: abjuration
  spell_resistance: no (object) and yes (see text)
  target: null
Hex Vulnerability:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of your blood)
  description:
  - The targeted creature becomes susceptible to a repeat use of your harmful hexes,
    even if you could not otherwise target that creature with a particular hex for
    a certain time period. For example, normally after you target a creature with
    a charm hex, you cannot target it again for 1 day. But after casting this spell
    on a creature, you could try the charm hex repeatedly as long as the spell persists.
    The end of this spell has no effect on any active or ongoing hex on a creature.
    For example, if the creature failed its save against a second use of your charm
    hex, it remains charmed for the normal duration, even if the spell expires before
    the hex does.
  duration: 1 round/level
  effect: null
  level: shaman 1, witch 1
  range: close (25 ft. +5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one creature
Hex Ward:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You give the target a +4 resistance bonus on saving throws against witch hexes.
  duration: 1 hour/level
  effect: null
  level: inquisitor 1, shaman 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Hidden Blades:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a shard of glass)
  description:
  - You render a target weapon or up to 50 pieces of ammunition invisible, granting
    the wielder a +20 bonus on Sleight of Hand checks made to conceal the weapon or
    ammunition and a +5 circumstance bonus on Bluff checks to feint with the weapon
    or ammunition.
  duration: 10 minutes/level
  effect: null
  level: alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard
    2, summoner 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: illusion (glamer)
  spell_resistance: yes (harmless, object)
  target: weapon or ammunition touched; see text
Hidden Diplomacy:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bent coin)
  description:
  - "As part of casting this spell, you can attempt a single Intimidate skill check\
    \ to make a target act friendly toward you. If you succeed, the target assists\
    \ you normally, but hidden diplomacy clouds the memory of any threats or pressure\
    \ you applied. The target remembers assisting you, but can\u2019t remember why,\
    \ and its attitude toward you doesn\u2019t worsen as a result of being intimidated."
  duration: instant; see text
  effect: null
  level: bard 1, cleric 1, inquisitor 1, magus 1, mesmerist 1, psychic 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Hidden Knowledge:
  area: null
  casting_time: 1 round
  components: V, S, M (a drop of ink )
  description:
  - "This subtle but useful spell allows you to safeguard important knowledge-even\
    \ from yourself. While casting this spell, you recite one piece of knowledge (up\
    \ to a maximum of 50 words). Upon completion of the spell\u2019s casting, you\
    \ transfer the knowledge from your mind to your skin in the form of an intricate,\
    \ runic tattoo placed anywhere you choose on your body. The knowledge disappears\
    \ utterly from your mind, and you might not realize you forgot something. The\
    \ magic of the spell patches over gaps in your memory with recollections from\
    \ the past. Until the spell\u2019s duration ends, the knowledge is lost to you."
  duration: up to 1 day/level (see text)
  effect: null
  level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Hidden Presence:
  area: null
  casting_time: 1 standard action
  components: V, S, M (eye drops made with extract of poppy)
  description:
  - "You prevent the targets from having conscious awareness of your presence. You\
    \ make yourself completely undetectable to the subjects by erasing all awareness\
    \ of your presence from their minds. The targets can\u2019t see, hear, smell,\
    \ feel, or taste you, including with extraordinary or supernatural senses such\
    \ as blindsense, blindsight, scent, or tremorsense. They can\u2019t pinpoint your\
    \ location by any means, including detect spells."
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: up to one creature per 3 caster levels
Hidden Speech:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a cipher written on a piece of parchment)
  description:
  - You greatly enhance the ability of the subjects to communicate hidden messages
    to each other. Each target gains a +10 competence bonus on Bluff checks to send
    secret messages to other recipients. Others using opposed Sense Motive checks
    to decipher these messages receive a -5 penalty. All subjects affected by the
    spell must share a language to be able to pass messages.
  duration: 10 minutes/level (D)
  effect: null
  level: bard 2, inquisitor 3, medium 2, mesmerist 2, psychic 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation [language-dependent]
  spell_resistance: 'yes'
  target: null
Hidden Spring:
  area: null
  casting_time: 1 hour
  components: V, S, F (a Y-shaped wooden rod)
  description:
  - "You spend 1 hour in quiet meditation, holding the focus component in both hands\
    \ and walking around a natural area. You are simultaneously drawn to areas of\
    \ natural moisture while drawing that moisture closer. As the spell\u2019s casting\
    \ time concludes, you thrust the focus component into the ground. From that point,\
    \ a fresh, clean water trickles forth at a rate of 1 gallon every 10 minutes.\
    \ You cannot cast this spell inside a building or in an area of worked stone,\
    \ but you can cast it underground. You cannot cast this spell within 1 mile of\
    \ an existing hidden spring."
  duration: 1 hour/level
  effect: null
  level: cleric 1, druid 1, ranger 1, shaman 1, witch 1
  range: touch
  saving_throw: none
  school: transmutation [water]
  spell_resistance: 'no'
  target: null
Hide Bruises:
  area: null
  casting_time: 1 standard action
  components: V, S, M (drop of blood)
  description:
  - "The target\u2019s wounds to seem to disappear. A creature attempting a Heal check\
    \ to tell the severity of the target\u2019s injuries takes a \u201310 penalty\
    \ on that check. A creature that physically touches the glamered areas can attempt\
    \ a Will save to recognize it as an illusion."
  duration: 10 minutes/level (D)
  effect: null
  level: antipaladin 1, arcanist 1, bard 1, inquisitor 1, mesmerist 1, occultist 1,
    psychic 1, skald 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: none and Will disbelief (see text)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: one creature touched
Hide Campsite:
  area: one 20-ft. cube
  casting_time: 10 minutes
  components: V, S, M (a sprig of mistletoe, and a vial of quicksilver)
  description:
  - 'You make the area around a campsite appear to be a thicket of untouched and forbidding
    foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures
    outside the area cannot sense any activity going on inside the area- they cannot
    smell campfires or cooking food, they cannot hear conversation, loud noises, or
    spells being cast, and they cannot even feel heat or a rush of wind coming from
    the area. Those inside the area can see out normally. Once a creature steps into
    the area of the spell, it can see everything in and around the area normally. '
  duration: 2 hours/level (D)
  effect: null
  level: druid 3, ranger 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Hide from Animals:
  area: null
  casting_time: 1 standard action
  components: S, DF
  description:
  - Animals cannot sense the warded creatures. Even extraordinary or supernatural
    sensory capabilities, such as blindsense, blindsight, scent, and tremorsense,
    cannot detect or locate warded creatures. Animals simply act as though the warded
    creatures are not there. If a warded character touches an animal or attacks any
    creature, even with a spell, the spell ends for all recipients.
  duration: 10 min./level (D)
  effect: null
  level: druid 1, ranger 1, shaman 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'yes'
  target: null
Hide from Undead:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary\
    \ or supernatural sensory capabilities, such as blindsense, blindsight, scent,\
    \ and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead\
    \ creatures (such as skeletons or zombies) are automatically affected and act\
    \ as though the warded creatures are not there. An intelligent undead creature\
    \ gets a single Will saving throw. If it fails, the subject can\u2019t see any\
    \ of the warded creatures. If it has reason to believe unseen opponents are present,\
    \ however, it can attempt to find or strike them. If a warded creature attempts\
    \ to channel positive energy, turn or command undead, touches an undead creature,\
    \ or attacks any creature (even with a spell), the spell ends for all recipients."
  duration: 10 min./level (D)
  effect: null
  level: cleric/oracle 1, inquisitor 1
  range: touch
  saving_throw: Will negates (harmless); see text
  school: abjuration
  spell_resistance: 'yes'
  target: null
Hideous Laughter:
  area: null
  casting_time: 1 standard action
  components: V, S, M (tiny fruit tarts and a feather)
  description:
  - "This spell afflicts the subject with uncontrollable laughter. It collapses into\
    \ gales of manic laughter, falling prone. The subject can take no actions while\
    \ laughing, but is not considered helpless. After the spell ends, it can act normally.\
    \ On the creature\u2019s next turn, it may attempt a new saving throw to end the\
    \ effect. This is a full round action that does not provoke attacks of opportunity.\
    \ If this save is successful, the effect ends. If not, the creature continues\
    \ laughing for the entire duration."
  duration: 1 round/level
  effect: null
  level: bard 1, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature; see text
Hobbling Bomb Admixture:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon drinking an extract created with this formula, you make a significant change\
    \ to your magical reserve that modifies the nature of all bombs you create and\
    \ throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can have only one admixture effect (formula with the words \u201Cbomb admixture\u201D\
    \ in its title) active at a time. If you drink another bomb admixture, the effects\
    \ of the former bomb admixture end and the new one becomes active."
  duration: 1 round/level
  effect: null
  level: alchemist 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Hold Animal:
  area: null
  casting_time: null
  components: ': V, S'
  description:
  - This spell functions like hold person, except that it affects an animal instead
    of a humanoid.
  duration: null
  effect: null
  level: druid 2, mesmerist 2, psychic 2, ranger 2
  range: null
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one animal
Hold Fey:
  area: null
  casting_time: null
  components: V, S, F/DF (a small, straight piece of iron)
  description:
  - This spell functions as per hold person, except it affects a fey instead of a
    humanoid.
  duration: null
  effect: null
  level: bard 2, cleric 2, inquisitor 2, sorcerer/wizard 3, witch 2
  range: null
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one fey creature
Hold Monster:
  area: null
  casting_time: null
  components: V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny
    nail)
  description:
  - This spell functions like hold person, except that it affects any living creature
    that fails its Will save.
  duration: null
  effect: null
  level: bard 4, inquisitor 4, sorcerer/wizard 5, summoner 4, unchained summoner 5,
    witch 5
  range: null
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one living creature
Hold Person:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (a small, straight piece of iron)
  description:
  - "The subject becomes paralyzed and freezes in place. It is aware and breathes\
    \ normally but cannot take any actions, even speech. Each round on its turn, the\
    \ subject may attempt a new saving throw to end the effect. This is a full-round\
    \ action that does not provoke attacks of opportunity. A winged creature who is\
    \ paralyzed cannot flap its wings and falls. A swimmer can\u2019t swim and may\
    \ drown."
  duration: 1 round/level (D); see text
  effect: null
  level: antipaladin 2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, shaman
    2, sorcerer/wizard 3, medium 2, mesmerist 2, occultist 3, psychic 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates; see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid creature
Hold Portal:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - This spell magically holds shut a door, gate, window, or shutter of wood, metal,
    or stone. The magic affects the portal just as if it were securely closed and
    normally locked. A knock spell or a successful dispel magic spell can negate a
    hold portal spell.
  duration: 1 min./level (D)
  effect: null
  level: psychic 1, sorcerer/wizard 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: one portal, up to 20 sq. ft./level
Hollow Blades:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - All melee and natural attacks from the target deal damage as if the target were
    one size category smaller than it actually is. While the target is under the effects
    of this spell, weapons dropped by the target function normally for other creatures,
    while any melee weapons picked up by the target deal damage as if one size smaller.
    Ranged attacks and weapons are unaffected by this spell.
  duration: 1 round/level
  effect: null
  level: magus 2, ranger 1, shaman 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Hollow Heroism:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as heroism, except that you can reverse the spell by issuing\
    \ a special command as a standard action if you are within medium range (100 feet\
    \ + 10 feet per caster level) of the target. The target loses the bonuses and\
    \ instead takes a \u20132 penalty on attack rolls, saving throws, and skill checks\
    \ until the spell\u2019s duration ends (no save)."
  duration: 10 minutes/level (D)
  effect: null
  level: bard 3, bloodrager 4, inquisitor 4, medium 3, psychic 4, sorcerer/wizard
    4, spiritualist 4, summoner 4, witch 4
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting, ruse]
  spell_resistance: yes (harmless)
  target: creature touched
Holy Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a tiny reliquary worth 500 gp)
  description:
  - A brilliant divine radiance surrounds the subjects, protecting them from attacks,
    granting them resistance to spells cast by evil creatures, and causing evil creatures
    to become blinded when they strike the subjects. This abjuration has four effects.
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 8
  range: 20 ft.
  saving_throw: see text
  school: abjuration [good]
  spell_resistance: yes (harmless)
  target: null
Holy Ice:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a flask of holy water or 5 pounds of powdered silver worth
    25 gp)
  description:
  - This spell creates a large mass of frozen holy water that can be used for one
    of two effects.
  duration: 1 minute/level, instantaneous, or until expended (see text)
  effect: wall of ice or flying ice javelins (see text)
  level: cleric/oracle 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates or none (see text)
  school: transmutation [cold, good, water]
  spell_resistance: 'yes'
  target: null
Holy Ice Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a flask of holy water , or 5 pounds of powdered silver worth
    25 gp)
  description:
  - "You create a masterwork weapon that has the qualities of ice and holy water.\
    \ This weapon must be a simple weapon or your deity\u2019s favored weapon. The\
    \ weapon deals normal damage for a weapon of that type, plus 1 point of cold damage\
    \ per caster level (maximum 10). In addition, any creature struck by the weapon\
    \ is also hit by holy water, dealing 1d4 points of damage if the creature is susceptible\
    \ to holy water. If the weapon leaves your hands for more than 1 round, it melts\
    \ and the spell ends."
  duration: 1 minute/level (D)
  effect: one ice weapon
  level: cleric 2, inquisitor 2
  range: 0 ft.
  saving_throw: none
  school: transmutation [cold, good, water]
  spell_resistance: 'no'
  target: null
Holy Javelin:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You create a shimmering javelin of holy energy to hurl at an enemy as a ranged\
    \ touched attack. The javelin deals 1d6 points of damage to an evil creature on\
    \ a successful attack; it dissipates harmlessly against creatures of any other\
    \ alignment. Each time a creature starts its turn while impaled by the javelin,\
    \ it takes another 1d6 points of damage. For every 4 caster levels you have, the\
    \ javelin remains in the creature for an additional round (to a maximum of 5 rounds\
    \ at 18th level). While the creature remains impaled, it takes a \u20132 penalty\
    \ on attack rolls and skill checks."
  duration: 1 round + 1 round/4 levels
  effect: javelin of divine energy
  level: cleric 3, inquisitor 3, paladin 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [good]
  spell_resistance: 'yes'
  target: null
Holy Shield:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "You gain the ability to magically project the defense of your shield to protect\
    \ another creature at a distance. As a swift action, you designate one target\
    \ within 30 feet. The target gains your shield\u2019s shield bonus and enhancement\
    \ bonus to Armor Class until your next turn; you gain no benefit from the shield\u2019\
    s shield bonus or enhancement bonus while using this spell and cannot use any\
    \ of the shield\u2019s other properties or abilities (such as magical abilities,\
    \ making a shield bash, or providing cover with a tower shield). As a swift action,\
    \ you may move the protection to another target (including yourself); if you move\
    \ the protection to yourself, you may use any of the shield\u2019s properties\
    \ or abilities as normal. If the shielded creature exceeds the 30-foot range,\
    \ your shield\u2019s protection automatically reverts to you. Any circumstance\
    \ that would make you lose your shield bonus (such as an enemy breaking the shield,\
    \ you dropping the shield, or you becoming helpless or unconscious) means the\
    \ protected creature loses the shield\u2019s benefit."
  duration: 10 minutes/level
  effect: null
  level: paladin 2
  range: personal
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: you
Holy Smite:
  area: 20-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - You draw down holy power to smite your enemies. Only evil and neutral creatures
    are harmed by the spell; good creatures are unaffected.
  duration: instantaneous (1 round); see text
  effect: null
  level: cleric/oracle 4, inquisitor 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial; see text
  school: evocation [good]
  spell_resistance: 'yes'
  target: null
Holy Sword:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell allows you to channel holy power into your sword, or any other melee
    weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on
    attack and damage rolls, extra 2d6 damage against evil opponents). It also emits
    a magic circle against evil effect (as the spell). If the magic circle ends, the
    sword creates a new one on your turn as a free action. The spell is automatically
    canceled 1 round after the weapon leaves your hand. You cannot have more than
    one holy sword at a time.
  duration: 1 round/level
  effect: null
  level: paladin 4
  range: touch
  saving_throw: none
  school: evocation [good]
  spell_resistance: 'no'
  target: melee weapon touched
Holy Whisper:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You whisper a single word in the primordial language of good that is anathema
    to the minions of evil and strengthens the resolve of good creatures. Evil creatures
    within the burst must make a Fortitude Saving Throw or become sickened for 1 round/
    level. Evil outsiders with the evil subtype, evil-aligned dragons, and undead
    in the burst also take 2d8 points of damage if they fail their saves. Good-aligned
    creatures in the burst gain a +2 sacred bonus on attack and damage rolls for 1
    round. '
  duration: instantaneous
  effect: null
  level: paladin 3
  range: 30 ft.
  saving_throw: Fortitude negates; see text
  school: evocation [good]
  spell_resistance: 'yes'
  target: null
Holy Word:
  area: nongood creatures in a 40-ft.-radius spread centered on you
  casting_time: 1 standard action
  components: V
  description:
  - Any non-good creature within the area of a holy word spell suffers the following
    ill effects.
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, inquisitor 6
  range: 40 ft.
  saving_throw: Will partial
  school: evocation [good, sonic]
  spell_resistance: 'yes'
  target: null
Homeward Bound:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - This spell functions as dismissal, except as noted above.
  duration: instantaneous
  effect: null
  level: cleric 3, sorcerer/wizard 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'yes'
  target: one willing extraplanar creature
Honeyed Tongue:
  area: null
  casting_time: 1 standard action
  components: V, M/DF (a drop of honey)
  description:
  - "This spell augments your diplomacies. While under the effects of spell, you roll\
    \ two dice each time you make a Diplomacy check to change a creature\u2019s attitude,\
    \ taking the highest roll. "
  duration: 10 minutes/level
  effect: null
  level: bard 2, inquisitor 2, paladin 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Hoodwink:
  area: null
  casting_time: 1 standard action
  components: V, S, M (small piece of black cloth)
  description:
  - "You befuddle the targets\u2019 senses, preventing the targets from clearly perceiving\
    \ their surroundings. Instead, hoodwinked creatures see only the roughest shapes\
    \ and details and hear only muffled noises. However, targets can clearly hear\
    \ verbal communication from the spell\u2019s caster. This spell does not impart\
    \ understanding of the caster\u2019s language if the creature can\u2019t already\
    \ understand it. Other than to hear the caster speak, targets automatically fail\
    \ Perception checks with DCs greater than 5, and they are too disoriented by the\
    \ spell to accurately remember the path they took while under its effects."
  duration: 1 hour/level (D)
  effect: null
  level: arcanist 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, skald
    2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: up to one creature/level, no two of which can be more than 30 ft. apart
Horn of Pursuit:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "You create the sound of a large hunting horn, blowing up to three notes as loud\
    \ as a roaring dragon. These notes can be heard up to 2 miles away in typical\
    \ outdoor conditions. You can make these sounds at any point during the spell\u2019\
    s duration as a free action, and each sounding can be short or long, allowing\
    \ you to send very simple coded messages."
  duration: 1 round
  effect: 3 peals of a horn
  level: bard 1, inquisitor 1, paladin 1, ranger 1
  range: personal
  saving_throw: none
  school: evocation [sonic]
  spell_resistance: 'no'
  target: null
Horrid Wilting:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a bit of sponge)
  description:
  - This spell evaporates moisture from the body of each subject living creature,
    causing flesh to wither and crack and crumble to dust. This deals 1d6 points of
    damage per caster level (maximum 20d6). This spell is especially devastating to
    water elementals and plant creatures, which instead take 1d8 points of damage
    per caster level (maximum 20d8).
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 8, shaman 8, witch 8
  range: long (400 ft. + 40 ft./level)
  saving_throw: Fortitude half
  school: necromancy
  spell_resistance: 'yes'
  target: null
Horrific Doubles:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create several illusory doubles of yourself, where you and each image all
    seem slightly off or wrong in appearance. Treat this spell as mirror image, except
    as noted.
  duration: 1 minute/level
  effect: null
  level: bard 4, bloodrager 4, medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: illusion (figment)
  spell_resistance: null
  target: you
Horrifying Visage:
  area: one 5-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S, M (a live spider )
  description:
  - "You channel residual feelings of terror into the minds of creatures within the\
    \ area, causing those fears to manifest when confronted with a specific object.\
    \ All creatures in the area must succeed at a Will save or acquire a phobia for\
    \ the spell\u2019s duration. You choose one kind of creature, object, or image\
    \ within the area of the spell when it is cast that triggers the phobia. The kind\
    \ of creature, object, or image that triggers the phobia must be named specifically.\
    \ A creature type or subtype is not specific enough."
  duration: 1 day/level (D)
  effect: null
  level: bard 3, cleric 3, inquisitor 3, magus 3, psychic 3, shaman 3, sorcerer/wizard
    3, spiritualist 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy (haunted) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Hostile Juxtaposition:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a coin)
  description:
  - You create a dimensional link to the target creature. When attacked or the subject
    of a spell that deals damage to you, you can spend an immediate action to cause
    yourself and the target creature to teleport and switch places. The target then
    becomes the target of the triggering attack or spell instead of you. If you fail
    to teleport out of the area of an effect, that effect might still affect you.
    If the target creature cannot fit safely into the new space without squeezing,
    or you try to teleport the target into an occupied space or a space it could not
    normally stand within, the juxtaposition fails. Further, if the target is unconscious
    or dead when you attempt to switch places, the juxtaposition fails. Once you have
    used it to teleport once, this spell is discharged.
  duration: 1 round/level or until discharged
  effect: null
  level: sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: one creature of your size or smaller
Hostile Levitation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a leather loop studded with lodestones)
  description:
  - "You levitate the target a few inches off the ground, removing solid footing and\
    \ halving the target\u2019s speed. The target also takes a \u20134 penalty to\
    \ CMD against bull rush, drag, and reposition attempts. A targeted creature that\
    \ attacks with a melee or ranged weapon finds itself increasingly unstable; the\
    \ first attack has a \u20131 penalty on attack rolls, the second \u20132, and\
    \ so on, to a maximum penalty of \u20135. A full-round action spent stabilizing\
    \ allows the creature to begin again at \u20131. This spell fails if cast on a\
    \ flying creature."
  duration: 1 round/level
  effect: null
  level: bloodrager 3, medium 2, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard
    3, spiritualist 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Howling Agony:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a needle and a dried eyeball)
  description:
  - "You send wracking pains through the targets\u2019 bodies. Because of the pain,\
    \ affected creatures take a \u20132 penalty to AC, attacks, melee damage rolls,\
    \ and Reflex saving throws, and must succeed at a concentration check (DC equal\
    \ to the DC of this spell) to cast spells. However, if an affected creature spends\
    \ a move action screaming as loudly as possible, it can act without any other\
    \ penalties for the remainder of its turn. \u201CScreaming,\u201D for the purposes\
    \ of this spell, includes any vocalization of pain or its telepathic equivalent;\
    \ creatures that cannot scream (such as creatures without the natural ability\
    \ to communicate or vocalize) suffer the full effect of the spell."
  duration: 1 round/level
  effect: null
  level: bloodrager 3, inquisitor 2, mesmerist 2, psychic 2, sorcerer/ wizard 3, spiritualist
    3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy [death, pain]
  spell_resistance: 'yes'
  target: one living creature/level, no two of which can be more than 30 ft. apart
Human Potential:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a human hair)
  description:
  - The target chooses one ability score and gains a +2 enhancement bonus to that
    ability score. The bonus confers the usual benefit to skills and abilities based
    on the ability enhanced, but does not affect bonus spells or skill ranks.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bard 2, medium 2, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Hunger for Flesh:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a ghoul fang)
  description:
  - "Your target\u2019s belly distends and its front teeth grow longer and sharper.\
    \ The creature ravenously craves the flesh of its own kind, gaining the staggered\
    \ condition as hunger pangs rack its altered body. The target gains a bite attack\
    \ as a primary natural attack that deals damage appropriate for its size (1d6\
    \ if Medium, 1d4 if Small). There\u2019s a 25% chance on each of the creature\u2019\
    s turns that it can\u2019t overcome its hunger. If so, it must move directly toward\
    \ the nearest corporeal creature of its type and subtype (if applicable) and make\
    \ a bite attack against it. If the target lacks enough actions to attack on that\
    \ turn, it moves as close to the creature as it can, but on its next turn, if\
    \ the percentile dice indicate it overcomes its hunger, the target is not forced\
    \ to pursue or attack further."
  duration: 1 round/level
  effect: null
  level: antipaladin 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist
    4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [evil, mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid , magical beast , or monstrous humanoid
Hungry Darkness:
  area: 60-ft.-radius spread
  casting_time: 1 standard action
  components: "V, S, M (a bat\u2019s tooth)"
  description:
  - 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.
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [darkness, force]
  spell_resistance: yes (see text)
  target: null
Hungry Earth:
  area: 20-foot-radius spread
  casting_time: 1 standard action
  components: V, S
  description:
  - The ground attempts to pull creatures beneath its surface as if hungry for the
    flesh of mortals.
  duration: 1 round/level
  effect: null
  level: druid 5, sorcerer/wizard 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Hungry Pit:
  area: null
  casting_time: 1 standard action
  components: V, S, F (miniature shovel costing 10 gp)
  description:
  - 'This spell functions as create pit, except that the pit has the ability to squeeze
    and crush any creature trapped within it and has a maximum depth of 100 feet.
    Creatures who fall into the hole take falling damage as normal. In addition, anyone
    within the pit, not just those on the bottom, takes 4d6 points of bludgeoning
    damage each round as the pit contracts and then returns to its normal size (a
    successful Reflex save halves this damage). The ever-shifting walls of the pit
    are quite difficult to scale and have a Climb DC of 35. '
  duration: 1 round + 1 round/level
  effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
  level: sorcerer/wizard 5, summoner/unchained summoner 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates Reflex half; see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Hunter\u2019s Blessing":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "When casting this spell, you designate a type or type and subtype of creature\
    \ (using the ranger\u2019s favored enemy categories and a type of terrain (using\
    \ the list of ranger\u2019s favored terrain categories)."
  duration: 1 hour/level
  effect: null
  level: cleric/oracle 5, druid 5, inquisitor 5, shaman 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one creature/level, no two of which can be more than 30 ft. apart
"Hunter\u2019s Eye":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Sharpening your perceptive abilities and tuning them against obfuscating effects,\
    \ hunter\u2019s eye greatly enhances your senses against the target creature.\
    \ You gain the ability to perceive the target when it is invisible or ethereal\
    \ as though using the see invisibility spell, and receive a +20 competence bonus\
    \ on Perception checks to locate the target. "
  duration: 1 minute/level
  effect: null
  level: inquisitor 3, ranger 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: divination
  spell_resistance: 'yes'
  target: null
"Hunter\u2019s Friend":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Your animal companion works in perfect harmony with your mastery of nature.
  duration: 1 hour/level (D)
  effect: null
  level: druid 3, ranger 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: your animal companion
"Hunter\u2019s Howl":
  area: 20-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "With a single primal howl, you strike fear in your opponents. Until the end of\
    \ the spell\u2019s duration, you treat those affected by it as if they were your\
    \ favored enemy, gaining a +2 bonus on weapon attack and damage rolls against\
    \ them, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival\
    \ checks against them. If an affected creature is already one of your favored\
    \ enemies, it is shaken instead. This is a mind-affecting fear effect."
  duration: 1 round/level
  effect: null
  level: ranger 1
  range: 20 ft.
  saving_throw: Will negates
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: none
  target: null
"Hunter\u2019s Lore":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scrap of paper torn from a book about monsters)
  description:
  - Inquisitors and rangers alike learned long ago that knowledge of an enemy grants
    power over that enemy. This spell was created so that almost any enemy could have
    its vulnerabilities known and exploited.
  duration: 1 minute/level
  effect: null
  level: inquisitor 2, ranger 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
"Huntmaster\u2019s Spear":
  area: null
  casting_time: 10 minutes
  components: V, S, M/DF (see text)
  description:
  - "Choose one creature type (and subtype, if applicable) from the ranger\u2019s\
    \ favored enemy list. When you cast this spell, the targeted spear hums with destructive\
    \ energy and functions as a +1 spear against creatures of the selected type."
  duration: 24 hours or until discharged
  effect: null
  level: antipaladin 1, bloodrager 2, druid 2, hunter 1, inquisitor 2, magus 2, occultist
    2, paladin 1, ranger 1, shaman 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: non-magical spear touched
Hurricane Blast:
  area: 5-ft.-radius burst/2 levels (maximum 25-ft.-radius burst)
  casting_time: 1 standard action
  components: V, S
  description:
  - 'This spell creates a severe blast of air (approximately 50 mph) that originates
    from you, affecting all creatures in the burst. '
  - "A Tiny or smaller creature on the ground is knocked down and rolled 1d4\xD710\
    \ feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or\
    \ smaller creature is blown back 2d6\xD710 feet and takes 2d6 points of nonlethal\
    \ damage due to battering and buffeting. "
  - "Small creatures are knocked prone by the force of the wind, or if flying are\
    \ blown back 1d6\xD710 feet."
  - "Medium creatures are unable to move forward against the force of the wind, or\
    \ if flying are blown back 1d6\xD75 feet."
  - Large or larger creatures may move normally within a hurricane blast effect.
  duration: 1 round
  effect: null
  level: druid 3, sorcerer/wizard 4
  range: personal
  saving_throw: Reflex negates
  school: evocation [air]
  spell_resistance: 'no'
  target: you
Hydraulic Push:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You call forth a quick blast of water that knocks over and soaks one creature
    or square. You can use this blast of water to make a bull rush against any one
    creature or object. Your CMB for this bull rush is equal to your caster level
    plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This
    bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes
    any normal fires on a creature, object, or in a single 5-foot square which it
    is targeted against. Magical fires are unaffected. '
  duration: instantaneous
  effect: null
  level: bloodrager 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [water]
  spell_resistance: 'yes'
  target: null
Hydraulic Torrent:
  area: 60-ft. line
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You call forth a powerful stream of water that batters all creatures and obstacles
    in its path until it strikes something it cannot push past. Against creatures
    and movable objects this stream acts as a bull rush. You can bull rush creatures
    of any size, not just those one size larger than your own. Make a combat maneuver
    check and apply its results to each creature within the area. Your CMB for this
    bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma
    modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. '
  duration: instantaneous
  effect: null
  level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3
  range: 60 ft.
  saving_throw: none
  school: evocation [water]
  spell_resistance: 'yes'
  target: null
Hydrophobia:
  area: 30-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - Targets in the area must succeed at a Will save or become deathly afraid of drowning.
    If the target is swimming or otherwise submerged in water, it must spend all of
    its efforts attempting to escape from the water. As long as an affected target
    remains in water, it takes 1d6 points of nonlethal damage each round as it thrashes
    about and swallows water. Even out of water, targets cannot imbibe potions or
    willingly interact with any fluids for the duration of this spell.
  duration: 1 round/level
  effect: null
  level: bard 2, cleric 3, druid 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Hymn of Mercy:
  area: 30-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like touch of mercy, except as noted above.
  duration: 1 round/level (D)
  effect: null
  level: bard 5, cleric 5
  range: 30 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [good, mind-affecting]
  spell_resistance: 'yes'
  target: null
Hymn of Peace:
  area: 40-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - Each time a subject of this spell attempts to attack another creature or object,
    or otherwise perform an aggressive or damaging action toward a creature or object,
    it must attempt a Will save. If the save succeeds, the subject can attack normally.
    If the save fails, the subject cannot follow through with the attack and loses
    that part of its action. Creatures not taking violent actions are unaffected by
    this spell.
  duration: 1 round/level (D)
  effect: null
  level: bard 6, cleric 7
  range: 40 ft.
  saving_throw: Will negates
  school: abjuration [good]
  spell_resistance: 'yes'
  target: null
Hypercognition:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You rapidly catalog and collate all available data on a person, place, thing,
    or event, calling to mind scraps of memory and assembling clues in a logical and
    systematic order.
  duration: see text
  effect: null
  level: alchemist 3, bard 3, medium 2, psychic 2, sorcerer/wizard 4
  range: personal Target you
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Hypnotic Pattern:
  area: null
  casting_time: 1 standard action
  components: V (bard only), S, M (a stick of incense or a crystal rod); see text
  description:
  - "A twisting pattern of subtle, shifting colors weaves through the air, fascinating\
    \ creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine\
    \ the total number of HD of creatures affected. Creatures with the fewest HD are\
    \ affected first; and, among creatures with equal HD, those who are closest to\
    \ the spell\u2019s point of origin are affected first. HD that are not sufficient\
    \ to affect a creature are wasted. Affected creatures become fascinated by the\
    \ pattern of colors. Sightless creatures are not affected."
  duration: Concentration + 2 rounds
  effect: colorful lights in a 10-ft.-radius spread
  level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Hypnotism:
  area: several living creatures, no two of which may be more than 30 ft. apart
  casting_time: 1 round
  components: V, S
  description:
  - Your gestures and droning incantation fascinate nearby creatures, causing them
    to stop and stare blankly at you. In addition, you can use their rapt attention
    to make your suggestions and requests seem more plausible. Roll 2d4 to see how
    many total HD of creatures you affect. Creatures with fewer HD are affected before
    creatures with more HD. Only creatures that can see or hear you are affected,
    but they do not need to understand you to be fascinated.
  duration: 2d4 rounds (D)
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Ice Armor:
  area: null
  casting_time: 1 minute
  components: V, S, F (5 gallons of water)
  description:
  - "You create a suit of armor made of ice. While cold to the touch, it does not\
    \ harm the wearer, especially if worn over normal clothing (though it can hasten\
    \ the effects of exposure in cold environments). It offers the same protection\
    \ as a breastplate, except it has hardness 0 and 30 hit points. If the intended\
    \ wearer is immersed in water when you cast this spell, you may form the armor\
    \ around the wearer (who may be you); otherwise the wearer must don the armor\
    \ normally. Attacks against the wearer that create heat or fire degrade the armor,\
    \ reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes;\
    \ when the armor\u2019s bonus to AC reaches 0, the armor is destroyed and the\
    \ spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance\
    \ bonus on Swim checks, except when swimming downward. Druids can wear ice armor\
    \ without penalty."
  duration: 1 hour/level or until destroyed
  effect: a suit of armor made of ice
  level: cleric/oracle 1, druid 1
  range: 0 ft.; see text
  saving_throw: none
  school: transmutation [cold, water]
  spell_resistance: 'no'
  target: null
Ice Body:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Your form transmutes into living ice, granting you several abilities. You gain\
    \ the cold subtype and damage reduction 5/magic. You are immune to ability score\
    \ damage, blindness, critical hits, deafness, disease, drowning, electricity,\
    \ poison, stunning, and all spells or attacks that affect your physiology or respiration,\
    \ because you have no physiology or respiration while this spell is in effect.\
    \ You cannot drink (and thus can\u2019t use potions) or play wind instruments."
  duration: 1 minute/level (D)
  effect: null
  level: shaman 7, sorcerer/wizard 7, witch 7
  range: personal
  saving_throw: null
  school: transmutation [cold]
  spell_resistance: null
  target: you
Ice Crystal Teleport:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell functions as teleport, except you use it to teleport yourself or one\
    \ other creature to a safe location you specify (the target can bring along objects\
    \ as long as their weight doesn\u2019t exceed the target\u2019s heavy load). You\
    \ can only send the target to a location with which you are very familiar. The\
    \ target is first trapped in ice (hardness 0, 3 hit points per inch of thickness,\
    \ 1 inch thick per caster level) for 1d4 rounds, during which time it is paralyzed,\
    \ aware but unable to take any physical actions, and begins to fade away as the\
    \ teleportation aspect takes effect. At the end of the 1d4 rounds, the target\
    \ teleports to the specified location, and the ice\u2019s hit points drop to 0\
    \ and it quickly melts away. If the ice is destroyed before the target teleports,\
    \ the spell ends and the teleport doesn\u2019t occur."
  duration: 1d4 rounds and instantaneous
  effect: null
  level: sorcerer/ wizard 6, summoner 5, unchained summoner 6, witch 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates
  school: conjuration (teleportation) [cold]
  spell_resistance: 'yes'
  target: one creature
Ice Slick:
  area: 5-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a blast of intense cold, coating all solid surfaces in the area with
    a thin coating of ice.
  duration: instantaneous (see text)
  effect: null
  level: druid 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex partial (see text)
  school: evocation [cold]
  spell_resistance: see text
  target: null
Ice Spears:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small stalagmite-shaped crystal)
  description:
  - "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\u2014creatures 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."
  duration: instantaneous
  effect: 1 ice spear/4 levels
  level: druid 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5ft./2 levels)
  saving_throw: Reflex half and see below
  school: conjuration [cold]
  spell_resistance: 'no'
  target: null
Ice Storm:
  area: cylinder (20-ft. radius, 40 ft. high)
  casting_time: 1 standard action
  components: V, S, M/DF (dust and water)
  description:
  - Great magical hailstones pound down upon casting this spell, dealing 3d6 points
    of bludgeoning damage and 2d6 points of cold damage to every creature in the area.
    This damage only occurs once, when the spell is cast. For the remaining duration
    of the spell, heavy snow and sleet rains down in the area. Creatures inside this
    area take a -4 penalty on Perception skill checks and the entire area is treated
    as difficult terrain. At the end of the duration, the snow and hail disappear,
    leaving no after-effects (other than the damage dealt).
  duration: 1 round/level (D)
  effect: null
  level: bloodrager 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4, witch 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Icicle Dagger:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage
    in addition to normal dagger damage. If the dagger leaves your hand for more than
    1 round, it melts and the spell ends. At 6th level, the dagger functions as a
    +1 frost dagger. At 11th level, it gains the returning property when thrown, melting
    away and reforming in your hand just before your next turn.
  duration: 1 minute/level
  effect: one icicle
  level: bloodrager 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation) [cold]
  spell_resistance: 'no'
  target: null
Icy Prison:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You trap the target in solid ice 1 inch thick per caster level. If the creature
    fails its save, it is helpless, but can still breathe (the ice blocks line of
    effect to the target). If the target makes its save, it gains the entangled condition
    but can otherwise act normally. Whether or not the target saves, it takes 1 point
    of cold damage per caster level each round it is helpless or entangled in the
    ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken,
    the creature is freed. A creature can break the ice as a full-round action with
    a successful Strength check (DC 15 + your caster level).
  duration: 1 minute/level; see text
  effect: null
  level: sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex partial
  school: evocation [cold]
  spell_resistance: 'yes'
  target: one creature
Id Insinuation I:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - By invading the mind of a creature with your psychic presence, You can isolate
    parts of its mind, preventing the target from functioning in a coherent manner.
    The target is confused as long as you concentrate on it plus 1 additional round.
    A successful Will save negates this effect.
  duration: concentration + 1 round
  effect: null
  level: psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
"Identifier\u2019s Eye":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a wine -stained pearl)
  description:
  - "This spell infuses a spark of magical energy into the veins of the target, allowing\
    \ it to feel the presence of magic the way one might feel the thrum of vibrations\
    \ in the air. For the spell\u2019s duration, the target gains the benefits of\
    \ the spell detect magic and also gains a +5 enhancement bonus on Spellcraft checks\
    \ to identify the properties and command words of magic items."
  duration: 3 rounds + 1 round/level (D)
  effect: null
  level: alchemist 2, bard 2, sorcerer/wizard 2, summoner 2, witch 2
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
Identify:
  area: cone-shaped emanation
  casting_time: 1 standard action
  components: "V, S, M (wine stirred with an owl\u2019s feather)"
  description:
  - This spell functions as detect magic, except that it gives you a +10 enhancement
    bonus on Spellcraft checks made to identify the properties and command words of
    magic items in your possession. This spell does not allow you to identify artifacts.
  duration: 3 rounds/level (D)
  effect: null
  level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner
    1, witch 1
  range: 60 ft.
  saving_throw: ': none'
  school: divination
  spell_resistance: ': no'
  target: null
Ignoble Form:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a half-elf ear)
  description:
  - "The target takes on the form of a half-elf from the surface world. Its skin,\
    \ hair, and eyes change to match a specific human ethnicity. You can even change\
    \ the target\u2019s facial features or produce light facial hair or stubble. The\
    \ target loses its darkvision, light blindness, and light sensitivity traits,\
    \ if it normally has them. The target gains low-light vision; a +3 racial bonus\
    \ on a single Craft, Knowledge, Perform, or Profession skill of its choice; and\
    \ both a +4 bonus on Bluff checks and a +10 bonus on Disguise checks to pass itself\
    \ off as a half-elf."
  duration: 24 hours
  effect: null
  level: alchemist 2, antipaladin 2, bard 2, druid 3, medium 2, ranger 2, sorcerer/
    wizard 4, witch 4
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: 'no'
  target: one drow
Ill Omen:
  area: null
  casting_time: 1 standard action
  components: V, S, M (hair from a black cat)
  description:
  - You afflict the target with bad luck. On the next d20 roll the target makes, it
    must roll twice and take the less favorable result. For every five caster levels
    you have, the target must roll twice on an additional d20 roll (to a maximum of
    five rolls at 20th level).
  duration: 1 round/level or until discharged
  effect: null
  level: psychic 1,witch 1, mesmerist 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (compulsion) [curse, mind-affecting]
  spell_resistance: 'yes'
  target: null
Illusion of Calm:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - When casting this spell, you create an illusory double that takes the same space
    of you. That double makes it look like you are standing still, even when you are
    not. While under the effects of this spell, you do not provoke attacks of opportunity
    when you cast a spell, make a ranged attack with a thrown weapon, or move out
    of your first square during a move action. It does not hide ranged attacks made
    with any type of projectile weapon.
  duration: 1 minute/level
  effect: null
  level: alchemist 1, magus 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: Will disbelieve (on hit; see below)
  school: illusion (figment)
  spell_resistance: 'no'
  target: you
Illusion of Treachery:
  area: null
  casting_time: 1 standard action
  components: S, F (a tiny marionette)
  description:
  - "You create an illusion that takes the same space as a foe and mimics its movements\
    \ perfectly. Whenever you cast a spell or throw a weapon, the illusion ceases\
    \ mimicking the target\u2019s actions just long enough to make it look like the\
    \ target cast the spell or threw the weapon simultaneously with you, such that\
    \ witnesses who can see both you and the target can\u2019t tell with certainty\
    \ who truly cast the spell or threw the weapon. Witnesses who can see only the\
    \ target see it as the only apparent source."
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 3, magus 4, mesmerist 3, occultist 4, psychic 4, sorcerer/wizard
    4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief
  school: illusion (figment)
  spell_resistance: 'yes'
  target: one creature
Illusory Crowd:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a shirt button)
  description:
  - This spell creates an illusion of a stationary group of people milling about.
    They can be of any humanoid race or ethnicity you are familiar with, and they
    speak a language of your choice that you know. To anyone not paying close attention,
    their conversations sound perfectly normal but are in fact repetitive and essentially
    meaningless. The crowd appears to be a group of typical citizens, and cannot duplicate
    any specific group, guild, or military squad.
  duration: 1 minute/level (D)
  effect: one 10-ft. cube of illusory people
  level: bard 1, shaman 1, witch 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'no'
  target: null
Illusory Hoard:
  area: null
  casting_time: 1 standard action
  components: S, M (an item from the hoard, see below)
  description:
  - This spell forces the target to believe that nothing in its hoard is missing or
    has been disturbed.
  duration: 1 hour/level (D)
  effect: null
  level: bard 4, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (and see below)
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Illusory Maze:
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell creates the illusion of a translucent, ever-changing maze of glass\
    \ in the target area. Creatures in the area who believe the maze to be real cannot\
    \ move more than 5 feet continuously in any one direction and can\u2019t move\
    \ diagonally, forcing them to take a circuitous route to their destination."
  duration: 1 round/level
  effect: null
  level: bard 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'yes'
  target: null
Illusory Poison:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a phantasm of an oily green phantasmal poison on the target weapon.
  duration: 1 minute/level or until discharged (see text)
  effect: '1d3 Str damage '
  level: sorcerer/wizard 3
  range: touch
  saving_throw: Will disbelief, then Fortitude (see text)
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: null
  target: weapon touched
Illusory Script:
  area: null
  casting_time: 1 minute per page
  components: V, S, M (lead-based ink worth 50 gp)
  description:
  - "You write instructions or other information on parchment, paper, or any suitable\
    \ writing material. The illusory script appears to be some form of foreign or\
    \ magical writing. Only the person (or people) designated by you at the time of\
    \ the casting can read the writing; it\u2019s unintelligible to any other character."
  duration: one day/level (D)
  effect: null
  level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates; see text
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: 'yes'
  target: one touched object weighing no more than 10 lbs.
Illusory Wall:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell creates the illusion of a wall, floor, ceiling, or similar surface.
    It appears absolutely real when viewed, but physical objects can pass through
    it without difficulty. When the spell is used to hide pits, traps, or normal doors,
    any detection abilities that do not require sight work normally. Touch or a probing
    search reveals the true nature of the surface, though such measures do not cause
    the illusion to disappear. Although the caster can see through his illusory wall,
    other creatures cannot, even if they succeed at their Will save (but they do learn
    that it is not real).
  duration: permanent
  effect: image 1 ft. by 10 ft. by 10 ft.
  level: sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'no'
  target: null
Imbue Army Special Ability:
  area: null
  casting_time: 10 minutes
  components: V, S, F (a silver mirror worth 100 gp)
  description:
  - "You imbue the target with an army special ability possessed by the army\u2019\
    s commander."
  duration: 1 battle
  effect: null
  level: cleric 9
  range: 1 hex
  saving_throw: none or Will negates (harmless)
  school: evocation
  spell_resistance: 'yes'
  target: one army
Imbue Hex:
  area: null
  casting_time: 10 minutes
  components: "V, S, DF or M (a hag\u2019s whisker)"
  description:
  - "You transfer a single hex you know to the target, and give that target the ability\
    \ to use the hex. The transferred hex\u2019s variable characteristics function\
    \ according to your level, not the level of the recipient. Only a creature with\
    \ Intelligence and Wisdom scores of at least 9 can receive this effect. To use\
    \ this hex, the target must be able to speak and move freely. Once it uses the\
    \ hex, the spell ends (though any effects of the hex still last for the full duration).\
    \ You can transfer only a hex\u2014not a major or grand hex\u2014with this ability."
  duration: permanent or until discharged
  effect: null
  level: shaman 5, witch 5
  range: touch
  saving_throw: Will negates (harmless)
  school: evocation
  spell_resistance: 'yes'
  target: creature touched; see text
Imbue With Addiction:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a dose of an addictive drug or substance)
  description:
  - "The target immediately becomes addicted to the drug used as the material component\
    \ during the casting of the spell. If the target was ever addicted to the drug\
    \ at any point in the past, it takes a \u20134 penalty on its saving throw."
  duration: instantaneous
  effect: null
  level: alchemist 2, mesmerist 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: one living creature
Imbue with Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You infuse another creature with your divine aura, causing the target to radiate\
    \ an aura identical to your own clerical aura. The target\u2019s actual alignment\
    \ is not changed, but spells like detect evil or detect good detect only the aura,\
    \ not the creature\u2019s actual alignment. For the duration of this spell, effects\
    \ influenced by the target\u2019s alignment function according to the imposed\
    \ aura, not the creature\u2019s actual aura. When the spell ends, the target\u2019\
    s aura returns to normal, and alignment-affecting magic affects it according to\
    \ its actual alignment."
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Imbue with Elemental Might:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions like imbue with spell ability, except you transfer the use\
    \ of your elemental assault ability to the target. The target must have an Intelligence\
    \ score of at least 5 to use the ability. The imbued elemental assault functions\
    \ exactly like yours, except the ability\u2019s duration is based on the target\u2019\
    s level or Hit Dice. Once you cast this spell, you cannot use your elemental assault\
    \ ability until the duration of the spell is over."
  duration: 24 hours or until discharged (D)
  effect: null
  level: bloodrager 2, cleric 2, magus 2, shaman 2, sorcerer/wizard 2
  range: null
  saving_throw: Will negates (harmless)
  school: evocation [see text]
  spell_resistance: yes (harmless)
  target: null
Imbue with Flight:
  area: null
  casting_time: 1 standard action
  components: V, M (handful of down)
  description:
  - You grant a touched Large or smaller object the ability to fly at a speed of 40
    feet with average maneuverability. It can ascend at half speed and descend at
    double speed. The targeted object flies as you direct it, using your Fly skill
    for any difficult maneuvers. You must be within close range (25 ft. + 5 ft./2
    levels) of the object to direct it, and moving it requires a move action. If not
    directed, the object hovers in place (no Fly check required). The maximum weight
    of the object and anything carried by it is 500 pounds per caster level (maximum
    10,000 pounds).
  duration: 1 hour/level (D)
  effect: null
  level: sorcerer/wizard 4
  range: touch Target object touched
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Imbue with Spell Ability:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - "You transfer some of your currently prepared spells, and the ability to cast\
    \ them, to another creature. Only a creature with an Intelligence score of at\
    \ least 5 and a Wisdom score of at least 9 can receive this boon. Only cleric\
    \ spells from the schools of abjuration, divination, and conjuration (healing)\
    \ can be transferred. The number and level of spells that the subject can be granted\
    \ depends on its Hit Dice; even multiple castings of imbue with spell ability\
    \ can\u2019t exceed this limit."
  duration: permanent until discharged (D)
  effect: null
  level: cleric/oracle 4, shaman 4
  range: touch
  saving_throw: Will negates (harmless)
  school: evocation
  spell_resistance: yes (harmless)
  target: creature touched; see text
Impart Mind:
  area: null
  casting_time: 2 rounds
  components: V, S, M (diamond dust worth at least 1,000 gp)
  description:
  - "This spell grants the target magic item temporary intelligence by siphoning off\
    \ a tiny portion of your own mind to infuse the object. Only permanent magic items\
    \ may be enhanced by this spell\u2014one-use items and charged items cannot be\
    \ affected by impart mind. Intelligent magic items cannot be affected by impart\
    \ mind."
  duration: 1 hour/level
  effect: null
  level: cleric 6, magus 5, sorcerer/wizard 6
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: permanent nonintelligent magic item touched
Impede Speech:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This minor curse interferes with the target\u2019s ability to speak. On a failed\
    \ save, the target has di\uFB03culty stringing words together. Only with great\
    \ concentration can he communicate intelligibly. Speaking in combat becomes a\
    \ move-equivalent action rather than a free action. If the target attempts to\
    \ cast a spell with a verbal component, he has a 50% chance of making an error\
    \ and losing the spell. Even if he can successfully cast a spell, doing so takes\
    \ 1 round if the spell\u2019s normal casting time is less than 1 round. If the\
    \ spell\u2019s casting time is usually 1 round or longer, its casting time doubles\
    \ (up until the end of impede speech). Impede speech cannot be dispelled, but\
    \ break enchantment, limited wish, miracle, remove curse, or wish can end it prematurely."
  duration: 10 min./level
  effect: null
  level: bard 2, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Impenetrable Veil:
  area: null
  casting_time: 1 standard action
  components: V, S, M (dust from the Dimension of Dreams worth 1,250 gp)
  description:
  - "You enchant the target so it is nearly impossible to detect by both magical and\
    \ mundane means, granting it the following benefits. The target gains a bonus\
    \ on Stealth checks equal to half your caster level, and can use Stealth to hide\
    \ from all creatures attempting to perceive it, even when it lacks concealment\
    \ or cover. It can attempt a Stealth check to avoid detection from creatures using\
    \ blindsight, blindsense, or any ability that functions as either (such as lifesense\
    \ or tremorsense). Furthermore, the target leaves no trail and cannot be tracked\
    \ unless it chooses to leave a trail. If a creature attempts to discern the target\u2019\
    s presence or location using divination magic (including magic items with a divination\
    \ aura such as a crystal ball), that creature must succeed at a caster level check\
    \ with a DC equal to the target\u2019s Stealth bonus to discern any information\
    \ about the target, and on a failed check cannot do so for the spell\u2019s duration."
  duration: 10 minutes/level
  effect: null
  level: bard 6, mesmerist 6, psychic 9, sorcerer/wizard 9, spiritualist 6, witch
    9
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Implant False Reading:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "You implant a false psychometric reading into an object, imbuing the item with\
    \ misleading information that might be learned from the object reading spell or\
    \ through the psychometry occult skill unlock. This information might fool enemies,\
    \ create a false history, or pass on secret messages through objects to psychically\
    \ attuned allies. You can implant any information you wish that could be implanted\
    \ by the charge object spell, as well as up to one piece of information per 3\
    \ levels that could be attained using psychometry or the object reading spell.\
    \ You can detail this information in any way you see fit, either making up a previous\
    \ owner and circumstances involving the object from whole cloth, or attempting\
    \ to emulate the biographical information and fictional accounts of a specific\
    \ individual\u2019s experience with the object."
  duration: 1 day/level
  effect: null
  level: mesmerist 2, occultist 2, psychic 2
  range: touch
  saving_throw: none; see text
  school: illusion (glamer)
  spell_resistance: 'no'
  target: object touched
Implant Urge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You make the target unconsciously desire a goal you define when you cast this\
    \ spell. The DC of any Diplomacy check to ask the target to act in a way that\
    \ it believes will lead it toward that goal decreases by 5. The target takes a\
    \ \u20132 penalty on saving throws against mind-affecting effects that compel\
    \ it to act in a way that it believes will lead it toward that goal."
  duration: 1 hour/level
  effect: null
  level: bard 1, medium 1, mesmerist 1, sorcerer/wizard 1, spiritualist 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Implanted Projection:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions as telempathic projection, except its mood-altering effects\
    \ remain dormant in the target\u2019s mind. Upon casting this spell, the caster\
    \ designates a command word or phrase, of which the target retains no memory.\
    \ The next creature to speak the command word or phrase to the target triggers\
    \ the implanted telempathic projection, treating the speaker as the original spellcaster."
  duration: 1 day/level
  effect: null
  level: mesmerist 3, psychic 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'Yes'
  target: one creature
Implosion:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell causes a destructive resonance in a corporeal creature\u2019s body.\
    \ Each round you concentrate (including the first), you can cause one creature\
    \ to collapse in on itself, inflicting 10 points of damage per caster level. If\
    \ you break concentration, the spell immediately ends, though any implosions that\
    \ have already happened remain in effect. You can target a particular creature\
    \ only once with each casting of the spell. Implosion has no effect on creatures\
    \ in gaseous form or on incorporeal creatures."
  duration: concentration (up to 1 round per 2 levels)
  effect: null
  level: cleric/oracle 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: evocation
  spell_resistance: 'yes'
  target: one corporeal creature/round
Impossible Angles:
  area: contiguous area up to one 5-foot cube/ caster level (S)
  casting_time: 1 standard action
  components: V, S, M (a melted prism)
  description:
  - "You cause the surrounding area to appear to distort. The angles and corners of\
    \ the area subtly twist and contort, creating unnatural and impossible shapes.\
    \ Any creature entering the area must succeed at a Will save or become disoriented.\
    \ Disoriented characters treat the area as difficult terrain and are sickened.\
    \ In addition, whenever a disoriented creature uses an action to move (including\
    \ taking a 5-foot step if it can do so in difficult terrain), roll 1d8 to see\
    \ which direction it moves, in a similar manner to determining where a splash\
    \ weapon lands on a miss. On a 1, the creature moves in its intended direction,\
    \ with 2 through 8 rotating around the creature\u2019s starting square in a clockwise\
    \ direction. Only the creature\u2019s first 5 feet of movement each round are\
    \ affected in this way\u2014it can move normally for any remaining movement, either\
    \ from the same action or from later actions, as the creature acclimatizes to\
    \ the distortion. An affected creature can attempt a new Will save each round\
    \ to end the disoriented effect. A creature that leaves the area and re-enters\
    \ must attempt the saving throw again, even if it succeeded at its initial save."
  duration: 1 minute/level
  effect: null
  level: medium 3, mesmerist 4, occultist 4, psychic 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (figment)
  spell_resistance: 'yes'
  target: null
Imprisonment:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "When you cast imprisonment and touch a creature, it is entombed in a state of\
    \ suspended animation (see the temporal stasis spell) in a small sphere far beneath\
    \ the surface of the ground. The subject remains there unless a freedom spell\
    \ is cast at the locale where the imprisonment took place. Magical search by a\
    \ crystal ball, a locate object spell, or some other similar divination does not\
    \ reveal the fact that a creature is imprisoned, but discern location does. A\
    \ wish or miracle spell will not free the recipient, but will reveal where it\
    \ is entombed. If you know the target\u2019s name and some facts about its life,\
    \ the target takes a -4 penalty on its save."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 9
  range: touch
  saving_throw: Will negates; see text
  school: abjuration
  spell_resistance: 'yes'
  target: creature touched
Improve Trap:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "When this spell is cast upon a trap, it improves one specific element of the\
    \ trap chosen at the time of casting. The caster can improve the trap in any of\
    \ the following ways (each one raises the trap\u2019s CR by +1)."
  duration: instantaneous
  effect: null
  level: antipaladin 2, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch
    3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one trap
Incendiary Cloud:
  area: cloud spreads in 20-ft. radius, 20 ft. high
  casting_time: 1 standard action
  components: V, S
  description:
  - An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot
    embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot
    embers within the cloud deal 6d6 points of fire damage to everything within the
    cloud on your turn each round. All targets can make Reflex saves each round to
    take half damage.
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 8, summoner 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: ': Reflex half, see text'
  school: conjuration (creation) [fire]
  spell_resistance: ': no'
  target: null
Incendiary Runes:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as explosive runes, except it creates a small surge of flames
    rather than an explosion of force. The runes automatically deal 1d6 points of
    fire damage to any creatures and objects in adjacent squares, and those creatures
    and objects catch fire unless they succeed at Reflex saves.
  duration: null
  effect: null
  level: occultist 1, sorcerer/wizard 1 Saving Throw Reflex partial
  range: null
  saving_throw: Reflex partial
  school: abjuration [fire]
  spell_resistance: 'yes'
  target: null
Incessant Buzzing:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (insect wing)
  description:
  - "You summon an illusory swarm of angry wasps that fills a 10-foot-diameter sphere.\
    \ You can summon it so that it shares an area with other creatures, and you can\
    \ move it up to 40 feet each round as a move action. Creatures caught inside the\
    \ swarm\u2019s area of effect cannot use skills that require patience or concentration.\
    \ Additionally, spellcasters within the area must succeed at a caster level check\
    \ (DC = 20\u2032 + level of spell to be cast) in order to cast spells. On a failed\
    \ caster level check, the spell is lost. While the buzzing is unpleasant, it is\
    \ not so loud as to drown out other noises or make communication difficult."
  duration: 1 round/level
  effect: 10-ft.-diameter sphere
  level: antipaladin 1, bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
  range: medium (100 ft. +10 ft./level)
  saving_throw: Will negates
  school: illusion (figment)
  spell_resistance: 'yes'
  target: null
Incorporeal Chains:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You summon ghostly chains to bind incorporeal creatures. The chains\u2019 CMB\
    \ is equal to your caster level + your Intelligence modifier. Roll only once for\
    \ the entire spell effect and apply the result to all targeted incorporeal creatures."
  duration: concentration
  effect: null
  level: psychic 6, spiritualist 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: one incorporeal creature/level, no two of which can be more than 30 ft.
    apart
Infernal Challenger:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (an iron badge or medallion)
  description:
  - "This spell summons a bearded devil, causing it to appear where you designate.\
    \ The area within a 50-foot radius of where the devil appears is ringed with a\
    \ smoldering, red glow. This area is the testing ground. To successfully cast\
    \ this spell, no creature other than the devil\u2019s challenger (see below) can\
    \ be within this area while the spell is being cast."
  duration: 1 minute/level
  effect: one called bearded devil and testing ground; see text
  level: cleric 3, sorcerer/wizard 3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (calling) [lawful]; see text
  spell_resistance: 'no'
  target: null
Infernal Healing:
  area: null
  casting_time: 1 round
  components: V, S, M (1 drop of devil blood or 1 dose of unholy water)
  description:
  - "You anoint a wounded creature with devil\u2019s blood or unholy water, giving\
    \ it fast healing 1. This ability cannot repair damage caused by silver weapons,\
    \ good-aligned weapons, or spells or effects with the good descriptor. The target\
    \ detects as an evil creature for the duration of the spell and can sense the\
    \ evil of the magic, though this has no long-term effect on the target\u2019s\
    \ alignment."
  duration: 1 minute
  effect: null
  level: cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing) [evil]
  spell_resistance: yes (harmless)
  target: creature touched
Inflict Critical Wounds:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like inflict light wounds, except that you deal 4d8 points
    of damage + 1 point per caster level (maximum +20).
  duration: null
  effect: null
  level: cleric/oracle 4, inquisitor 4, shaman 4, witch 5
  range: null
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: null
Inflict Light Wounds:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When laying your hand upon a creature, you channel negative energy that deals
    1d8 points of damage + 1 point per caster level (maximum +5).
  duration: instantaneous
  effect: null
  level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, witch 1
  range: touch
  saving_throw: Will half
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Inflict Moderate Wounds:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like inflict light wounds, except that you deal 2d8 points
    of damage + 1 point per caster level (maximum +10).
  duration: null
  effect: null
  level: antipaladin 3, cleric/oracle 2, inquisitor 2, shaman 2, witch 2
  range: null
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: null
Inflict Pain:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You telepathically wrack the target\u2019s mind and body with agonizing pain\
    \ that imposes a \u20134 penalty on attack rolls, skill checks, and ability checks.\
    \ A successful Will save reduces the duration to 1 round."
  duration: 1 round/level
  effect: null
  level: antipaladin 2, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic
    2, sorcerer/wizard 3, spiritualist 2, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial; see text
  school: enchantment [mind-affecting, pain]
  spell_resistance: 'yes'
  target: one creature
Inflict Serious Wounds:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like inflict light wounds, except that you deal 3d8 points
    of damage + 1 point per caster level (maximum +15).
  duration: null
  effect: null
  level: antipaladin 4, cleric/oracle 3, inquisitor 3, shaman 3, witch 4
  range: null
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: null
Influence Wild Magic:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell creates an area of stabilizing magical energy that emanates from you.
    Any creature within this area that fails a concentration check to cast a spell
    normally in an area of wild magic rolls twice to determine the wild magic effect
    and choose its preferred result.
  duration: 10 minutes/level
  effect: null
  level: bard 2, cleric 2, druid 2, medium 2, mesmerist 2, ranger 2, sorcerer/wizard
    2, summoner 2, witch 2
  range: personal
  saving_throw: none (harmless)
  school: abjuration
  spell_resistance: no (harmless)
  target: you Effect 20-foot-radius burst of stabilizing magic centered on you
Infuse Robot:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "If the targeted robot fails its Will saving throw, it transforms into a magical\
    \ construct made of wood, stone, flesh, or bone. The robot\u2019s statistics and\
    \ abilities do not change, although it is now a magical construct rather than\
    \ a technological one. It loses the robot subtype, but does not lose its Intelligence\
    \ score (if any). You can issue mental commands to the infused robot as long as\
    \ it stays within range of the spell; issuing commands in this manner is a free\
    \ action for you. When the spell\u2019s duration runs out, the robot transforms\
    \ back to normal but is staggered for 1d4 rounds."
  duration: 10 minutes/level (D)
  effect: null
  level: cleric 7, druid 7, sorcerer/wizard 7, witch 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: one robot
Infuse Self:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - 'When you cast this spell, you assume the form of a native outsider from the following
    list: aasimar, aphorite, duskwalker, fetchling, ganzi, ifrit, oread, shabti, suli,
    sylph, tiefling, or undine. You gain a +2 size bonus to one physical ability score
    of your choice. If the race has resistance to one or more energy types, you gain
    energy resistance 5 to your choice of one of those types. If the race gains a
    racial bonus on saving throws or skills, you gain those bonuses. If the race has
    darkvision or low-light vision, you gain those qualities.'
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 3, bard 3, bloodrager 3, magus 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
"Inheritor\u2019s Smite":
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "You channel the power of righteousness into your weapon arm, allowing you to\
    \ strike with great force. Your next melee attack (if made before the end of your\
    \ next turn) gains a +5 sacred bonus on the attack roll. If the attack hits, you\
    \ may immediately attempt a bull rush combat maneuver (with a +5 sacred bonus\
    \ on your combat maneuver check) against the target without provoking an attack\
    \ of opportunity; if your combat maneuver check exceeds the defender\u2019s CMD\
    \ by more than 5, you do not need to move with the target to push it back more\
    \ than 5 feet."
  duration: see text
  effect: null
  level: cleric/oracle 2, inquisitor 2, paladin 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Inhibiting Patterns:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a sprinkle of ground glass)
  description:
  - You create one or more vibrant pillars of kaleidoscopic color that rise out from
    the ground.
  duration: concentration +1 round/level (D)
  effect: one cylinder (10-ft. radius, 40-ft. high)/3 levels
  level: bard 3, psychic 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Inner Focus:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - For the duration of this spell, you may ignore any divine focus components of
    your spells, allowing you to cast such spells without holding or revealing your
    holy or unholy symbol.
  duration: 10 minutes/level
  effect: null
  level: adept 2, antipaladin 1, cleric 2, druid 2, inquisitor 2, paladin 1, ranger
    1
  range: personal
  saving_throw: none (harmless)
  school: illusion (glamer)
  spell_resistance: 'no'
  target: you
Innocence:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You surround yourself with an aura of innocence and trustworthiness. You gain
    a +10 competence bonus on Bluff skill checks to convince others of your innocence.
    They find it difficult to believe you capable of any wrongdoing. This bonus does
    not apply to other uses of the Bluff skill, such as feinting in combat, creating
    a diversion to hide, or communicating secret messages via innuendo, nor does it
    apply to any use of the skill to convince anyone of anything other than your complete
    innocence and blamelessness.
  duration: 1 minute/level (D)
  effect: null
  level: bard 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Innocuous Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of dandelion seeds)
  description:
  - This spell transforms a creature into a Medium or smaller animal or humanoid of
    no more than 1 Hit Die. If you use this spell to cause the target to take on the
    form of an animal, the spell functions as beast shape II. If the form is that
    of a humanoid, the spell can function as alter self, youthful appearance, or both,
    such that you can transform a creature into a generic, youthful humanoid of any
    type.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: living creature touched
Insanity:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The affected creature suffers from a continuous confusion effect, as the spell.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 7, witch 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Insect Plague:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - "You summon a number of swarms of wasps (one per three levels, to a maximum of\
    \ six swarms at 18th level). The swarms must be summoned so that each one is adjacent\
    \ to at least one other swarm (that is, the swarms must fill one contiguous area).\
    \ You may summon the wasp swarms so that they share the area of other creatures.\
    \ Each swarm attacks any creatures occupying its area. The swarms are stationary\
    \ after being summoned, and won\u2019t pursue creatures that flee."
  duration: 1 min./level
  effect: one swarm of wasps per three levels, each of which must be adjacent to at
    least one other swarm
  level: cleric/oracle 5, druid 5, shaman 5, summoner 4, unchained summoner 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Insect Scouts:
  area: null
  casting_time: 1 round
  components: S, M (a drop of honey)
  description:
  - "This spell summons one or more vermin to investigate a single location or building\
    \ you can see. Your scouts must spend 1d6 hours investigating the target location,\
    \ but need no oversight. When done, they return unerringly to you with their findings,\
    \ traveling up to 1 mile per caster level you have to rejoin their master. Each\
    \ insect\u2019s size is Fine. Each insect has 1 hit point, AC 20 (+2 Dexterity,\
    \ +8 size), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed\
    \ of 20 feet (perfect maneuverability). The insects use your saving throw bonuses,\
    \ have a total Perception skill bonus equal to 5 + 1/2 your caster level, and\
    \ can\u2019t attack. Because of their incredibly small size and magical nature,\
    \ they can attempt Stealth checks to avoid being noticed even if they lack a source\
    \ of cover or concealment, and they have a total Stealth skill bonus equal to\
    \ 18 + 1/2 your caster level."
  duration: 1d6 hours, plus 1 hour/level; see text
  effect: one insect scout/4 levels
  level: antipaladin 4, bard 4, druid 2, inquisitor 3, psychic 4, ranger 2, shaman
    2, sorcerer/wizard 3, summoner 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Insect Spies:
  area: null
  casting_time: 1 round
  components: V, S, M (a drop of honey)
  description:
  - "You summon one or more glossy black beetles, which have a measure of intelligence\
    \ and make for excellent spies. When they are in your presence, the insects obey\
    \ your mental commands, and you can issue orders to any number of them as a single\
    \ standard action, provided that you issue the same orders to each one. In order\
    \ to issue different orders to different insects, you must spend a separate standard\
    \ action for each set of orders. An insect in physical contact with you can answer\
    \ simple questions about what it has observed, at a rate of one question per round.\
    \ It can relate only what it perceived with its senses, and can\u2019t repeat\
    \ speech. It has difficulty making subjective judgments, and questions that demand\
    \ such reasoning are unlikely to yield a clear answer."
  duration: 10 minutes/level (D)
  effect: up to one insect spy/4 levels
  level: druid 3, ranger 3, sorcerer/wizard 4, summoner 3, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Inspiring Recovery:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You can heal a creature, harm an undead creature, or call upon a very recently\
    \ dead creature to fight beyond death\u2019s reach. The target creature regains\
    \ 1d8 hit points per 2 caster levels (maximum 10d8)."
  duration: instantaneous and 1 minute
  effect: null
  level: cleric/oracle 6, hunter 4, inquisitor 6, paladin 4, ranger 4, warpriest 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will half (harmless)
  school: conjuration (healing) [mind-affecting]
  spell_resistance: yes (harmless)
  target: one target creature and all its allies within 60 feet; see text
Instant Armor:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You instantly wrap your body in a suit of armor made from opaque force. At your\
    \ option, the armor can be decorated with your religion\u2019s holy symbol in\
    \ a prominent place, such as upon the breastplate or helm. While it exists, this\
    \ armor replaces any garments or other sort of armor worn, magical as well as\
    \ mundane. You lose access to, and all benefits from, armor replaced by this spell\
    \ until the spell ends and the instant armor disappears."
  duration: 1 minute/level (D)
  effect: null
  level: cleric/oracle 2, paladin 2, psychic 2
  range: personal
  saving_throw: null
  school: conjuration (creation) [force]
  spell_resistance: null
  target: null
Instant Clot:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Bleed effects on the target immediately end when this spell is cast, and no blood
    flows out when the target is damaged by a slashing or piercing weapon. The target
    takes the full amount of damage from attacks, but because the wounds produce no
    blood, they do not attract creatures with the ability to sense blood, such as
    sharks. If the target suffers another bleed effect while this spell is in effect,
    the bleed effect ends and the spell is immediately dismissed.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1,
    shaman 1, witch 1
  range: touch
  saving_throw: none (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: living creature touched
Instant Enemy:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - With this spell you designate the target as your favored enemy for the remainder
    of its duration. Select one of your favored enemy types. For the duration of the
    spell, you treat the target as if it were that type of favored enemy for all purposes.
  duration: 1 minute/level
  effect: null
  level: ranger 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment
  spell_resistance: 'no'
  target: null
Instant Fake:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of costume jewelry)
  description:
  - You create an illusory duplicate of the target item. If you hold the charge on
    this spell, you can deliver it while touching an object you steal with Sleight
    of Hand or a steal combat maneuver; in this case, the illusion phases into existence
    exactly as you remove the genuine article, allowing you to instantaneously replace
    a protected or guarded item with no change in appearance, weight, or other factors.
  duration: 1 minute/level
  effect: null
  level: bard 3, inquisitor 3, magus 4, mesmerist 3, occultist 3, ranger 3, sorcerer/wizard
    4
  range: 1 object touched
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'no'
  target: one object weighing no more than 1 lb./level
Instant Portrait:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You touch a surface and produce a painted portrait of either yourself or a creature\
    \ you can see without needing to attempt a Craft (painting) check. The surface\
    \ to be affected must be relatively flat, such as a piece of paper or a wall.\
    \ The image can be any color of your choice, but is monochromatic. While it is\
    \ of too poor a quality to sell, it is otherwise accurate enough to recognize\
    \ the subject or to serve as a target for the enter image spell. The portrait\
    \ reflects your perception of the creature depicted, including any disguises,\
    \ magical or mundane, that the subject is wearing at the time of the painting\u2019\
    s creation."
  duration: instantaneous
  effect: a monochromatic illustration up to 1 square foot in area
  level: bard 1, cleric 1, inquisitor 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard
    1, summoner 1, witch 1
  range: touch
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Instant Restoration:
  area: null
  casting_time: 1 immediate action
  components: V, S, F/DF (a thimble of water and a seed)
  description:
  - Instant restoration channels planar energy into a summoned creature. This spell
    can be cast as an immediate action when a summoned creature you control drops
    to 0 or fewer hit points.
  duration: 1 round/level (D)
  effect: null
  level: cleric 4, druid 4, shaman 4, summoner 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (healing)
  spell_resistance: 'no'
  target: one summoned creature you control
Instant Suffocation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like slay living, and kills by immediate suffocation. Creatures
    that do not need to breathe are immune to this spell. The target is considered
    to have taken a dose of keif for the purpose of addiction and withdrawal effects.
  duration: instantaneous
  effect: null
  level: ''
  range: touch
  saving_throw: Fortitude partial
  school: necromancy [death]
  spell_resistance: 'yes'
  target: living creature touched
Instant Summons:
  area: null
  casting_time: 1 standard action
  components: V, S, M (sapphire worth 1,000 gp)
  description:
  - You call some nonliving item directly to your hand from virtually any location.
  duration: permanent until discharged
  effect: null
  level: sorcerer/wizard 7, witch 7
  range: see text
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: one object weighing 10 lbs. or less whose longest dimension is 6 ft. or
    less
Instant Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a melee weapon sized appropriately for you from opaque force.
  duration: 1 minute/level
  effect: melee weapon of opaque force
  level: bard 2, bloodrager 2, cleric 2, inquisitor 2, magus 2, sorcerer/wizard 2
  range: 0 ft.
  saving_throw: null
  school: conjuration (creation) [force]
  spell_resistance: null
  target: null
Instigate Psychic Duel:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You begin a psychic duel with a creature. This psychic duel takes place on a\
    \ binary mindscape that includes only two minds: yours and the target\u2019s.\
    \ This spell ends and both minds return to their respective bodies if one of you\
    \ drops below 0 hit points or if both of you agree to end the psychic duel (a\
    \ free action that you can perform even if it isn\u2019t your turn)."
  duration: 1 minute/level
  effect: null
  level: medium 2, mesmerist 2, occultist 2, psychic 2, spiritualist 2
  range: medium (100 ft. + 10 ft./level) Targets one creature
  saving_throw: Will negates
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Instrument of Agony:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause a weapon to exude a palpable aura of divine fury. While wielding this
    weapon, a creature gains a +2 morale bonus on Intimidate checks. When an attack
    made using the targeted weapon hits, the wielder can spend a free action to discharge
    the effect to inflict agony on the creature the weapon hit. If that creature has
    spell resistance, it applies against this effect. If the creature fails a Will
    save, it is nauseated for 1d4+1 rounds. If it succeeds at the saving throw, the
    creature is instead sickened for 1 round. The sickened condition created by the
    instrument is a mind-affecting effect.
  duration: 1 minutes/level
  effect: null
  level: cleric 2, inquisitor 2
  range: touch
  saving_throw: Will negates (harmless, object), see text
  school: transmutation
  spell_resistance: yes (harmless, object), see text
  target: weapon touched
Intellect Fortress I:
  area: 20-ft.-radius emanation centered on you
  casting_time: 1 immediate action
  components: V
  description:
  - Using the power of pure logic, you disrupt mental attacks. Intellect fortress
    I suppresses all effects with the emotion and fear descriptors for its duration.
  duration: 1 round
  effect: null
  level: psychic 4
  range: 20 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Intensify Psyche:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A sense of euphoria suffuses the target, amplifying all sensations, good or bad.
  duration: 1 minute/level
  effect: one creature
  level: arcanist 2, bard 1, cleric/oracle 2, medium 2, mesmerist 1, psychic 2, skald
    1, sorcerer/wizard 2, spiritualist 2, warpriest 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Interplanetary Teleport:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell functions as teleport, except there is truly no range limit and you\
    \ do not need to have seen your destination, though you must have a solid grasp\
    \ of which world you wish to travel to (\u201Cthe third planet from the sun\u201D\
    \ is an acceptable destination, but \u201Ca habitable world near that bright star\u201D\
    \ is not). If you have a specific location on a planet in mind, you arrive there\
    \ without a chance of failure; otherwise you arrive at a location that would not\
    \ immediately be life-threatening. If no such safe landing zone exists on the\
    \ world, such as someone attempting to travel into the sun without the proper\
    \ precautions in place, the spell simply fails."
  duration: instantaneous
  effect: null
  level: cleric/oracle 9, sorcerer/wizard 9
  range: personal and touch
  saving_throw: none and Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: no and yes (object)
  target: you and touched objects or other touched willing creatures
Interposing Hand:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a soft glove)
  description:
  - "Interposing hand creates a Large magic hand that appears between you and one\
    \ opponent. This floating, disembodied hand then moves to remain between the two\
    \ of you, regardless of where you move or how the opponent tries to get around\
    \ it, providing cover (+4 AC) for you against that opponent. Nothing can fool\
    \ the hand\u2013it sticks with the selected opponent in spite of darkness, invisibility,\
    \ polymorphing, or any other attempt at hiding or disguise. The hand does not\
    \ pursue an opponent, however."
  duration: 1 round/level (D)
  effect: 10-ft. hand
  level: magus 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Interrogation:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You question the target, backed up by the threat of magical pain. You may ask\
    \ one question per two caster levels. The target can either answer the question\
    \ or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled\
    \ to answer truthfully, but the threat of pain gives it a \u20134 penalty on Bluff\
    \ checks to convince you when it is lying."
  duration: 1 minute/level
  effect: null
  level: inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fortitude negates
  school: necromancy [evil, pain]
  spell_resistance: 'yes'
  target: living creature touched
Inveigle Monster:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as inveigle person except as noted above.
  duration: 1 day/level
  effect: null
  level: bard 5, mesmerist 5, psychic 6, sorcerer/wizard 7, witch 7
  range: null
  saving_throw: null
  school: enchantment (charm) [mind-affecting]
  spell_resistance: null
  target: one living creature
Inveigle Person:
  area: null
  casting_time: 1 standard action
  components: V, M (a drop of alcohol)
  description:
  - You cause the target to become extremely amiable. The target treats all other
    living creatures as if it were friendly toward them. Any overtly hostile or harmful
    act toward the target by any living creature ends the spell.
  duration: 1 hour/level
  effect: null
  level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'yes'
  target: one humanoid creature
Investigative Mind:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your mind is able to correlate information effectively. When attempting an Appraise,
    Knowledge, Linguistics, or Spellcraft check, you can roll twice and take the higher
    result. If you have an ability that allows you to roll twice, you cannot use that
    ability and this benefit on the same roll.
  duration: 10 minutes/level or until discharged
  effect: null
  level: alchemist 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard
    2, witch 2
  range: personal
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: you
Invigorate:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell banishes feelings of weariness. For the duration, the subject takes
    no penalties from the fatigued or exhausted conditions. The effect of invigorate
    is merely an illusion, however, not a substitute for actual rest or respite. When
    the spell ends, the subject takes 1d6 points of nonlethal damage, along with the
    return of the original condition(s). A creature can be under the effects of only
    one invigorate spell at a time; if it is cast a second time on that creature,
    the first immediately ends.
  duration: 10 minutes/level (D)
  effect: null
  level: bard 1, psychic 1
  range: touch
  saving_throw: Will negates (harmless)
  school: illusion [figment]
  spell_resistance: yes (harmless)
  target: null
Invigorating Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (an apple seed)
  description:
  - The body of the target creature gains a metabolic response that allows it to benefit
    from normally deadly toxins. When a poison would cause ability damage to the target
    creature, the target instead gains a +4 alchemical bonus to that ability score.
    The spell then immediately ends, but the bonus lasts for a number of minutes equal
    to the amount of ability damage the poison would have caused. If the poison would
    deal more than one type of ability damage, each bonus has a separate duration.
  duration: 10 minutes/level
  effect: null
  level: alchemist 2, cleric 2, druid 2, shaman 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Invigorating Repose:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell enhances your spells that bring the dead back to life. If you cast
    raise dead, the target creature is restored to full hit points. If you cast breath
    of life, that spell can revive a dead target as long as you cast it within a number
    of rounds equal to half your caster level, and the healing effect is treated as
    if the spell were empowered with the Empower Spell feat. Casting any of these
    spells discharges the invigorating repose spell.
  duration: 1 hour or until discharged
  effect: null
  level: cleric/oracle 5 (Magrim)
  range: personal
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: you
Invisibility:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (an eyelash encased in gum arabic)
  description:
  - The creature or object touched becomes invisible. If the recipient is a creature
    carrying gear, that vanishes, too. If you cast the spell on someone else, neither
    you nor your allies can see the subject, unless you can normally see invisible
    things or you employ magic to do so.
  duration: 1 min./level (D)
  effect: null
  level: alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist
    2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained
    summoner 2
  range: personal or touch
  saving_throw: Will negates (harmless) or Will negates (harmless, object)
  school: illusion (glamer)
  spell_resistance: yes (harmless) or yes (harmless, object)
  target: you or a creature or object weighing no more than 100 lbs./level
Invisibility Alarm:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as alarm, except it is triggered only by invisible creatures\
    \ entering or leaving the warded area. The spell has a different mental alarm\
    \ depending on whether the invisible creature is entering or leaving the area.\
    \ This spell does not aid you in sensing or pinpointing the location of an invisible\
    \ creature within the spell\u2019s area."
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, bard 1, inquisitor 1, psychic 1, ranger 1, sorcerer/wizard 1
    Duration 10 minutes/level
  range: null
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Invisibility Bubble:
  area: "touched creature\u2019s space, up to one 5-foot-cube"
  casting_time: 1 standard action
  components: V, S, M (needle from a sea urchin)
  description:
  - "A glamered bubble surrounds the target\u2019s space, rendering her completely\
    \ invisible underwater by hiding both the target and any water she displaces.\
    \ Because of the bubble\u2019s size limit, this spell works only on Medium or\
    \ smaller targets. Other objects and creatures within the bubble\u2019s space\
    \ are also invisible while they stay in the space, which could reveal the spell\u2019\
    s existence to a canny observer who notices fish disappearing into the bubble\
    \ and reappearing on the other side. Creatures inside the bubble can see each\
    \ other, which allows foes who can pinpoint the bubble\u2019s location (such as\
    \ dragons) to stick their heads into the bubble in order to see the target. Any\
    \ creature on the inside of the bubble that takes any action that would break\
    \ invisibility pops the bubble and ends the spell early. On land, the bubble is\
    \ clearly visible, acting much as invisibility does in the water. Unlike with\
    \ invisibility, the inside of the bubble blocks light from escaping the bubble,\
    \ meaning that light sources inside the bubble don\u2019t illuminate past its\
    \ edges, but also don\u2019t reveal a telltale glow."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 2, antipaladin 2, arcanist 2, bard 2, inquisitor 2, investigator
    2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, skald 2, sorcerer/wizard
    2, spiritualist 2, summoner 2, summoner (unchained) 2
  range: touch
  saving_throw: Will negates (harmless)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: null
Invisibility Purge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You surround yourself with a sphere of power with a radius of 5 feet per caster
    level that negates all forms of invisibility.
  duration: 1 min./level (D)
  effect: null
  level: cleric/oracle 3, inquisitor 3
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Invisibility Sphere:
  area: 10-ft.-radius emanation around the creature
  casting_time: null
  components: ': V, S, M'
  description:
  - This spell functions like invisibility, except that this spell confers invisibility
    upon all creatures within 10 feet of the recipient at the time the spell is cast.
    The center of the effect is mobile with the recipient.
  duration: null
  effect: null
  level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, unchained
    summoner 3
  range: null
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: null
Invoke Deity:
  area: null
  casting_time: 1 round
  components: V, S, M (incense worth 1,000 gp), F (a bejeweled holy symbol of your
    patron deity worth 2,500 gp)
  description:
  - "By holding aloft a holy symbol and calling your deity\u2019s name, you take on\
    \ an aspect of that divinity. When you cast this spell, choose a domain offered\
    \ by your deity. You gain that domain\u2019s benefits from the list below, along\
    \ with the listed physical changes; abilities that allow a saving throw use this\
    \ spell\u2019s DC. At any point during the duration of this spell, you can change\
    \ which domain benefit you gain by concentrating for 1 round\u2014this provokes\
    \ attacks of opportunity and reduces the remaining duration of the spell by 10\
    \ minutes. If you have less than 10 minutes of the spell\u2019s duration remaining,\
    \ you cannot change the selected domain in this way. If you change your domain,\
    \ all ongoing effects from your previously chosen domain end."
  duration: 10 minutes/level
  effect: null
  level: antipaladin 4, cleric 6, inquisitor 6, medium 4, occultist 6, paladin 4,
    ranger 4, witch 6
  range: personal
  saving_throw: null
  school: transmutation [see text]
  spell_resistance: null
  target: you
Invoke Primal Power:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - "This spell must be cast as you activate wild shape to assume the form of an animal\
    \ of at least Large size. When you assume the animal form, it takes on many of\
    \ the primal characteristics of the savage, prehistoric creatures that dwell in\
    \ the Realm of the Mammoth Lords. When this spell\u2019s duration expires, you\
    \ return to your natural form automatically-in effect, you shorten the duration\
    \ of that use of wild shape to the duration of this spell when you cast invoke\
    \ primal power."
  duration: 1 round/level
  effect: null
  level: druid 5
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Iron Body:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (a piece of iron from an iron golem, a hero\u2019s armor,\
    \ or a war machine)"
  description:
  - This spell transforms your body into living iron, which grants you several powerful
    resistances and abilities. You gain damage reduction 15/adamantine. You are immune
    to blindness, critical hits, ability score damage, deafness, disease, drowning,
    electricity, poison, stunning, and all spells or attacks that affect your physiology
    or respiration, because you have no physiology or respiration while this spell
    is in effect. You take only half damage from acid and fire. However, you also
    become vulnerable to all special attacks that affect iron golems.
  duration: 1 min./level (D)
  effect: null
  level: sorcerer/wizard 8
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Iron Spine:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF ( cold iron ingot)
  description:
  - You launch an ingot of iron at the target.
  duration: 1 round/level
  effect: null
  level: arcanist 3, cleric/oracle 4, magus 3, sorcerer/wizard 3, warpriest 4, witch
    3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: one living creature
Iron Stake:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of iron filings)
  description:
  - This spell creates a 1-foot-long spike of cold iron that you fling at your target
    as a ranged touch attack. the stake is treated as a magic and cold iron weapon
    for the purpose of overcoming damage reduction, and deals 1d6 points of piercing
    damage for every 2 caster levels you have (maximum 10d6 at 20th level).
  duration: instantaneous or 1 round/level; see text
  effect: null
  level: cleric 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Ironbeard:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes a brushy beard of stiff iron to erupt from the face of a willing
    target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with
    any armor worn by the creature. The ironbeard may also be used as a weapon equivalent
    to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting
    with a verbal component has a 20% spell failure chance.
  duration: 1 minute/level
  effect: null
  level: antipaladin 1, cleric 1, magus 1, paladin 1, ranger 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Ironskin:
  area: null
  casting_time: 1 standard action
  components: V, S, DF/M (a pinch of forge soot)
  description:
  - Your skin hardens and takes on the color and texture of rough iron.
  duration: 1 minute/level (D; see text)
  effect: null
  level: alchemist 2, antipaladin 2, bloodrager 2, cleric 2, druid 2, paladin 2, psychic
    2, ranger 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation [earth]
  spell_resistance: null
  target: you
Ironwood:
  area: null
  casting_time: 1 minute/lb. created
  components: V, S, F (wood to be transformed)
  description:
  - Ironwood is a magical substance created by druids from normal wood. While remaining
    natural wood in almost every way, ironwood is as strong, heavy, and resistant
    to fire as steel. Spells that affect metal or iron do not function on ironwood.
    Spells that affect wood do affect ironwood, although ironwood does not burn. Using
    this spell with wood shape or a wood-related Craft check, you can fashion wooden
    items that function as steel items. Thus, wooden plate armor and wooden swords
    can be created that are as durable as their normal steel counterparts. These items
    are freely usable by druids.
  duration: 1 day/level (D)
  effect: an object weighing up to 5 lbs./level
  level: druid 6
  range: 0 ft.
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Irradiate:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The spell\u2019s area of effect floods with dangerous radiation. The strength\
    \ of the radiation you create depends on your caster level, as detailed below.\
    \ The central irradiated area is always a 10-foot-radius spread that expands normally\
    \ per the rules for radiation areas of effect. Creatures within the area are exposed\
    \ to the radiation only once; the radiation does not linger in the area. The save\
    \ to resist the radiation effects is set by the spell, not the standard save DC\
    \ for radiation."
  duration: instantaneous
  effect: special (see below)
  level: cleric 3, druid 4, magus 3, sorcerer/wizard 3, summoner 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial (see below)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Irregular Size:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You curse a creature so one set of its limbs (typically its arms, legs, or wings)
    shrivels in size.
  duration: permanent
  effect: null
  level: antipaladin 3, bloodrager 4, cleric 3, medium 2, mesmerist 3, occultist 3,
    shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3
  range: touch
  saving_throw: Fort negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Irresistible Dance:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - The subject feels an undeniable urge to dance and begins doing so, complete with
    foot shuffling and tapping. The spell effect makes it impossible for the subject
    to do anything other than caper and prance in place. The effect imposes a -4 penalty
    to Armor Class and a -10 penalty on Reflex saves, and it negates any Armor Class
    bonus granted by a shield the target holds. The dancing subject provokes attacks
    of opportunity each round on its turn. A successful Will save reduces the duration
    of this effect to 1 round.
  duration: 1d4+1 rounds
  effect: null
  level: bard 6, shaman 8, sorcerer/wizard 8, witch 8
  range: touch
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: living creature touched
Isolate:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause the target to become invisible and silent, but only to his allies.
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard
    3, witch 3
  range: touch
  saving_throw: Will partial
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: creature touched
Itching Curse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You curse the target with a distracting, unbearable itch. Unless the target scratches\
    \ as a move action, it takes a \u20131 penalty on attack rolls, saving throws,\
    \ skill checks, and ability checks."
  duration: 1 hour/level (D)
  effect: null
  level: antipaladin 1, bard 1, druid 1, inquisitor 1, occultist 1, shaman 1, sorcerer/wizard
    1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one living creature with 5 HD or fewer
Ja Noi Aspect:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You gain some of the appearance and qualities of the ja noi, oni who take hobgoblin
    form. Your skin turns a fiery red color and you gain fast healing 3, although
    this ability cannot repair damage caused by acid or fire. You can dismiss this
    spell as an immediate action when you fail a Will saving throw; if you do, you
    can reroll your saving throw, but you must take the second result.
  duration: 1 round/level (D; see below)
  effect: null
  level: alchemist 3, bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3
  range: personal
  saving_throw: none
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: you
"Janni\u2019s Jaunt":
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as per plane shift, but with the following exceptions.
  duration: null
  effect: null
  level: cleric 4, medium 3, psychic 4, shaman 6, sorcerer/wizard 6, summoner 5, witch
    6
  range: null
  saving_throw: null
  school: conjuration (teleportation)
  spell_resistance: null
  target: null
Jealous Rage:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fill the target with a sense of entitled self-importance, making the subject\
    \ unable to bear the indignity of another creature getting something that it doesn\u2019\
    t have. Whenever an ally of the target receives a harmless spell or spell-like\
    \ ability, beneficial supernatural effect, or assisting action (including the\
    \ aid another action, first aid using the Heal skill, etc.) that doesn\u2019t\
    \ also include the target, the target is driven into a murderous rage against\
    \ either the producer of that effect or the nearest creature that benefited from\
    \ that effect, whichever is closer. The target must attack that creature on its\
    \ next turn. Any ability that deals lethal damage is considered an attack for\
    \ this purpose. Once the target deals lethal damage to the object of his jealous\
    \ rage, the compulsion to attack that creature ends."
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 2, bard 2, bloodrager 2, mesmerist 2, psychic 3, shaman 3, spiritualist
    2, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'no'
  target: one living creature
"Jester\u2019s Jaunt":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You teleport the target to a space you can see within 30 feet of the target. The
    destination must be on solid ground, and the teleportation cannot end in a space
    that is by nature hazardous to the creature you are teleporting.
  duration: instantaneous
  effect: null
  level: bard 3
  range: touch
  saving_throw: Will negates
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: null
Jitterbugs:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause the target to perceive itself as being covered in creeping, crawling,\
    \ stinging bugs. This causes the target to become jittery and unable to stay still,\
    \ forcing it to constantly move and twitch. The target takes a \u20134 penalty\
    \ on all Dexterity checks and Dexterity-based skill checks, and cannot take the\
    \ delay, ready, or total defense actions."
  duration: 1 round/level
  effect: null
  level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2
  range: short (25 ft. +5 ft. 2/levels)
  saving_throw: Will negates
  school: illusion (figment) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Jolting Portent:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The creature you designate is surrounded by a glowing red aura of vengeful fate.
    Once per round when the target makes an attack or casts a spell, it must succeed
    at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Charisma (in the
    case of oracles) or Wisdom (in the case of clerics). If the target fails the saving
    throw, it takes 4d6 + your Charisma modifier (in the case of oracles) or Wisdom
    modifier (in the case of clerics) electricity damage. It takes no damage on a
    successful saving throw. You can dismiss this spell as an immediate action when
    its subject confirms a critical hit to negate the critical hit and daze the creature
    for 1 round. The attack still hits its target and deals normal damage. The effects
    of the daze occur after the attack.
  duration: 1 round/level (D) see text
  effect: null
  level: cleric 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates (see text)
  school: evocation (electricity)
  spell_resistance: 'yes'
  target: one creature
Joyful Rapture:
  area: all allies and opponents within a 60-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - Your inspired words overwhelm others with transcendental bliss. All allies within
    the area of effect are freed from any harmful emotion effects. The spell also
    cures 1d4 points of Intelligence, Wisdom, or Charisma damage (your choice) to
    all allies in the area.
  duration: instantaneous
  effect: null
  level: bard 5, cleric/oracle 6, sorcerer/wizard 7
  range: 60 ft.
  saving_throw: 'no'
  school: conjuration (healing) [emotion]
  spell_resistance: 'yes'
  target: null
Judgment Light:
  area: 30-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "An inquisitor may only cast this spell while she has a judgment active. When\
    \ she does cast this spell, it causes one or more of the following effects based\
    \ on the inquisitor\u2019s active judgments."
  duration: instantaneous, see text
  effect: null
  level: inquisitor 4
  range: personal
  saving_throw: see text
  school: evocation [light]
  spell_resistance: 'yes'
  target: null
Judgment Undone:
  area: null
  casting_time: 10 minutes
  components: V, S, M (diamonds worth 50,000 gp), F (see text)
  description:
  - This powerful, elaborate, and risky spell returns a willing petitioner to its
    mortal life. This spell must be cast on the plane to which the petitioner was
    sent, and the petitioner must be present for the entire casting.
  duration: instantaneous
  effect: null
  level: cleric 9, psychic 9, shaman 9
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: one willing petitioner
Jump:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a grasshopper\u2019s hind leg)"
  description:
  - The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt
    high jumps or long jumps. The enhancement bonus increases to +20 at caster level
    5th, and to +30 (the maximum) at caster level 9th.
  duration: 1 min./level (D)
  effect: null
  level: alchemist 1, bloodrager 1, druid 1, magus 1, psychic 1, ranger 1, sorcerer/wizard
    1, summoner/unchained summoner 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Jungle Mind:
  area: null
  casting_time: 1 minute
  components: V, S, DF
  description:
  - "You merge your mind into the jungle\u2019s social hierarchy, mystically establishing\
    \ yourself as a master of wild beasts and an apex predator. You attain knowledge\
    \ about the general animal population in a radius of 1 mile as commune with nature,\
    \ and you then select one type of animal (such as birds, cats, snakes, or fish).\
    \ For the duration of the spell, you can sense the location, movement, and size\
    \ of creatures of this type in the area, though you can\u2019t discern species\
    \ or individual identity. In addition, you improve the starting attitude of animals\
    \ of the chosen type by one step for the duration of the spell."
  duration: 10 minutes/level
  effect: null
  level: druid 5, oracle 5, ranger 4
  range: personal
  saving_throw: Will negates (see text)
  school: divination (scrying)
  spell_resistance: 'no'
  target: you
Jury-Rig:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of tree resin)
  description:
  - When you cast this spell, a spectral force binds a broken weapon together, relieving
    the broken condition for a short time. While under the effects of this spell,
    an item with the broken condition suffers no adverse effects from that condition,
    and is treated as if it is not broken. The object regains no hit points, and damage
    can still destroy the object.
  duration: 1 round/level
  effect: null
  level: bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch
    1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one broken object of up to 2 lbs./level
Karmic Blessing:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target treats one skill of your choice as a class skill.
  duration: 1 round/level
  effect: null
  level: cleric 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination [good]
  spell_resistance: yes (harmless)
  target: creature touched
Keen Edge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell makes a weapon magically keen, improving its ability to deal telling
    blows. This transmutation doubles the threat range of the weapon. A threat range
    of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range
    of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons.
    If cast on arrows or crossbow bolts, the keen edge 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.
  duration: 10 min./level
  effect: null
  level: bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Keen Senses:
  area: null
  casting_time: 1 standard action
  components: "V, M/DF (a hawk \u2018s feather)"
  description:
  - The subject gains a +2 competence bonus on Perception checks and gains low-light
    vision. Subjects that have low-light vision double the distance they can see under
    the effects of this spell.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 1, druid 1, ranger 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Keep Watch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell enables the subjects to stand watch or keep vigil throughout the night
    without any ill effects.
  duration: 8 hours or less; see text
  effect: null
  level: inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment
  spell_resistance: yes (harmless)
  target: one creature touched/2 levels
Keif Addiction:
  area: null
  casting_time: 10 minutes
  components: V, M (a dose of keif)
  description:
  - "This spell functions like geas/quest, except the only allowed command is \u201C\
    use keif or refined keif.\u201D"
  duration: 1 day/level or until discharged (D)
  effect: null
  level: sahir-afiyun 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: one living creature
Keif Vigor:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a dose of keif worth 15 gp)
  description:
  - "The target gains a +2 enhancement bonus to its Strength. Once per round as a\
    \ free action, the target can choose to increase the enhancement bonus by 2 for\
    \ 1 round; if it does so, it takes 1d6 points of nonlethal damage and the spell\u2019\
    s duration decreases by 1 additional round. For every 5 caster levels you have,\
    \ the target can choose to increase the enhancement bonus by an additional 2,\
    \ taking an additional 1d6 points of nonlethal damage and decreasing the duration\
    \ by 1 additional round per increase to the Strength bonus, to a maximum enhancement\
    \ bonus of +10 and 4d6 points of nonlethal damage at caster level 15th. The subject\
    \ can\u2019t spend more rounds than remain in the duration. When the spell ends,\
    \ the subject becomes fatigued."
  duration: 1 round/level; see text
  effect: null
  level: alchemist 1, antipaladin 1, bloodrager 1, cleric 1, druid 1, magus 1, medium
    1, psychic 1, shaman 1, sorcerer/wizard 1, summoner 1
  range: touch
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: living creature touched
Ki Arrow:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You imbue an arrow with your power and throw it at a target up to 100 feet away.
    Make a ranged attack roll. If it hits, the target takes damage from the arrow
    as if you had hit it with a single unarmed strike (including your Strength bonus).
  duration: instantaneous
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fortitude (object)
  school: conjuration
  spell_resistance: yes (object)
  target: 1 arrow touched
Ki Leech:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You place your spirit in a receptive state so when you confirm a critical hit\
    \ against a living enemy or reduce a living enemy to 0 or fewer hit points, you\
    \ can steal some of that creature\u2019s ki. This replenishes 1 point of ki as\
    \ long as you have at least 1 ki point in your ki pool. This does not allow you\
    \ to exceed your ki pool\u2019s maximum. This ability does not stack with similar\
    \ abilities (such as the steal ki ability of the hungry ghost monk). This spell\
    \ has no effect if you do not have a ki pool."
  duration: 1 minute/level (D)
  effect: null
  level: cleric/oracle 3, psychic 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: null
  school: necromancy [evil]
  spell_resistance: null
  target: you
Ki Shout:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a guttural bark, you unleash a sudden blast of sonic energy that strikes
    your opponent. The target takes 1d6 points of sonic damage per level (maximum
    20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage
    by half and negates the stun.
  duration: instantaneous
  effect: null
  level: bard 5, sorcerer/wizard 7
  range: close (25 ft + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: one living creature
Kinetic Reverberation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (rubber tree sap)
  description:
  - "This spell converts the momentum and force from melee attacks made against the\
    \ target of the spell, reflecting them back upon the attacker\u2019s weapon. After\
    \ making a successful melee attack against the target, an attacker must make a\
    \ Fortitude saving throw for the weapon used. If the weapon fails the save, it\
    \ takes damage equal to the damage rolled against the target. Creatures using\
    \ natural attacks or unarmed strikes are unaffected by this spell."
  duration: 1 round/level
  effect: null
  level: alchemist 2, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: creature touched
"King\u2019s Castle":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell allows you to switch places with an ally. When you cast this spell,\
    \ choose a single ally within range. You teleport to your ally\u2019s space while\
    \ your ally teleports to your former space."
  duration: instantaneous
  effect: null
  level: paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (teleportation)
  spell_resistance: yes (harmless)
  target: null
Kiss of the First World:
  area: living or undead creature touched
  casting_time: 1 standard action
  components: V, S, M (diamond dust worth 100 gp)
  description:
  - This spell infuses a living creature with a surge of positive energy, filling
    the target with the raw energies of life. The exact effects of this spell vary,
    depending on the nature of the creature touched. Constructs are immune to the
    effects of this spell.
  duration: 1 round/level
  effect: null
  level: bard 4, druid 4
  range: touch
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Knell of the Depths:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You invest a target with cursed elemental energy, causing nearby bodies of water
    to roil when the target draw nears and tendrils of water to drag it deeper under
    the waves.
  duration: permanent
  effect: null
  level: druid 3, magus 2, shaman 3, sorcerer/wizard 3, summoner 3, witch 2
  range: touch
  saving_throw: Will negates
  school: conjuration [curse, water]
  spell_resistance: 'yes'
  target: one creature
"Knight\u2019s Calling":
  area: null
  casting_time: 1 standard action
  components: V, DF
  description:
  - You compel an enemy to come and fight you. On its turn, the target moves its speed
    toward you, avoiding any other dangers along its path (including any movement
    that would provoke attacks of opportunity). The target may do nothing but move
    on its turn. If the target ends its move adjacent to you, you can make an attack
    of opportunity against the target.
  duration: 1 round
  effect: null
  level: paladin 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Knock:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - Knock opens stuck, barred, or locked doors, as well as those subject to hold portal
    or arcane lock. When you complete the casting of this spell, make a caster level
    check against the DC of the lock (see table at right) with a +10 bonus. If successful,
    knock opens up to two means of closure. This spell opens secret doors, as well
    as locked or trick-opening boxes or chests. It also loosens welds, shackles, or
    chains (provided they serve to hold something shut). If used to open an arcane
    locked door, the spell does not remove the arcane lock but simply suspends its
    functioning for 10 minutes. In all other cases, the door does not relock itself
    or become stuck again on its own. Knock does not raise barred gates or similar
    impediments (such as a portcullis), nor does it affect ropes, vines, and the like.
    The effect is limited by the area. Each casting can undo as many as two means
    of preventing access.
  duration: instantaneous; see text
  effect: null
  level: inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard
    2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one door, box, or chest with an area of up to 10 sq. ft./level
Know Direction:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "When you cast this spell, you instantly know the direction of north from your\
    \ current position. The spell is effective in any environment in which \u201C\
    north\u201D exists, but it may not work in extraplanar settings. Your knowledge\
    \ of north is correct at the moment of casting, but you can get lost again within\
    \ moments if you don\u2019t find some external reference point to help you keep\
    \ track of direction."
  duration: instantaneous
  effect: null
  level: bard 0, druid 0, psychic 0, shaman 0
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Know Peerage:
  area: null
  casting_time: 1 standard action
  components: V, S, M (thread from a tabard or livery)
  description:
  - "You impart your knowledge of nobility and peerage to the target, allowing her\
    \ to recognize members of noble households, differentiate one set of heraldry\
    \ from another, and otherwise identify who\u2019s who at a royal gala or other\
    \ noteworthy social event. The target is able to identify noble individuals, noble\
    \ family names, and noble crests, signets, heraldry, and other symbols. The target\
    \ treats her number of ranks in Knowledge (nobility) as though it were equal to\
    \ your number of ranks in Knowledge (nobility), to a maximum of 5 ranks and a\
    \ minimum of 0. If the target\u2019s number of ranks is greater than yours, she\
    \ uses her own number of ranks instead. In addition, if the target\u2019s new\
    \ total skill bonus on Knowledge (nobility) checks is at least +0, she automatically\
    \ succeeds on all Knowledge (nobility) checks with a DC of 10 or lower."
  duration: 10 minutes/level
  effect: null
  level: bard 1, cleric 2, inquisitor 2, medium 1, mesmerist 2, occultist 2, paladin
    1, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: divination [mind-affecting]
  spell_resistance: yes (harmless)
  target: creature touched
Know the Enemy:
  area: null
  casting_time: 1 minute
  components: S, V, DF
  description:
  - You commune with the divine, reflecting on one type of creature you encountered
    in the last day. You may make a Knowledge check regarding that creature type with
    a +10 insight bonus.
  duration: instantaneous
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1, ranger 1
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you
"Lament of Summer\u2019s Last Breath":
  area: 30-ft. radius spread centered on a creature, object, or point in space
  casting_time: 1 standard action
  components: V
  description:
  - You wrap the target in a mantle of summery air, within which the ambient temperature
    never falls below 70 degrees Fahrenheit.
  duration: 1 round/level
  effect: null
  level: bard 2, ranger 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: abjuration [fire, good]
  spell_resistance: 'yes'
  target: null
Languid Bomb Admixture:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon drinking an extract created with this formula, you make a significant change\
    \ to your magical reserve that modifies the nature of all bombs you create and\
    \ throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can only have one admixture effect (formulae with the words \u201Cbomb admixture\u201D\
    \ in their titles) active at a time. If you drink another bomb admixture, the\
    \ effects of the former bomb admixture end and the those of the new one become\
    \ active."
  duration: 1 round/level
  effect: null
  level: alchemist 5
  range: personal
  saving_throw: Will negates (special, see below)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: you
Languid Venom:
  area: null
  casting_time: 1 standard action
  components: V, S, M (herbs used in antitoxins worth 25 gp)
  description:
  - "You greatly extend the time it takes for the poison you touch to take effect,\
    \ giving that poison an onset time up to 1 hour per caster level. (You touch the\
    \ poison\u2019s container, so you don\u2019t risk exposing yourself to a contact\
    \ poison.) The target doesn\u2019t attempt a saving throw when initially exposed\
    \ to the languid venom, but instead saves at the end of the poison\u2019s onset\
    \ time."
  duration: permanent until discharged (D)
  effect: null
  level: alchemist 2, shaman 2, sorcerer/wizard 2
  range: touch
  saving_throw: Fort negates
  school: necromancy [poison]
  spell_resistance: 'yes'
  target: one dose of poison or one venomous creature
Lash of the Astradaemon:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You draw on the essence of astradaemons to cause one of your hands to elongate
    and sprout fearsome translucent claws that radiate a cold phosphorescence. You
    gain one claw attack, which is a primary natural attack that deals 1d6 points
    of slashing damage on a hit (1d4 for a Small spellcaster) and forces the creature
    struck to succeed at a Fortitude save against the spell (spell resistance applies)
    to resist gaining 1 negative level.
  duration: instantaneous
  effect: null
  level: cleric 6, magus 5, sorcerer/wizard 6, witch 6
  range: personal
  saving_throw: Fort negates (see text)
  school: necromancy [evil]
  spell_resistance: 'yes'
  target: null
Lay of the Land:
  area: null
  casting_time: 1 minute
  components: V, S, M (a piece of soil from the land to be memorized)
  description:
  - In a flash of recognition, you learn about the geography of your surroundings
    within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity
    grants you an insight bonus equal to your caster level (maximum +5) on Knowledge
    (geography) checks and Survival checks to avoid getting lost so long as you remain
    in the affected area.
  duration: 1 day
  effect: null
  level: cleric 2, bard 2, druid 2, ranger 2, witch 2
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'yes'
  target: you
Lead Anchor:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bag of air), DF
  description:
  - "The target\u2019s buoyancy becomes and stays swiftly sinking, regardless of how\
    \ dense the target and its gear are. Among other effects, the target can walk\
    \ on the bottom, but she also needs to succeed at a DC 20 Swim check to swim towards\
    \ the surface and to stay above the bottom. This makes lead anchor a useful spell\
    \ both for exploring the sea floor and for drowning an air-breathing foe in the\
    \ water."
  duration: 10 minutes/level
  effect: null
  level: alchemist 2, bard 2, druid 2, hunter 2, investigator 2, medium 2, occultist
    2, psychic 2, ranger 2, shaman 2, skald 2, witch 2
  range: touch
  saving_throw: Will negates
  school: evocation
  spell_resistance: 'yes'
  target: creature touched
Lead Blades:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Lead blades increases the momentum and density of your melee weapons just as they
    strike a foe. All melee weapons you are carrying when the spell is cast deal damage
    as if one size category larger than they actually are. For instance, a Medium
    longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points
    of damage if benefiting from lead blades (see table below). Only you can benefit
    from this spell. If anyone else uses one of your weapons to make an attack it
    deals damage as normal for its size.
  duration: 1 minute/level (D)
  effect: null
  level: ranger 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Lead Plating:
  area: null
  casting_time: 1 standard action
  components: V, S, F (an ounce of lead)
  description:
  - "You enclose the target in a thin sheath of lead. This doesn\u2019t restrict the\
    \ target\u2019s movement or functionality, but protects it from the effects of\
    \ radiation and prevents the penetration of many divination spells. The lead doesn\u2019\
    t coat the target\u2019s equipment."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: conjuration (creation)
  spell_resistance: yes (harmless, object)
  target: a creature or object weighing up to 100 lbs./level
Leashed Shackles:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create shackles of force that attach to the target\u2019s limbs. You designate\
    \ an object or location within 30 feet of the target for the shackles to anchor\
    \ themselves to; this must be the ground, a wall, or a sturdy structure for the\
    \ anchoring to occur. The target is entangled, and cannot move more than 30 feet\
    \ from the anchor point of the spell. The shackle itself cannot be attacked (though\
    \ it can be dispelled), but if the object or area it is attached to is broken,\
    \ the target is free to move away (though it is still entangled)."
  duration: 1 minute/level
  effect: null
  level: inquisitor 4, sorcerer/wizard 6
  range: medium (100 ft. +10 ft./level)
  saving_throw: Reflex negates
  school: evocation [force]
  spell_resistance: 'yes'
  target: one creature
Legend Lore:
  area: null
  casting_time: see text
  components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp
    each)
  description:
  - Legend lore brings to your mind legends about an important person, place, or thing.
    If the person or thing is at hand, or if you are in the place in question, the
    casting time is only 1d4 x 10 minutes. If you have only detailed information on
    the person, place, or thing, the casting time is 1d10 days, and the resulting
    lore is less complete and specific (though it often provides enough information
    to help you find the person, place, or thing, thus allowing a better legend lore
    result next time). If you know only rumors, the casting time is 2d6 weeks, and
    the resulting lore is vague and incomplete (though it often directs you to more
    detailed information, thus allowing a better legend lore result next time).
  duration: see text
  effect: null
  level: bard 4, inquisitor 6, sorcerer/wizard 6, witch 6
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Legendary Proportions:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a dinosaur bone and powdered amber worth at least 200 gp)
  description:
  - "You call upon the primordial power of ancient megafauna to boost the size of\
    \ your target. Because of its connection to living creatures of the distant past,\
    \ the spell does not function on outsiders, undead, and summoned creatures. Your\
    \ target grows to legendary proportions, increasing in size by one category. The\
    \ creature\u2019s height doubles and its weight increases by a factor of 8. The\
    \ target gains a +6 size bonus to its Strength score and a +4 size bonus to its\
    \ Constitution score. It gains a +6 size bonus to its natural armor, and DR 10/adamantine.\
    \ Its carrying capacity changes to reflect its new size. The creature\u2019s equipment\
    \ and weapons, if any, also increase in size. Any enlarged item that leaves the\
    \ creature\u2019s possession returns to its original size (though thrown weapons\
    \ and ammunition deal damage at their enlarged size before returning to their\
    \ true proportions)."
  duration: 1 minute/level
  effect: null
  level: alchemist 6, druid 7, shaman 7, sorcerer/wizard 7, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: 1 creature (see text)
Lend Judgment:
  area: null
  casting_time: 1 standard action
  components: V, DF
  description:
  - You create a conduit of divine knowledge and outrage between you and an ally.
    That ally gains the benefit of one of your active judgments (as do you). If you
    cannot use a judgment (for example, if you are not in combat, are frightened or
    unconscious, and so on) or change judgments, the ally loses the benefit of the
    judgment. If you have multiple judgments active, the ally gains only one, chosen
    when you cast this spell.
  duration: 1 round/level
  effect: null
  level: inquisitor 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: one ally
Leshy Swarm:
  area: null
  casting_time: 1 round
  components: V, S, M/DF (a bundle of seeds)
  description:
  - You call out to nearby nature spirits and grant them temporary plant bodies.
  duration: 1 round/level
  effect: 10-ft.-square swarm of leshys
  level: bard 3, druid 3, sorcerer/wizard 3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Levitate:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a leather loop or golden wire bent into a cup shape)
  description:
  - Levitate allows you to move yourself, another creature, or an object up and down
    as you wish. A creature must be willing to be levitated, and an object must be
    unattended or possessed by a willing creature. You can mentally direct the recipient
    to move up or down as much as 20 feet each round; doing so is a move action. You
    cannot move the recipient horizontally, but the recipient could clamber along
    the face of a cliff, for example, or push against a ceiling to move laterally
    (generally at half its base land speed).
  duration: 1 min./level (D)
  effect: null
  level: alchemist 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman
    2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2, witch 2
  range: personal or close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you or one willing creature or one object (total weight up to 100 lbs./level)
Liberating Command:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - If the target is bound, grappled, or otherwise restrained, he may make an Escape
    Artist check to escape as an immediate action. He gains a competence bonus on
    this check equal to twice your caster level (maximum +20). This spell has no effect
    if the target could not get free by using the Escape Artist skill (for example,
    if he were under the effects of a hold person spell or paralyzed by Strength damage).
  duration: instantaneous
  effect: null
  level: bard 1, cleric/oracle 1, druid 1, paladin 1, psychic 1, ranger 1, sorcerer/wizard
    1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one creature
Life Blast:
  area: 150-ft. line
  casting_time: 1 standard action
  components: V, S, M (a dead leaf)
  description:
  - "This spell must be cast in an area with vegetation or it has no effect. When\
    \ you cast this spell, you draw the life force from the surrounding land and hurl\
    \ it at your enemies, dealing 1d6 points of positive energy damage per caster\
    \ level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell\u2019\
    s area."
  duration: instantaneous
  effect: null
  level: druid 4, ranger 3, shaman 4
  range: 150 ft.
  saving_throw: Will half
  school: necromancy
  spell_resistance: 'yes'
  target: null
Life Bubble:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a bit of eggshell)
  description:
  - You surround the touched creatures with a constant and moveable 1-inch shell of
    tolerable living conditions. This shell enables the subjects to breathe freely,
    even underwater or in a vacuum, as well as making them immune to harmful gases
    and vapors, including inhaled diseases and poisons and spells like cloudkill and
    stinking cloud. In addition, the shell protects subjects from extremes of temperature
    (per endure elements) as well as extremes of pressure.
  duration: 2 hours/level; see text
  effect: null
  level: cleric/oracle 5, druid 4, ranger 3, sorcerer/wizard 5
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Life Channel:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "When cast on a creature with negative energy affinity, the target is able to\
    \ convert channeled positive energy into temporary hit points. When subject to\
    \ an effect that heals hit points only to living creatures (such as cure light\
    \ wounds or channel positive energy), the target gains a number of temporary hit\
    \ points equal to half the number of hit points that the positive energy would\
    \ normally heal. These temporary hit points go away at the end of this spell\u2019\
    s duration."
  duration: 1 minute/level
  effect: null
  level: cleric 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one touched creature with negative energy affinity
Life Conduit:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You utilize life conduit to share hit points with your eidolon. While this spell
    is active, you can spend a swift action to transfer 1d6 hit points between you
    and your eidolon, either taking damage yourself and healing your eidolon or healing
    yourself and damaging your eidolon. If your eidolon moves farther than 50 feet
    from you, this spell ends.
  duration: 1 round/level
  effect: null
  level: summoner/unchained summoner 1
  range: personal
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: you
Life Current:
  area: current or portion of current
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You infuse the current with positive energy. At the start of their turn when\
    \ the current moves them, living creatures in the current\u2019s area heal 1d6\
    \ hit points per 10 feet of the current\u2019s speed (maximum 6d6). Undead creatures\
    \ in the current instead take an equal amount of damage."
  duration: 1 round
  effect: null
  level: cleric/oracle 3, druid 3, hunter 3, oracle 3, paladin 3, ranger 3, shaman
    3, warpriest 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will half
  school: conjuration (healing) [water]
  spell_resistance: 'yes'
  target: null
Life Pact:
  area: null
  casting_time: 1 standard action
  components: V, S, DF/M (a drop of blood from each target)
  description:
  - "You bind the life forces of the targets into a mystical pact. If any target is\
    \ reduced to fewer than 0 hit points, that target automatically triggers the power\
    \ of the pact. The triggering target drains 1 hit point from all other targets\
    \ who have at least 1 hit point and are within 30 feet of the triggering target;\
    \ these hit points are applied to the triggering target as magical healing. This\
    \ healing can prevent the triggering creature from dying, if the attack would\
    \ cause the target\u2019s to have an amount of negative hit points equal to its\
    \ Constitution score. This healing cannot raise the triggering creature above\
    \ 1 hit point; any excess hit points drained from other targets are wasted."
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2,
    witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: 'yes'
  target: null
Life Shield:
  area: null
  casting_time: 1 standard action
  components: S, DF
  description:
  - You surround yourself with a positive energy field that damages undead opponents.
    Each time an undead creature damages you with a melee attack, that creature takes
    an amount of positive energy damage equal to half the damage it dealt to you.
    This damage is calculated after applying your damage reduction, resistances, and
    other defenses. Once this spell has dealt 5 points of damage per caster level
    (maximum 50), it is discharged.
  duration: 1 minute/level or until discharged
  effect: null
  level: cleric 3, druid 3, paladin 2
  range: personal
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: you
Life of Crime:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a black mask)
  description:
  - "You unleash the basest instincts of iniquity in the target and cause them to\
    \ become his overriding reason for being. The target neither gains nor provides\
    \ benefit from teamwork feats or the aid another action and can\u2019t willingly\
    \ accept harmless magical effects from others."
  duration: permanent
  effect: null
  level: antipaladin 4, bard 6, mesmerist 6, psychic 8, sorcerer/wizard 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [curse, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Light:
  area: null
  casting_time: 1 standard action
  components: V, M/DF (a firefly)
  description:
  - This spell causes a touched object to glow like a torch, shedding normal light
    in a 20-foot radius from the point touched, and increasing the light level for
    an additional 20 feet by one step, up to normal light (darkness becomes dim light,
    and dim light becomes normal light). In an area of normal or bright light, this
    spell has no effect. The effect is immobile, but it can be cast on a movable object.
  duration: 10 min./level
  effect: null
  level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman
    0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
  range: touch
  saving_throw: none
  school: evocation [light]
  spell_resistance: 'no'
  target: object touched
Light Lance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a glorious beam of brilliant radiance that acts as a +1 holy lance
    suitable for your size. You must have a free hand when casting the spell and,
    once you call the lance into being, you cannot switch it to another hand or put
    it down without prematurely ending the spell. As a standard action while holding
    a light lance, you can choose not to make an attack and instead hold the lance
    aloft as a beacon of light and truth, creating an area of bright light with a
    radius of 90 feet. If you choose to do this for one or more additional rounds
    the lance also casts a spear of brilliant light up into the sky that grows progressively
    more visible as it continues to climb toward the heavens. Under cover of night
    or other darkness, if nothing obstructs the beam, it becomes visible for an additional
    2 miles during each round in which you continue to aim your lance skyward (2 miles
    in the second round, 4 miles in the third round, and so on).
  duration: 1 round + 1 round/level (D)
  effect: lance of light
  level: paladin 2
  range: personal
  saving_throw: null
  school: evocation [good, light]
  spell_resistance: null
  target: null
Light Prison:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Rays of light burst forth from your outstretched hand, encircling each target\u2019\
    s space with a cage of light. If a target fails its Reflex save, it becomes enclosed\
    \ in the light prison. A creature enclosed in a light prison can attack, cast\
    \ spells, and otherwise act normally as long as it stays within the light prison.\
    \ However, if a creature passes through the walls of a light prison enclosing\
    \ it, it takes 1d6 points of damage and is blinded for 1 round. Creatures do not\
    \ receive saves to negate these effects. Once a creature passes through the walls\
    \ of a light prison surrounding it, the effect ends for that creature."
  duration: 1 round/level (D)
  effect: null
  level: bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates
  school: evocation [light]
  spell_resistance: 'yes'
  target: one creature/2 levels
Lighten Object:
  area: null
  casting_time: 1 standard action
  components: V, M (goose down)
  description:
  - "The target\u2019s weight decreases by half. If this spell is cast on armor, the\
    \ armor\u2019s armor check penalty decreases by 1, though its categorization as\
    \ light, medium, or heavy does not change."
  duration: 1 minute/level
  effect: null
  level: bard 1, cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 object of up to 1 cubic ft./level
Lightfingers:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A flutter of subtle, telekinetic force causes your target to drop a single non-magical\
    \ carried item weighing no more than 1 pound per caster level, such as a coin\
    \ purse, a key ring, or a loose object in its pocket. The target must succeed\
    \ at a Perception check against the spell\u2019s save DC to notice the dropped\
    \ item. You select what item the target drops as long as you can see both your\
    \ target and the item you wish to affect. This use of the spell can\u2019t cause\
    \ a target to lose a held item or anything it is wearing, including jewelry."
  duration: instantaneous
  effect: null
  level: psychic 1, spiritualist 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Lightning Arc:
  area: null
  casting_time: 1 standard action
  components: V, S, M (fur and two glass figurines)
  description:
  - You generate an arc of lightning between two targets. The lightning deals 1d6
    points of electricity damage per caster level (maximum 15d6) to both targets and
    any creatures in a line connecting them. The spell fails if there is no line of
    effect between the targets. Lightning arc sets fire to combustibles and damages
    objects in its path. It can melt metals that have a low melting point, such as
    lead, gold, copper, silver, or bronze.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex half
  school: evocation [electricity]
  spell_resistance: yes (see text)
  target: s two creatures or objects which must be no more than 60 ft. apart
Lightning Bolt:
  area: 120-ft. line
  casting_time: 1 standard action
  components: V, S, M (fur and a glass rod)
  description:
  - You release a powerful stroke of electrical energy that deals 1d6 points of electricity
    damage per caster level (maximum 10d6) to each creature within its area. The bolt
    begins at your fingertips.
  duration: instantaneous
  effect: null
  level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
  range: 120 ft.
  saving_throw: Reflex half
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: null
Lightning Conductor:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a miniature metal rod)
  description:
  - You become capable of absorbing electricity with your body.
  duration: 1 minute/level (D)
  effect: null
  level: bloodrager 2, druid 3, magus 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: transmutation [air]
  spell_resistance: null
  target: you
Lightning Lash Bomb Admixture:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon drinking an extract created with this formula, you make a significant change\
    \ to your magical reserve that modifies the nature of all bombs you create and\
    \ throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can only have one admixture effect (formulae with the word \u201Cbomb admixture\u201D\
    \ in its title) active at a time. If you drink another bomb admixture, the effects\
    \ of the former bomb admixture end and those of the new one become active."
  duration: 1 round/level
  effect: null
  level: alchemist 3
  range: personal
  saving_throw: special, see below
  school: evocation [electricity]
  spell_resistance: special, see below
  target: you
Lily Pad Stride:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a frog\u2019s leg)"
  description:
  - Your every footstep creates aquatic plants capable of supporting your weight and
    that of any creature of your size or smaller that is following you. These lily
    pads only appear when you cross water or other liquids which do not immediately
    destroy plants. You can walk across these liquid surfaces without any fear of
    stumbling (though if knocked prone, dragged under, or otherwise pulled off your
    feet you still sink in the liquid). For the duration of the spell, any creature
    of your size or smaller can attempt to follow you by making a DC 10 Acrobatics
    check every round. Each such check allows it to move at half its normal land speed.
    If the creature takes a -5 penalty on its check it can move at its normal speed.
  duration: 10 minutes/level (D); see text
  effect: trail of lily pads behind you
  level: druid 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Limited Wish:
  area: null
  casting_time: 1 standard action
  components: V, S, M (diamond worth 1,500 gp)
  description:
  - 'A limited wish lets you create nearly any type of effect. For example, a limited
    wish can do any of the following things. '
  duration: see text
  effect: null
  level: sorcerer/wizard 7
  range: see text
  saving_throw: none, see text
  school: universal
  spell_resistance: 'yes'
  target: null
Limp Lash:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a dead wasp)
  description:
  - "You create a dark whip-shaped field of energy that wraps around an enemy\u2019\
    s neck, leaving everything except his head paralyzed until you let go of the whip\
    \ or it is destroyed."
  duration: special (see below)
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: 20 ft.
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: 1 creature
Line In The Sand:
  area: 5-ft. burst centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a glowing crimson line around the area. Against creatures in the area,
    you can attempt a number of additional attacks of opportunity per round equal
    to your spellcasting ability score modifier (Intelligence for magi and wizards,
    Charisma for bloodragers and sorcerers), although this does not allow you to make
    more than one attack against a creature per action that provokes.
  duration: 1 round/level
  effect: null
  level: bloodrager 1, magus 1, sorcerer/wizard 1
  range: 5 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Linebreaker:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat
    maneuver checks made to bull rush or overrun.
  duration: 1 minute/level
  effect: null
  level: alchemist 1, antipaladin 1, inquisitor 1, magus 1, paladin 1, ranger 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Linked Legacy:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell helps build community and ensure a shared vision for the future. When\
    \ any of the affected creatures succeeds at a Knowledge check to answer a question\
    \ within its field of study or identify a monster and its special powers or vulnerabilities,\
    \ as a free action the affected creature can share any information gained automatically\
    \ with all targets of the spell. If any of the targets move out of the spell\u2019\
    s range, the spell ceases to function for all of them until they are all within\
    \ close range of you again."
  duration: 10 minutes/level
  effect: null
  level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard
    1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'yes'
  target: null
Lipstitch:
  area: null
  casting_time: 1 standard action
  components: S, M (a bone needle and sinew thread)
  description:
  - "A rare spell without verbal components, lipstitch sews the target\u2019s lips\
    \ tightly together if it fails a saving throw, such that no clear speech, bite\
    \ attacks, spellcasting, or use of command words is possible. The target takes\
    \ 1d6 points of damage as the stitches weave through flesh. The victim can still\
    \ make enough noise to be heard at a distance with a DC 10 Perception check."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Liquefy:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a specially prepared glass bottle )
  description:
  - The object you target becomes a liquid version of itself and drips or runs like
    a thin oil until it pools on any flat surface. If the item has magical or alchemical
    properties, they become inert for the duration of the spell. If you are holding
    the item when you cast this spell, you can drain it into the bottle used as focus
    for the spell. Items with hit point damage or the broken condition regain 5 hit
    points/caster level if drained into a bottle in this way. The duration of temporary
    effects (such as applied poison or greater magic weapon) passes normally and may
    expire while the object is in liquid form. The liquid is clearly unsafe to drink,
    but if, for some reason, a creature does drink the liquid and the spell ends,
    the creature takes 3d6 points of damage, and brings up the solid version of the
    item as a standard action in a coughing fit.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 3, bard 3, druid 4, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: 'no'
  target: 1 object weighing up to 1 pound/level
Litany of Admonition:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "You point out your target\u2019s faults and failures, staggering the target for\
    \ 1 round. While subject to this spell, the target cannot be the target of another\
    \ spell that has the word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 3, inquisitor 4, paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: necromancy [language-dependent]
  spell_resistance: 'yes'
  target: one creature
Litany of Defense:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "Invoking this litany strengthens your defenses. Any enhancement bonus your armor\
    \ has is doubled and you are immune to fear. While subject to this spell, the\
    \ target cannot be the target of another spell that has the word \u201Clitany\u201D\
    \ in the title."
  duration: 1 round
  effect: null
  level: antipaladin 2, inquisitor 2, paladin 2
  range: personal
  saving_throw: 'no'
  school: transmutation
  spell_resistance: 'yes'
  target: you
Litany of Dependability:
  area: null
  casting_time: 1 immediate action
  components: V, S, DF
  description:
  - "By uttering this litany, you cause one creature to take the average result of\
    \ its next attack roll, saving throw, skill check, or ability check. While subject\
    \ to this spell, the target cannot be the target of another spell that has the\
    \ word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: inquisitor 4, paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [lawful]
  spell_resistance: 'yes'
  target: one creature
Litany of Duty:
  area: null
  casting_time: 1 immediate action
  components: V, S, DF
  description:
  - "You repeat a mantra or phrase that reminds you of your duty. You can immediately\
    \ reroll a failed saving throw against a spell that would force you to take an\
    \ action against your will, and you gain a +2 bonus against enchantment effects\
    \ for 1 round. You can use this spell to reroll only a saving throw that you failed\
    \ within the past round. While subject to this spell, the target cannot be the\
    \ target of another spell that has the word \u201Clitany\u201D in the title."
  duration: instantaneous
  effect: null
  level: inquisitor 2, paladin 1
  range: personal
  saving_throw: null
  school: abjuration [lawful]
  spell_resistance: null
  target: null
Litany of Eloquence:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - Your litany is a fascinating diatribe of grace, causing your target to do nothing
    but listen. The target is fascinated. As usual, obvious danger prevents fascination
    and potential danger grants a save.
  duration: 1 round
  effect: null
  level: antipaladin 2, inquisitor 3, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: 'no'
  school: enchantment (charm) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Litany of Entanglement:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "Your litany conjures chains of energy that lash upward from the ground and hamper\
    \ the target\u2019s movement. The target is entangled. This spell has no effect\
    \ on flying creatures, or creatures not standing upon solid ground. While subject\
    \ to this spell, the target cannot be the target of another spell that has the\
    \ word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 2, inquisitor 3, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: conjuration (calling) [language-dependent]
  spell_resistance: 'yes'
  target: one creature
Litany of Escape:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - With a powerful prayer, you call upon the servants of your god to whisk a friend
    out of a grapple. The target loses the grappled and pinned conditions and is teleported
    10 feet. If there is no available space for the target to teleport to, the spell
    fails.
  duration: instantaneous
  effect: null
  level: antipaladin 3, inquisitor 4, paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: 'no'
  school: conjuration (teleportation) [language-dependent]
  spell_resistance: 'yes'
  target: one willing creature that is grappled
Litany of Madness:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - This litany is a sermon of madness. The target is confused. At the start of each
    of its turns, it can make a Will saving throw against the confused effect (DC
    of the spell). If the target fails the save, it continues to be confused. If it
    makes the save, the effect ends.
  duration: 1 or more rounds (see below)
  effect: null
  level: antipaladin 4, inquisitor 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: no, see below
  school: enchantment (charm) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Litany of Order:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "By shouting a forceful litany of strictures, you make a chaotic creature more\
    \ susceptible to the attacks of lawful creatures. If the target is chaotic, it\
    \ takes double the normal damage from attacks made by creatures that have a lawful\
    \ aura from a class feature or by creatures that have the lawful subtype. If the\
    \ target also has the chaotic subtype, when it is hit with attacks made by creatures\
    \ with a lawful aura, it is also sickened for 1 round. If this spell targets a\
    \ nonchaotic creature (or one that lacks the chaotic subtype), it has no effect\
    \ and the spell is wasted. While subject to this spell, the target cannot be the\
    \ target of another spell that has the word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: inquisitor 3, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: evocation [lawful, language-dependent]
  spell_resistance: 'yes'
  target: one creature
Litany of Righteousness:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - Calling down a litany of anathema, you make an evil more susceptible to the attacks
    of good creatures. If the target is evil, it takes double damage from attacks
    made by creatures with a good aura (from a class feature or as a creature with
    the good subtype). If the target also has the evil subtype; when it is hit with
    attacks made by creatures with a good aura, it is also dazzled for 1d4 rounds.
    If this spell targets a nonevil creature (or one that lacks the evil subtype),
    it has no effect, and the spell is wasted.
  duration: 1 round
  effect: null
  level: inquisitor 3, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: evocation [good, language-dependent]
  spell_resistance: 'yes'
  target: one creature
Litany of Sight:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "This litany reveals the unseen to you. You can see invisible creatures and objects\
    \ within 30 feet. While subject to this spell, the target cannot be the target\
    \ of another spell that has the word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 3, inquisitor 4, paladin 3
  range: personal
  saving_throw: 'no'
  school: divination
  spell_resistance: 'yes'
  target: you
Litany of Sloth:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "With a litany against the wages of sloth, you slow the target\u2019s defenses.\
    \ The target cannot make attacks of opportunity or cast spells defensively."
  duration: 1 round
  effect: null
  level: antipaladin 1, inquisitor 1, paladin 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Litany of Thunder:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "You call down a thunderous boom upon your enemy. The target becomes deafened\
    \ until the condition is removed, and is confused for 1 round. While subject to\
    \ this spell, the target cannot be the target of another spell that has the word\
    \ \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 4, inquisitor 5, paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: evocation [language-dependent, sonic]
  spell_resistance: 'yes'
  target: one creature
Litany of Truth:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "With a tirade against deceit, you strip the target of any illusions cloaking\
    \ it. Any illusion spells or effects affecting the target are suppressed for the\
    \ spell\u2019s duration. In addition, the target can\u2019t benefit from concealment."
  duration: 1 round
  effect: null
  level: inquisitor 6, paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination [language-dependent]
  spell_resistance: 'yes'
  target: one creature
Litany of Vengeance:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "This litany causes your enemy to feel the pain of blows more sharply. Anyone\
    \ who hits the target with an attack gains a +5 sacred or profane bonus (depending\
    \ on the alignment of the caster) to that attack\u2019s damage. While subject\
    \ to this spell, the target cannot be the target of another spell that has the\
    \ word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 4, inquisitor 5, paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: 'no'
  school: transmutation [language-dependent]
  spell_resistance: 'yes'
  target: one creature
Litany of Warding:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "With this litany, you become more aware of your opponents. You can make two additional\
    \ attacks of opportunity this round. Furthermore, you gain a +2 sacred bonus to\
    \ AC against attacks of opportunity. While subject to this spell, the target cannot\
    \ be the target of another spell that has the word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 2, inquisitor 3, paladin 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Litany of Weakness:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "Your litany proclaims your target weak, sapping its strength. The target is fatigued\
    \ for 1 round. While subject to this spell, the target cannot be the target of\
    \ another spell that has the word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 1, inquisitor 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: 'no'
  school: necromancy [language-dependent]
  spell_resistance: 'yes'
  target: one creature
Litany of the Red Crusader:
  area: null
  casting_time: 1 swift action
  components: V, S, DF
  description:
  - "Followers of Arazni have made use of this litany since her days as a crusader\
    \ and herald. Each time the target creature takes piercing or slashing damage,\
    \ it takes 1 point of bleed damage; this bleed damage stacks with itself. While\
    \ subject to this spell, the target cannot be the target of another spell that\
    \ has the word \u201Clitany\u201D in the title."
  duration: 1 round
  effect: null
  level: antipaladin 1, inquisitor 2, paladin 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates yes
  school: necromancy
  spell_resistance: null
  target: one creature
Liveoak:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "This spell turns an oak tree into a protector or guardian. The spell can only\
    \ be cast on a single tree at a time; while liveoak is in effect, you can\u2019\
    t cast it again on another tree. Liveoak must be cast on a healthy, Huge oak.\
    \ A triggering phrase of up to one word per caster level is placed on the targeted\
    \ oak. The liveoak spell triggers the tree into animating as a treant."
  duration: 1 day/level (D)
  effect: null
  level: druid 6, shaman 7
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: tree touched
Loathsome Veil:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tangle of multicolored threads)
  description:
  - "This spell creates a transparent veil of shifting, multicolored strands of light\
    \ that form into endlessly varied and alien patterns. One side of the veil, chosen\
    \ by you at the time of casting, is harmless. The other side twists and turns\
    \ into impossible shapes, affecting any creature with 60 feet who views the veil.\
    \ The veil affects a maximum of 24 Hit Dice of creatures. Creatures with the fewest\
    \ HD are affected first. Among creatures with equal HD, those who are closest\
    \ to the spell are affected first. The effect is according to the creature\u2019\
    s HD."
  duration: concentration + 1 round/level (D)
  effect: transparent pattern 40 ft. long, 20 ft. high
  level: mesmerist 3, psychic 3, sorcerer/ wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Locate Creature:
  area: null
  casting_time: null
  components: ': V, S, M (fur from a bloodhound)'
  description:
  - This spell functions like locate object, except this spell locates a known creature.
    You slowly turn and sense when you are facing in the direction of the creature
    to be located, provided it is within range. You also know in which direction the
    creature is moving, if any.
  duration: 10 min./level
  effect: null
  level: bard 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Locate Gate:
  area: circle centered on you with a radius of 400 ft. + 40 ft./level
  casting_time: 1 standard action
  components: V, S, F/DF (a small lodestone sphere)
  description:
  - "You sense the direction of the nearest teleportation circle (permanent or with\
    \ a remaining duration), gate spell, or other effect which magically connects\
    \ two different locations (for example, an active magic item, a creature\u2019\
    s special ability, or unique adventure location). Locate gate detects only spells\
    \ or effects with a permanent or ongoing duration, not instantaneous effects like\
    \ dimension door or teleport."
  duration: 1 minute/level
  effect: null
  level: bard 5, cleric 5, occultist 5, psychic 5, sorcerer/wizard 5, summoner 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Locate Object:
  area: circle, centered on you, with a radius of 400 ft. + 40 ft./level
  casting_time: 1 standard action
  components: V, S, F/DF (a forked twig)
  description:
  - You sense the direction of a well-known or clearly visualized object. You can
    search for general items, in which case you locate the nearest of its kind if
    more than one is within range. Attempting to find a certain item requires a specific
    and accurate mental image; if the image is not close enough to the actual object,
    the spell fails. You cannot specify a unique item unless you have observed that
    particular item firsthand (not through divination).
  duration: 1 min./level
  effect: null
  level: bard 2, cleric/oracle 3, inquisitor 3, medium 2, mesmerist 2, occultist 2,
    psychic 2, sorcerer/wizard 2, spiritualist 3, witch 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Locate Portal:
  area: circle, centered on you, with a radius of 1 mile/level
  casting_time: 1 standard action
  components: V, S
  description:
  - "When this spell is active, you feel a mental pull in the direction of any active\
    \ or operable portal leading to another plane within range of the spell. If multiple\
    \ portals are present, you are pulled only to the nearest one. If moving causes\
    \ you to become closer to a different portal, you become drawn to that one instead.\
    \ The spell gives you the direction of the portal only, not a route. Once you\
    \ are within 10 feet of the portal, you no longer feel the pull, only the portal\u2019\
    s presence. The spell does not pinpoint or otherwise reveal hidden portals, nor\
    \ does it do anything to aid in opening or operating them."
  duration: concentration , up to 1 minute/level
  effect: null
  level: bard 2, cleric 2, druid 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard
    2, summoner 2, witch 2
  range: 1 mile/level
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Locate Weakness:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (a pickled predator\u2019s eye)"
  description:
  - "You can sense your foes\u2019 weak points, granting you greater damage with critical\
    \ hits. Whenever you score a critical hit, roll the attack\u2019s damage dice\
    \ (but not extra or precision damage dice) twice and take the highest result."
  duration: 1 minute/level
  effect: null
  level: bloodrager 3, inquisitor 3, magus 3, occultist 3, psychic 3, ranger 2, sorcerer/wizard
    3, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Lock Gaze:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You compel the target to look at you and only you for the spell\u2019s duration\
    \ or until the spell is discharged. While staring at you, the target is considered\
    \ to be averting its eyes from every creature but you, granting creatures other\
    \ than you concealment against the target\u2019s attacks. If the target willingly\
    \ leaves your line of sight, it is blinded for 1 round and the spell ends. If\
    \ you willingly leave the target\u2019s line of sight or become unconscious or\
    \ dead, the spell creature suffers no ill effects. Blind creatures and creatures\
    \ immune to gaze attacks are immune to this spell."
  duration: 1 round/level
  effect: null
  level: bard 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Lockjaw:
  area: null
  casting_time: 1 standard action
  components: V, S, M (sticky tree gum)
  description:
  - "You give a creature the ability to use one of its natural attacks to firmly attach\
    \ itself to an opponent. Choose one of the creature\u2019s natural attacks (usually\
    \ a claw or bite attack). The creature gains the grab ability with that natural\
    \ attack, including the +4 bonus on combat maneuver checks to start or maintain\
    \ a grapple. A creature with multiple natural attacks can strike at its grappled\
    \ opponent with its other natural attacks, but cannot attack any other creature."
  duration: 1 round/level
  effect: null
  level: druid 2, ranger 2
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Locksight:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small key)
  description:
  - The target can observe for 1 full round a lock that he is aware of (or object
    that includes a lock, such as a chest or door) that is within 60 feet to automatically
    determine whether it is open, closed, or jammed.
  duration: 1 hour/level
  effect: null
  level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: one creature
Long Arm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your arms temporarily grow in length, increasing your reach with those limbs by
    5 feet.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained
    summoner 1, witch 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Longshot:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a piece of fletching)
  description:
  - This spell reduces the effect of range, granting a +10-foot bonus to the range
    increment of any weapon used by the subject.
  duration: 1 minute/level
  effect: null
  level: alchemist 1, antipaladin 1, inquisitor 1, magus 1, paladin 1, psychic 1,
    ranger 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Longstrider:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of dirt)
  description:
  - This spell gives you a +10 foot enhancement bonus to your base speed. It has no
    effect on other modes of movement, such as burrow, climb, fly, or swim.
  duration: 1 hour/level (D)
  effect: null
  level: druid 1, ranger 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Lose the Trail:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target or targets of this spell can obscure their tracks when fleeing from\
    \ a pursuer. This increases the DC of any Survival checks made to track the spell\u2019\
    s targets by 2 per level of the caster."
  duration: 1 hour/level (D)
  effect: null
  level: antipaladin 2, ranger 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: null
Lost Legacy:
  area: null
  casting_time: 1 standard action
  components: V, S, DF/F (a holy symbol of a dead or forgotten deity, or flag of a
    fallen or forgotten nation)
  description:
  - "You inflict a powerful curse on a touched creature that causes others to quickly\
    \ forget positive aspects of their interactions with the target. The target cannot\
    \ attempt a Diplomacy (or wild empathy or similar ability) check to improve the\
    \ attitude of other creatures. Any creature that normally has an attitude of friendly\
    \ or helpful toward the target must succeed at a Will save at the spell\u2019\
    s normal saving throw DC each time it interacts with the target, or its attitude\
    \ becomes indifferent. Once this curse is removed, creatures coming back into\
    \ contact with the target regain their pleasant memories of it. If their attitudes\
    \ toward the target have not been reduced from indifferent, their original attitudes\
    \ are restored."
  duration: permanent
  effect: null
  level: bard 6, cleric 7, inquisitor 6, occultist 6, psychic 7, sorcerer/wizard 7,
    witch 6
  range: touch
  saving_throw: Will negates
  school: enchantment [curse, mind-affecting]
  spell_resistance: 'yes'
  target: creature touched
Lost Locale (Samsaran):
  area: one 1-mile cube/level
  casting_time: 24 hours
  components: null
  description:
  - This spell functions as lost passage (see below), except that it affects a larger
    area.
  duration: null
  effect: null
  level: psychic 9, sorcerer/wizard 9
  range: 1 mile/level
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: null
Lost Passage (Samsaran):
  area: one 30-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S
  description:
  - "Creatures in the area of this spell are subject to a subtle enchantment that\
    \ confounds their senses of direction, interferes with recognizing landmarks,\
    \ and causes them to misjudge distances and angles. Creatures that enter the area\
    \ must succeed at a new Survival check to avoid becoming lost immediately, whether\
    \ or not they succeed at their saving throws. Those that fail the save take a\
    \ penalty on such Survival checks equal to double your caster level, treat all\
    \ squares they enter as difficult terrain for as long as they are in the area\
    \ and for 1 hour per caster level thereafter, lose the benefit of all effects\
    \ that allow them to ignore difficult terrain, and take a \u20134 penalty to Dexterity."
  duration: 2 hours/level (D)
  effect: null
  level: bard 4, mesmerist 3, psychic 4, sorcerer/wizard 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
"Lover\u2019s Vengeance":
  area: null
  casting_time: 1 minute
  components: V, M (a piece of jewelry worth at least 100 gp)
  description:
  - You inspire yourself or a lover to a vengeful rage against a chosen enemy, who
    must be a creature that has wronged you in some way.
  duration: up to 1 day/level (D) or until discharged
  effect: null
  level: bard 3, cleric/oracle 3, shaman 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: creature touched
Lucky Number:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - " The Path of Numbers \n "
  duration: 24 hours or until discharged
  effect: null
  level: bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner
    1, witch 1
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one willing creature
Lullaby:
  area: living creatures within a 10-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - Any creature within the area that fails a Will save becomes drowsy and inattentive,
    taking a -5 penalty on Perception checks and a -2 penalty on Will saves against
    sleep effects while the lullaby is in effect. Lullaby lasts for as long as the
    caster concentrates, plus up to 1 round per caster level thereafter.
  duration: concentration + 1 round/level (D)
  effect: null
  level: bard 0, psychic 0
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Lunar Veil:
  area: 120-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - "You conjure a tremendous area of shadow to obscure moonlight within the area,\
    \ creating something akin to a lunar eclipse. The light level is lowered by two\
    \ steps (though unlike deeper darkness, areas of normal light or dimmer become\
    \ normal darkness rather than supernaturally dark). Lycanthropes in the area must\
    \ make a Will save every round or revert to their humanoid forms. In addition,\
    \ lycanthropes attempting to assume animal or hybrid form within the affected\
    \ area take a \u20135 penalty on Constitution checks to do so."
  duration: 10 minute/level
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 7, witch 7
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates, see text
  school: illusion (shadow) [darkness, shadow]
  spell_resistance: 'no'
  target: null
Mad Hallucination:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell induces a hallucinogenic reality in the mind of your target. Surfaces\
    \ seem to swim, and movement constantly distracts the eye. The target takes a\
    \ \u20132 penalty on Will saving throws, caster level checks, Intelligence-based\
    \ skill checks, and Wisdom-based skill checks."
  duration: 5 minute/level (maximum 1 hour)
  effect: null
  level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: close (20 ft.)
  saving_throw: Will negates
  school: illusion (phantasm)
  spell_resistance: 'yes'
  target: one humanoid creature
Mad Monkeys:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - "You summon a swarm of screeching, mischievous monkeys. The swarm understands\
    \ and obeys your commands and has the statistics of a monkey swarm. Creatures\
    \ failing a saving throw against the mad monkeys\u2019 distraction attack are\
    \ deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or\
    \ steal combat maneuver each turn as a free action against any creature that begins\
    \ its turn in the swarm, using your caster level plus your casting ability score\
    \ bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for\
    \ bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys\
    \ requires a successful disarm or steal attempt against that CMB +10. An object\
    \ stolen by the monkeys takes swarm damage each round the swarm is in possession\
    \ of the object."
  duration: 1 round/level
  effect: swarm of monkeys
  level: bard 3, druid 3, sorcerer/wizard 3, summoner/unchained summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
"Mad Sultan\u2019s Melody":
  area: null
  casting_time: 1 standard action
  components: V, S, F (masterwork flute, pipe, or string instrument)
  description:
  - "You imitate the mad cacophony created by the awful beings associated with the\
    \ Outer God, Azathoth. This spell targets only creatures with the ooze type, creatures\
    \ with the amorphous special ability, and non-bipedal creatures with a special\
    \ association with the Outer Gods. This music draws the targets\u2019 attention\
    \ to the caster, as per the fascinate bardic performance. It affects mindless\
    \ creatures despite the mindless quality typically granting immunity to mind-affecting\
    \ effects, though it doesn\u2019t ignore any other immunity to mind-affecting\
    \ effects the creature might have. The caster doesn\u2019t have to maintain the\
    \ effect each round\u2014the music continues for the duration of the spell. Creatures\
    \ fascinated by mad sultan\u2019s melody become immune to any other casting of\
    \ the spell for 24 hours after the spell ends, and the spell ends if the fascination\
    \ breaks on any of its targets for any reason (such as an attack)."
  duration: 1 round/level (D)
  effect: null
  level: bard 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting, sonic]
  spell_resistance: 'yes'
  target: one creature/2 levels, no two of which may be more than 30 ft. apart (see
    text)
Maddening Oubliette:
  area: null
  casting_time: 1 round
  components: V, S, M (the powdered bones of a creature that died in prison)
  description:
  - "The target is transported to a dark and dank prison in some unspecified horrific\
    \ demiplane, where tentacles writhe around, clawed fingers grab at the creature\
    \ (though they deal no damage), and harsh, whispering voices speak blasphemies\
    \ and maddening secrets. At the end of each round within this terrifying oubliette,\
    \ the target can attempt a Will saving throw in order to escape the prison. The\
    \ saving throw has a penalty equal to the number of rounds the target has spent\
    \ in the oubliette (minimum \u20131 and maximum \u20135). If the target succeeds\
    \ at its saving throw, it returns to its former space. If that space is occupied\
    \ or otherwise unavailable, the target is shunted to the nearest available space.\
    \ When the target returns from the oubliette, it is confused for a number of rounds\
    \ equal to the number of rounds of imprisonment (minimum 1), unless it was confined\
    \ in the oubliette for 10 or more rounds, in which case the target is affected\
    \ as if it were subject to an insanity spell instead."
  duration: special; see text
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 7, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: one creature
Mage Armor:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a piece of cured leather)
  description:
  - An invisible but tangible field of force surrounds the subject of a mage armor
    spell, providing a +4 armor bonus to AC.
  duration: 1 hour/level (D)
  effect: null
  level: bloodrager 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1,
    witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (creation) [force]
  spell_resistance: 'no'
  target: creature touched
Mage Hand:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You point your finger at an object and can lift it and move it at will from a\
    \ distance. As a move action, you can propel the object as far as 15 feet in any\
    \ direction, though the spell ends if the distance between you and the object\
    \ ever exceeds the spell\u2019s range."
  duration: concentration
  effect: null
  level: bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner
    0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one non-magical, unattended object weighing up to 5 lbs.
"Mage\u2019s Crawl Space":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of clay)
  description:
  - "When you cast this spell, you merge with an adjacent natural stone surface, forming\
    \ a 5-foot pocket within. If the stone surface does not have enough volume to\
    \ safely contain a 5-foot sphere of empty space, the spell fails. When created,\
    \ there is sufficient air within the pocket for up to one Medium creature to survive\
    \ for the spell\u2019s duration, including one additional Tiny or smaller creature,\
    \ such as a familiar. At the end of the spell\u2019s duration, you are immediately\
    \ expelled into the nearest available open space adjacent to the surface you merged\
    \ with."
  duration: 1 hour/level (D)
  effect: 5-foot sphere centered on yourself
  level: arcanist 2, bard 2, shaman 2, sorcerer/wizard 2
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
"Mage\u2019s Decree":
  area: null
  casting_time: 1 standard action
  components: V, S, F (a brass cone or trumpet)
  description:
  - "You speak a short message (up to 25 words), and it is immediately transmitted\
    \ to each target, who hear it as clearly as if you were standing next to them.\
    \ By default, the spell targets every creature with an Intelligence score of 3\
    \ or greater that is within the spell\u2019s range, but at your discretion, you\
    \ can choose to restrict the spell to certain creatures, causing it to either\
    \ only deliver its message to creatures meeting a certain criteria, or to deliver\
    \ it to all creatures except those meeting that criteria."
  duration: instantaneous
  effect: null
  level: bard 5, cleric 6, inquisitor 5, mesmerist 5, psychic 6, sorcerer/wizard 6,
    summoner 5, witch 6
  range: up to 1 mile/level; see text
  saving_throw: none
  school: evocation
  spell_resistance: 'no'
  target: null
"Mage\u2019s Disjunction":
  area: all magical effects and magic items within a 40-ft.-radius burst, or one magic
    item (see text)
  casting_time: 1 standard action
  components: V
  description:
  - "All magical effects and magic items within the radius of the spell, except for\
    \ those that you carry or touch, are disjoined. That is, spells and spell-like\
    \ effects are unraveled and destroyed completely (ending the effect as a dispel\
    \ magic spell does), and each permanent magic item must make a successful Will\
    \ save or be turned into a normal item for the duration of this spell. An item\
    \ in a creature\u2019s possession uses its own Will save bonus or its possessor\u2019\
    s Will save bonus, whichever is higher. If an item\u2019s saving throw results\
    \ in a natural 1 on the die, the item is destroyed instead of being suppressed."
  duration: 1 minute/level
  effect: null
  level: sorcerer/wizard 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: abjuration
  spell_resistance: 'no'
  target: null
"Mage\u2019s Faithful Hound":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
  description:
  - You conjure up a phantom watchdog that is invisible to everyone but yourself.
    It then guards the area where it was conjured (it does not move). The hound immediately
    starts barking loudly if any Small or larger creature approaches within 30 feet
    of it. (Those within 30 feet of the hound when it is conjured may move about in
    the area, but if they leave and return, they activate the barking.) The hound
    sees invisible and ethereal creatures. It does not react to figments, but it does
    react to shadow illusions.
  duration: 1 hour/caster level or until discharged, then 1 round/caster level; see
    text
  effect: phantom watchdog
  level: sorcerer/wizard 5, summoner 4, unchained summoner 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Mage\u2019s Lucubration":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You instantly prepare any one spell of 5th level or lower that you have used during
    the past 24 hours. The spell must have been actually cast during that period.
    The chosen spell is stored in your mind as through prepared in the normal fashion.
  duration: instantaneous
  effect: null
  level: wizard 6
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
"Mage\u2019s Magnificent Enclosure":
  area: immobile 10-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S, M (a sphere of glass worth 100 gp and an iron nail, with which
    you pierce the glass on casting)
  description:
  - ' You call into being around you an invisible barrier of force within which magic
    cannot persist.'
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 9
  range: touch
  saving_throw: none
  school: abjuration (force)
  spell_resistance: see text
  target: null
"Mage\u2019s Magnificent Mansion":
  area: null
  casting_time: 1 standard action
  components: V, S, F (a miniature ivory door, a piece of polished marble, and a silver
    spoon, each worth 5 gp)
  description:
  - You conjure up an extra-dimensional dwelling that has a single entrance on the
    plane from which the spell was cast. The entry point looks like a faint shimmering
    in the air that is 4 feet wide and 8 feet high. Only those you designate may enter
    the mansion, and the portal is shut and made invisible behind you when you enter.
    You may open it again from your own side at will. Once observers have passed beyond
    the entrance, they are in a magnificent foyer with numerous chambers beyond. The
    atmosphere is clean, fresh, and warm.
  duration: 2 hours/level (D)
  effect: extra-dimensional mansion, up to three 10-ft. cubes/level (S)
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Mage\u2019s Perusal":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You gain a brief but incomplete understanding of one book\u2019s contents, equivalent\
    \ to having skimmed its pages for 1 hour. This insight is not sufficient to translate\
    \ unknown languages, decipher codes, or memorize text, but it does allow the caster\
    \ to learn what topics the book discusses\u2014 invaluable to an adventurer who\
    \ must make a snap decision when performing research or deciding whether or not\
    \ to abscond with a volume. In addition, you instantly benefit from any bonuses\
    \ or effects the book would normally grant to anyone who reads it for 1 hour."
  duration: instantaneous
  effect: null
  level: bard 1, cleric 1, magus 1, sorcerer/ wizard 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: divination
  spell_resistance: yes (harmless, object)
  target: book touched
"Mage\u2019s Private Sanctum":
  area: 30-ft. cube/level (S)
  casting_time: 10 minutes
  components: V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered
    chrysolite)
  description:
  - This spell ensures privacy. Anyone looking into the area from outside sees only
    a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud,
    can escape the area, so nobody can eavesdrop from outside. Those inside can see
    out normally.
  duration: 24 hours (D)
  effect: null
  level: sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
"Mage\u2019s Sword":
  area: null
  casting_time: 1 standard action
  components: V, S, F (a miniature platinum sword worth 250 gp)
  description:
  - "This spell brings into being a shimmering, sword-like plane of force. The sword\
    \ strikes at any opponent within its range, as you desire, starting in the round\
    \ that you cast the spell. The sword attacks its designated target once each round\
    \ on your turn. Its attack bonus is equal to your caster level + your Intelligence\
    \ bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an\
    \ additional +3 enhancement bonus. As a force effect, it can strike ethereal and\
    \ incorporeal creatures. It deals 4d6+3 points of force damage, with a threat\
    \ range of 19\u201320 and a critical multiplier of \xD72."
  duration: 1 round/level (D)
  effect: one sword
  level: sorcerer/wizard 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Magic Army:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You imbue all manufactured weapons carried by allies within range with magic,
    granting each weapon a +1 enhancement bonus on attack rolls and damage rolls per
    5 caster levels (maximum +4).
  duration: 1 hour/level
  effect: null
  level: shaman 8, sorcerer/wizard 7
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Magic Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a small square of silk that must be passed over the object
    that receives the aura)
  description:
  - "You alter an item\u2019s aura so that it registers to detect spells (and spells\
    \ with similar capabilities) as though it were non-magical, or a magic item of\
    \ a kind you specify, or the subject of a spell you specify. If the object bearing\
    \ magic aura has identify cast on it or is similarly examined, the examiner recognizes\
    \ that the aura is false and detects the object\u2019s actual qualities if he\
    \ succeeds on a Will save. Otherwise, he believes the aura and no amount of testing\
    \ reveals what the true magic is."
  duration: 1 day/level (D)
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1
  range: touch
  saving_throw: none; see text
  school: illusion (glamer)
  spell_resistance: 'no'
  target: one touched object weighing up to 5 lbs./level
Magic Boulder:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell works like magic stone, except you transmute as many as three boulders\
    \ (rocks up to two size categories smaller than yourself) to use with the rock\
    \ throwing ability or as siege engine ammunition. The boulder\u2019s damage increases\
    \ by one step, and the boulder gains a +1 enhancement bonus on attack and damage\
    \ rolls."
  duration: null
  effect: null
  level: cleric 2, druid 2 Target up to three boulders touched
  range: null
  saving_throw: null
  school: transmutation [earth]
  spell_resistance: null
  target: up to three boulders touched
Magic Circle Against Technology:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a 3-ft.-diameter circle of powdered copper)
  description:
  - All creatures within the area gain the effects of a protection from technology
    spell. Creatures in the area, or that later enter the area, receive only one attempt
    to suppress technological effects that are controlling them. If a creature succeed
    at this save, such effects are suppressed as long as the creature remains in the
    area. Creatures that leave the area and then return are not protected. Robots
    receive a saving throw and spell resistance to avoid being kept at bay, but the
    deflection and resistance bonuses and the protection from mental control apply
    to non-technological creatures in the area even if a robot succeeds at its saving
    throw and is thus able to enter the area.
  duration: 10 minute/level
  effect: null
  level: cleric 4, sorcerer/wizard 4
  range: touch
  saving_throw: Will negates (harmless), see text
  school: abjuration
  spell_resistance: no; see text
  target: null
Magic Circle against Chaos:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like magic circle against evil, except that it is similar
    to protection from chaos instead of protection from evil, and it can imprison
    a non-lawful called creature.
  duration: null
  effect: null
  level: cleric/oracle 3, inquisitor 3, paladin 3, shaman 3, sorcerer/wizard 3, summoner/unchained
    summoner 3
  range: null
  saving_throw: null
  school: abjuration [lawful]
  spell_resistance: null
  target: null
Magic Circle against Evil:
  area: 10-ft.-radius emanation from touched creature
  casting_time: 1 standard action
  components: V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
  description:
  - "All creatures within the area gain the effects of a protection from evil spell,\
    \ and evil summoned creatures cannot enter the area either. Creatures in the area,\
    \ or who later enter the area, receive only one attempt to suppress effects that\
    \ are controlling them. If successful, such effects are suppressed as long as\
    \ they remain in the area. Creatures that leave the area and come back are not\
    \ protected. You must overcome a creature\u2019s Spell Resistance in order to\
    \ keep it at bay (as in the third function of protection from evil), but the deflection\
    \ and resistance bonuses and the protection from mental control apply regardless\
    \ of enemies\u2019 Spell Resistance."
  duration: 10 min./level
  effect: null
  level: cleric/oracle 3, inquisitor 3, paladin 3, shaman 3, sorcerer/wizard 3, summoner/unchained
    summoner 3
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [good]
  spell_resistance: no; see text
  target: null
Magic Circle against Good:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like magic circle against evil, except that it is similar
    to protection from good instead of protection from evil, and it can imprison a
    non-evil called creature.
  duration: null
  effect: null
  level: antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3, sorcerer/wizard 3,
    summoner/unchained summoner 3
  range: null
  saving_throw: null
  school: abjuration [evil]
  spell_resistance: null
  target: null
Magic Circle against Law:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like magic circle against evil, except that it is similar
    to protection from law instead of protection from evil, and it can imprison a
    non-chaotic called creature.
  duration: null
  effect: null
  level: antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3, sorcerer/wizard 3,
    summoner/unchained summoner 3
  range: null
  saving_throw: null
  school: abjuration [chaotic]
  spell_resistance: null
  target: null
Magic Fang:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement\
    \ bonus on attack and damage rolls. The spell can affect a slam attack, fist,\
    \ bite, or other natural weapon. The spell does not change an unarmed strike\u2019\
    s damage from nonlethal damage to lethal damage."
  duration: 1 min./level
  effect: null
  level: druid 1, ranger 1, summoner/unchained summoner 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: living creature touched
Magic Jar:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a gem or crystal worth at least 100 gp)
  description:
  - By casting magic jar, you place your soul in a gem or large crystal (known as
    the magic jar), leaving your body lifeless. Then you can attempt to take control
    of a nearby body, forcing its soul into the magic jar. You may move back to the
    jar (thereby returning the trapped soul to its body) and attempt to possess another
    body. The spell ends when you send your soul back to your own body, leaving the
    receptacle empty. To cast the spell, the magic jar must be within spell range
    and you must know where it is, though you do not need line of sight or line of
    effect to it. When you transfer your soul upon casting, your body is, as near
    as anyone can tell, dead.
  duration: 1 hour/level or until you return to your body
  effect: null
  level: alchemist 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates; see text
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Magic Missile:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A missile of magical energy darts forth from your fingertip and strikes its target,
    dealing 1d4+1 points of force damage.
  duration: instantaneous
  effect: null
  level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Magic Mouth:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small bit of honeycomb and jade dust worth 10 gp)
  description:
  - This spell imbues the chosen object or creature with an enchanted mouth that suddenly
    appears and speaks its message the next time a specified event occurs. The message,
    which must be 25 or fewer words long, can be in any language known by you and
    can be delivered over a period of 10 minutes. The mouth cannot utter verbal components,
    use command words, or activate magical effects. It does, however, move according
    to the words articulated; if it were placed upon a statue, the mouth of the statue
    would move and appear to speak. Magic mouth can also be placed upon a tree, rock,
    or any other object or creature.
  duration: permanent until discharged
  effect: null
  level: bard 1, medium 2, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard 2,
    summoner/unchained summoner 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: illusion (glamer)
  spell_resistance: yes (object)
  target: one creature or object
Magic Siege Engine:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell permits an indirect fire siege engine to bombard its targets with greater
    accuracy, delivering more damage. The siege weapon receives a +1 enhancement bonus
    on targeting rolls and damage rolls. If used on a direct fire siege weapon, this
    spell acts a magic weapon.
  duration: 1 minutes/level
  effect: null
  level: antipaladin 2, cleric 2, inquisitor 2, paladin 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one siege engine touched
Magic Stone:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You transmute as many as three pebbles, which can be no larger than sling bullets,\
    \ so that they strike with great force when thrown or slung. If hurled, they have\
    \ a range increment of 20 feet. If slung, treat them as sling bullets (range increment\
    \ 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls.\
    \ The user of the stones makes a normal ranged attack. Each stone that hits deals\
    \ 1d6+1 points of damage (including the spell\u2019s enhancement bonus), or 2d6+2\
    \ points against undead."
  duration: 30 minutes or until discharged
  effect: null
  level: cleric/oracle 1, druid 1, shaman 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Magic Vestment:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You imbue a suit of armor or a shield with an enhancement bonus of +1 per four
    caster levels (maximum +5 at 20th level).
  duration: 1 hour/level
  effect: null
  level: cleric/oracle 3, inquisitor 3, shaman 3
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: armor or shield touched
Magic Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.\
    \ An enhancement bonus does not stack with a masterwork weapon\u2019s +1 bonus\
    \ on attack rolls."
  duration: 1 min./level
  effect: null
  level: antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, paladin
    1, shaman 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: weapon touched
Magical Beast Shape:
  area: null
  casting_time: null
  components: null
  description:
  - 'This spell functions as beast shape IV except you can assume the form of only
    a magical beast of a size between Diminutive and Huge. 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, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light
    vision, scent, see in darkness, tremorsense 60 feet, blood drain, blood frenzy,
    breath weapon (if damage, up to 12d6 points), constrict, fast healing 5, ferocity,
    grab, hold breath, jet, no breath, poison, pounce, powerful charge, pull, rake,
    rend, roar, spikes, trample, trip, and web. If the creature has immunity to poison,
    you gain a +8 resistance bonus on saves against poison.'
  duration: null
  effect: null
  level: sorcerer/wizard 7
  range: null
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: null
Magnetic Field:
  area: 30-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a spherical magnetic field that surrounds you to a range of 30 feet
    and follows you for the duration of the spell.
  duration: 1 round/2 levels (D)
  effect: null
  level: alchemist 6, cleric 7, magus 6, sorcerer/wizard 7, summoner 6, witch 7
  range: 30 ft.
  saving_throw: Reflex negates (object; see text)
  school: abjuration
  spell_resistance: yes (object)
  target: null
Magnifying Chime:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - You cause the touched object to vibrate and release sonic energy once per round
    as a loud, dangerous chime. The sound grows in strength as time passes. On your
    turn in the round after you cast the spell, the chime deals 1d6 points of sonic
    damage to all creatures and objects within 5 feet of the target. Each round after
    that, the damage increases by 1d6 and reaches 5 feet farther in all directions.
    A successful Fortitude save halves the damage for that round only.
  duration: 1 round/level
  effect: disruptive vibrations
  level: bard 6
  range: touch
  saving_throw: Fortitude half (see text)
  school: transmutation [sonic]
  spell_resistance: 'yes'
  target: one unattended object or object in your possession
Majestic Image:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of paint and a ball of clay)
  description:
  - You cast your consciousness into a single object within range that bears your
    likeness, as if choosing a specific image with the spell enter image. In addition
    to observing your surroundings, speaking, and manipulating the image you inhabit,
    however, you can converse with nearby creatures and use your normal social skills.
  duration: concentration
  effect: transfer consciousness to an object bearing your likeness
  level: bard 4, cleric 4, medium 4, mesmerist 4, occultist 4, sorcerer/wizard 4,
    spiritualist 4
  range: 200 ft./level
  saving_throw: Will negates (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: null
Major Creation:
  area: null
  casting_time: ': 10 minutes'
  components: null
  description:
  - 'This spell functions like minor creation, except that you can also create an
    object of mineral nature: stone, crystal, metal, or the like. The duration of
    the created item varies with its relative hardness and rarity, as indicated on
    the following table.'
  duration: see text
  effect: null
  level: sorcerer/wizard 5, summoner/unchained summoner 4, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: null
Major Image:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like silent image, except that sound, smell, and thermal
    illusions are included in the spell effect. While concentrating, you can move
    the image within the range.
  duration: Concentration +3 rounds
  effect: null
  level: bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard
    3
  range: null
  saving_throw: null
  school: illusion (figment)
  spell_resistance: null
  target: null
Major Phantom Object:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - This spell functions as the major creation spell, except as noted above and the
    object created is a semi-real illusion. Any creature that interacts with the object
    may make a Will save, with success causing the object to cease to exist. A gnome
    casting this spell may make a Spellcraft check in place of any Craft check required
    to make a complex item.
  duration: 10 minutes/level (D)
  effect: illusory, unattended, non-magical object, up to 1 cu. ft./level
  level: sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: null
Make Lost:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You strip the targets of their senses of direction and recent memories of travel.
    They immediately forget the route they took in the last hour (but not details
    of encounters along the way) and become lost.
  duration: instantaneous
  effect: null
  level: bard 2, druid 2, ranger 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart
Make Whole:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - This spell functions as mending, except that it repairs 1d6 points of damage per
    level when cast on an object or construct creature (maximum 5d6).
  duration: instantaneous
  effect: null
  level: cleric/oracle 2, occultist 2, psychic 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: ': Will negates (harmless, object)'
  school: transmutation
  spell_resistance: ': yes (harmless, object)'
  target: one object of up to 10 cu. ft./level or one construct creature of any size
Malediction:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Channeling the blasphemy of fiends into your hand, you mark your target with a
    brief but fundamental corruption, causing its soul to be irretrievably damned
    should it die within the next minute. If you are lawful evil, souls are sent to
    Hell. If you are neutral evil, souls are sent to Abaddon. If you are chaotic evil,
    souls are sent to the Abyss.
  duration: 1 minute and instantaneous (see text)
  effect: null
  level: antipaladin 4, cleric 4, shaman 4, spiritualist 4, witch 4
  range: touch
  saving_throw: Will negates
  school: necromancy [curse, evil]
  spell_resistance: 'yes'
  target: 1 creature touched
Malediction (PZO9213):
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Channeling the blasphemy of the Pit into your hand, you mark your target with\
    \ a brief but fundamental corruption, causing its soul to be irretrievably damned\
    \ to Hell should it die within the next minute. Those killed while under the effect\
    \ of this spell cannot be resurrected by normal means. Only a worshiper of Asmodeus\
    \ (or of your deity, if you are not a worshiper of the Prince of Darkness) can\
    \ return a soul damned by malediction to life. Spells like raise dead or resurrection\
    \ cast by the worshipers of other deities automatically fail, though they do reveal\
    \ that the target soul has met a perhaps undeserved torment in Hell. The spells\
    \ miracle or wish return the victim of a malediction to life, regardless of the\
    \ caster\u2019s deity."
  duration: 1 minute and instantaneous (see text)
  effect: null
  level: cleric/oracle 4
  range: touch
  saving_throw: Will negates
  school: necromancy [evil]
  spell_resistance: 'yes'
  target: 1 creature touched
Malfunction:
  area: one construct
  casting_time: 1 standard action
  components: V, S
  description:
  - This functions as confusion, except it only affects constructs, and instead of
    babbling incoherently, the construct takes no actions on its turn (but may still
    make attacks of opportunity).
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Malicious Spite:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered turquoise worth 150 gp)
  description:
  - "You invoke feelings of a driving malicious intent. The target\u2019s malice is\
    \ directed at a second individual as designated by you at the time of casting.\
    \ Thereafter, the target attempts to slander, abuse, and even plot murder against\
    \ the target of its spite. This loathing is not overt, and the target\u2019s actions\
    \ against the object of its spite remain subtle and indirect. The enchanted target\
    \ remains within its financial and ethical means when acting against the second\
    \ individual, though the malice toward this other person pushes the target to\
    \ the limit of what it would do to a hated individual."
  duration: 1 day/level
  effect: null
  level: bard 3, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Mantle of Calm:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You surround yourself with a mantle of calm serenity. You take a \u20132 penalty\
    \ on attack rolls, and opponents gain a +2 bonus on saving throws against spells\
    \ you cast. Any creature affected by a rage effect (barbarian\u2019s rage, bloodrager\u2018\
    s bloodrage, blood rage monster ability, rage spell, skald\u2019s inspired rage\
    \ raging song, and so on) that strikes you with a melee attack must attempt a\
    \ Will saving throw, without the rage effect\u2019s bonus to Will; failure means\
    \ the rage effect ends (as if it were dispelled or the creature voluntarily ended\
    \ it, as appropriate)."
  duration: 1 round/level (D)
  effect: null
  level: cleric 3, inquisitor 3, mesmerist 2, paladin 3, psychic 3, shaman 3
  range: personal
  saving_throw: none and Will negates (see text)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: no and yes (see text)
  target: you
Mantle of Doubt:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You wrap your mind in phantasms of crippling doubt that assail any who dare harm\
    \ you. When a creature within the mantle\u2019s radius attacks you or attempts\
    \ to affect you with a harmful effect, it must succeed at a Will save as these\
    \ spectres of uncertainty force themselves into its mind. Ongoing effects trigger\
    \ the mantle only if the creature consciously directs them against you. A given\
    \ creature need only roll a saving throw against your mantle of doubt at most\
    \ once per round. If the creature\u2019s attack or effect against you was a psychic\
    \ spell or spell-like ability, that creature\u2019s save takes a \u20134 penalty.\
    \ A creatures that fails its save against your mantle of doubt is affected for\
    \ 1d4+1 rounds, during which time it is shaken, cannot flank, and no longer threatens\
    \ creatures within its reach. In addition, it takes a \u20132 penalty on saves\
    \ against mind-affecting effects, which stacks with the penalties for being shaken.\
    \ If your mantle of doubt affects a creature that is already shaken, that creature\u2019\
    s fear level doesn\u2019t increase. Instead, mounting doubts stagger the creature\
    \ for 1 round and deal 1d4 points of Wisdom and Charisma damage to it."
  duration: 1 round/level (D)
  effect: null
  level: mesmerist 6, psychic 8
  range: personal
  saving_throw: null
  school: illusion (phantasm) [emotion, fear, mind-affecting]
  spell_resistance: null
  target: you
Mantle of the Magic Warriors:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You weave golden masks shaped like animals around the targets\u2019 faces, imbuing\
    \ each target with an animal spirit that matches her strength of character. Each\
    \ target gains one animal special ability of your choice granted by beast shape\
    \ I. You can choose a different special ability for each target."
  duration: 1 minute/level
  effect: null
  level: druid 5, shaman 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: transmutation [good]
  spell_resistance: yes (harmless)
  target: one good-aligned creature/3 levels
Marching Chant:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - 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. You can concentrate
    on this spell and hustle at the same time.
  duration: concentration
  effect: null
  level: bard 2, cleric 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
"Marid\u2019s Mastery":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target gains a +1 bonus on attack and damage rolls if it and its opponent\
    \ are touching water. If the opponent or the target is touching the ground, the\
    \ target takes a \u20134 penalty on attack and damage rolls."
  duration: 1 minute/level
  effect: null
  level: bloodrager 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation [water]
  spell_resistance: yes (harmless)
  target: willing creature touched
Marionette Possession:
  area: null
  casting_time: 1 standard action
  components: "V, S, F (a piece of paper with the target\u2019s name)"
  description:
  - "You project your soul out of your body and into the body of a willing creature.\
    \ This possession is blocked by protection from evil or a similar ward. The target\u2019\
    s soul shares its body with you; it is helpless but can still use its senses.\
    \ You and the target\u2019s soul can communicate telepathically as if using a\
    \ common language."
  duration: 10 minutes/level or until you return to your body
  effect: null
  level: "alchemist 3, mesmerist 3, psychic 3, sorcerer/wizard\_3, summoner/unchained\
    \ summoner 3, witch 3"
  range: medium (100 ft. + 10 ft./level)
  saving_throw: 'none '
  school: necromancy
  spell_resistance: 'yes'
  target: one willing creature
Mark of Blood:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - You place a drop of your blood on a weapon and charge it with magic so that you
    transfer a small amount of your life essence to the next living creature you strike
    with the weapon. Thereafter, you can spend a move action to know the direction
    and general distance of that creature. The target can negate this effect with
    a successful Will save. You must strike a creature within 1 minute of casting
    this spell or the magic is wasted, but once the mark of blood takes effect it
    is permanent until dispelled or removed via an effect like remove curse.
  duration: 1 minute and permanent (see text)
  effect: null
  level: bloodrager 2, inquisitor 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: null
Mark of Buoyancy:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause the touched object to become lighter than air, such that it floats if
    not weighted down. The object is effectively weightless and, if left unattended,
    will rise to a number of feet off the ground equal to twice your caster level,
    and then remain floating at that height. The object can be pushed, dragged, carried,
    or otherwise moved normally, and it can be carried by the wind if not held or
    secured. The object is buoyant enough that it can carry an additional weight of
    up to 10 pounds per caster level with it, potentially allowing it to be used to
    carry small objects or creatures.
  duration: 1 hour/level (D)
  effect: null
  level: arcanist 3, bard 3, cleric 3, magus 3, occultist 3, oracle 3, psychic 3,
    skald 3, sorcerer 3, summoner 3, unchained summoner 3, warpriest 3, wizard 3
  range: touch
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: touched object weighing up to 10 lbs./level
Mark of Justice:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - You mark a subject and state some behavior on the part of the subject that will
    activate the mark. When activated, the mark curses the subject. Typically, you
    designate some sort of undesirable behavior that activates the mark, but you can
    pick any act you please. The effect of the mark is identical with the effect of
    bestow curse.
  duration: permanent; see text
  effect: null
  level: cleric/oracle 5, inquisitor 5, paladin 4, witch 5
  range: touch
  saving_throw: none
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: creature touched
Mark of Obvious Ethics:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You mark one creature with a glowing sigil. The target\u2019s alignment must\
    \ be opposite yours on at least one alignment axis\u2014if you are neutral with\
    \ no other alignment components, the target must have an alignment with no neutral\
    \ component. Any creature that sees the target can attempt a DC 15 Knowledge (religion)\
    \ check to discern the target\u2019s alignment, even if the mark is covered. You\
    \ are aware of the direction and distance to the target as long as it remains\
    \ within 100 miles of you and on the same plane."
  duration: 1 day/level
  effect: null
  level: cleric 3
  range: touch
  saving_throw: Will negates
  school: divination [curse]
  spell_resistance: 'yes'
  target: creature touched
Mark of Spite:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of blood)
  description:
  - You must succeed at a ranged touch attack to place your mark on the victim. While
    the mark remains, you may injure yourself as a standard action, dealing a number
    of points of damage equal to 1d8 plus your Strength modifier. The recipient of
    the mark automatically takes twice the amount of damage that you deal to yourself,
    bypassing any damage reduction, immunities, or resistances.
  duration: 1 round/level
  effect: null
  level: mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: necromancy
  spell_resistance: 'yes'
  target: one living creature
Mark of the Reptile God:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - If you succeed at a ranged touch attack, you burn your handprint onto the flesh
    of a creature, dealing 1d6 points of acid damage.
  duration: permanent
  effect: null
  level: antipaladin 4, cleric 4, inquisitor 4, oracle 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation (curse)
  spell_resistance: 'yes'
  target: one creature
Marks of Forbiddance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Marks of Forbiddance magically brand two creatures, preventing them from committing\
    \ violence against one another. When you cast this spell choose one enemy and\
    \ one ally within range. Both targets become branded with the sigil of forbiddance.\
    \ Until the end of the spell\u2019s duration, in order for the two targets to\
    \ attack one another, even with a targeted spell, each attacker must attempt a\
    \ Will save. If the save succeeds, that target can attack the other normally."
  duration: 1 round/level
  effect: null
  level: paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: abjuration [mind-affecting]
  spell_resistance: 'yes'
  target: null
Martial Marionette:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a marionette\u2019s crossbar)"
  description:
  - "When you cast this spell, you take partial control of an opponent\u2019s limbs,\
    \ making it difficult for him to attack you. Any attacks made against you by the\
    \ target of the spell take a \u20132 penalty due to the erratic and random motions\
    \ the spell forces onto any efforts to strike you. In addition, any creature suffering\
    \ the effects of this spell cannot flank you and cannot aid other opponents in\
    \ flanking you."
  duration: 1 round/level
  effect: null
  level: bard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: 1 creature
Martial Telekinesis:
  area: null
  casting_time: null
  components: null
  description:
  - You mingle the power of your mind and body to exert force beyond your reach. This
    spell functions as the combat maneuver version of telekinesis, except as noted
    above. Alternatively, you can inflict a telekinetic unarmed strike with this spell,
    using your own unarmed strike damage and applying your primary spellcasting ability
    score modifier to the damage in place of your Strength modifier.
  duration: instantaneous
  effect: null
  level: magus 4, occultist 4, psychic 3, sorcerer/wizard 4, spiritualist 4 Duration
    instantaneous
  range: null
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: null
"Martyr\u2019s Bargain":
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - "Among the faithful followers of the gods of purity martyr\u2019s bargain represents\
    \ true faith and true sacrifice."
  duration: 1 round/level
  effect: null
  level: cleric 2, paladin 2
  range: personal
  saving_throw: none
  school: transmutation (good)
  spell_resistance: 'no'
  target: you
Mask Dweomer:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of gauze)
  description:
  - "You mask and manipulate a spell\u2019s magic aura to make it harder to detect.\
    \ Select one spell effect on the target creature or object. You must have either\
    \ cast this spell yourself or have perceived it by means of detect magic or arcane\
    \ sight."
  duration: 1 day/level (D)
  effect: null
  level: occultist 1, psychic 1, witch 1
  range: touch
  saving_throw: none; see text
  school: illusion (glamer)
  spell_resistance: 'no'
  target: creatures or objects touched
Mask From Divination:
  area: null
  casting_time: 1 standard action
  components: V, S, F (an eyeless mask), M (diamond dust worth 200 gp)
  description:
  - "As part of the action used to cast this spell, you place the mask used as the\
    \ focus component on the target\u2019s face, after which it adheres tightly to\
    \ the target for the spell\u2019s duration and cannot be removed by physical force.\
    \ Despite lacking eyes, this mask does not impair its wearer\u2019s vision in\
    \ any way. While in effect, this spell functions like nondetection, except it\
    \ also foils divination spells that attempt to gather information about the creature,\
    \ even if they don\u2019t target it specifically. In the case of divination spells\
    \ that would normally reveal the wearer\u2019s presence, such as see invisibility,\
    \ the spell works, but the wearer is detected only if the caster succeeds at a\
    \ caster level check. Likewise, scrying attempts that specifically target the\
    \ wearer do not work at all unless the caster succeeds at a caster level check.\
    \ In addition, the DCs of skill checks to learn about the wearer or identify the\
    \ wearer and its strengths and weaknesses-including Diplomacy checks to gather\
    \ information, Perception checks opposed by the target\u2019s Disguise checks,\
    \ and Knowledge checks-increase by 4."
  duration: 24 hours
  effect: null
  level: alchemist 5, bloodrager 4, magus 5, shaman 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: Will negates (harmless, object)
  school: divination
  spell_resistance: yes (harmless, object)
  target: creature touched
Masochistic Shadow:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You animate the target\u2019s shadow with semi-living energies drawn from the\
    \ Shadow Plane, instilling a maddening hunger for its owner\u2019s life energy\
    \ within it. If the target fails its Will save, it takes 1d4 points of Strength\
    \ damage as a quasi-real shadow manifests in its space and attacks it. This shadow\
    \ remains attached to the target and moves wherever the target moves."
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 4, bloodrager 4, magus 4, occultist 4, shaman 4, sorcerer/ wizard
    4, witch 4
  range: close (25 ft. + 5 ft./level)
  saving_throw: Will negates, then Reflex partial; see text
  school: necromancy [evil, shadow]
  spell_resistance: 'yes'
  target: one creature
Massacre:
  area: 60-ft. line
  casting_time: 1 standard action
  components: V, S, M (a flask of ectoplasmic residue)
  description:
  - You unleash a wave of necromantic energy that snuffs out the life force of those
    in its path. This wave pulses out from you in a line 5 feet wide and 30 feet long.
    The wave visibly rips the souls from the bodies of those it passes through, which
    manifest as screaming, transparent versions of the affected creatures. The wave
    kills every living creature of 17 or fewer HD in the line, starting with the creature
    closest to you, to a maximum of 1d4 HD of creatures per caster level. No creature
    of 18 or more HD can be affected.
  duration: instantaneous
  effect: null
  level: cleric 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9
  range: null
  saving_throw: Fort negates
  school: necromancy [death]
  spell_resistance: 'yes'
  target: null
Masterwork Transformation:
  area: null
  casting_time: 1 hour
  components: V, S, M (see below)
  description:
  - "You convert a non-masterwork item into its masterwork equivalent. A normal sword\
    \ becomes a masterwork sword, a suit of leather armor becomes a masterwork suit\
    \ of leather armor, a set of thieves\u2019 tools becomes masterwork thieves\u2019\
    \ tools, and so on. If the target object has no masterwork equivalent, the spell\
    \ has no effect. You can affect 50 pieces of ammunition as if they were one weapon.\
    \ You decide if the object\u2019s appearance changes to reflect this improved\
    \ quality."
  duration: instantaneous
  effect: null
  level: bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one weapon, suit of armor, shield, tool, or skill kit touched
"Master\u2019s Escape":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create an extradimensional link between yourself and one summoned creature\
    \ you control that allows you to switch places. After casting master\u2019s escape,\
    \ you can teleport to your summoned creature\u2019s space as a swift action, causing\
    \ your summoned creature to teleport to your former space. If your summoned creature\
    \ is reduced to 0 or fewer hit points before you can use this spell\u2019s effect,\
    \ you can teleport to a space that you can see within 30 feet as an immediate\
    \ action. After using either of these effects, the spell ends. A summoner can\
    \ target his eidolon with this spell."
  duration: 1 round/level (D)
  effect: null
  level: cleric 4, druid 4, sorcerer/wizard 4, summoner 3, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: you and one summoned creature you control
"Master\u2019s Mutation":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can mold the ephemeral substance of the Outer Planes, mutating one summoned\
    \ creature that you control to better suit your needs. Select up to two of the\
    \ following abilities and grant them to the target for the spell\u2019s duration:\
    \ burrow 30 feet, climb 40 feet, constrict, darkvision 90 feet, ferocity, fly\
    \ 60 feet (average maneuverability), grab, jet, low-light vision, poison, rake,\
    \ scent, swim 60 feet, trample, trip, or water breathing."
  duration: 1 round/level (D)
  effect: null
  level: druid 5, sorcerer/wizard 5, summoner 5, witch 5
  range: close (25 ft. + 5 ft./level)
  saving_throw: none
  school: transmutation (polymorph)
  spell_resistance: 'no'
  target: you and one summoned creature you control
Matchmaker:
  area: null
  casting_time: 1 standard action
  components: S, M (a rose petal)
  description:
  - You entice the target creatures to become romantically interested in one another.
    Each creature saves and applies spell resistance separately. Both must be affected
    for the spell to have an effect. If either creatures has a prior unfriendly or
    hostile attitude toward the other, it receives a +4 bonus on its saving throw.
  duration: 1 hour/level
  effect: null
  level: bard 2, mesmerist 2, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial, see text
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'yes'
  target: two living creatures
Mathematical Curse:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a full set of 10 fingernails)
  description:
  - " The Path of Numbers \n "
  duration: see text
  effect: null
  level: antipaladin 2, bard 2, cleric 3, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one living creature
Maze:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You banish the subject into an extra-dimensional labyrinth. Each round on its\
    \ turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a\
    \ full-round action. If the subject doesn\u2019t escape, the maze disappears after\
    \ 10 minutes, freeing the subject."
  duration: see text
  effect: null
  level: sorcerer/wizard 8, summoner 6, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: one creature
Maze of Madness and Suffering:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an ornate puzzle box worth 1,000 gp and soaked in fresh blood)
  description:
  - "This spell works like maze, except the DC of the Intelligence check to escape\
    \ is 22 and each round a creature remains in the maze a different effect occurs\
    \ depending on which section of the maze it is in. Roll on the following table\
    \ each time the creature attempts an Intelligence check to escape the maze to\
    \ see which part of the maze it wanders through; if a creature doesn\u2019t attempt\
    \ an Intelligence check, it stays in the same section and suffers that section\u2019\
    s effects. Any conditions or damage taken persist for the listed duration even\
    \ if the creature exits the maze before then, but conditions don\u2019t stack\
    \ with themselves."
  duration: see text
  effect: null
  level: psychic 9, sorcerer/wizard 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial, see below
  school: conjuration (teleportation) [evil, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
"Medusa\u2019s Bane":
  area: null
  casting_time: 1 standard action
  components: V, S, M (tiny fragment of a mirror )
  description:
  - This spell causes your eyes to take on a silvery mirror-like quality, transforming
    your eyes into metallic-looking orbs that reflect the world you see.
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 4, witch 4
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Meld into Stone:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Meld into stone enables you to meld your body and possessions into a single block
    of stone. The stone must be large enough to accommodate your body in all three
    dimensions. When the casting is complete, you and not more than 100 pounds of
    non-living gear merge with the stone. If either condition is violated, the spell
    fails and is wasted.
  duration: 10 min./level
  effect: null
  level: cleric/oracle 3, druid 3, psychic 3
  range: personal
  saving_throw: null
  school: transmutation [earth]
  spell_resistance: null
  target: you
Memorize Page:
  area: null
  casting_time: 10 minutes
  components: V, S, F (the page to be memorized)
  description:
  - The target gains a perfect memory of the page you used as a focus component. The
    target can visualize this page as easily as looking at it in person, including
    minute details visible to close scrutiny by the naked eye. The memory of the page
    includes text and images, such as a drawing or a map. Someone unfamiliar with
    the language on the page (or even an illiterate person) could relay what is written
    simply by copying the shapes of the letters so another person can read them.
  duration: instantaneous
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment [mind-affecting]
  spell_resistance: yes (harmless)
  target: one living creature
Memory Lapse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause the target to forget what happened from the casting of the spell back
    to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate,
    or opposed skill check, though only with respect to the target, not other creatures
    that may be present.
  duration: instantaneous
  effect: null
  level: bard 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment [mind-affecting]
  spell_resistance: 'yes'
  target: null
Memory of Function:
  area: null
  casting_time: 1 standard action
  components: V, S, powdered skymetal worth 10,000 gp
  description:
  - 'Note: The text has been updated per official errata. [Source]'
  duration: instantaneous
  effect: null
  level: cleric 7, sorcerer/wizard 7
  range: touch
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: object or construct touched
Mending:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - This spell repairs damaged objects, restoring 1d4 hit points to the object. If
    the object has the broken condition, this condition is removed if the object is
    restored to at least half its original hit points. All of the pieces of an object
    must be present for this spell to function. Magic items can be repaired by this
    spell, but you must have a caster level equal to or higher than that of the object.
    Magic items that are destroyed (at 0 hit points or less) can be repaired with
    this spell, but this spell does not restore their magic abilities. This spell
    does not affect creatures (including constructs). This spell has no effect on
    objects that have been warped or otherwise transmuted, but it can still repair
    damage done to such items.
  duration: instantaneous
  effect: null
  level: bard 0, cleric/oracle 0, druid 0, psychic 0, shaman 0, sorcerer/wizard 0,
    summoner/unchained summoner 0, witch 0
  range: 10 ft.
  saving_throw: ': Will negates (harmless, object)'
  school: transmutation
  spell_resistance: ': yes (harmless, object)'
  target: one object of up to 1 lb./level
Mental Barrier I:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - You put a barrier of mental energy that protects you from harm.
  duration: 1 round
  effect: null
  level: psychic 2
  range: personal Target you
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Mental Block:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You lock access to the target\u2019s procedural memories, preventing it from\
    \ drawing upon its experience and expertise."
  duration: 1 round/level (D)
  effect: null
  level: bard 2, mesmerist 1, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Merge with Familiar:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "As long as the target is at least one size category smaller than you are, it\
    \ can merge harmlessly into your body while under the effect of this spell. For\
    \ the duration of this spell, you and the target can separate or merge at will\
    \ as a move action. While merged, your familiar or spirit animal can\u2019t be\
    \ targeted or affected by most attacks and effects, though it still suffers from\
    \ ongoing effects and their durations continue. It can be the recipient of effects\
    \ that originate from you."
  duration: 1 hour/level (D)
  effect: null
  level: shaman 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: your familiar or spirit animal ; see text
Message:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a piece of copper wire)
  description:
  - "You can whisper messages and receive whispered replies. Those nearby can hear\
    \ these messages with a DC 25 Perception check. You point your finger at each\
    \ creature you want to receive the message. When you whisper, the whispered message\
    \ is audible to all targeted creatures within range. Magical silence, 1 foot of\
    \ stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or\
    \ dirt blocks the spell. The message does not have to travel in a straight line.\
    \ It can circumvent a barrier if there is an open path between you and the subject,\
    \ and the path\u2019s entire length lies within the spell\u2019s range. The creatures\
    \ that receive the message can whisper a reply that you hear. The spell transmits\
    \ sound, not meaning; it doesn\u2019t transcend language barriers. To speak a\
    \ message, you must mouth the words and whisper."
  duration: 10 min./level
  effect: null
  level: bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch
    0
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: transmutation [language-dependent]
  spell_resistance: 'no'
  target: null
Metabolic Molting:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a valuable gemstone worth at least 250 gp)
  description:
  - "You encase the willing subject in a jeweled shell that has the same hardness\
    \ and hit points as 5 inches of iron (hardness 10, hp 150). For 7 days, the subject\
    \ enters a state of suspended animation (as per temporal stasis), during which\
    \ it heals from even the most grievous wounds. Each day, the subject regains 5\
    \ hit points per Hit Die it has as well as recovering from 2 points of ability\
    \ damage or ability drain from any ability score of its choice. After 7 days,\
    \ the shell crumbles away and the subject emerges, its body\u2019s severed limbs,\
    \ broken bones, and ruined organs regrown (as per regenerate)."
  duration: see text
  effect: null
  level: cleric 6, druid 6, shaman 6, witch 6
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: willing creature or dead body touched
Meteor Swarm:
  area: four 40-ft.-radius spreads, see text
  casting_time: 1 standard action
  components: V, S
  description:
  - Meteor swarm is a very powerful and spectacular spell that is similar to fireball
    in many aspects. When you cast it, four 2-foot-diameter spheres spring from your
    outstretched hand and streak in straight lines to the spots you select. The meteor
    spheres leave a fiery trail of sparks.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: none or Reflex half, see text
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Meticulous Match:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - You compare two similar items and know if they are identical to one another or
    not. The spell can indicate an identical match, a categorical match, or no match.
    For instance, blood samples are identical if they are from the same creature.
    They are categorical if they are from the same species. There is no match if they
    are from different species, or if one sample is merely stage blood.
  duration: null
  effect: null
  level: bard 3, inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 4, witch 4
  range: touch
  saving_throw: Fort negates (object)
  school: divination
  spell_resistance: yes (object)
  target: two objects touched
Miasmal Dread (Half-Orc):
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - A cloud of sickly green mist pours from your mouth and coalesces around creatures
    in the cone.
  duration: instantaneous
  effect: null
  level: antipaladin 2, bard 2, bloodrager 2, inquisitor 3, mesmerist 3
  range: 30 feet
  saving_throw: none
  school: enchantment (compulsion) [fear, mind-affecting]
  spell_resistance: 'no'
  target: null
Miasmatic Form:
  area: null
  casting_time: null
  components: S, M (contact or inhaled poison worth 100 gp)
  description:
  - "This spell functions like gaseous form, except the target\u2019s vaporous body\
    \ is dangerous to creatures that touch it. A creature can make a Fortitude save\
    \ (DC 14 + your Intelligence modifier) on its turn to resist the vapors. When\
    \ you cast this spell, you select one of the following options."
  duration: 1 minute/level
  effect: null
  level: alchemist 4, sorcerer/wizard 4
  range: null
  saving_throw: none; see text
  school: transmutation [air, poison]
  spell_resistance: 'no'
  target: null
Microcosm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You plunge the targets\u2019 minds into a veiled immersive mindscape of your\
    \ own design. You can affect any number of creatures whose combined total Hit\
    \ Dice do not exceed 30."
  duration: permanent
  effect: null
  level: psychic 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one or more creatures
Mighty Fist of the Earth:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You create a fist-sized rock that flies toward one enemy. Make an unarmed strike
    attack roll against the target as if it were in your threatened area. If the attack
    is successful, the rock deals bludgeoning damage to the target as if you had hit
    the target with your unarmed strike. If you have a ki pool, as long as you have
    at least 1 point in your ki pool, the rock counts as a ki strike.
  duration: instantaneous
  effect: null
  level: cleric 1, druid 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [earth]
  spell_resistance: 'yes'
  target: one creature
Mighty Strength:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "As bull\u2019s strength, except it grants a +8 enhancement bonus to Strength."
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 4, paladin 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Mind Blank:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The subject is protected from all devices and spells that gather information\
    \ about the target through divination magic (such as detect evil, locate creature,\
    \ scry, and see invisible). This spell also grants a +8 resistance bonus on saving\
    \ throws against all mind-affecting spells and effects. Mind blank even foils\
    \ limited wish, miracle, and wish spells when they are used in such a way as to\
    \ gain information about the target. In the case of scrying that scans an area\
    \ the creature is in, such as arcane eye, the spell works but the creature simply\
    \ isn\u2019t detected. Scrying attempts that are targeted specifically at the\
    \ subject do not work at all."
  duration: 24 hours
  effect: null
  level: sorcerer/wizard 8, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one creature
Mind Fog:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Mind fog produces a bank of thin mist that weakens the mental resistance of those
    caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and
    Will saves. (A creature that successfully saves against the fog is not affected
    and need not make further saves even if it remains in the fog.) Affected creatures
    take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
    The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
  duration: 30 minutes and 2d6 rounds; see text
  effect: fog spreads in 20-ft. radius, 20 ft. high
  level: bard 5, sorcerer/wizard 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Mind Maze:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a chicken skull)
  description:
  - "This spell causes the target to act as though it\u2019s wandering through a maze.\
    \ While under the effects of the spell, the target can\u2019t make attacks or\
    \ cast spells and must take at least one move action each round to walk in a random\
    \ direction determined using the guidelines for missed splash weapons. The target\
    \ must move at its maximum speed during this required movement, though additional\
    \ move actions after the first can cover shorter distances. If this movement takes\
    \ the target into a dangerous area, such as through a threatened square or off\
    \ a ledge, the target receives a second Saving Throw to end the effect before\
    \ moving into peril. Walking into a harmless obstacle, such as a wall, ends the\
    \ target\u2019s movement."
  duration: 1 round/level
  effect: null
  level: bard 3, cleric 3, shaman 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Mind Over Matter:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You blur the lines between mind and body, reassigning ability damage or drain
    your target has taken to a corresponding ability score, as per the following table.
  duration: instantaneous
  effect: null
  level: mesmerist 2, psychic 2, spiritualist 2
  range: touch
  saving_throw: Fort negates
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Mind Probe:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "You gain access to the subject\u2019s memories and knowledge. You can attempt\
    \ to learn the answer to one question per round."
  duration: 1 round/level (D)
  effect: null
  level: medium 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Mind Swap:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell is similar to possession, except you switch minds with the target,\
    \ so instead of the target\u2019s soul sharing its body with yours and being unable\
    \ to act, the target\u2019s mind moves to your body and can control it as if you\
    \ each had cast possession on the other."
  duration: 1 hour/level (D)
  effect: null
  level: medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 6, spiritualist
    4, summoner 5, witch 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Mind Thrust I:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You divine the most vulnerable portions of your opponent\u2019s mind and overload\
    \ it with a glut of psychic information."
  duration: instantaneous
  effect: null
  level: psychic 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will half
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Mindlink:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You link your mind to that of a touched creature to swiftly communicate a large\
    \ amount of complex information in an instant. You decide what the target learns,\
    \ limited to any amount of information that otherwise could be communicated in\
    \ 10 minutes. This information comes in a series of visual images and emotional\
    \ sensations, and isn\u2019t language-dependent."
  duration: instantaneous
  effect: null
  level: medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard
    1, spiritualist 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: creature touched
Mindlocked Messenger:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "You speak a short message (up to 10 words per caster level), implanting both\
    \ it and the identity of the message\u2019s intended recipient in the mind of\
    \ a willing creature. The creature is aware of the message and who the recipient\
    \ is. Any attempt to speak, write, or otherwise communicate the message to anyone\
    \ other than its intended recipient causes the target to forget the message for\
    \ 1d6 minutes. Attempts to read the target\u2019s mind (such as with detect thoughts)\
    \ or to force the target to reveal the message (such as with torture or magical\
    \ compulsion) likewise cause temporary amnesia regarding the message."
  duration: permanent until discharged (see text)
  effect: null
  level: bard 2, mesmerist 2, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist
    3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: yes (harmless)
  target: one willing living creature
Mindscape Door:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You or other creatures enter into or escape from a mindscape through an imaginary
    doorway. This doorway takes on any form of your choosing, but can be no larger
    than a 5-foot cube. This spell has different effects depending on whether you
    are inside a mindscape when you cast it.
  duration: 10 minutes/level
  effect: one illusory portal
  level: medium 3, mesmerist 3, psychic 3, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'no'
  target: null
Mindshock:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You charge yourself with violent psychic energy so attacks you make with weapons,
    natural weapons, and unarmed strikes cause the target to recall pain suffered
    in the past. Such attacks deal 1d4 points of nonlethal damage in addition to their
    normal damage, though creatures immune to mind-affecting or pain effects ignore
    this additional damage. In addition, when you confirm a critical hit, the target
    is confused for 1 round by the pain. Creatures immune to critical hits, mind-affecting,
    or pain effects ignore the confusion. Even if you confirm multiple critical hits
    while this spell is in effect, an individual creature can only be confused by
    a single casting of mindshock once.
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 2, bloodrager 2, inquisitor 2, medium 2, occultist 2, psychic
    2, shaman 2, spiritualist 2, witch 2
  range: personal
  saving_throw: null
  school: divination [mind-affecting, pain]
  spell_resistance: null
  target: you
Mindwipe:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You erase a portion of the target\u2019s mind and experiences, inflicting 2 temporary\
    \ negative levels on the target for 1 day per caster level. If the target is a\
    \ spellcaster who must choose and prepare spells in advance, each negative level\
    \ imposed by mindwipe also causes the target to lose one prepared spell from her\
    \ highest level of spells known for each of her spellcasting classes for which\
    \ she must prepare spells. These lost spells are no longer considered known by\
    \ the target until the corresponding negative levels are removed."
  duration: instantaneous; see text
  effect: null
  level: medium 4, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist
    4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Minor Creation:
  area: null
  casting_time: 1 minute
  components: V, S, M (a tiny piece of matter of the same sort of item you plan to
    create with )
  description:
  - You create a non-magical, unattended object of nonliving vegetable matter. The
    volume of the item created cannot exceed 1 cubic foot per caster level. You must
    succeed on an appropriate Craft skill check to make a complex item.
  duration: 1 hour/level (D)
  effect: unattended, non-magical object of nonliving plant matter, up to 1 cu. ft./level
  level: sorcerer/ wizard 4, summoner/unchained summoner 3, witch 4
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Minor Dream:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - This spell functions as the dream spell, except as follows. The messenger must
    be yourself or a gnome touched. The message can be no longer than 20 words. If
    the recipient of the message is not asleep when the spell is cast, the spell automatically
    fails.
  duration: see text
  effect: null
  level: alchemist 2, bard 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 3,
    witch 2
  range: unlimited
  saving_throw: none
  school: illusion (figment) [mind-affecting]
  spell_resistance: 'yes'
  target: you or one gnome touched
Minor Image:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like silent image, except that minor image includes some
    minor sounds but not understandable speech.
  duration: concentration + 2 rounds
  effect: null
  level: bard 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard
    2
  range: null
  saving_throw: null
  school: illusion (figment)
  spell_resistance: null
  target: null
Minor Phantom Object:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - This spell functions as the minor creation spell, except the object created is
    a semi-real illusion. Any creature that interacts with the object may make a Will
    save, with success causing the object to cease to exist. A gnome casting this
    spell may make a Spellcraft check in place of any Craft check required to make
    a complex item.
  duration: 10 minutes/level (D)
  effect: illusory, unattended, non-magical object of nonliving plant matter, up to
    1 cu. ft./level
  level: sorcerer/wizard 4
  range: 0 ft.
  saving_throw: Will negates
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: null
Miracle:
  area: null
  casting_time: 1 standard action
  components: V, S; see text
  description:
  - "You don\u2019t so much cast a miracle as request one. You state what you would\
    \ like to have happen and request that your deity (or the power you pray to for\
    \ spells) intercede."
  duration: see text
  effect: null
  level: cleric/oracle 9
  range: see text
  saving_throw: see text
  school: evocation
  spell_resistance: 'yes'
  target: null
Mirage:
  area: one 40-ft. cube/level (S)
  casting_time: 10 minutes
  components: V, S, M (a pinch of sand and a drop of water)
  description:
  - You create an image of a pool of water, a group of standing stones, a cove, an
    island, or another simple land formation over a stretch of flat land or water.
    The image is purely visual, and structures, equipment, and creatures within the
    area are not hidden or changed in appearance.
  duration: 2 hours/level (D)
  effect: null
  level: bard 3, druid 3, mesmerist 3, occultist 3, psychic 3, ranger 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will disbelief (see below)
  school: illusion (figment)
  spell_resistance: 'yes'
  target: null
Mirage Arcana:
  area: one 20-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions like hallucinatory terrain, except that it enables you to\
    \ make any area appear to be something other than it is. The illusion includes\
    \ audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain,\
    \ the spell can alter the appearance of structures (or add them where none are\
    \ present). Still, it can\u2019t disguise, conceal, or add creatures (though creatures\
    \ within the area might hide themselves within the illusion just as they can hide\
    \ themselves within a real location)."
  duration: concentration +1 hour/ level (D)
  effect: null
  level: bard 5, sorcerer/wizard 5
  range: null
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: null
Mirror Hideaway:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a glass or metal marble and a twisted loop of parchment )
  description:
  - You transform a mirror into a portal to an extradimensional space. The space can
    hold as many as eight Medium creatures. Creatures that enter this space are hidden
    and beyond the reach of spells (including divinations), unless those spells work
    across planes. If the mirror is covered (such as by a cloth, or by being placed
    face down or against a wall), the portal becomes inactive. If the mirror is broken
    or moved more than 5 feet from where it was when you cast the spell, the spell
    ends; any creatures within the extradimensional space are expelled from it (see
    below) and become nauseated for 1d6 rounds.
  duration: 1 hour/level (D)
  effect: null
  level: occultist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one mirror
Mirror Image:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell creates a number of illusory doubles of you that inhabit your square.
    These doubles make it difficult for enemies to precisely locate and attack you.
  duration: 1 min./level
  effect: null
  level: bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic
    2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: illusion (figment)
  spell_resistance: null
  target: you
Mirror Mantis:
  area: null
  casting_time: 1 standard action
  components: S, F (a hand mirror stained with a dried drop of blood)
  description:
  - "Whenever the target of this spell looks into a mirror or other reflective surface\
    \ where it can see its own visage clearly, it sees a crimson assassin (in full\
    \ armor, face hidden by a mantis mask) looking back at it. The reflection is harmless\
    \ and mimics the target\u2019s motions perfectly; no one else can see this illusion.\
    \ The first time the target sees the crimson assassin reflection, it must succeed\
    \ at a Will save be or shaken and take a -2 penalty on saves against fear effects\
    \ for as long as it can see the altered image and for 3 rounds thereafter. A new\
    \ save must be attempted each time the creature views its reflection during the\
    \ spell\u2019s duration. Once a creature successfully saves, it becomes immune\
    \ to being shaken by the caster\u2019s mirror mantis spell for 24 hours, though\
    \ it will still see the crimson assassin reflection until the spell ends."
  duration: 1 hour/level
  effect: null
  level: bard 1, cleric 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Mirror Polish:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a soft cloth)
  description:
  - You polish a metal item until it is reflective enough to be used as a mirror.
    This does not prevent the item from later damage or corrosion that would ruin
    the mirrored surface. The spell can be cast only on a metal item with a fairly
    smooth and contiguous surface, such as a breastplate, a helm, a shield, or a sword,
    but not a mace, chainmail, or scale mail.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: yes (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one metal item of up to 1 sq. ft.
Mirror Sight:
  area: null
  casting_time: 10 minutes
  components: V, S, F (a mirror)
  description:
  - This spell lets you look into a mirror near you and see an image that is reflected
    in another specific mirror (chosen by you) or an individual reflected in any other
    mirror.
  duration: 1 minute/level
  effect: magical sensor
  level: sorcerer/wizard 3
  range: see text
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: null
Mirror Strike:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a shard of mirror)
  description:
  - You briefly alter the flow of time to split a melee attack into two attacks. Before
    the end of your next turn, when you make your next melee attack roll, compare
    the result to the AC of two opponents within your reach. If the selected opponents
    are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack
    roll, see below). If you hit both enemies, you can deal half damage to each. Hitting
    only one opponent allows you to deal that opponent normal damage for your attack.
    On a critical threat, you can make only one attack roll to confirm the critical
    hit against both opponents. If you confirm against both, you deal half your critical
    hit damage to each. Your hit is a normal hit rather than a critical if you confirm
    against only one opponent. If you fail to use the effect before the end of your
    next turn, the spell ends.
  duration: see text
  effect: null
  level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Mirror Transport:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a glass or metal marble and a twisted loop of parchment )
  description:
  - "This spell functions as mirror hideaway, except any creature that enters the\
    \ target mirror can spend a swift action to exit through another mirror within\
    \ 500 feet as if using dimension door; this is a one-way transport. The creature\
    \ can exit through a mirror only if it could fit through an opening the same size\
    \ as the mirror. Each transport through the target mirror reduces the spell\u2019\
    s duration by 1 hour."
  duration: 1 hour/level (D)
  effect: null
  level: sorcerer/wizard 4, witch 4
  range: touch
  saving_throw: yes (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one mirror
Mischievous Shadow:
  area: one 5-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S, M (a black candle )
  description:
  - You direct spirits into the shadows of creatures. The shadows of creatures that
    fail their Will saving throws appear slightly different for the duration of the
    spell, bearing small horns, unusually long and slender arms, or other small discrepancies.
  duration: 1 day/level (D)
  effect: null
  level: bard 4, magus 4, medium 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner
    4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy (haunted) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Misdirection:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'By means of this spell, you misdirect the information from divination spells
    that reveal auras (detect evil, detect magic, discern lies, and the like). On
    casting the spell, you choose another object within range. For the duration of
    the spell, the subject of misdirection is detected as if it were the other object.
    Neither the subject nor the other object gets a saving throw against this effect.
    Detection spells provide information based on the second object rather than on
    the actual target of the detection unless the caster of the detection succeeds
    on a Will save. For instance, you could make yourself detect as a tree if one
    were within range at casting: not evil, not lying, not magical, neutral in alignment,
    and so forth. This spell does not affect other types of divination magic (augury,
    detect thoughts, clairaudience/clairvoyance, and the like).'
  duration: 1 hour/level
  effect: null
  level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2,
    spiritualist 2, summoner/unchained summoner 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none or Will negates; see text
  school: illusion (glamer)
  spell_resistance: 'no'
  target: one creature or object, up to a 10-ft. cube in size
Miserable Pity:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as sanctuary, except creatures attempting to attack the target
    who fail their saves also feel a strong sense of pity toward the target, as if
    it were weak, pathetic, and not a threat. If the target breaks the spell by attacking,
    any creature that failed its save against the spell gains a +2 morale bonus on
    attack rolls against the target for 1 minute.
  duration: 1 round/level and 1 minute; see text
  effect: null
  level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates (see text)
  school: abjuration [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: creature touched
Mislead:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You become invisible (as greater invisibility, a glamer), and at the same time,\
    \ an illusory double of you (as major image, a figment) appears. You are then\
    \ free to go elsewhere while your double moves away. The double appears within\
    \ range but thereafter moves as you direct it (which requires concentration beginning\
    \ on the first round after the casting). You can make the figment appear superimposed\
    \ perfectly over your own body so that observers don\u2019t notice an image appearing\
    \ and you turning invisible. You and the figment can then move in different directions.\
    \ The double moves at your speed and can talk and gesture as if it were real,\
    \ but it cannot attack or cast spells, though it can pretend to do so."
  duration: 1 round/level (D) and concentration + 3 rounds; see text
  effect: null
  level: alchemist 6, bard 5, magus 6, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none or Will disbelief (if interacted with); see text
  school: illusion (figment, glamer)
  spell_resistance: 'no'
  target: null
Mnemonic Enhancer:
  area: null
  casting_time: 10 minutes
  components: "V, S, M (a piece of string, and ink consisting of squid secretion mixed\
    \ with black dragon\u2019s blood), F (an ivory plaque worth 50 gp)"
  description:
  - Casting this spell allows you to prepare additional spells or retain spells recently
    cast. Pick one of these two versions when the spell is cast.
  duration: instantaneous
  effect: null
  level: wizard 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Mnemonic Siphon:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "You inscribe a rune on the target object. The rune remains dormant until the\
    \ object finds its way into the hands of a spellcaster, at which point the rune\
    \ steals one of that creature\u2019s spells and passes the knowledge back to you.\
    \ The stolen spell is selected randomly. An object inscribed with this rune is\
    \ affected as though by the spell magic aura. Additionally, if a creature in possession\
    \ of the object casts a spell that appears on your spell list, there is a 10%\
    \ chance that the mnemonic siphon absorbs that spell, causing it to fail as though\
    \ it had been successfully countered. Whenever the mnemonic siphon absorbs a spell\
    \ in this fashion, it causes the knowledge of the absorbed spell to appear directly\
    \ in your mind. You can use this knowledge to prepare the spell if you have an\
    \ unused spell slot capable of casting it. You can also use the knowledge to write\
    \ the spell into a spellbook or teach it to your familiar. This knowledge remains\
    \ in your mind for 24 hours, after which time it is lost. The mnemonic siphon\
    \ is capable of absorbing up to 1 spell per 2 caster levels you have before being\
    \ discharged. If you are not capable of learning a stolen spell normally, the\
    \ knowledge is useless to you."
  duration: 1 day/level or until discharged (D)
  effect: null
  level: arcanist 4, magus 3, occultist 3, sorcerer 4, witch 4, wizard 4
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: object touched
Modify Memory:
  area: null
  casting_time: 1 round; see text
  components: V, S
  description:
  - "You reach into the subject\u2019s mind and modify as many as 5 minutes of its\
    \ memories in one of the following ways."
  duration: permanent
  effect: null
  level: bard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Molten Orb:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a fist-sized, red-hot ball of molten metal that you immediately hurl
    as a splash weapon. A direct hit deals 2d6 points of fire damage. Every creature
    within 5 feet of where the ball hits takes 1d6 points of fire damage from the
    splash (Reflex half). Each of these creatures takes an additional 1d6 points of
    fire damage on its turn for the next 1d3 rounds, unless it is cooled off (with
    water, snow, or any effect that deals 5 or more points of cold damage).
  duration: instantaneous
  effect: ranged attack
  level: bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation (earth, fire)
  spell_resistance: 'yes'
  target: null
Moment of Greatness:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (rabbit fur)
  description:
  - "Each creature affected by this spell is given the potential for greater success\
    \ and glory. If the affected creature is benefiting from a morale bonus of any\
    \ type, it can double that morale bonus on one roll or check, before making the\
    \ roll. Once an affected creature uses this spell\u2019s effect, the spell is\
    \ discharged for that subject."
  duration: 1 minute/level or until discharged
  effect: null
  level: bard 1, cleric 1, psychic 1, sorcerer/wizard 1
  range: 50 ft.
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: The caster and allies within a 50-ft. burst centered on the caster
Moment of Prescience:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell grants you a sixth sense. Once during the spell\u2019s duration, you\
    \ may choose to use its effect. This spell grants you an insight bonus equal to\
    \ your caster level (maximum +25) on any single attack roll, combat maneuver check,\
    \ opposed ability or skill check, or saving throw. Alternatively, you can apply\
    \ the insight bonus to your AC against a single attack (even if flat-footed).\
    \ Activating the effect doesn\u2019t take an action; you can even activate it\
    \ on another character\u2019s turn. You must choose to use the moment of prescience\
    \ before you make the roll it is to modify. Once used, the spell ends. You can\u2019\
    t have more than one moment of prescience active on you at the same time."
  duration: 1 hour/level or until discharged
  effect: null
  level: sorcerer/wizard 8, witch 8
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Monkey Fish:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your hands and feet alter to make you better at climbing and swimming. You gain
    a 10 foot climb speed and swim speed. This spell has no effect if you are wearing
    medium or heavy armor or carrying a medium or heavy load.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 1, druid 1, magus 1, psychic 1, shaman 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Monstrous Extremities:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "You change one of the extremities of the creature touched\u2014arms or legs only\u2014\
    into another shape of approximately the same size and mass. You can choose a tentacle,\
    \ a hoof, or a wing."
  duration: 1 hour/level
  effect: null
  level: bloodrager 3, cleric 3, sorcerer/wizard 3, witch 4
  range: touch
  saving_throw: Will negates
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: creature touched
Monstrous Physique:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - 'When you cast this spell, you can assume the form of any Small or Medium creature
    of the monstrous humanoid type. If the form you assume has any of the following
    abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability),
    swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you
    assume has the aquatic subtype, you gain the aquatic and amphibious subtypes.'
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Moonstruck:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of powdered moonstone)
  description:
  - "You invoke the mystical power of the moon to drive the target into a mad, bestial\
    \ frenzy. If the target fails its save, it is dazed for 1 round, dropping held\
    \ items as its nails and teeth elongate and sharpen. The target gains a bite attack\
    \ and two claw attacks that deal damage appropriate for the creature\u2019s size,\
    \ and for the remainder of the spell\u2019s duration the target behaves as if\
    \ under simultaneous rage and confusion spells, attacking with its natural weapons\
    \ in preference to other actions. During the final round of the spell\u2019s duration,\
    \ the target is again dazed as it returns to its normal state."
  duration: 1 round/level
  effect: null
  level: bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Morning Sun:
  area: 60-ft. radius
  casting_time: 1 standard action
  components: V, S, M (500 gp worth of gold dust)
  description:
  - This spell conjures a miniature sphere of sunlight, approximately the size of
    a human fist, at a desired location within range.
  duration: 1 minute/level (D)
  effect: null
  level: cleric/oracle 7, druid 7, inquisitor 6, shaman 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates and Reflex half; see text
  school: evocation [light]
  spell_resistance: 'no'
  target: null
Mortal Terror:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue the target with an exaggerated sense of its own mortality and a drive
    for self-preservation.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, arcanist 2, bard 2, cleric/oracle 2, inquisitor 2, mesmerist
    2, psychic 2, shaman 2, skald 2, sorcerer/wizard 2, warpriest 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: enchantment [fear, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Motes of Dusk And Dawn:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When you cast this spell, you create up to four motes that shed light or darkness
    in a 20-foot-radius, increasing or decreasing the illumination level by up to
    two categories. You decide whether each individual mote sheds light or darkness
    when the spell is cast.
  duration: 1 minute (D)
  effect: Up to four motes, all within a 10-ft.-radius area
  level: bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman 3,
    sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [darkness, light]
  spell_resistance: 'no'
  target: null
Mount:
  area: null
  casting_time: 1 round
  components: V, S, M (a bit of horse hair)
  description:
  - You summon a light horse or a pony (your choice) to serve you as a mount. The
    steed serves willingly and well. The mount comes with a bit and bridle and a riding
    saddle.
  duration: 2 hours/level (D)
  effect: one mount
  level: bloodrager 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1,
    witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Move Earth:
  area: dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
  casting_time: see text
  components: V, S, M (clay, loam, sand, and an iron blade)
  description:
  - Move earth moves dirt (clay, loam, sand, and soil), possibly collapsing embankments,
    moving hillocks, shifting dunes, and so forth.
  duration: instantaneous
  effect: null
  level: druid 6, sorcerer/wizard 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Mud Buddy:
  area: null
  casting_time: 1 standard action
  components: V, S, M (1 pint of water)
  description:
  - You create a Small minion out of mud, and it obeys your commands.
  duration: 1 hour/level (D) (see text)
  effect: null
  level: druid 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: 5 cubic feet of earth or mud
Mudball:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "When you cast this spell, you conjure a single ball of sticky mud and launch\
    \ it at an enemy\u2019s face as a ranged touch attack. If the mudball hits, the\
    \ target is blinded. Each round at the beginning of its turn, a creature blinded\
    \ by this spell can attempt a Reflex saving throw to shake off the mud, ending\
    \ the effect. The mudball can also be wiped off by the creature affected by it\
    \ or by a creature adjacent to the creature affected by it as a standard action."
  duration: instantaneous
  effect: single fist-sized blob of sticky mud
  level: bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, witch 1 (goblin)
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates; see text
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Muffle Sound:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You suppress sounds made by the targets, granting them a +4 bonus on Stealth\
    \ checks. The targets have a 20% chance of spell failure when casting spells with\
    \ verbal components or using abilities that have audible components (such as some\
    \ bardic performances). This spell does not hamper the targets\u2019 ability to\
    \ hear other sounds and provides no protection against language-dependent or sonic\
    \ spells and effects."
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: null
Murderous Command:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You give the target a mental urge to kill its nearest ally, which it obeys to
    the best of its ability. The target attacks its nearest ally on its next turn
    with a melee weapon or natural weapon. If necessary, it moves to or charges to
    the nearest ally in order to make this attack. If it is unable to reach its closest
    ally on its next turn, the target uses its turn to get as close as possible to
    the ally.
  duration: 1 round
  effect: null
  level: antipaladin 1, cleric/oracle 1, psychic 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Murderous Crow (Orc):
  area: null
  casting_time: 1 round
  components: "V, S, F (a crow\u2019s feather)"
  description:
  - "You conjure a supernaturally vicious and clever crow to watch over you on the\
    \ battlefield. Choose one of the following templates; the crow has that template\
    \ and this spell gains the descriptor listed in parentheses: celestial (good),\
    \ entropic (chaotic), fiendish (evil), or resolute (lawful). In addition to its\
    \ normal abilities, the crow gains the Improved Steal feat as a bonus feat and\
    \ gains an eye rake attack. If both of its claw attacks hit the same living foe\
    \ in a single round, that foe must succeed at a DC 13 Reflex save or be blinded\
    \ as the bird scratches and tears at the foe\u2019s eyes. The blindness lasts\
    \ for 1d4 days or until healed with remove blindness."
  duration: 1 round/level
  effect: one crow
  level: antipaladin 1, cleric 1, paladin 1, sorcerer/wizard 1, summoner 1, witch
    1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (summoning) [see text]
  spell_resistance: 'no'
  target: null
Music of the Spheres:
  area: 20-ft.-radius spherical emanation, centered on you
  casting_time: 1 standard action
  components: V, S, M (a stick of incense treated with special balms)
  description:
  - The music of the spheres is the harmonic constant that plays under and through
    all of reality. It is this constant song, this otherworldly music, that keeps
    the laws of reality constant and the connections between the planes of existence
    strong.
  duration: concentration , up to 1 round per level
  effect: null
  level: bard 5, cleric 6
  range: 20 ft.
  saving_throw: none
  school: conjuration (healing) [sonic]
  spell_resistance: yes (harmless)
  target: null
Mutagenic Touch:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a whole fingernail)
  description:
  - "When you are under of the effects of your mutagen, you can cast this spell to\
    \ safely pass it to another creature with a touch. You must make a successful\
    \ touch attack against the target. On a hit, the effect of the mutagen passes\
    \ to the target touched, though in a lesser form. The mutagen\u2019s effect ends\
    \ for you, and passes on to the creature touched, but the target only gets half\
    \ of the alchemical bonus to the physical ability modifier you chose when took\
    \ the mutagen, and twice the penalty to the corresponding mental ability score.\
    \ If the target\u2019s mental ability score drops below 3, the target is also\
    \ confused for the remaining duration of the mutagen. The mutagen continues until\
    \ the duration has ended. It can be ended earlier if the target drinks or is fed\
    \ the contents of a vial of antitoxin, but with only 50% chance of success."
  duration: special (see below)
  effect: null
  level: alchemist 4
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Mydriatic Spontaneity:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You overstimulate the target with alternating flashes of light and shadow within\
    \ its eyes, causing its pupils to rapidly dilate and contract. While under the\
    \ effects of this spell, the target is racked by splitting headaches and unable\
    \ to see clearly, becoming nauseated for the spell\u2019s duration. Each round,\
    \ the target\u2019s pupils randomly become dilated or contracted for 1 round.\
    \ During any round that its eyes are dilated, the target is blinded if exposed\
    \ to bright light or dazzled if exposed to normal light. During any round its\
    \ eyes are contracted, the target is blinded if exposed to darkness or dazzled\
    \ if exposed to dim light. In addition, any creature can attempt a Stealth check\
    \ to avoid detection from the target, even if the creature lacks cover or concealment."
  duration: 1 round/level
  effect: null
  level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels) Targets one living creature
  saving_throw: Will negates
  school: evocation [darkness, light]
  spell_resistance: 'yes'
  target: null
Naga Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you want to assume)
  description:
  - "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 \u20132 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\u2019t have hands."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Named Bullet:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (an item from the selected creature or creature type)
  description:
  - "You imbue the target with deadly accuracy against a selected creature type (and\
    \ subtype for humanoids or outsiders) or a specific creature you know and can\
    \ name. When used against the selected creature, the ammunition never misfires\
    \ and is unaffected by concealment (but not total concealment), and at a range\
    \ of 30 feet or less, the attack targets the selected creature\u2019s touch AC.\
    \ When the target hits the selected creature, you must overcome that creature\u2019\
    s spell resistance, or this spell has no effect. A normal hit scored using the\
    \ target against the selected creature is considered to be a critical threat and\
    \ deals 1 extra point of damage per caster level (maximum 20), which is not multiplied\
    \ on a critical hit. A natural critical hit deals the same extra damage, but that\
    \ damage is multiplied due to the critical."
  duration: 10 minutes/level or until discharged
  effect: null
  level: inquisitor 4, ranger 3, sorcerer/wizard 4, witch 4
  range: touch
  saving_throw: Will negates (harmless, object)
  school: divination
  spell_resistance: yes (harmless, object)
  target: one piece of ammunition or one thrown weapon
Nap Stack:
  area: 30-ft.-radius emanation
  casting_time: 1 minute
  components: V, S, M (a little silk pillow worth 100 gp)
  description:
  - "You reduce the amount of uninterrupted sleep or rest creatures within the spell\u2019\
    s area need in order to recover from injuries, regain spells, or other special\
    \ abilities to 2 hours instead of the normal eight. In addition, if creatures\
    \ continue to sleep or rest beyond the initial 2 hours, every additional 2 hours\
    \ counts as a day of rest for the purpose of recovering hit points, ability damage,\
    \ as well as for enduring diseases, poisons, or other afflictions. This means\
    \ 8 total hours of sleep counts as 4 days for natural healing and for saving throws\
    \ as diseases or similar afflictions run their course. When suffering from diseases,\
    \ poison, or other afflictions, sleepers experience vivid dreams that help them\
    \ track their recovery. If things go poorly they can, at any time, wake themselves\
    \ up in order to seek a better alternative. If awoken or otherwise disturbed during\
    \ this 8-hour period, creatures may return to sleep but they no longer enjoy the\
    \ benefits of the accelerated recovery time. Creatures can only enjoy the benefits\
    \ of this spell once in any 1-week period. "
  duration: 8 hours
  effect: null
  level: cleric/oracle 3
  range: 30 ft.
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: null
Natural Rhythm:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of pebbles dropped one by one onto the ground)
  description:
  - "You enhance a creature\u2019s ability to harm an opponent based on the number\
    \ of times it has already injured that opponent with a natural attack. Each time\
    \ the creature successfully strikes an opponent with a natural attack, the subject\
    \ gains a cumulative +1 bonus on damage rolls made against that opponent when\
    \ making natural attacks (maximum +5 bonus). If an attack misses, the bonus to\
    \ damage for all attacks resets to +0."
  duration: 1 round/level
  effect: null
  level: druid 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
"Nature\u2019s Exile":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell curses the creature touched, making it inimical to the natural world.
    All animals have an initial attitude of hostile toward the target. Familiars,
    being magical beasts, are not affected by this spell, but animal companions are.
    If you have an animal companion, it does not become hostile, but as long as you
    remain cursed, your animal companion takes a -2 penalty on all attack rolls, skill
    checks, and saving throws. The target also takes a -10 penalty on Survival skill
    checks as the weather and environment themselves seem to conspire to cause trouble.
  duration: permanent
  effect: null
  level: druid 3, witch 3
  range: touch
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: null
"Nature\u2019s Paths":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a smooth stone)
  description:
  - The target instinctively knows the shortest, easiest, and fastest way through
    the wilderness. For the purpose of determining overland speed, the target treats
    any trackless terrain as though there were a trail or road, and any terrain with
    a road or trail as though there were a highway. Up to one creature per caster
    level traveling with the target can also benefit from the effect. The spell functions
    only outdoors and does not function in magically altered terrain.
  duration: 8 hours (D)
  effect: null
  level: bard 1, druid 1, hunter 1, inquisitor 1, ranger 1, shaman 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: one creature
"Nature\u2019s Ravages":
  area: null
  casting_time: 1 minute/HD of target
  components: V, S, M/DF (dried maggots)
  description:
  - You greatly speed up the decomposition process of a nearby corpse and warp the
    fibers of time that permeate it, aging the corpse an additional amount of time
    equal to up to 1 day per 2 caster levels (maximum 10 days at 20th level). This
    spell prompts all the natural effects of the intended decomposition period, including
    crumbled clothing, rotted or liquefied flesh, maggot infestations, and the infiltration
    of any surrounding vegetation.
  duration: instantaneous
  effect: null
  level: cleric 4, witch 3
  range: close (25 ft. + 5 ft./level)
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: corpse of creature whose total number of HD does not exceed your caster
    level
Nauseating Dart:
  area: null
  casting_time: 1 standard action
  components: S, DF
  description:
  - You spit a poisonous stinger around the size of a quill at a creature within range,
    as though you had fired a dart from a blowgun. You must succeed at a ranged attack
    to hit your target. The stinger deals 1d2 points of piercing damage and poisons
    the target, causing it to become nauseated for 1 round unless it succeeds at a
    Fortitude save.
  duration: instantaneous
  effect: one poisonous stinger
  level: druid 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: null
Nauseating Trail:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a rotten egg or cabbage leaves)
  description:
  - "The target exudes stinking vapors that fill its space. The vapors do not obscure\
    \ sight, but it nauseates creatures as stinking cloud. The target is immune to\
    \ these vapors. These vapors persist as the creature moves, filling every square\
    \ it passes through until it has filled a number of squares equal to 4 \xD7 your\
    \ caster level\u2014if you move through more squares than that, the squares over\
    \ that amount at not filled with the vapors. Each creature that enters or ends\
    \ its turn in the area filled with these vapors must succeed at a Fortitude save\
    \ or become nauseated as long as it remains in the square and for 1d4+1 rounds\
    \ after it leaves."
  duration: 1 round/level
  effect: null
  level: alchemist 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none and Fort negates (see text)
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: one willing creature
Necromantic Burden:
  area: null
  casting_time: 1 round
  components: V, S, M/DF (a handful of knucklebones)
  description:
  - "You make an undead creature more difficult for necromancers and clerics to control\
    \ via effects such as Command Undead or control undead. If the target fails its\
    \ Will save, the target\u2019s effective number of Hit Dice is doubled for the\
    \ purposes of determining whether it remains under the control of another creature.\
    \ Regardless of the target\u2019s actual Hit Dice, its effective HD cannot exceed\
    \ twice your caster level. (For example, a 12th-level cleric could cast this spell\
    \ to cause an undead creature with 15 HD to instead effectively have 24 HD for\
    \ the purpose of controlling it.)"
  duration: 1 hour/level
  effect: null
  level: cleric/oracle 2, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: one undead creature
Necrostasis:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a finger bone)
  description:
  - You drain necromantic energy from an undead creature, inducing a sluggish stupor.
    The target becomes staggered. For the duration of the spell, dark wisps of energy
    seep out of the target creature.
  duration: 1 round/level (D)
  effect: null
  level: cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 3, spiritualist 2, witch
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: one undead creature
Negate Aroma:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of alum)
  description:
  - With a gesture, this spell allows you to dismiss even the foulest or most distinctive
    scents. When cast, the targeted creatures or objects lose all natural and unnatural
    odors. A creature under the effect of negate aroma cannot be tracked, located,
    or pinpointed by the scent special quality. In addition, this spell prevents the
    target creature from using the stench special ability and similar odor-based abilities
    (such as those possessed by troglodytes).
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 1, druid 1, ranger 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Negative Reaction:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "The target\u2019s actions and words fail to impress. The target of this spell\
    \ takes a \u201310 penalty on any Bluff, Diplomacy, and Intimidate checks as well\
    \ as any performance combat checks it attempts."
  duration: 1 round/level
  effect: null
  level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: one creature
"Nereid\u2019s Grace":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You radiate the unearthly grace of a nereid. If you\u2019re not wearing armor,\
    \ you gain a deflection bonus to your AC and CMD equal to your Charisma bonus\
    \ (maximum +3). The maximum increases by 1 for every 6 levels you possess (maximum\
    \ +6 at 18th level)."
  duration: 1 round/level
  effect: null
  level: druid 1, witch 1
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Neutral Buoyancy:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bag of air), DF
  description:
  - "The target\u2019s buoyancy becomes and stays neutral, regardless of how dense\
    \ the target and its gear are. Among other effects, the target neither sinks nor\
    \ rises when it doesn\u2019t attempt a Swim check, making it easier to stay put\
    \ while performing demanding actions or when helpless or disabled, and the target\
    \ can swim up and down with equal ease."
  duration: 10 minutes/level
  effect: null
  level: alchemist 2, bard 2, druid 2, hunter 2, investigator 2, medium 2, occultist
    2, psychic 2, ranger 2, shaman 2
  range: touch
  saving_throw: Will negates
  school: evocation
  spell_resistance: 'yes'
  target: creature touched
Neutralize Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (charcoal)
  description:
  - "You detoxify any sort of venom in the creature or object touched. If the target\
    \ is a creature, you must make a caster level check (1d20 + caster level) against\
    \ the DC of each poison affecting the target. Success means that the poison is\
    \ neutralized. A cured creature suffers no additional effects from the poison,\
    \ and any temporary effects are ended, but the spell does not reverse instantaneous\
    \ effects, such as hit point damage, temporary ability damage, or effects that\
    \ don\u2019t go away on their own."
  duration: instantaneous or 10 min./level; see text
  effect: null
  level: alchemist 4, bard 4, cleric/oracle 4, druid 3, inquisitor 4, paladin 4, ranger
    3, shaman 4, witch 4
  range: touch
  saving_throw: Will negates (harmless, object)
  school: conjuration (healing)
  spell_resistance: yes (harmless, object)
  target: creature or object of up to 1 cu. ft./level touched
Night Blindness:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "Your target\u2019s vision becomes impaired as if the light level were one step\
    \ lower, treating bright light as normal light, normal light as dim light, and\
    \ dim light as darkness. In addition, the subject gains no benefit from darkvision,\
    \ low-light vision, or the see in darkness ability. The subject gains a +4 bonus\
    \ on saving throws to resist the blind or dazzled condition caused by bright light\
    \ (such as flare). Remove blindness/deafness dispels night blindness."
  duration: 1 day/level (D)
  effect: null
  level: antipaladin 1, bard 1, bloodrager 1, cleric 2, mesmerist 1, psychic 1, shaman
    2, sorcerer/wizard 1, spiritualist 2, witch 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: necromancy [curse]
  spell_resistance: 'no'
  target: one living creature
Night Terrors:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a drop of black ink )
  description:
  - "The target of this spell gains no benefit from normal or magical sleep, writhing\
    \ in a series of nightmares that torture its psyche and diminish its ability to\
    \ perform strenuous tasks. The target doesn\u2019t heal ability or hit point damage\
    \ naturally and can\u2019t prepare spells or regain spell slots. After one night\
    \ of poor sleep, the target is fatigued (or exhausted if it was fatigued before\
    \ trying to rest). A creature affected by this spell doesn\u2019t recover from\
    \ the fatigued or exhausted condition inflicted by this spell after resting, nor\
    \ do spells such as lesser restoration provide any respite. Each restless night,\
    \ the target takes 1d4 points of Wisdom damage, which also can\u2019t be recovered\
    \ by magic while night terrors is active."
  duration: 1 day/level (D)
  effect: null
  level: bard 6, mesmerist 6, psychic 6, sorcerer/wizard 6, witch 6
  range: touch
  saving_throw: Will negates
  school: illusion (phantasm)) [emotion, evil, mind-affecting]
  spell_resistance: 'yes'
  target: intelligent creature touched
Night of Blades:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Useful primarily to those who skulk in the darkness, this spell is a temporary
    trap for the unwary. You create an immobile wall of tiny black blades that whirl
    and tear into creatures like a cyclone. Anyone who enters this space takes 1d4
    points of damage per caster level (maximum 10d4), though a successful Reflex save
    halves the damage. The spell cannot be cast so that it appears in a space already
    occupied by Small or larger creatures.
  duration: 1 minute/level (D)
  effect: wall of blades up to 10 ft. long/level and 10 ft. tall
  level: antipaladin 4, inquisitor 3, ranger 4, sorcerer/wizard 3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half
  school: evocation
  spell_resistance: 'yes'
  target: null
Nightmare:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - You send a hideous and unsettling phantasmal vision to a specific creature that
    you name or otherwise specifically designate.
  duration: instantaneous
  effect: null
  level: alchemist 5, bard 5, sorcerer/wizard 5
  range: unlimited
  saving_throw: Will negates; see text
  school: illusion (phantasm) [mind-affecting, evil]
  spell_resistance: 'yes'
  target: one living creature
Nine Lives:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (a cat\u2019s whisker)"
  description:
  - "Despite its name, this powerful ward does not grant the target multiple lives,\
    \ but rather gives the target the ability to get out of trouble and relieves harmful\
    \ effects and conditions. For the spell\u2019s duration, the target can use any\
    \ of the following abilities as an immediate action, but only up to a total of\
    \ nine times, at which point the spell ends. "
  duration: 1 hour/level
  effect: null
  level: cleric 8, witch 8
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one creature touched
"Nixie\u2019s Lure":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell creates an unearthly and infectious song that seductively summons\
    \ all who hear it. Nixie\u2019s lure affects a maximum of 24 Hit Dice of creatures.\
    \ Creatures in the area who fail their saves are lured by the song and move toward\
    \ you using the most direct means available. If the path leads them into a dangerous\
    \ area such as through fire or off a cliff, the creatures each receive a second\
    \ saving throw to end the effect before moving into peril. Creatures lured by\
    \ the spell\u2019s song can take no actions other than to defend themselves. A\
    \ victim within 5 feet of you simply stands still and for the duration of the\
    \ spell remains fascinated."
  duration: concentration + 1 round/level (D)
  effect: null
  level: bard 3, druid 4, mesmerist 3, psychic 3, sorcerer/wizard 3, summoner 4, witch
    4
  range: 300 ft.
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting, sonic]
  spell_resistance: 'yes'
  target: all creatures within a 300-ft.-radius burst centered on you
Node of Blasting:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You imbue an object with psychic energy. The node of blasting unleashes a mental
    blast when a creature with a mind touches the object, dealing 6d6 points of damage
    to the creature touching the object and causing the creature to be staggered for
    1 minute. A successful saving throw halves the damage and negates the staggered
    condition.
  duration: permanent until discharged (D)
  effect: null
  level: medium 3, mesmerist 3, occultist 2, psychic 3
  range: touch
  saving_throw: Will partial; see text
  school: abjuration [mind-affecting]
  spell_resistance: 'no'
  target: one touched object weighing no more than 10 lbs.
Nondetection:
  area: null
  casting_time: 1 standard action
  components: V, S, M (diamond dust worth 50 gp)
  description:
  - The warded creature or object becomes difficult to detect by divination spells
    such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection
    also prevents location by such magic items as crystal balls. If a divination is
    attempted against the warded creature or item, the caster of the divination must
    succeed on a caster level check (1d20 + caster level) against a DC of 11 + the
    caster level of the spellcaster who cast nondetection. If you cast nondetection
    on yourself or on an item currently in your possession, the DC is 15 + your caster
    level.
  duration: 1 hour/level
  effect: null
  level: alchemist 3, antipaladin 3, inquisitor 3, medium 2, mesmerist 3, occultist
    3, psychic 3, ranger 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained
    summoner 3
  range: touch
  saving_throw: Will negates (harmless, object)
  school: abjuration
  spell_resistance: yes (harmless, object)
  target: creature or object touched
Numerological Evocation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - " The Path of Numbers \n "
  duration: instantaneous
  effect: null
  level: magus 3, sorcerer/wizard 3, witch 4
  range: see text
  saving_throw: Reflex half
  school: evocation
  spell_resistance: 'yes'
  target: see text
Numerological Resistance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Numerological resistance allows numerologists to use the Path of Numbers to grant
    their allies resilience in the face of elemental dangers. Roll 5d8; this is your
    dice pool. You will use each die in the pool exactly once to customize numerological
    resistance.
  duration: see text
  effect: null
  level: cleric 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: see text
Oasis:
  area: null
  casting_time: 30 minutes
  components: V, S, M/DF (1 gallon of water)
  description:
  - This spell functions in any natural terrain on the Material Plane. It redirects
    the flow of water in the ground toward the surface at the designated point, creating
    a permanent water source similar to a natural spring. The spring discharges 5
    gallons of pure drinking water per caster level each hour.
  duration: instantaneous
  effect: water source similar to a natural spring
  level: cleric 6, druid 5, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Oath of Anonymity:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You swear an oath not to reveal your identity, magically preventing anyone from
    discovering it so long as you avoid revealing your face or other easily identifiable
    features. The spell distorts your voice and subtly alters your body language and
    the appearance of your gear and any animals you use, whether as companions, mounts,
    or otherwise. This spell does not make you appear to be a different creature type,
    nor does it change your apparent height or body type.
  duration: 10 minutes/level
  effect: null
  level: bard 0, inquisitor 0, medium 0, paladin 1, sorcerer/wizard 0
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: you
Oath of Justice:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell seals a solemn vow between two creatures. When this spell is cast,\
    \ the targets must clasp hands and swear their oath in Kols\u2019s name. The spell\
    \ functions like mark of justice, except as noted above and rather than being\
    \ cursed, the oath-breaker gains a mark on the face indicating to all dwarves\
    \ who see it that the target has broken a sacred oath, which gives the oath-breaker\
    \ a \u20134 penalty to influence dwarves. The mark can be removed as described\
    \ in the mark of justice spell, or the other target can forgive the oath- breaker,\
    \ which causes the mark to vanish."
  duration: permanent (see text)
  effect: null
  level: cleric/oracle 3, paladin 2 (Kols)
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: two creatures touched
Oath of Peace:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Entreating your deity for aid, you make a temporary oath of peace, granting you\
    \ superior defenses but means you can\u2019t attack for the duration of the oath.\
    \ For as long as you are subject to this spell, you gain a +5 sacred bonus to\
    \ AC and on saving throws, as well as DR 10/evil. If you make a direct or indirect\
    \ attack or any show any hostility toward any creature, the spell immediately\
    \ ends. "
  duration: 1 round/level
  effect: null
  level: paladin 4
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Object Possession, Lesser:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as possession, except you possess an object instead of a
    creature.
  duration: 1 minute/level (D)
  effect: null
  level: medium 2, mesmerist 3, occultist 2, psychic 3, sorcerer/wizard 4, spiritualist
    3, witch 4
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'No'
  target: unattended Tiny or Small object
Object Reading:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You read the psychic impressions left upon an object by emotionally or psychically\
    \ charged events in the item\u2019s history, or the information imprinted by the\
    \ charge object or implant false reading spells. This spell returns the same information\
    \ as the psychometry occult skill unlock, but gives 1 piece of information when\
    \ cast and requires 1 round of concentration per additional piece of information\
    \ instead of 1 minute. You must still attempt an Appraise check to see how much\
    \ information you gain. You gain a +10 competence bonus on the check."
  duration: concentration , up to 1 round per level (D)
  effect: null
  level: medium 1, mesmerist 2, occultist 1, psychic 2, spiritualist 2
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: one touched object
Obscure Object:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (chameleon skin)
  description:
  - This spell hides an object from location by divination (scrying) effects, such
    as the scrying spell or a crystal ball. Such an attempt automatically fails (if
    the divination is targeted on the object) or fails to perceive the object (if
    the divination is targeted on a nearby location, object, or person).
  duration: 8 hours (D)
  effect: null
  level: bard 1, cleric/oracle 3, inquisitor 3, mesmerist 1, occultist 2, psychic
    2, sorcerer/wizard 2, spiritualist 3
  range: touch
  saving_throw: Will negates (object)
  school: abjuration
  spell_resistance: yes (object)
  target: one object touched of up to 100 lbs./level
Obscure Poison:
  area: null
  casting_time: 1 standard action
  components: S, M (herbs used in antitoxins worth 10 gp)
  description:
  - You make the touched poison difficult to detect or identify. Detect poison and
    similar effects detect an obscured poison only with a successful caster level
    check against a DC equal to 15 + your caster level (rolled secretly by the GM).
    Even if the poison is detected, the DC of Craft (alchemy) or Wisdom checks to
    identify the poison is increased by 10.
  duration: 1 hour/level
  effect: null
  level: alchemist 1, antipaladin 1, bard 1, cleric 1, druid 1, mesmerist 1, shaman
    1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: one dose of poison or one venomous creature touched
Obscured Script:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scrap of paper bearing a simple sentence written in at least
    five languages)
  description:
  - "You create a latent illusion that clouds the judgment and reading ability of\
    \ any creature that examines a targeted text. While casting the spell, you can\
    \ designate up to one creature other than yourself per level to be immune to the\
    \ effects. All other creatures that read the text must succeed at a Will save\
    \ or find it difficult to properly parse and decipher the contents. This increases\
    \ the DC of Linguistics checks to decipher the text by an amount equal to your\
    \ caster level (maximum +10), and it increases the DC of the Wisdom check to avoid\
    \ drawing a false conclusion by an equal amount. Unaffected creatures gain a circumstance\
    \ bonus equal to your caster level (maximum +10) on Bluff checks to deceive affected\
    \ creatures about the text\u2019s contents. The spell obscures any magical glyphs,\
    \ runes, or symbols within the text, increasing the Perception DC to find such\
    \ traps by an amount equal to half your caster level (maximum +5). Obscured script\
    \ can be made permanent with a permanency spell by a caster of 10th level or higher\
    \ for the cost of 5,000 gp."
  duration: 24 hours (D)
  effect: null
  level: bard 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: none; see text
  school: illusion (phantasm))
  spell_resistance: 'no'
  target: one touched page, scroll , inscription, book, or other document no more
    than 3 feet in any dimension
Obscuring Mist:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A misty vapor arises around you. It is stationary. The vapor obscures all sight,
    including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks
    have a 20% miss chance). Creatures farther away have total concealment (50% miss
    chance, and the attacker cannot use sight to locate the target).
  duration: 1 min./level (D)
  effect: cloud spreads in 20-ft. radius from you, 20 ft. high
  level: cleric/oracle 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1, unchained
    summoner 1, witch 1
  range: 20 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Obsidian Flow:
  area: 20-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M/DF (a small piece of obsidian)
  description:
  - "You convert a thin layer of the ground to molten glass that cools quickly. Creatures\
    \ in the area take 1d6 points of fire damage per two caster levels (maximum of\
    \ 10d6) and become entangled. Any creature within the area that makes a successful\
    \ Reflex save takes half damage and is not entangled. An entangled creature can\
    \ attempt to free itself by spending a move action to attempt a Strength check\
    \ or Escape Artist check (the DC equals the spell\u2019s saving throw DC)."
  duration: instantaneous
  effect: null
  level: druid 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex partial, see text
  school: transmutation [earth, fire]
  spell_resistance: 'no'
  target: null
"Old Salt\u2019s Curse":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a flask of seawater)
  description:
  - 'You inflict a curse of the roiling sea upon the target, making it permanently
    sickened. Anytime the target is on or in the water more than a mile from shore,
    it also becomes staggered with seasickness. This curse cannot be dispelled, though
    remove curse or break enchantment can negate it. '
  duration: permanent
  effect: null
  level: druid 5, witch 5
  range: touch
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one creature
Oneiric Horror:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause the subject to believe it is being attacked by a creature out of its
    nightmares. Each round, the subject makes a full-attack action against the creature.
    A flying creature can still attempt a Fly check to hover. Each round on its turn
    after making a full attack against the imaginary creature, the subject can attempt
    a new saving throw to end the effect. The subject is fatigued for 1 minute after
    the spell ends.
  duration: 1 round/level (D)
  effect: null
  level: bard 2, medium 1, mesmerist 2, psychic 2, sorcerer/wizard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Ooze Form:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - You assume the form of a Small or Medium ooze. Regardless of the type of ooze
    you transform into, you gain base speed 10 feet, climb speed 10 feet, swim speed
    20 feet, and blindsense 30 feet. You gain a +4 resistance bonus on saving throws
    against mind-affecting effects and poison. A wood or metal weapon that strikes
    you takes acid damage as if from your slam unless the wielder succeeds at a Reflex
    saving throw.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 5, magus 5, sorcerer/wizard 5
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Open Arms:
  area: null
  casting_time: 1 immediate action
  components: V, S, F (a magical or masterwork melee weapon)
  description:
  - "You cast this spell in response to a specific cavalier\u2019s challenge, inquisitor\u2019\
    s judgment, or smite (such as a paladin\u2019s smite evil) declared against you\
    \ by an enemy creature. It can also be cast if a creature uses a spell that causes\
    \ you to qualify as the creature\u2019s favored enemy when you normally wouldn\u2019\
    t, such as instant enemy."
  duration: 1 minute/level
  effect: null
  level: sorcerer/wizard 5
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: melee weapon touched
Open Book:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a page torn from a book)
  description:
  - "You lay bare not only the mind of a target, but the target\u2019s history as\
    \ well. The target takes a \u20132 penalty on saving throws against divinations,\
    \ and Diplomacy checks to gather information about the target gain a bonus equal\
    \ to half your caster level (maximum +10)."
  duration: permanent
  effect: null
  level: antipaladin 2, bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard
    3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination [curse]
  spell_resistance: 'yes'
  target: one creature
Open and Shut:
  area: null
  casting_time: 1 swift action
  components: V, S, F (a doornail, doorknob, or hinge)
  description:
  - You alter the appearance of a door and disguise whether it is open or closed.
    You can cause the touched door to appear closed regardless of whether it is open
    or closed, to appear open regardless of whether it is open or closed, or to appear
    to open or close. After you cast the spell, you can change between these options
    as a move action. Creatures using a move action to open or shut the door can attempt
    a Will save to disbelieve the illusion.
  duration: 1 round/level (D)
  effect: null
  level: bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will disbelief
  school: illusion (glamer)
  spell_resistance: 'no'
  target: one door, window, or similar portal no more than 10 feet by 10 feet in area
Open-Close:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a brass key)
  description:
  - "You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle,\
    \ barrel, or other container. If anything resists this activity (such as a bar\
    \ on a door or a lock on a chest), the spell fails. In addition, the spell can\
    \ only open and close things weighing 30 pounds or less. Thus, doors, chests,\
    \ and similar objects sized for enormous creatures may be beyond this spell\u2019\
    s ability to affect."
  duration: instantaneous
  effect: null
  level: bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner
    0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: object weighing up to 30 lbs. or portal that can be opened or closed
Opportunistic Loyalty:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - Cast this spell when a creature within range casts a spell that provides an effect
    for its allies (such as bless or prayer). You are considered an ally of the caster
    for the purposes of that spell. Although you are momentarily considered an ally,
    the caster need not target you if the spell requires that the caster select one
    or more allies to be affected by the spell (as does haste). This spell does not
    allow a target spell to affect more creatures than described in its target entry.
    If this spell would raise the total number of affected targets above that allowed
    by the target spell, opportunistic loyalty has no effect.
  duration: instantaneous
  effect: null
  level: antipaladin 1, cleric 1, inquisitor 1, mesmerist 1, psychic 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion)
  spell_resistance: 'yes'
  target: one creature
Oppressive Boredom:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fill your target with boredom. The target loses all interest in its current\
    \ task and must make a Will save against the spell\u2019s effect in order to perform\
    \ its next action. If the target fails, it takes no action that round. The boredom\
    \ lasts until the duration expires or the target breaks the spell\u2019s effect\
    \ with a successful Will save."
  duration: 1 round/level or until broken (see text)
  effect: null
  level: bard 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
"Oracle\u2019s Burden":
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You entreat the forces of fate to bestow your oracle\u2019s curse upon another\
    \ creature. The target creature suffers all the hindrances and none of the benefits\
    \ of your oracle\u2019s curse class feature. You still suffer all effects of your\
    \ oracle\u2019s curse."
  duration: 1 minute/level
  effect: null
  level: oracle 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: null
"Oracle\u2019s Vessel":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target gains all the benefits of your oracle\u2019s curse, with none of the\
    \ penalties. In some cases, this has no effect (for example, a fighter with your\
    \ haunted curse can\u2019t cast spells and doesn\u2019t gain any benefit from\
    \ having additional spells known)."
  duration: 1 minute/level
  effect: null
  level: oracle 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one creature
Orb of the Void:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a black gemstone of any kind worth 50 gp)
  description:
  - You create a small weightless sphere of pure negative energy. As a move action,
    you can move it up to 30 feet per round in any direction. If it enters a space
    with a living creature, it stops moving for the round and that creature gains
    one negative level (Fortitude negates). Any creature passing through or ending
    its turn in the space occupied by the sphere gains one negative level (Fortitude
    negates). Twenty-four hours after gaining a negative level from the sphere, the
    subject must make a Fortitude saving throw (the DC of this save is equal to the
    DC of this spell) for each negative level. If the save succeeds, that negative
    level is removed. If it fails, that negative level becomes permanent.
  duration: 1 round/level (D)
  effect: 1-ft.-diameter sphere
  level: cleric/oracle 8, sorcerer/wizard 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy
  spell_resistance: 'yes'
  target: null
"Orchid\u2019s Drop":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a much-diluted drop of sun orchid nectar worth 500 gp)
  description:
  - "This extract, distilled from a much-diluted drop of the nectar of a sun orchid\
    \ flower, can transform an alchemist\u2019s mutagen into a potent healing tonic."
  duration: 1 hour/level
  effect: null
  level: alchemist 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
"Order\u2019s Wrath":
  area: non-lawful creatures within a burst that fills a 30-ft. cube
  casting_time: 1 standard action
  components: V, S
  description:
  - You channel lawful power to smite enemies. The power takes the form of a three-dimensional
    grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by
    the spell.
  duration: instantaneous (1 round); see text
  effect: null
  level: cleric/oracle 4, inquisitor 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial; see text
  school: evocation [lawful]
  spell_resistance: 'yes'
  target: null
Out of Sight:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a strip of black cloth)
  description:
  - "The spell inhibits the memories of creatures that perceive you. While creatures\
    \ can perceive you normally, when a creature stops observing you, it must attempt\
    \ a Will save (spell resistance applies). If it fails, it loses all memory of\
    \ its awareness of you and your actions while you were under the effects of this\
    \ spell. The spell\u2019s duration listed above measures how long the out of sight\
    \ effect lasts on you, but the memory alteration is instantaneous and can be reversed\
    \ only by magic such as modify memory."
  duration: 1 minute/level (D); see text
  effect: null
  level: medium 3, mesmerist 3, psychic 4
  range: personal
  saving_throw: Will negates; see text
  school: enchantment [mind-affecting]
  spell_resistance: yes; see text
  target: you
Outbreak:
  area: 20-ft. burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause any diseased creatures in the area to become extremely contagious.\
    \ Any affected creature is overcome by a fit of wracking coughs, causing it to\
    \ become fatigued and exposing any creatures within 10 feet of the diseased creature\
    \ to the diseases it carries. On a successful save, a creature is fatigued for\
    \ 1 round and doesn\u2019t have a chance to infect nearby creatures."
  duration: instantaneous
  effect: null
  level: antipaladin 2, arcanist 3, bloodrager 3, cleric/oracle 2, druid 2, hunter
    2, sorcerer/wizard 3, warpriest 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: necromancy
  spell_resistance: 'yes'
  target: null
Overland Flight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like a fly spell, except you can fly at a speed of 40 feet
    (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load)
    with a bonus on Fly skill checks equal to half your caster level. When using this
    spell for long-distance movement, you can hustle without taking nonlethal damage
    (a forced march still requires Constitution checks). This means you can cover
    64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).
  duration: 1 hour/level
  effect: null
  level: alchemist 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 4, unchained
    summoner 5, witch 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Overlook:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You enhance your natural ability to seem small and unimportant, causing those\
    \ around you to overlook you. You gain a +20 bonus on Stealth checks, which doesn\u2019\
    t stack with bonuses from effects that actually make you sneakier, such as invisibility\
    \ or respectful quiet (see below); you do not need cover or concealment to hide;\
    \ and you can hide while you are being observed. If a creature fails to notice\
    \ you because of this spell, that creature can still remember seeing a halfling\
    \ pass by, but attach no importance to the memory. You do not gain these benefits\
    \ against creatures that are immune to compulsions or mind-affecting effects,\
    \ and spell resistance applies. If you take an actively aggressive or extremely\
    \ conspicuous action, creatures automatically notice you, and you gain no further\
    \ benefits against those creatures for the remainder of the spell\u2019s duration."
  duration: 1 minute/level
  effect: null
  level: bard 3, mesmerist 3, psychic 4
  range: personal
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: you
Overstimulate:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF ( smelling salts )
  description:
  - You deprive a creature of the blissful oblivion of unconsciousness, either to
    keep it going despite grievous injuries or to prolong its suffering. For the duration
    of the spell, the target gains the ferocity ability, allowing it to remain conscious
    and continue fighting even if its hit point total is below 0. The target is still
    staggered and loses 1 hit point each round, and the target still dies when its
    hit point total reaches a negative amount equal to its Constitution score.
  duration: 1 round/level
  effect: null
  level: alchemist 2, bard 2, bloodrager 2, cleric 2, druid 2, psychic 2, ranger 2,
    shaman 2, summoner 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one creature
Overwhelming Grief:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause a single opponent to become profoundly stricken with intense grief.\
    \ He can take no actions, takes a \u20132 penalty to Armor Class, and loses his\
    \ Dexterity bonus (if any). He can attempt a new save each round to break the\
    \ spell\u2019s effect."
  duration: 1 round/level
  effect: null
  level: bard 3, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Overwhelming Poison:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (an adder\u2019s fang)"
  description:
  - "This spell increases the virulence of the targeted dose of poison, making the\
    \ poison more difficult to resist. The poison is unaffected by delay poison, and\
    \ the DC to remove it with neutralize poison is increased by 5. Additionally,\
    \ the poison uses its own saving throw DC or overwhelming poison\u2019s DC, whichever\
    \ is higher."
  duration: 10 minutes/level
  effect: null
  level: antipaladin 4, cleric 6, druid 6, ranger 4, shaman 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy [poison]
  spell_resistance: 'no'
  target: one creature or one dose of poison ; see text
Overwhelming Presence:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a swan feather)
  description:
  - Your presence inspires incredible awe in those nearby. A creature that fails a
    save against this spell falls to the ground and prostrates itself before you,
    believing it bows before a divine presence. A flying creature incapable of hovering
    must land immediately in order to prostrate itself. These creatures are considered
    to be helpless for the duration of the spell. Each round on its turn, a target
    of this spell may attempt a new saving throw to end the effect; this is a full-round
    action that does not provoke attacks of opportunity. A creature that recovers
    from this spell early after being affected by it for at least 1 round takes 1d6
    points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes
    the initial save to resist this spell is merely staggered for 1 round.
  duration: 1 round/level
  effect: null
  level: bard 6, cleric/oracle 9, inquisitor 6, sorcerer/wizard 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates, see text
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
"Owl\u2019s Wisdom":
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (feathers or droppings from an owl)
  description:
  - "The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus\
    \ to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids,\
    \ and rangers (and other Wisdom-based spellcasters) who receive owl\u2019s wisdom\
    \ do not gain any additional bonus spells for the increased Wisdom, but the save\
    \ DCs for their spells increase."
  duration: 1 min./level
  effect: null
  level: alchemist 2, cleric/oracle 2, druid 2, medium 2, paladin 2, psychic 2, ranger
    2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Pack Empathy:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create an instinctual connection between the targets. Each can sense the\
    \ others\u2019 overall emotional states, which allows them to communicate basic\
    \ emotional concepts (such as alerting each other of danger due to increased stress).\
    \ Once the spell has been cast on the subjects, the distance between them and\
    \ the caster doesn\u2019t affect the spell as long as they are on the same plane\
    \ of existence. If a subject leaves the plane, or if it dies, the spell ceases\
    \ to function for it."
  duration: 1 hour/level (D)
  effect: null
  level: bloodrager 3, druid 3, inquisitor 3, medium 2, ranger 2, sorcerer/wizard
    3, spiritualist 3, summoner 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you plus one willing living creature per 3 levels, no two of which can be
    more than 30 ft. apart
Page-Bound Epiphany:
  area: null
  casting_time: 1 round
  components: V, S, F (a book with blank pages)
  description:
  - "You magically scour the world\u2019s libraries for information that might refresh\
    \ your memory about a topic. Upon casting this spell, the focus book\u2019s pages\
    \ fill with snippets and selections from countless books. You can spend up to\
    \ 1 round per caster level (maximum 10) reading these notes. You may cease reading\
    \ at any time, and when you do you can immediately attempt one Knowledge check\
    \ with a +1 circumstance bonus for each round you spent studying the book (maximum\
    \ +10). The writing disappears when the spell ends, and if you fail to succeed\
    \ at a Knowledge check on the round you stop reading the notes, you don\u2019\
    t gain the benefits of this spell."
  duration: 1 round/level (see text)
  effect: null
  level: bard 2, cleric 2, magus 2, sorcerer/wizard 2
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Pain Strike:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Pain strike racks the targeted creature with agony, inflicting 1d6 points of\
    \ nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally,\
    \ the affected creature is sickened for the spell\u2019s duration, and the caster\
    \ gains a +4 circumstance bonus on Intimidate checks against the target."
  duration: 1 round/level (D)
  effect: null
  level: bloodrager 3, psychic 2, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: evocation [evil, pain]
  spell_resistance: 'yes'
  target: null
Painful Revelation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You augment an ongoing illusion effect to strike out painfully at creatures that
    see through it. When a creature successfully disbelieves an illusion that is the
    target of painful revelation, it takes 1d6 points of nonlethal damage for every
    2 caster levels you have (maximum 10d6) and is staggered for 1d4 rounds. A successful
    Will save reduces the nonlethal damage by half and negates the staggered effect.
    Once painful revelation has been triggered, the spell ends.
  duration: 1 hour/level or until discharged
  effect: null
  level: antipaladin 2, bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: abjuration [mind-affecting, pain]
  spell_resistance: 'no'
  target: one ongoing illusion effect
"Paladin\u2019s Sacrifice":
  area: null
  casting_time: 1 immediate action
  components: V, DF
  description:
  - You open up a brief but powerful divine conduit between you and another creature,
    taking on the damage and any other effects that creature suffers. When a creature
    in range is hit by an attack or fails a saving throw, you can cast this spell
    and the wounds and/or effects are magically transmitted to you instead of the
    target. You are affected as if you were hit by the attack or failed the saving
    throw, taking all the damage and suffering all of the adverse effects. Any resistances
    or immunities you have are applied normally, but you cannot otherwise reduce or
    negate the damage or effects in any way.
  duration: instantaneous
  effect: null
  level: paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Pale Flame:
  area: null
  casting_time: 1 standard action
  components: V, S, M (caphorite shard)
  description:
  - This spell functions as per produce flame, except that the flames never glow brighter
    than dim light, including any fires started by this spell. These flames cast light
    only half the distance of a torch and cannot be seen from more than 100 feet away.
    The flames deal 2d6 points of fire damage + 1 point per caster level (maximum
    +5). Against plants, this damage increases to 2d6 points + 2 points per caster
    level (maximum +10).
  duration: 1 minute/level (D)
  effect: flame in your palm
  level: druid 2, hunter 2, shaman 2
  range: 0 ft.
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Paragon Surge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You surge with ancestral power, temporarily embodying all the strengths of both
    elvenkind and humankind simultaneously, and transforming into a paragon of both
    races, something greater than elf or human alone. Unlike with most polymorph effects,
    your basic form does not change, so you keep all extraordinary and supernatural
    abilities of your half-elven form as well as all of your gear.
  duration: 1 minute/level
  effect: null
  level: alchemist 3, arcanist 3, bloodrager 3, cleric 3, crimson assassin 3, investigator
    3, magus 4, medium 3, oracle 3, paladin 4, sorcerer/wizard 3, warpriest 3, witch
    3
  range: personal ( half-elf only)
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Paranoia:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target believes everyone it sees is an enemy. The target becomes hostile\
    \ to all creatures, treating all creatures as enemies and only itself as an ally.\
    \ The target must attempt attacks of opportunity whenever any creature provokes\
    \ them. Finally, whenever the target is adjacent to two or more creatures, its\
    \ paranoia overwhelms it, and it takes a \u20132 penalty on attack rolls, weapon\
    \ damage rolls, ability checks, skill checks, and saving throws."
  duration: 1 round/level (D)
  effect: null
  level: bard 2, medium 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Parasitic Soul:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "This spell functions like magic jar except as noted above, and instead of your\
    \ own soul, you can transfer a trapped soul (such as one trapped in a soul gem\
    \ or trapped with soul bind or trap the soul) from the receptacle into an unwilling\
    \ target\u2019s body. If the target creature fails its saving throw, it dies and\
    \ the trapped soul in the receptacle permanently inhabits the body as if using\
    \ magic jar. The trapped soul does not get a saving throw to resist this transfer.\
    \ To dismiss the spell, you must be within range of the possessed body."
  duration: permanent (D)
  effect: null
  level: cleric 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9
  range: null
  saving_throw: Will negates
  school: necromancy [death, evil]
  spell_resistance: 'yes'
  target: null
Parchment Swarm:
  area: null
  casting_time: 1 standard action
  components: S, M (blank parchment or magic scroll ; see text)
  description:
  - When you cast this spell, you quickly tear a parchment into shreds, releasing
    the flying fragments to swarm around a target creature and deliver thousands of
    tiny paper cuts.
  duration: instantaneous
  effect: null
  level: magus 5, occultist 4, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half; see text
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Particulate Form:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of fine sand)
  description:
  - "The targets\u2019 physical forms undergo a bizarre transformation. They look\
    \ and function normally, but are composed of countless particles that separate\
    \ and reconnect to remain whole. Each target gains fast healing 1 and is immune\
    \ to bleed damage, critical hits, sneak attacks, and other forms of precision\
    \ damage. The value of this fast healing increases by 1 at caster levels 10th,\
    \ 15th, and 20th. Any target can end the spell effect on itself as a swift action;\
    \ the target then regains 5d6 hit points and can attempt an additional saving\
    \ throw against any one disease or poison affecting it (at the original save DC),\
    \ ending that disease or poison with a successful saving throw."
  duration: 1 round/level (D)
  effect: null
  level: cleric 7, occultist 5, psychic 7, sorcerer/wizard 7, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: null
Pass without Trace:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The subject or subjects of this spell do not leave footprints or a scent trail
    while moving. Tracking the subjects is impossible by non-magical means.
  duration: 1 hour/level (D)
  effect: null
  level: druid 1, ranger 1, shaman 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Passing Fancy:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When you cast this spell, you dictate one specific topic or recent event and instill
    a magical obsession with that subject within the target. An affected creature
    becomes fascinated by the topic, and becomes completely focused on discussing
    the event with anyone nearby, possibly wandering off or distracting unaffected
    creatures.
  duration: 4d4 rounds (D)
  effect: null
  level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Passwall:
  area: null
  casting_time: 1 standard action
  components: V, S, M (sesame seeds)
  description:
  - "You create a passage through wooden, plaster, or stone walls, but not through\
    \ metal or other harder materials. The passage is 10 feet deep plus an additional\
    \ 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th,\
    \ and a maximum of 25 feet deep at 18th level). If the wall\u2019s thickness is\
    \ more than the depth of the passage created, then a single passwall simply makes\
    \ a niche or short tunnel. Several passwall spells can then form a continuing\
    \ passage to breach very thick walls. When passwall ends, creatures within the\
    \ passage are ejected out the nearest exit. If someone dispels the passwall or\
    \ you dismiss it, creatures in the passage are ejected out the far exit, if there\
    \ is one, or out the sole exit if there is only one."
  duration: 1 hour/level (D)
  effect: 5-ft.-by-8-ft. opening, 10 ft. deep plus 5 ft. deep per three additional
    levels
  level: sorcerer/wizard 5
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Path of Glory:
  area: four 5-ft. squares/level (see text)
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause four 5-foot squares (one of which must be your space) to glow with dim
    illumination. Starting on your next turn, as a swift action you can extend the
    glowing area by an additional four 5-foot squares; each new square must be adjacent
    to a square that was previously glowing. Allies that end their turns on a glowing
    square (including one who falls unconscious in the square) are healed of 1 point
    of damage.
  duration: 1 round/level
  effect: null
  level: bard 2, cleric 2
  range: touch (see text)
  saving_throw: none
  school: conjuration (healing)
  spell_resistance: 'no'
  target: null
Path of the Winds:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "With a sweeping gesture, you call forth mighty winds to clear a path ahead of\
    \ you. The winds are the equivalent of a windstorm. During the first round of\
    \ the spell, the winds sweep the designated area clear of anything of Small or\
    \ smaller size, blowing it outward to the sides of the spell\u2019s effect (50%\
    \ chance of landing on either side). You may move within the effect without penalty,\
    \ though all other creatures are subject to the wind\u2019s effects. On the second\
    \ and all later rounds of the spell, the edges of the effect are treated as a\
    \ wind wall. If the effect includes a body of water or other liquid, the winds\
    \ create a channel up to 40 feet deep into the surface of the liquid. On your\
    \ turn as a move action, you can move the effect of this spell, either rotating\
    \ it at one of its ends up to 45 degrees, or moving it up to 50 feet in line with\
    \ its current orientation (toward you or away from you)."
  duration: concentration + 1 round
  effect: 40-ft.-high downdraft of wind in a 100-foot line
  level: druid 6, sorcerer/wizard 6
  range: 100 ft.
  saving_throw: Fort negates
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
Pattern Recognition:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Pattern recognition allows you to notice unusual breaks in the patterns of stones\
    \ in a wall, boards in a \uFB02oor, cracks in glass, trees in a forest, or similar\
    \ interruptions. You gain an insight bonus equal to one-half your caster level\
    \ (minimum +1, maximum +10) on Perception checks."
  duration: 10 min./level
  effect: null
  level: sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Peace Bond:
  area: one or more 5-ft. cubes, no two of which can be more than 30 ft. apart
  casting_time: 1 standard action
  components: V, S, M/DF (a glass cube)
  description:
  - "This spell creates one glowing rune of peace, plus one per 2 caster levels above\
    \ 1st (to a maximum of five runes at 9th level). An identical symbol appears on\
    \ your forehead for the duration of the spell and cannot be disguised (though\
    \ it is visible only if you are visible). Each rune illuminates a 5-foot cube,\
    \ preventing any spell you cast of up to 3rd level and that has a defined area\
    \ (as opposed to targets or an effect) from entering or affecting the 5-foot cube.\
    \ For example, creatures and items within any square affected by peace bond take\
    \ no damage from a fireball you cast. However, if you cast stinking cloud, the\
    \ noxious vapors are an effect and enter such cubes normally. This spell does\
    \ not break line of effect within any other spells you cast; it simply negates\
    \ all effects of your 1st-, 2nd- and 3rd-level area spells within the peace bond\u2019\
    s area."
  duration: 1 minute/level
  effect: null
  level: bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard
    1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Peacebond:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You lock a weapon in place on its owner\u2019s body, or within the weapon\u2019\
    s sheath or holster. Anyone who then tries to draw the weapon must spend a standard\
    \ action and succeed at a Strength check (DC equal to the saving throw DC) to\
    \ do so, provoking attacks of opportunity whether the attempt succeeds or fails."
  duration: 1 minute/level
  effect: null
  level: inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: abjuration
  spell_resistance: yes (object)
  target: one sheathed or slung weapon
"Peacemaker\u2019s Parley":
  area: creatures in a 20-ft.-radius spread
  casting_time: 1 swift action
  components: V, S
  description:
  - You can attempt to influence unfriendly or hostile creatures, altering their attitudes
    toward you. After casting, make a Diplomacy check against the creatures as a free
    action; you gain a +2 sacred bonus on this check against creatures that failed
    their saves against the spell. Even if you favorably manipulate the attitude of
    the affected targets, they quickly revert to their previous attitude if threatened
    or treated poorly.
  duration: instantaneous
  effect: null
  level: cleric/oracle 2 (Grundinnar)
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (charm) [language-dependent, mind- affecting]
  spell_resistance: 'yes'
  target: null
Peerless Integrity:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Peerless integrity conceals the alignment of creatures from divination magic.\
    \ All creatures within the spell\u2019s area, including you, appear to have lawful\
    \ good auras for the purposes of divination spells and effects that reveal alignments\
    \ (such as detect law and see alignment), instead of their actual alignments.\
    \ If the caster of such divination magic succeeds at a Will save, the caster recognizes\
    \ whether the readings are true or false. Any creature under the effects of this\
    \ spell gains a +2 circumstance modifier on Bluff and Diplomacy checks."
  duration: 10 minutes/level
  effect: null
  level: antipaladin 2, bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
  range: personal
  saving_throw: none or Will negates; see text
  school: illusion (glamer)
  spell_resistance: none
  target: null
Pellet Blast:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (a handful of metal pellets or handful of cold iron , silver
    , or adamantine pellets; see descriptions for cost)
  description:
  - This spell creates an explosion of conjured metal pellets, striking everything
    within its area and dealing 1d8 points of piercing damage per two caster levels,
    maximum 5d8. This damage is subject to damage reduction. If the material component
    is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing
    100 gp), the resulting blast can overcome damage reduction of the appropriate
    type. The pellets disappear after the spell is cast and the damage is dealt.
  duration: instantaneous
  effect: null
  level: bloodrager 4, magus 4, psychic 3, sorcerer/wizard 3, summoner/unchained summoner
    3
  range: 30 ft.
  saving_throw: Reflex half
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Penumbral Disguise:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You mask your features with shadowy illumination, gaining a competence bonus\
    \ equal to your caster level on Disguise checks and Stealth checks attempted while\
    \ in normal light, dim light, or darkness. In addition, creatures that see you\
    \ while you are in dim light or darkness are unable to discern any but the most\
    \ general information about your appearance or actions. For example, they can\
    \ determine your general shape (such as humanoid), as well as the gist of your\
    \ actions (such as, \u201CShe was trying to break into the store\u201D), but cannot\
    \ determine your precise actions, your appearance, or any identifying information\
    \ about you. In bright light, your normal appearance is revealed."
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 3, bard 3, inquisitor 3, mesmerist 3, occultist 3, sorcerer/wizard
    3, witch 3
  range: touch
  saving_throw: none
  school: conjuration [shadow]
  spell_resistance: 'no'
  target: creature touched
Perceive Betrayal:
  area: null
  casting_time: 1 minute
  components: V, S, M (12 drops of blood), F (a silver circlet worth 500 gp)
  description:
  - "By donning a silver circlet anointed with blood, you gain the ability to sense\
    \ traitorous intent toward a single person to whom you defer, designated when\
    \ you cast the spell. The spell alerts you when a creature with traitorous intent\
    \ is within 200 feet, although it doesn\u2019t identify the source. By concentrating,\
    \ you can learn the strength of the greatest threat, based on the following categories."
  duration: 1 hour/level
  effect: null
  level: cleric 6, inquisitor 4, sorcerer/wizard 7, witch 6
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Perceive Cues:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of water)
  description:
  - Your senses become preternaturally keen, and you gain insight into subtle behavioral
    cues. For the duration of the spell, you receive a +5 competence bonus on Perception
    and Sense Motive checks.
  duration: 10 minutes/level
  effect: null
  level: alchemist 2, inquisitor 2, mesmerist 2, occultist 2, psychic 2, ranger 2,
    witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Perfect Placement:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a chess piece)
  description:
  - Affected creatures gain tactical knowledge and maximize their efficiency on the
    field of battle. Each gains a +1 insight bonus to AC and Reflex saves. Against
    attacks of opportunity, the insight bonus to AC increases to +3.
  duration: 1 round/level
  effect: null
  level: bard 2, bloodrager 2, magus 3, psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. plus 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: one creature/level, no two of which can be more than 30 ft. apart
Permanency:
  area: null
  casting_time: 2 rounds
  components: V, S, M (see tables below)
  description:
  - This spell makes the duration of certain other spells permanent. You first cast
    the desired spell and then follow it with the permanency spell.
  duration: permanent; see text
  effect: null
  level: sorcerer/wizard 5
  range: see text
  saving_throw: none
  school: universal
  spell_resistance: 'no'
  target: see text
Permanent Hallucination:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as audiovisual hallucination, except that the phantasm you
    create includes visual, auditory, olfactory, tactile, and thermal components,
    and the phantasm follows a complex script. The phantasm follows that script without
    your having to concentrate on it and can react to stimuli the target perceives,
    as appropriate for the script. Unlike most illusions with a save to disbelieve,
    if the target disbelieves a permanent hallucination, she can choose to end the
    effect entirely at any time.
  duration: permanent (D)
  effect: null
  level: psychic 7, sorcerer/wizard 7
  range: null
  saving_throw: null
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: null
  target: one creature
Permanent Image:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like silent image, except that the figment includes visual,
    auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating,
    you can move the image within the limits of the range, but it is static while
    you are not concentrating.
  duration: permanent (D)
  effect: figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level
    (S)
  level: bard 6, sorcerer/wizard 6
  range: null
  saving_throw: null
  school: illusion (figment)
  spell_resistance: null
  target: null
Pernicious Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You weaken the target\u2019s defenses against poison. The target gains a \u2013\
    4 penalty on saves against poison, and poisons affecting the target continue for\
    \ another 2 frequency increments (for example, black adder venom lasts 8 rounds\
    \ instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure\
    \ the poisoned target with skill or magic take a \u20134 penalty."
  duration: 10 minute/level
  effect: null
  level: antipaladin 2, druid 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: necromancy [poison]
  spell_resistance: 'yes'
  target: creature touched
Pernicious Pranksters:
  area: null
  casting_time: 1 standard action
  components: V, S, M (three drops of honey rolled in a sycamore leaf)
  description:
  - "You summon intangible forces of whimsy to perform a variety of tricks and pranks\
    \ upon your foes. Each round on your turn (including the round you cast this spell),\
    \ these incorporeal pranksters perform a single dirty trick, disarm, steal, or\
    \ trip combat maneuver against one of your foes within the spell\u2019s range.\
    \ The whimsical forces have a bonus on combat maneuver checks equal to your caster\
    \ level + your primary spellcasting ability score modifier (Intelligence for wizards,\
    \ Charisma for sorcerers, etc.). Unless the target of the combat maneuver can\
    \ see invisible creatures or forces, the spell gains an additional +4 bonus on\
    \ combat maneuver checks."
  duration: 1 round/level (D)
  effect: null
  level: bard 3, druid 5, occultist 3, shaman 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels) Effect fey pranksters
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Persistent Image:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like silent image, except that the figment includes visual,
    auditory, olfactory, and thermal components, and the figment follows a script
    determined by you. The figment follows that script without your having to concentrate
    on it. The illusion can include intelligible speech if you wish.
  duration: 1 min./level (D)
  effect: null
  level: bard 5, sorcerer/wizard 5
  range: null
  saving_throw: null
  school: illusion (figment)
  spell_resistance: null
  target: null
Persistent Vigor:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (ginseng root shavings)
  description:
  - 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).
  duration: 1 round/level (D)
  effect: null
  level: alchemist 4, cleric 4, inquisitor 4, shaman 4, witch 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Persuasive Goad:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - Your eyes flash and the target takes 1d6 points of nonlethal damage. For the next
    minute, you gain a +4 circumstance bonus on Intimidate checks against the target.
  duration: instantaneous and 1 minute
  effect: null
  level: inquisitor 1
  range: close (25 ft. +5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy [pain]
  spell_resistance: 'yes'
  target: one creature
Pessimism:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a shard of a broken mirror )
  description:
  - "You erode the target\u2019s confidence and instill a sense of despair."
  duration: 1 hour/level
  effect: null
  level: bard 4, medium 4, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Phantasmal Affliction:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of cod liver oil)
  description:
  - You cause the creature to believe she has a debilitating affliction.
  duration: see text
  effect: null
  level: mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief, then Fortitude or Will negates (see text)
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: 'yes'
  target: living creature
Phantasmal Asphyxiation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an empty vial )
  description:
  - "Your target must succeed at a Will save or believe it can no longer breathe.\
    \ An affected target must attempt a Fortitude save each round at the beginning\
    \ of its turn. The first time it fails the Fortitude save, it is staggered until\
    \ the next time it attempts a save against the spell. If the target fails a second\
    \ Fortitude save in a row, it falls unconscious for the spell\u2019s remaining\
    \ duration. The target breathes normally while unconscious, but is shaken for\
    \ 1 minute upon awakening. If the target succeeds at two Fortitude saves in a\
    \ row, it shakes off the spell\u2019s effects entirely. Otherwise, the target\
    \ continues to attempt a save each round until it falls unconscious or the spell\
    \ ends. This spell has no effect on creatures that don\u2019t need to breathe."
  duration: 1 round/level (D)
  effect: null
  level: medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch
    4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief, then Fortitude partial (see text)
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Phantasmal Killer:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a phantasmal image of the most fearsome creature imaginable to the\
    \ subject simply by forming the fears of the subject\u2019s subconscious mind\
    \ into something that its conscious mind can visualize: this most horrible beast.\
    \ Only the spell\u2019s subject can see the phantasmal killer. You see only a\
    \ vague shape. The target first gets a Will save to recognize the image as unreal.\
    \ If that save fails, the phantasm touches the subject, and the subject must succeed\
    \ on a Fortitude save or die from fear. Even if the Fortitude save is successful,\
    \ the subject takes 3d6 points of damage."
  duration: instantaneous
  effect: null
  level: bloodrager 4, magus 4, sorcerer/wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief, then Fortitude partial; see text
  school: illusion (phantasm) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Phantasmal Putrefaction:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You implant within the minds of your targets the illusion that their skin is rotting
    away, large rents are appearing all over their bodies, and their internal organs
    are spilling out into a putrid halfliquid mass at their feet. Those who fail to
    disbelieve phantasmal putrefaction immediately take 1d4 points of Wisdom damage.
  duration: 1 round/level (D)
  effect: null
  level: medium 4, mesmerist 5, sorcerer/wizard 6, witch 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief, then Fortitude partial (see text)
  school: illusion (phantasm)) [fear, mind-affecting]
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart
Phantasmal Reminder:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a memory loop of a successful attack made against the target, forcing\
    \ its conscious mind to recall the details of the attack in such excruciating\
    \ detail that its physical body is racked by the recollection. This spell can\
    \ affect only a creature that has taken damage since the end of your last turn.\
    \ The target first can attempt a Will save to recognize the attack as unreal.\
    \ If it fails that saving throw, the target must succeed at a Fortitude save or\
    \ take an amount of damage equal to 1d6 per caster level (maximum 10d6). Because\
    \ the damage is a quasi-real memory of existing wounds, this damage can\u2019\
    t be reduced or prevented (such as by the shield other spell)."
  duration: 1 round (see text)
  effect: null
  level: antipaladin 3, bard 4, mesmerist 3, psychic 3, shaman 4, sorcerer/wizard
    3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief, then Fortitude partial; see text
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Phantasmal Revenge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When you cast this eerie spell upon a recently slain creature, you cause a ghastly,
    spectral image of it to rise up from its corpse, shrieking for vengeance before
    it vanishes in a burst of unnatural light. This phantom then unerringly seeks
    out the creature that killed it, as long as that creature is on the same plane,
    and tries to slay its killer in turn.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 7
  range: touch and unlimited; see text
  saving_throw: Will disbelief then Fortitude partial; see text
  school: illusion (phantasm) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Phantasmal Web:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You implant within the minds of your targets the illusion that they are engulfed
    in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve
    the phantasmal web are treated as if in a web spell, but must also make a Fortitude
    save at the beginning of each turn or become nauseated for that round by the phantasmal
    spiders.
  duration: 1 round/level (D)
  effect: null
  level: bard 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief, then Fortitude partial; see text
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Phantom Blood:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You bolster your life energy. If the loss of hit points at the end of a temporary\
    \ effect that modifies your Constitution (such as barbarian\u2019s rage or bloodrager\u2018\
    s bloodrage) would cause you to become unconscious or kill you, you gain temporary\
    \ hit points equal to your caster level (maximum 10). Each casting of this spell\
    \ grants you temporary hit points only once."
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: you
Phantom Chariot:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "You conjure a quasi-real heavy chariot with four horselike creatures in a team\
    \ to pull it. (The exact description can be customized as you wish.) The chariot\
    \ has all the normal qualities of a heavy chariot. You or a person you designate\
    \ while casting the spell must drive the chariot, which can carry up to six passengers\
    \ (including the driver). The team and chariot make no sound and the team does\
    \ not fight, although the driver can use the chariot like any normal chariot.\
    \ The chariot and team are essentially a single entity with an AC of 19 (\u2013\
    2 size, +6 natural armor, +5 Dex), and 10 hit points + 2 hit points per caster\
    \ level (maximum 50). If the entity loses all its hit points, it disappears, possibly\
    \ subjecting all aboard to a crash (treat as wrecked). The entity gains certain\
    \ powers according to caster level, just like a mount does in the phantom steed\
    \ spell."
  duration: 1 hour/level (D)
  effect: one quasi-real chariot and draft team
  level: sorcerer/wizard 4, summoner 3
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Phantom Driver:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical
    features can be customized as you wish). This creation can drive any vehicle you
    command it to. This phantom creature does not fight, and while animals that power
    a muscle-propelled vehicle driven by the creature do respond to its commands,
    animals otherwise shun the creature and refuse to attack it.
  duration: 1 hour/level (D)
  effect: one quasi-real, humanlike creature
  level: bard 3, sorcerer/wizard 3
  range: 10 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Phantom Hunt:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You affect yourself and a single animal companion within 30 feet of you. Both
    you and the animal companion gain darkvision to 100 feet, tremorsense to 20 feet,
    and a 40-foot enhancement bonus to movement. Furthermore, you can track while
    moving at full speed without taking any penalty. If you already have the ability
    to track at full speed, you gain a +4 bonus on Survival checks while tracking
    instead.
  duration: 1 hour/level (D)
  effect: null
  level: druid 4, ranger 4
  range: personal (see text)
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you and one animal companion within 30 ft.
Phantom Limb:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell creates a semi-visible psychic manifestation that allows a creature\
    \ to replace a missing body part or parts. This could be as simple as a missing\
    \ finger or toe or as complex as one or more limbs or even a set of wings. The\
    \ creature can use these ghostly appendages exactly as if they were the creature\u2019\
    s own limbs, including any natural attacks or other special abilities. This includes\
    \ any extraordinary abilities granted by the appendages, but not supernatural\
    \ ones."
  duration: 24 hours; see text
  effect: null
  level: psychic 6, spiritualist 5
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Phantom Steed:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - You conjure a Large, quasi-real, horse-like creature (the exact coloration can
    be customized as you wish). It can be ridden only by you or by the one person
    for whom you specifically created the mount. A phantom steed has a black head
    and body, gray mane and tail, and smoke-colored, insubstantial hooves that make
    no sound. It has what seems to be a saddle, bit, and bridle. It does not fight,
    but animals shun it and refuse to attack it.
  duration: 1 hour/level (D)
  effect: one quasi-real, horse-like creature
  level: bard 3, bloodrager 3, magus 3, sorcerer/wizard 3, summoner/unchained summoner
    2
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Phantom Trap:
  area: null
  casting_time: 1 standard action
  components: V, S, M (special dust worth 50 gp)
  description:
  - "This spell makes a lock or other small mechanism seem to be trapped to anyone\
    \ who can detect traps. You place the spell upon any small mechanism or device,\
    \ such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect\
    \ traps, or who uses any spell or device enabling trap detection, is certain a\
    \ real trap exists. Of course, the effect is illusory and nothing happens if the\
    \ trap is \u201Csprung\u201D; its primary purpose is to frighten away thieves\
    \ or make them waste precious time."
  duration: permanent (D)
  effect: null
  level: mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2
  range: touch
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: object touched
Phase Door:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell creates an ethereal passage through wooden, plaster, or stone walls,
    but not other materials. The phase door is invisible and inaccessible to all creatures
    except you, and only you can use the passage. You disappear when you enter the
    phase door and appear when you exit. If you desire, you can take one other creature
    (Medium or smaller) through the door. This counts as two uses of the door. The
    door does not allow light, sound, or spell effects through it, nor can you see
    through it without using it. Thus, the spell can provide an escape route, though
    certain creatures, such as phase spiders, can follow with ease. A gem of true
    seeing or similar magic reveals the presence of a phase door but does not allow
    its use.
  duration: one usage per two levels
  effect: ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep per three levels
  level: sorcerer/wizard 7, witch 7
  range: touch
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Phase Step:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You instantly transfer the touched creature to a point you designate within range.\
    \ This otherwise functions as the spell dimension door, except that you must have\
    \ line of sight and line of effect to the target\u2019s destination for this spell\u2019\
    s effects to properly function."
  duration: instantaneous
  effect: null
  level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: yes (harmless)
  target: one willing creature touched
Phasic Challenge:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a scrap of a knight\u2019s banner )"
  description:
  - You select one enemy and one willing ally as targets. The enemy gains a new Will
    saving throw at the beginning of each turn, and on a successful saving throw the
    spell ends. Both targets remain visible and audible, and can see and hear other
    creatures, but cannot physically interact with any creature save one another.
    Spells or weapon attacks from the affected creatures impact only each other, though
    spells might affect terrain or other factors not related to other creatures. If
    one of the creatures becomes unconscious or dies, or if the effect is dispelled,
    the effect ends for both of them.
  duration: 1 round/level (D)
  effect: null
  level: cleric 8, psychic 8, shaman 8, sorcerer/wizard 8, spiritualist 6, witch 7
  range: short (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see below)
  school: transmutation
  spell_resistance: 'yes'
  target: null
Phobia:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a single white hair)
  description:
  - "You instill the target with an intense, instinctual fear of a condition or circumstance,\
    \ more powerful than the phobia lesser madness. You can name an energy type (acid,\
    \ cold, electricity, fire, or sonic), a hazard (such as an avalanche or earthquake),\
    \ or a single creature of the animal type or all vermin (applying when the target\
    \ sees a swarm or a single Small or larger creature). Alternatively, you can name\
    \ the following specific environments: darkness (darker than dim light, and you\
    \ can\u2019t apply this phobia to a creature with natural racial darkvision, see\
    \ in darkness, blindsight, or similar senses), enclosed spaces (places that require\
    \ the creature to squeeze),heights (10 times the target\u2019s height, and you\
    \ can\u2019t apply this phobia to creatures with a natural fly speed), or water\
    \ (you can\u2019t apply this phobia to aquatic creatures or creatures with a natural\
    \ swim speed)."
  duration: instantaneous
  effect: null
  level: bard 5, mesmerist 5, psychic 6, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: one intelligent creature
Pick Your Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell temporarily converts even the deadliest poison affecting a creature\
    \ into an intoxicating alcohol. If the subject is affected by a poison effect\
    \ while under the effects of this spell, instead of the poison\u2019s normal effect,\
    \ she feels intoxicated as if she\u2019d just had a very strong drink and takes\
    \ a \u20132 penalty on attacks, saves, and checks for the duration of the spell.\
    \ When the spell\u2019s duration expires, the penalty ends and the poison\u2019\
    s normal effects apply. Pick your poison does not affect any poison effects that\
    \ occurred before the spell was cast."
  duration: 10 minute/level
  effect: null
  level: bard 1, cleric/oracle 1, inquisitor 1, witch 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: conjuration (healing) [mind-affecting]
  spell_resistance: yes (harmless)
  target: creature touched
Pied Piping:
  area: 90-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V or F (musical instrument)
  description:
  - You call forth a melody so compelling and attractive that creatures belonging
    to a group with a specific, identifiable physical trait (such as type, subtype,
    age, gender, or hair color) find it almost impossible not to approach and follow
    you. You choose the nature of the creatures you seek to attract when you cast
    the spell and, once you make this choice, cannot alter it. You can only use physical
    traits to determine your audience. You can never use social and other more voluntary
    criteria (such as alignment, religion, nationality, or class) to select targets
    for this spell.
  duration: concentration + 1 round/level
  effect: null
  level: bard 6
  range: 90 ft.
  saving_throw: Will partial; see text
  school: enchantment (compulsion) [mind-affecting, sonic]
  spell_resistance: 'yes'
  target: null
Pierce Disguise:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You see through magical disguises (whether illusions or polymorph effects) of\
    \ the same spell level or lower. This allows you to see the true forms of creatures\
    \ magically disguised by such methods. The true form appears as a ghostly overlay\
    \ on the creature\u2019s disguised appearance."
  duration: 1 minute/level
  effect: null
  level: bard 3, medium 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch
    3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Pierce Facade:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (an eagle\u2019s eye)"
  description:
  - The target gains a +5 insight bonus on Perception checks to see through disguises.
    This bonus increases to +10 at caster level 7th.
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, bard 1, cleric 1, inquisitor 1, psychic 1, sorcerer/wizard 1,
    witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
Piercing Shriek:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You emit an ear-splitting shriek which can be heard only by the target of this
    spell; all other observers merely see you screaming silently. The target suffers
    wracking pain from the scream, gaining the staggered condition. This spell has
    no effect on deaf creatures and cannot penetrate an area of silence.
  duration: 1 round/level
  effect: null
  level: bard 2, psychic 2
  range: medium (100 ft. + 10ft./level)
  saving_throw: Fortitude negates
  school: evocation [pain, sonic]
  spell_resistance: 'yes'
  target: one creature
Pilfering Hand:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You create and control an invisible telekinetic force, manipulating it with either
    startling abruptness or careful deliberateness, allowing you to seize an object
    from an opponent or remotely manipulate an object. You can utilize this force
    to one of two ends.
  duration: see text
  effect: null
  level: bard 2, cleric 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2,
    sorcerer/wizard 2, spiritualist 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: yes (object)
  target: one object
Pillar of Life:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'You conjure a pillar of positive energy in a single 5-foot square within range
    that radiates light as if it were a sunrod. Living creatures adjacent to the pillar
    can spend a standard action to touch the pillar and heal 2d8 points of damage
    + 1 point per caster level (maximum +20). Creatures can move into the square containing
    the pillar, but if an undead creature moves into the pillar it takes 1d6 points
    of damage per caster level (maximum 10d6). Undead creatures vulnerable to bright
    light take 1d8 points of damage per caster level (maximum 10d8). A creature cannot
    benefit or suffer more than once from a single casting of this spell. '
  duration: 1 round/level
  effect: 5-ft.-square pillar of positive energy, 20 ft. high
  level: cleric/oracle 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (healing) [light]
  spell_resistance: 'no'
  target: null
Pillow Talk:
  area: null
  casting_time: 10 minutes
  components: S
  description:
  - "This spell can be cast only on a sleeping creature, which must be present for\
    \ the full duration of the casting time. You grant the semblance of wakefulness\
    \ to the target, allowing it to answer questions. You can ask one question per\
    \ 2 caster levels. The target\u2019s knowledge is limited to what it normally\
    \ knows, including the languages it speaks. Answers are brief, cryptic, or repetitive,\
    \ especially if the creature would have opposed you when awake. If the target\
    \ succeeds at a Will save, it awakens (unless some force is preventing it from\
    \ being awake, such as magic or drugs), and it remains aware of the first question\
    \ you asked. If the target has been subject to pillow talk within the past week,\
    \ the new spell fails. While your questions don\u2019t otherwise wake the target,\
    \ this spell does nothing to prevent other sounds or stimulus from waking the\
    \ target. A target who sleeps through the spellcasting and duration of the spell\
    \ has no memory of it taking place, but a target who awakens before the spell\
    \ ends remembers every question asked and what answers it gave."
  duration: 1 minute/level
  effect: null
  level: bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Will negates; see text
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: sleeping, living creature touched
Pinecone Bomb:
  area: 10-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M (a pinecone)
  description:
  - This spell infuses a small pinecone with power, causing it to detonate with explosive
    force when thrown.
  duration: instantaneous
  effect: null
  level: druid 2, ranger 3, shaman 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half
  school: evocation
  spell_resistance: 'yes'
  target: null
Placebo Effect:
  area: null
  casting_time: 1 standard action
  components: V, M (a sugar cube)
  description:
  - "The subject temporarily ceases to feel the ill effects of a single ongoing affliction\
    \ or condition from the following list: blinded, cursed, dazed, deafened, diseased,\
    \ fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened,\
    \ staggered, or stunned. If that affliction or condition has a duration, it is\
    \ suspended until this spell expires. If the subject has multiple instances of\
    \ the same type of affliction (such as multiple diseases), a single casting of\
    \ this spell can suspend only one of them. Placebo effect doesn\u2019t remove\
    \ or temporarily negate any damage that the affliction may have already caused,\
    \ nor does it provide protection against receiving such conditions again."
  duration: 1 minute/level
  effect: null
  level: medium 2, mesmerist 2, psychic 2
  range: touch Target creature touched
  saving_throw: Will disbelief (harmless)
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: Yes (harmless)
  target: null
Plague Bearer:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You make the target an asymptomatic carrier for a host of virulent diseases. Creatures
    that end their turn adjacent to the target must succeed at a Fortitude save or
    be affected as if by the spell contagion. The target itself does not become diseased,
    and suffers no ill effects from this spell. Once plague bearer ends, the target
    is no longer contagious, though any creature it infected remains diseased.
  duration: 1 round/level; see text
  effect: null
  level: alchemist 6, antipaladin 6, cleric/oracle 6, druid 6, inquisitor 6, sorcerer/wizard
    7, witch 6
  range: touch
  saving_throw: Fort negates; see text
  school: necromancy [disease, evil]
  spell_resistance: 'yes'
  target: one living creature
Plague Carrier:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target\u2019s natural attacks carry filth fever (DC 10 + 1/2 of the creature\u2019\
    s Hit Dice + creature\u2019s Con modifier)"
  duration: 1 hour/level
  effect: null
  level: cleric/oracle 4, druid 4, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: necromancy [disease, evil]
  spell_resistance: 'yes'
  target: creature touched
Plague Storm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a hideous gray cloud, similar to fog cloud, that occasionally crackles\
    \ with foul-smelling bolts of sickly green lightning. Creatures in the area must\
    \ save or contract one of the following diseases: blinding sickness, bubonic plague,\
    \ cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red\
    \ ache, shakes, or slimy doom (the disease is chosen by you when you cast the\
    \ spell and applies to all creatures that fail the save). The disease is contracted\
    \ immediately (the onset period does not apply) and is an instantaneous effect.\
    \ Use the disease\u2019s listed frequency to determine further effects, but the\
    \ disease\u2019s save DC increases by +2."
  duration: 1 minute/level and instantaneous (see text)
  effect: cloud spreads in 20-ft. radius, 20 ft. high
  level: cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates
  school: necromancy [disease, evil]
  spell_resistance: 'no'
  target: null
Planar Adaptation:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - Planar adaptation grants you immunity to the harmful environmental effects of
    a particular plane of existence, including such hazards as toxicity, extreme temperatures,
    and lack of air. Additionally, you gain energy resistance 20 to a single energy
    type prevalent on that plane (choose one if more than one type is equally prevalent).
    Planar adaptation has no effect when cast upon your native plane.
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 5, cleric/oracle 4, sorcerer/wizard 5, summoner/unchained summoner
    5
  range: personal
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Planar Aegis:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a fistful of naturally occurring material from a plane)
  description:
  - You draw motes of essence from material native to a plane that has elemental or
    energy essence traits, weaving the essence together into a shield of force. Choose
    an essence trait from the list below; the material component for this spell must
    come from a plane that has the essence trait you chose. Each essence trait has
    an associated damage type (see the table below). Any creature that hits you with
    a non-reach melee weapon, natural weapon, or unarmed attack takes 3d6 points of
    damage plus 1 point per caster level you have (maximum +20) of a type corresponding
    to the essence trait you chose. In addition, you take only half damage from attacks
    or effects of the associated damage type, and if such an attack or effect allows
    a saving throw for half damage, you take no damage on a successful saving throw.
  duration: 1 round/level (D)
  effect: null
  level: druid 5, occultist 4, ranger 3, sorcerer/wizard 5, summoner 4
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Planar Ally:
  area: null
  casting_time: 10 minutes
  components: V, S, M (offerings worth 1,250 gp plus payment), DF
  description:
  - This spell functions like lesser planar ally, except you may call a single creature
    of 12 HD or less, or two creatures of the same kind whose HD total no more than
    12. The creatures agree to help you and request your return payment together.
  duration: instantaneous
  effect: one or two called outsiders , totaling no more than 12 HD, which cannot
    be more than 30 ft. apart when they appear
  level: cleric/oracle 6, shaman 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (calling) [see text for lesser planar ally]
  spell_resistance: 'no'
  target: null
Planar Binding:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - This spell functions like lesser planar binding, except that you may call a single
    creature of 12 HD or less, or up to three creatures of the same kind whose Hit
    Dice total no more than 12. Each creature gets a saving throw, makes an independent
    attempt to escape, and must be individually persuaded to aid you.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 6, summoner 5, unchained summoner 6
  range: close (25 ft. + 5 ft./2 levels); see text
  saving_throw: Will negates
  school: conjuration (calling) [see text]
  spell_resistance: no and yes; see text
  target: one elemental or outsider with 6 HD or less
Planar Inquiry:
  area: null
  casting_time: null
  components: V, S, M (offerings worth 100 gp per HD of creature called)
  description:
  - "This spell calls a creature from another plane to your precise location, functioning\
    \ like lesser planar ally except as noted. When you call a creature using planar\
    \ inquiry, the only task that you can ask of the creature is for it to answer\
    \ questions or gather information regarding a specific topic (a person, a place,\
    \ or a thing). After hearing your request, if the creature has an appropriate\
    \ Knowledge skill, it can attempt a check to provide the information it has. If\
    \ it lacks such a skill, the called creature leaves for 1d4 hours to gather this\
    \ information. Upon its return, you roll 1d20 + your caster level, and use the\
    \ result to determine what information the creature has gathered about the subject\
    \ (as if using Diplomacy). The called creature stays for up to 10 minutes as it\
    \ relays this information to you, after which it departs to its home plane. If\
    \ the creature is attacked or damaged at any time during the spell\u2019s duration,\
    \ the spell ends and the creature returns to the plane from which you summoned\
    \ it."
  duration: instantaneous; see text div style="clear:both"></div
  effect: one called outsider who answers questions
  level: cleric 3, druid 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3,
    witch 3
  range: null
  saving_throw: null
  school: conjuration (calling)
  spell_resistance: null
  target: null
Planar Orientation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell helps creatures accustomed to the concrete reality of the Material\
    \ Plane to navigate within the confusing realities of other planes. When cast,\
    \ it functions as know direction, save that instead of revealing true north, it\
    \ reveals the direction of the palace or demesnes most associated with that plane\
    \ or demiplane\u2019s ruling god or demigod, as well as a brief and generic vision\
    \ of that entity\u2019s appearance or holy symbol. The spell functions only within\
    \ whatever plane or demiplane you are located in at the time; for instance, if\
    \ cast within a specific demon lord\u2019s Abyssal realm or on a given layer of\
    \ Hell, it would point to the seat of power for that demon lord or archdevil.\
    \ If a plane or demiplane has multiple gods or rulers, it reveals the directions\
    \ of the closest three, allowing for triangulation."
  duration: instantaneous
  effect: null
  level: bard 1, cleric 1, druid 1, inquisitor 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard
    1, summoner 1, witch 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Planar Refuge:
  area: null
  casting_time: 1 hour
  components: V, S, M (precious stones worth 500 gp)
  description:
  - "This spell enforces the rules of the Material Plane on other planes of existence.\
    \ Upon casting this spell on another plane, a spherical pocket of wilderness terrain\
    \ forms around the designated point. The affected area defies the local climate\
    \ and planar traits, suppressing any harmful environmental effects such as toxicity,\
    \ extreme temperatures, or lack of air (though this spell doesn\u2019t affect\
    \ gravity). The area also becomes lush with edible plants whose appearance, taste,\
    \ and smell bear characteristics distinct to the environment. On a negative-dominant\
    \ plane, for example, the plants grow ghastly white leaves and taste bitter. Though\
    \ planar refuge can be cast on any plane of existence other than the Material\
    \ Plane, it requires a body of solid matter at least as large as its area to function."
  duration: 1 day/level
  effect: 50-ft.-radius area of safe environment
  level: cleric 7, druid 7, sorcerer/wizard 7, shaman 7, summoner 6, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Plane Shift:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a forked metal rod attuned to the plane of travel)
  description:
  - You move yourself or some other creature to another plane of existence or alternate
    dimension. If several willing persons link hands in a circle, as many as eight
    can be affected by the plane shift at the same time. Precise accuracy as to a
    particular arrival location on the intended plane is nigh impossible. From the
    Material Plane, you can reach any other plane, though you appear 5 to 500 miles
    (5d%) from your intended destination. Plane shift transports creatures instantaneously
    and then ends. The creatures need to find other means if they are to travel back
    (including casting plane shift again).
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, shaman 7, sorcerer/wizard 7, summoner 5, unchained summoner
    6, witch 7
  range: touch
  saving_throw: Will negates
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: creature touched, or up to eight willing creatures joining hands
"Planeslayer\u2019s Call":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The magic of your allies in the area becomes more potent against certain outsiders.
    Chose one alignment subtype (chaotic, evil, good, or lawful). Against outsiders
    with that alignment component or subtype, your allies in the area gain a +2 bonus
    on caster level checks to overcome spell resistance, and their spells ignore the
    first 10 points of energy resistance (but not energy immunity).
  duration: 1 round/level
  effect: null
  level: cleric 5, inquisitor 4, paladin 4
  range: 20 ft.
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting, see text]
  spell_resistance: 'yes'
  target: null
Planetarium:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You project an image of the night sky based on your current location and the\
    \ local time, allowing you to observe the heavens and all of its celestial bodies\
    \ and features even during the daytime, indoors, or underground. Anyone within\
    \ the planetarium\u2019s sphere can see the projection, though outside of the\
    \ sphere the image becomes grainy and indistinct."
  duration: concentration + 3 rounds
  effect: 15-ft.-radius spherical projection of night sky
  level: bard 2, cleric 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: illusion (figment)
  spell_resistance: Will disbelief (harmless)
  target: null
Planetary Adaptation:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - 'This spell functions as planar adaptation, except that it works only on worlds
    of the Material Plane. The cold void of space is considered a single world for
    the purpose of this spell, allowing you to survive in vacuum.you immunity to the
    harmful environmental effects of a particular plane of existence, including such
    hazards as toxicity, extreme temperatures, and lack of air. '
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 5, cleric/oracle 4, sorcerer/wizard 5, summoner 5
  range: personal
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Planned Assault:
  area: one creature/level, no two of which can be more than 30 ft. apart
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell increases the effectiveness of a planned action. If the targets spend
    at least 1 minute studying a situation, they receive bonuses to their first actions
    in response to the situation. All targets must declare in advance what their intended
    actions are. If they perform those actions, they receive a +2 sacred bonus to
    AC, saving throws, and checks for the first round. This bonus increases to +4
    at 10th level and +6 at 15th level.
  duration: 1 minute/level or until discharged
  effect: null
  level: cleric/oracle 3, paladin 3, ranger 4 (Angradd)
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Plant Growth:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Plant growth has different effects depending on the version chosen.
  duration: instantaneous
  effect: null
  level: druid 3, ranger 3
  range: see text
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Plant Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - 'When you cast this spell you can assume the form of any Small or Medium creature
    of the plant type. If the form you assume has any of the following abilities,
    you gain the listed ability: darkvision 60 feet, low-light vision, constrict,
    grab, and poison. If the form you assume does not possess the ability to move,
    your speed is reduced to 5 feet and you lose all other forms of movement. If the
    creature has vulnerability to an element, you gain that vulnerability.'
  duration: 1 min./level (D)
  effect: null
  level: alchemist 5,  sorcerer/wizard 5
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Plant Voice:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small root cutting)
  description:
  - "You grant one plant creature the ability to speak, hear, and understand any of\
    \ the languages you know. If you know more than one language, you may grant the\
    \ plant creature up to one language per 2 caster levels and you decide which languages\
    \ to grant when the spell is cast. This spell does not cause the plant creature\
    \ to be predisposed toward you in any way, but allows you to interact with them\
    \ with Charisma-based skills normally. Plant creatures with an Intelligence score\
    \ of 2 or lower can communicate and understand only the simplest of concepts,\
    \ such as \u201Cfriend,\u201D \u201Cfood,\u201D and \u201Cdanger.\u201D This spell\
    \ has no effect on ordinary plants and fungus."
  duration: 10 minutes/level
  effect: null
  level: cleric 3, druid 2, shaman 2, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one plant creature
Play Instrument:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You may play one instrument of your choice as if you had 1 rank in the appropriate
    Perform skill. Instead of a conventional instrument, you may use an object as
    an improvised instrument, such as using a barrel as a drum or a bow as a harp,
    playing it as if it were crafted to make music.
  duration: 10 minute/level
  effect: null
  level: bard 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Plundered Power:
  area: null
  casting_time: 10 minutes
  components: V, S, M (crushed rubies worth 2,500 gp and a major organ from the sacrificed
    target, see text)
  description:
  - You must sacrifice a creature just as you finish casting this spell.
  duration: 1 day/level
  effect: null
  level: cleric 7, druid 7, occultist 6, shaman 7, sorcerer/wizard 7, summoner 6,
    witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [evil]
  spell_resistance: 'no'
  target: one creature
Pocketful of Vipers:
  area: null
  casting_time: 1 round
  components: V, S, M (a snake scale and fang)
  description:
  - You set a magical ward upon the object touched, which must be a container such
    as a pouch, bag, backpack, or pocket. If any creature opens the container without
    first speaking a command word, 1d3 summoned venomous snakes appear, slithering
    out of the container and attacking that creature for 1 round/level before disappearing.
    They attack other creatures only if they themselves are attacked.
  duration: 1 hour/level or until discharged (D)
  effect: null
  level: druid 3, occultist 3, ranger 3, shaman 3, witch 3
  range: touch
  saving_throw: Fort negates (object)
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: object touched
Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Calling upon the venomous powers of natural predators, you infect the subject
    with a horrible poison by making a successful melee touch attack. This poison
    deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make
    a Fortitude save each round to negate the damage and end the affliction.
  duration: instantaneous; see text
  effect: null
  level: antipaladin 4, cleric/oracle 4, druid 3, shaman 4, witch 4
  range: touch
  saving_throw: Fortitude negates; see text
  school: necromancy [poison]
  spell_resistance: 'yes'
  target: living creature touched
Poison Breath:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: "V, S, M/DF (a spider\u2019s mandible)"
  description:
  - You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone
    caught in the area to a deadly poison, as per the poison spell.
  duration: instantaneous
  effect: null
  level: cleric 7, druid 6, witch 7
  range: 15 ft.
  saving_throw: Fort negates
  school: evocation [poison]
  spell_resistance: 'yes'
  target: null
Poisoned Egg:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You transform the contents of a normal egg into a single dose of small centipede\
    \ poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure\
    \ 1 save). The poison reverts to a normal egg at the end of the spell\u2019s duration\
    \ (the reverted egg substance is harmless unless the poisoned creature is vulnerable\
    \ to eggs). The egg may be raw or cooked but must be whole and not empty when\
    \ you cast the spell. When applying the poisoned egg\u2019s contents to a weapon,\
    \ the wielder has no chance of poisoning herself, as though she had the poison\
    \ use class feature."
  duration: 1 minute/level
  effect: null
  level: bard 1, cleric/oracle 1, inquisitor 1, magus 1, shaman 1, sorcerer/wizard
    1, witch 1
  range: touch
  saving_throw: none (object)
  school: transmutation [poison]
  spell_resistance: no (object)
  target: one egg
Poisonous Balm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You mend the target\u2019s injuries, curing 3d8 hit points + 1 point per caster\
    \ level (maximum +15) as cure serious wounds, but leaving its body laced with\
    \ a subtle toxin that remains inert until you activate it. A target that decides\
    \ to attempt the Will save and succeeds is healed for half (as cure serious wounds)\
    \ and negates the toxin. Otherwise, you can activate the toxin by concentrating\
    \ on the spell as a standard action, at which point the victim takes 1d3 points\
    \ of Strength damage per round for 6 rounds. Once the poison is active, the target\
    \ can attempt a Fortitude save each round to negate that round\u2019s damage and\
    \ end the affliction. If you don\u2019t trigger the poison for 1 hour, the spell\
    \ ends and leaves the target unharmed."
  duration: instantaneous, then 1 hour or until triggered plus 6 rounds; see text
  effect: null
  level: cleric 4, druid 5, occultist 4, shaman 4, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (harmless), then Fort negates (see text)
  school: conjuration (healing) [poison, ruse]
  spell_resistance: 'yes'
  target: one creature
Poisonous Cloud:
  area: null
  casting_time: 1 standard action
  components: V, S, M (small drop of poison )
  description:
  - Poisonous cloud creates a bank of fog like that created by fog cloud, except that
    the vapors are toxic. The cloud deals 1d2 points of Constitution damage per round
    to living creatures that fail their Fortitude saves.
  duration: 1 round/level
  effect: cloud spreads in 20-ft. radius, 20 ft. high
  level: bloodrager 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates; see text
  school: conjuration (creation) [poison]
  spell_resistance: ''
  target: null
Polar Midnight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You plunge an area into the brutal chill of the arctic night.
  duration: 1 round/level
  effect: 30-ft. spread
  level: cleric/oracle 9, druid 9, shaman 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: transmutation [cold, darkness]
  spell_resistance: 'yes'
  target: null
Polar Ray:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a white ceramic cone or prism)
  description:
  - A blue-white ray of freezing air and ice springs from your hand. You must succeed
    on a ranged touch attack with the ray to deal damage to a target. The ray deals
    1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity
    drain.
  duration: instantaneous
  effect: ray
  level: sorcerer/wizard 8
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Polymorph:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you choose)
  description:
  - This spell transforms a willing creature into an animal, humanoid or elemental
    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).
  duration: 1 min/level (D)
  effect: null
  level: alchemist 5, sorcerer/wizard 5
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: living creature touched
Polymorph Any Object:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (mercury, gum arabic, and smoke)
  description:
  - "This spell functions like greater polymorph, except that it changes one object\
    \ or creature into another. You can use this spell to transform all manner of\
    \ objects and creatures into new forms- you aren\u2019t limited to transforming\
    \ a living creature into another living form. The duration of the spell depends\
    \ on how radical a change is made from the original state to its transmuted state.\
    \ The duration is determined by using the following guidelines."
  duration: see text
  effect: null
  level: sorcerer/wizard 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (object); see text
  school: transmutation (polymorph)
  spell_resistance: yes (object)
  target: one creature, or one non-magical object of up to 100 cu. ft./level
Polymorph Familiar:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "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\u2019s bonus on Fly checks)."
  duration: 1 minute/level (D)
  effect: null
  level: shaman 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. +5 ft./2 levels)
  saving_throw: none
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: your familiar
Polypurpose Panacea:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - This creates one of several cantrip-level effects relating to your health, well-being,
    and entertainment. The panacea has no side effects (for example, the intoxication
    panacea does not cause a hangover). When you use polypurpose panacea, choose one
    of the following effects.
  duration: see below
  effect: null
  level: alchemist 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Positive Pulse:
  area: 5-ft.-radius burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell causes a wave of positive energy to spread from a point you designate,\
    \ damaging foes vulnerable to positive energy and bolstering living creatures.\
    \ Each creature damaged by positive energy in the area (such as undead) must succeed\
    \ at a Will save or take 1d6 points of damage, plus 1 point for every 2 caster\
    \ levels (maximum +5). Haunts manifesting in the spell\u2019s area also take this\
    \ damage."
  duration: instantaneous plus 1 round (see text)
  effect: null
  level: cleric 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, spiritualist
    1, summoner 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates or Will negates (harmless); see text
  school: necromancy
  spell_resistance: 'yes'
  target: null
Possess Object:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - This spell functions as magic jar, except you transfer your mind to a single object,
    animating it as if using animate objects, except your mind controls the object
    as if it were your own body. You cannot speak or cast spells while possessing
    the object. Because your original body is effectively dead while under the effect
    of this spell, this temporarily suspends disease, poisons, and other afflictions
    affecting you.
  duration: 1 hour/level or until you return to your body
  effect: null
  level: sorcerer/wizard 5, witch 5
  range: null
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: one object; see text
Possession:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You attempt to possess a creature by projecting your soul into its body. The target
    creature must be within spell range and you must know where it is, though you
    do not need line of sight or line of effect to it. When you transfer your soul
    upon casting, your body appears to be dead. Failure to take over a host ends the
    spell.
  duration: 1 hour/level (D)
  effect: null
  level: medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist
    4, summoner 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Possession Trap:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a gem or crystal worth at least 500 gp)
  description:
  - "You place a protective ward over your spirit that ensnares creatures attempting\
    \ to possess you. Should a creature attempt to possess you (such as via magic\
    \ jar or a similar effect) while you are under the effects of possession trap,\
    \ that creature must first succeed at a Will save or its possession attempt is\
    \ ruined and its spirit is shunted into this spell\u2019s focus gem. The trapped\
    \ creature is contained within the focus gem for 1 round per caster level, acting\
    \ as though it were trapped in a magic jar for the duration of this effect. This\
    \ effect fails if you are not carrying the focus gem during the time of the possession\
    \ attempt."
  duration: 24 hours or until activated (see text); 1 round/level
  effect: null
  level: sorcerer/wizard 5, witch 5
  range: personal
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: you
Pouncing Fury:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When you charge, you can make a full attack at the end of that charge, but only
    with claw attacks you have, and you can make only one attack per claw. If you
    have abilities that grant bonuses on damage rolls or that apply other special
    effects to charge attacks, only the first claw attack benefits from these bonuses.
    When you make a claw attack as an attack of opportunity, you can expend one additional
    use of your attacks of opportunity to make an additional claw attack against the
    target that provoked the attack.
  duration: 1 round/level
  effect: null
  level: alchemist 2, bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2,
    witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Power Word Blind:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You utter a single word of power that causes a creature to become blinded, whether\
    \ the creature can hear the word or not. The duration of the spell depends on\
    \ the target\u2019s current hit point total. Any creature that currently has 201\
    \ or more hit points is unaffected."
  duration: see text
  effect: null
  level: sorcerer/wizard 7, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature with 200 hp or less
Power Word Kill:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You utter a single word of power that instantly kills one creature of your choice,
    whether the creature can hear the word or not. Any creature that currently has
    101 or more hit points is unaffected by power word kill.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (compulsion) [death, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature with 100 hp or less
Power Word Stun:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You utter a single word of power that instantly causes one creature of your choice\
    \ to become stunned, whether the creature can hear the word or not. The duration\
    \ of the spell depends on the target\u2019s current hit point total. Any creature\
    \ that currently has 151 or more hit points is unaffected by power word stun."
  duration: See text
  effect: null
  level: sorcerer/wizard 8, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature with 150 hp or less
Pox Pustules:
  area: null
  casting_time: 1 standard action
  components: V, S, M (leaves from a toxic plant)
  description:
  - You inflict a painful, itching rash on the target creature. The target is sickened
    and takes a -4 penalty to Dexterity (this penalty cannot lower Dexterity below
    0). The target can spend a move action scratching furiously at the rash to remove
    the sickened condition (but not the Dexterity penalty) until the start of its
    next turn.
  duration: 1 minute/level
  effect: null
  level: druid 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy [disease]
  spell_resistance: 'yes'
  target: null
Pox of Rumors:
  area: null
  casting_time: 8 hours
  components: V, S, M (a physical connection to the target; see text)
  description:
  - "You curse the target to attract negative assumptions and rumors of a sort you\
    \ specify when you cast the spell. If the target fails the initial save to negate\
    \ the curse, every day that it spends in a settlement, it must attempt a Will\
    \ save. If it fails, it accidentally says or does something that makes others\
    \ assume the rumor you specified is true in some way that is unflattering or incriminating.\
    \ If the creature is not aware of the nature of the rumors, it takes a \u2013\
    4 penalty on these secondary saves."
  duration: 1 day/level
  effect: null
  level: bard 5, cleric 7, mesmerist 5, psychic 7, sorcerer/wizard 7, spiritualist
    5, witch 7
  range: see text
  saving_throw: Will negates, then Will partial (see text)
  school: enchantment (compulsion) [curse, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Prayer:
  area: all allies and foes within a 40-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You bring special favor upon yourself and your allies while bringing disfavor
    to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls,
    weapon damage rolls, saves, and skill checks, while each of your foes takes a
    -1 penalty on such rolls.
  duration: 1 round/level
  effect: null
  level: cleric/oracle 3, inquisitor 3, paladin 3
  range: 40 ft.
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Prediction of Failure:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You wrack the target\u2019s body and mind with the anguish and suffering of every\
    \ bitter failure it will ever experience, rendering it permanently shaken and\
    \ sickened. A successful Will save reduces the duration to 1 round per level.\
    \ If the target is a spellcaster, failing this saving throw means it also gains\
    \ a random minor spellblight."
  duration: permanent or 1 round/level (see text)
  effect: null
  level: sorcerer/wizard 8, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: divination [curse, fear, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Prehensile Pilfer:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target\u2019s tail moves and acts more quickly, almost with a mind of its\
    \ own. When making a full-attack action, the target may use its tail to make a\
    \ dirty trick or steal combat maneuver as a swift action. For the purpose of this\
    \ attack, the target\u2019s tail is a natural weapon with a reach of 5 feet. This\
    \ spell has no effect on creatures lacking a prehensile tail. If the target already\
    \ has an extra attack from haste or a similar effect, this spell only allows the\
    \ tail to make dirty trick and steal combat maneuvers, but does not grant an extra\
    \ attack."
  duration: 1 round/level
  effect: null
  level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Preserve:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of salt)
  description:
  - You imbue one or more objects with magic that dramatically slows down natural
    processes that lead to decay and spoilage.
  duration: 1 week
  effect: null
  level: adept 1, cleric 1, medium 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard
    1, spiritualist 1, witch 1
  range: touch
  saving_throw: Will negates (object)
  school: necromancy
  spell_resistance: yes (object)
  target: one or more objects touched, up to 1 lb./level
Preserve Grace:
  area: null
  casting_time: 1 minute
  components: V, S, F (a silver hand mirror worth 50 gp)
  description:
  - "You grant a creature the ability to foresee moral consequences, as if the creature\
    \ were wearing a phylactery of faithfulness. The spell\u2019s guidance focuses\
    \ on the protection of beauty and encourages peaceful resolution and mercy."
  duration: 1 day
  effect: null
  level: cleric 2, inquisitor 1, paladin 1
  range: touch
  saving_throw: Will negates (harmless)
  school: divination [good]
  spell_resistance: 'no'
  target: one good-aligned creature
Pressure Adaptation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (slime from a cephalopod)
  description:
  - The target adapts incredibly quickly to changes in pressure, adjusting to 100
    feet of new pressure (or the entire shift, in the case of an instantaneous shift
    within its native range) after just one successful Fortitude saving throw instead
    of the usual five.
  duration: 1 hour/level
  effect: null
  level: alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, hunter 3, investigator
    3, psychic 3, ranger 3, shaman 3, summoner 3, summoner (unchained) 3, warpriest
    3
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Prestidigitation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Prestidigitations are minor tricks that novice spellcasters use for practice.
    Once cast, a prestidigitation spell enables you to perform simple magical effects
    for 1 hour. The effects are minor and have severe limitations. A prestidigitation
    can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot
    cube each round. It can chill, warm, or flavor 1 pound of nonliving material.
    It cannot deal damage or affect the concentration of spellcasters. Prestidigitation
    can create small objects, but they look crude and artificial. The materials created
    by a prestidigitation spell are extremely fragile, and they cannot be used as
    tools, weapons, or spell components. Finally, prestidigitation lacks the power
    to duplicate any other spell effects. Any actual change to an object (beyond just
    moving, cleaning, or soiling it) persists only 1 hour.
  duration: 1 hour
  effect: null
  level: bard 0, magus 0, psychic 0, sorcerer/wizard 0
  range: 10 ft.
  saving_throw: see text
  school: universal
  spell_resistance: 'no'
  target: null
Primal Regression:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "This spell sequesters the targets\u2019 ability for higher reasoning, allowing\
    \ their darker impulses to come to the fore. An affected target becomes a ravening\
    \ monster\u2014savage, bloodthirsty, and brutish. Until the spell ends, the targets\
    \ have all of the following benefits and drawbacks."
  duration: 1 minute/level
  effect: null
  level: druid 6, mesmerist 5, psychic 6, shaman 6, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature/2 levels, no two of which can be more than 30 feet apart
Primal Scream:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You voice a mighty yell from the depths of your soul, invigorating yourself and
    dispelling enchantment and paralysis effects. This functions as break enchantment,
    except it only affects you and only frees you from enchantment and paralysis effects.
    If the caster level check to break the hostile effect succeeds, you give voice
    to your scream and the spell takes effect normally; if not, this spell fails without
    further effect. You can cast this spell even when paralyzed or unable to speak
    because of an enchantment effect, but not in an area of silence, if you are unable
    to speak for reasons other than enchantments or paralysis (for example, if you
    are gagged), or if cast in an environment where speaking is not possible.
  duration: 1 round/level
  effect: null
  level: bard 4
  range: personal
  saving_throw: null
  school: abjuration [mind-affecting, sonic]
  spell_resistance: null
  target: you
Prismatic Sphere:
  area: null
  casting_time: null
  components: ': V'
  description:
  - This spell functions like prismatic wall, except you conjure up an immobile, opaque
    globe of shimmering, multicolored light that surrounds you and protects you from
    all forms of attack. The sphere flashes in all colors of the visible spectrum.
  duration: null
  effect: 10-ft.-radius sphere centered on you
  level: sorcerer/wizard 9
  range: 10 ft.
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Prismatic Spray:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes seven shimmering, multicolored beams of light to spray from
    your hand. Each beam has a different power. Creatures in the area of the spell
    with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in
    the area is randomly struck by one or more beams, which have additional effects.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 7
  range: 60 ft.
  saving_throw: see text
  school: evocation
  spell_resistance: 'yes'
  target: null
Prismatic Wall:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Prismatic wall creates a vertical, opaque wall- a shimmering, multicolored plane
    of light that protects you from all forms of attack. The wall flashes with seven
    colors, each of which has a distinct power and purpose. The wall is immobile,
    and you can pass through and remain near the wall without harm. Any other creature
    with less than 8 HD that is within 20 feet of the wall is blinded by the colors
    for 2d4 rounds if it looks at the wall.
  duration: 10 min./level (D)
  effect: wall 4 ft./level wide, 2 ft./level high
  level: sorcerer/wizard 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: abjuration
  spell_resistance: see text
  target: null
Probe History (Half-Elf):
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - "You gain a glimpse of a potential reality similar to this one but that never\
    \ was. If the target fails her Will save, you can ask about one topic and attempt\
    \ the appropriate Knowledge check with a +5 competence bonus; track Knowledge\
    \ checks attempted with this spell separately for the purpose of disallowing retries\
    \ on Knowledge checks. You learn information on that topic from a reality in which\
    \ you were an acquaintance of the target, although the differences in that reality\
    \ might cause the answer to be subtly different than in your own. Once you have\
    \ probed a target\u2019s history, successfully or not, you cannot target the same\
    \ creature\u2019s history or search for the same information in another creature\u2019\
    s history."
  duration: instantaneous
  effect: null
  level: bard 3, cleric 4, inquisitor 4, medium 2, mesmerist 3, occultist 3, sorcerer/wizard
    4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: null
Produce Flame:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Flames as bright as a torch appear in your open hand. The flames harm neither
    you nor your equipment.
  duration: 1 min./level (D)
  effect: flame in your palm
  level: druid 1, shaman 1
  range: 0 ft.
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Profane Nimbus:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You are surrounded by a nimbus of shadow shaped like your god\u2019s unholy symbol\
    \ or a symbol of your faith. Any good creature striking you with unarmed strikes,\
    \ natural weapons, or a handheld weapon deals normal damage, but at the same time,\
    \ the attacker takes 1d6 points of damage + 1 point per caster level (maximum\
    \ +15)."
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 4, cleric 5, inquisitor 5
  range: personal
  saving_throw: null
  school: evocation [evil]
  spell_resistance: null
  target: you
Prognostication:
  area: null
  casting_time: 8 hours
  components: V, S, M (rare incense and tonics worth 250 gp)
  description:
  - You glimpse the future. Prognostication functions as divination except that the
    spell can see up to a year and a day into the future. Because of the increased
    unpredictability of the distant future, prognostication is significantly more
    cryptic than the already-cryptic divination spell.
  duration: null
  effect: null
  level: cleric 6, inquisitor 6, medium 4, psychic 6, shaman 6, spiritualist 6, witch
    6
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Programmed Image:
  area: null
  casting_time: null
  components: V, S, M (fleece and jade dust worth 25 gp)
  description:
  - "This spell functions like silent image, except that this spell\u2019s figment\
    \ activates when a specific condition occurs. The figment includes visual, auditory,\
    \ olfactory, and thermal elements, including intelligible speech."
  duration: permanent until triggered, then 1 round/level
  effect: visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level
    (S)
  level: bard 6, sorcerer/wizard 6
  range: null
  saving_throw: null
  school: illusion (figment)
  spell_resistance: null
  target: null
Project Image:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small replica of you worth 5 gp)
  description:
  - You tap energy from the Plane of Shadow to create a quasi-real, illusory version
    of yourself. The projected image looks, sounds, and smells like you but is intangible.
    The projected image mimics your actions (including speech) unless you direct it
    to act differently (which is a move action).
  duration: 1 round/level (D)
  effect: one shadow duplicate
  level: bard 6, sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (shadow) [shadow]
  spell_resistance: 'no'
  target: null
Prophetic Lore:
  area: null
  casting_time: see below
  components: V, S, M (incense worth 150 gp), F (rare herbs and spices worth 250 gp)
  description:
  - "You call to mind prophecies regarding a person, place, item, or event. These\
    \ might be predictions made in the past, lost to history, or entirely new. If\
    \ the person or item is present or if you are at the desired location, the casting\
    \ time is 1d4\xD710 minutes; if you have general but specific information about\
    \ the subject, the casting time is 1d4\xD72 hours. If you have only rumors, you\
    \ cannot cast this spell with any effect."
  duration: null
  effect: null
  level: sorcerer/wizard 6
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Prosperous Room:
  area: null
  casting_time: 1 day
  components: V, S
  description:
  - The targeted room is enchanted to have magical appeal for customers, an increase
    in the workflow of its employees, or the generation of additional materials to
    work with. While this spell is in effect, the targeted room produces 1 more Goods,
    Labor, Influence, or Magic than it already does. If the room produces multiple
    types of capital, it produces an additional capital of each type. If the room
    generates gp, it generates 25% more.
  duration: 1 day/level (D)
  effect: null
  level: bard 3, sorcerer/wizard 3
  range: touch
  saving_throw: none
  school: enchantment
  spell_resistance: 'yes'
  target: room you own; see text
Protection from Arrows:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a piece of tortoiseshell or turtle shell)
  description:
  - "The warded creature gains resistance to ranged weapons. The subject gains damage\
    \ reduction 10/magic against ranged weapons. This spell doesn\u2019t grant you\
    \ the ability to damage creatures with similar damage reduction. Once the spell\
    \ has prevented a total of 10 points of damage per caster level (maximum 100 points),\
    \ it is discharged."
  duration: 1 hour/level or until discharged
  effect: null
  level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, spiritualist 2,
    summoner/unchained summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Protection from Chaos:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF
  description:
  - This spell functions like protection from evil, except that the deflection and
    resistance bonuses apply to attacks made by chaotic creatures. The target receives
    a new saving throw against control by chaotic creatures and chaotic summoned creatures
    cannot touch the target.
  duration: 1 min./level (D)
  effect: null
  level: bloodrager 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard
    1, summoner/unchained summoner 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [lawful]
  spell_resistance: no; see text
  target: creature touched
Protection from Energy:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Protection from energy grants temporary immunity to the type of energy you specify
    when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs
    12 points per caster level of energy damage (to a maximum of 120 points at 10th
    level), it is discharged.
  duration: 10 min./level or until discharged
  effect: null
  level: alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, inquisitor 3, occultist
    3, psychic 3, ranger 2, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained
    summoner 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Protection from Evil:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF
  description:
  - This spell wards a creature from attacks by evil creatures, from mental control,
    and from summoned creatures. It creates a magical barrier around the subject at
    a distance of 1 foot. The barrier moves with the subject and has three major effects.
  duration: 1 min./level (D)
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained
    summoner 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [good]
  spell_resistance: no; see text
  target: creature touched
Protection from Good:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF
  description:
  - This spell functions like protection from evil, except that the deflection and
    resistance bonuses apply to attacks made by good creatures. The target receives
    a new saving throw against control by good creatures and good summoned creatures
    cannot touch the target.
  duration: 1 min./level (D)
  effect: null
  level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1,
    summoner/unchained summoner 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [evil]
  spell_resistance: no; see text
  target: creature touched
Protection from Law:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF
  description:
  - This spell functions like protection from law, except you divide the duration
    in 1-minute intervals among the creatures touched.
  duration: 1 min./level (D)
  effect: null
  level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1,
    summoner/unchained summoner 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [chaotic]
  spell_resistance: no; see text
  target: creature touched
Protection from Natural Attacks:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a scale from a lizard )
  description:
  - "Upon casting this spell, select one type of natural attack from the following:\
    \ bite, claw, gore, hoof, pincers, slam, sting, swarm, tail slap, talon, tentacle,\
    \ or wing. For the duration of the spell, the target gains DR 5/\u2014 against\
    \ all attacks from natural weapons of the selected type."
  duration: 1 minute/level
  effect: null
  level: alchemist 3, druid 4, hunter 2, investigator 3, psychic 4, ranger 2, shaman
    4, spiritualist 3, summoner 3, summoner (unchained) 3
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Protection from Outsiders:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell wards a creature from attacks by outsiders with a specific racial\
    \ subtype, from mental control exerted by creatures of the chosen subtype, and\
    \ from summoned creatures of that subtype. Only the subtypes of specific outsider\
    \ races\u2014angel, azata, demon, oni, psychopomp, protean, and so on\u2014can\
    \ be chosen as the subtype this spell protects against. Alignment subtypes or\
    \ other general subtypes (like elemental, extraplanar, or native) cannot be selected.\
    \ Outsiders without an outsider racial subtype (like genies, night hags, yeth\
    \ hounds, or xills) are not affected by this spell."
  duration: 1 minute/level (D)
  effect: null
  level: cleric 2, inquisitor 2, paladin 2
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [see text]
  spell_resistance: no; see text
  target: creature touched
Protection from Spells:
  area: null
  casting_time: 1 standard action
  components: V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target.
    Each subject must carry the gem for the duration of the spell. If a subject loses
    the gem, the spell ceases to affect him.)
  description:
  - The subject gains a +8 resistance bonus on saving throws against spells and spell-like
    abilities (but not against supernatural and extraordinary abilities).
  duration: 10 min./level
  effect: null
  level: sorcerer/wizard 8, summoner 6
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Protection from Spores:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "With a touch, you bolster a creature\u2019s body to protect it from the harmful\
    \ effects of spores and similar afflictions. While under the effect of this spell,\
    \ a creature is immune to the effects of brown mold, green slime, russet mold,\
    \ yellow mold, and any similar hazard, provided the hazard is CR 6 or lower. Similarly,\
    \ the creature is immune to poison, disease, and infestation attacks from all\
    \ fungal creatures of CR 6 or lower, including effects such as basidirond spores,\
    \ violet fungus rot, and the like. The target is immune to fungus-based toxins,\
    \ such as striped toadstool. Against similar hazards or monsters of CR 7 or higher,\
    \ the target gains a bonus on all saving throws against the effect equal to half\
    \ your caster level. Protection from spores offers no protection against fungal\
    \ infestations created by the seeded, or by the spell what grows within."
  duration: 1 minute/level
  effect: null
  level: alchemist 2, cleric/oracle 2, druid 2, hunter 1, investigator 2, ranger 1,
    shaman 2, warpriest 2, witch 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: 'no'
  target: creature touched
Protection from Technology:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of powdered copper)
  description:
  - This spell wards a creature from attacks by technological objects and creatures
    of the robot subtype, and protects against mental control from technological sources.
    It creates a magical barrier around the subject at a distance of 1 foot. The barrier
    moves with the subject and has two major effects.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless), see text
  school: abjuration
  spell_resistance: no, see text
  target: creature touched
Protective Penumbra:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell keeps the target slightly in shadow. A target with light blindness,
    light sensitivity, or vulnerability to sunlight (such as vampires and wraiths)
    may ignore penalties from those qualities. The spell gives the target a +2 bonus
    on saving throws against nonmagical hazards related to bright light, such as glare
    or sunburn.
  duration: 10 minutes/level
  effect: null
  level: cleric/oracle 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist
    2, witch 2
  range: touch
  saving_throw: Will negates (harmless)
  school: evocation [darkness]
  spell_resistance: 'yes'
  target: creature touched
Protective Spirit:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A protective spirit is an invisible, mindless, shapeless force that hovers about
    you, defending you against unexpected attacks. When a creature makes an attack
    of opportunity against you, the protective spirit makes an immediate attack using
    your base attack bonus plus your Dexterity modifier. On a successful hit, the
    spirit does no damage, but it causes the attack of opportunity to automatically
    miss. A protective spirit can defend against a number of attacks of opportunity
    equal to your Dexterity bonus (minimum 1) per round.
  duration: 1 round/level
  effect: null
  level: ranger 2
  range: personal
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: null
Prying Eyes:
  area: null
  casting_time: 1 minute
  components: V, S, M (a handful of crystal marbles)
  description:
  - "You create a number of semi-tangible, visible magical orbs (called \u201Ceyes\u201D\
    ) equal to 1d4 + your caster level. These eyes move out, scout around, and return\
    \ as you direct them when casting the spell. Each eye can see 120 feet (normal\
    \ vision only) in all directions."
  duration: 1 hour/level; see text (D)
  effect: 10 or more levitating eyes
  level: sorcerer/wizard 5, witch 5
  range: 1 mile
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Psychic Asylum:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - You retreat into a mindscape of your own making that allows you to perform a lengthy
    mental task in an instant.
  duration: instantaneous; see text
  effect: null
  level: mesmerist 5, psychic 5, sorcerer/wizard 6
  range: personal Target you
  saving_throw: none
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'no'
  target: null
Psychic Crush I:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "Using your psychic power, you invade the mind of the target and tear it asunder,\
    \ causing massive internal damage to both its mind and body. If the target succeeds\
    \ at the initial Will save, it is sickened for 1 round. If the target fails its\
    \ Will save, it must attempt a Fortitude save (with a +4 circumstance bonus on\
    \ this save if it has more than half its total hit points remaining). If it also\
    \ fails the Fortitude save, the target is reduced to \u20131 hit points and is\
    \ dying. If the target succeeds at its Fortitude save, it instead takes 3d6 points\
    \ of damage + 1 point of damage per caster level, which cannot reduce the target\
    \ below \u20131 hit point, and the target is sickened for 1 round. This attack\
    \ has no effect on creatures without an Intelligence score."
  duration: instantaneous
  effect: null
  level: psychic 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial and Fortitude partial; see text
  school: necromancy [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Psychic Image:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You envelop your consciousness in a quasi-real image of yourself.
  duration: 1 round/level (D)
  effect: one shadow duplicate
  level: psychic 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (shadow)
  spell_resistance: 'yes'
  target: null
Psychic Leech:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "The target experiences feelings of ennui and lethargy, becoming fatigued for\
    \ the spell\u2019s duration. While the target is fatigued and is within the spell\u2019\
    s range, you gain a +2 enhancement bonus to Strength and Dexterity. On a successful\
    \ save, the target is fatigued for only 1d4 rounds and you receive no bonus. This\
    \ spell has no effect if it targets a creature that is already fatigued."
  duration: 1 minute/level (D)
  effect: null
  level: bloodrager 3, magus 3, medium 3, mesmerist 2, psychic 2, sorcerer/wizard
    3, spiritualist 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Psychic Reading:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You are able to read a person\u2019s surface thoughts and take cues from the\
    \ person\u2019s appearance, body language, and manner of speech to infer a great\
    \ deal of information about the person, even if that person is in disguise (including\
    \ polymorph effects). When casting the spell, attempt a DC 20 Sense Motive check\
    \ with a bonus equal to your caster level."
  duration: 1 round
  effect: null
  level: bard 2, inquisitor 2, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard
    2, spiritualist 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'yes'
  target: one humanoid creature
Psychic Surgery:
  area: null
  casting_time: 10 minutes
  components: V, M (diamond dust worth 250 gp)
  description:
  - "Psychic surgery cures the target of all Intelligence, Wisdom, and Charisma damage\
    \ and restores all points permanently drained from the target\u2019s Intelligence,\
    \ Wisdom, and Charisma scores. It also eliminates all ongoing insanity, confusion,\
    \ and fear effects. Psychic surgery can also remove other mental afflictions,\
    \ including enchantment spells and abilities, and even instantaneous effects,\
    \ but in this case, if dispel magic couldn\u2019t remove the effect, psychic surgery\
    \ works only if the spell level or equivalent spell level of the effect was 6th\
    \ level or lower. Psychic surgery removes all effects magically altering the target\u2019\
    s memory, even instantaneous effects, and it can restore a memory to perfect clarity\
    \ like the second use of modify memory."
  duration: instantaneous
  effect: null
  level: mesmerist 5, psychic 6
  range: touch
  saving_throw: none
  school: enchantment [mind-affecting]
  spell_resistance: 'no'
  target: one willing and living creature
Psychonaut Manifestation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small piece of psychoactive cactus)
  description:
  - "You take a mental journey through the doors of perception to enter an altered\
    \ state of consciousness. Despite this hallucinatory transmigration being entirely\
    \ unreal, your mind and body fully react to it. You gain a +4 alchemical bonus\
    \ to a random ability score, as well as a corresponding \u20132 penalty. If the\
    \ bonus applies to Strength, the penalty applies to Intelligence, and vice versa.\
    \ If the bonus applies to Dexterity, the penalty applies to Wisdom, and vice versa.\
    \ If the bonus applies to Constitution, the penalty applies to Charisma, and vice\
    \ versa. Each round as a standard action, you can explore the nooks and crannies\
    \ of your imagination to further alter your corporal self. If you do so, attempt\
    \ a Will save against the spell\u2019s save DC. If you succeed, randomly select\
    \ another ability score and change the alchemical bonus and associated penalty\
    \ accordingly. If you fail, you are dazed for 1 round instead as your mind reels\
    \ from learning unexpected truths about yourself."
  duration: 1 round/level (D)
  effect: null
  level: psychic 2
  range: personal
  saving_throw: see text
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: null
  target: you
"Pugwampi\u2019s Grace":
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a pugwampi\u2019s hair)"
  description:
  - "The gremlins known as pugwampis infect those around them with a malignant form\
    \ of unluck\u2014an effect that this spell emulates. If the target fails its Will\
    \ save, it becomes infused with the so-called \u201Cgrace of the pugwampi.\u201D\
    \ A creature affected by this spell must roll two d20s whenever a situation calls\
    \ for a d20 roll (such as an attack roll, a skill check, or a saving throw) and\
    \ must use the lower of the two results generated. As with the aura shed by actual\
    \ pugwampies, this spell has no effect on animals, gremlins, or gnolls. The effects\
    \ of this spell are negated as long as a target gains any sort of luck bonus to\
    \ a d20 roll (such as those granted by a luckstone or divine favor), but the spell\u2019\
    s duration is not impacted by these effects. If the luck bonus goes away before\
    \ the pugwampi\u2019s grace effect ends, the unluck returns and remains until\
    \ the spell\u2019s normal duration runs out."
  duration: 1 round/level
  effect: null
  level: bard 2, sorcerer/wizard 3, witch 3
  range: short (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature (see below)
Punishing Armor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You coat yourself with a thin layer of shimmering energy. Any creature dealing
    nonlethal damage to you immediately takes half the amount of nonlethal damage
    dealt. A successful Fortitude save made by the attacking creature negates this
    damage.
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 1, bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, spiritualist
    1, summoner 1
  range: personal
  saving_throw: Fort negates; see below
  school: abjuration
  spell_resistance: 'no'
  target: you
Pup Shape:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "You transform the subject animal into a Small magical beast (or a magical beast\
    \ one size category smaller than the original creature, whichever is smaller),\
    \ creating a young magical version of itself for a short period of time. While\
    \ in this form, the target has only 1 HD (maximum hit points), and the target\
    \ takes a \u20134 penalty to Strength, Constitution, Intelligence and Wisdom (minimum\
    \ 1). The creature also gains a +4 size bonus to Dexterity and a +2 natural bonus."
  duration: 1 round/level
  effect: null
  level: druid 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (and Will special, see text)
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: one animal
Purge Spirit:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Purge spirit rips away at the target\u2019s spiritual substance, scattering it\
    \ over a wide area and hampering the target\u2019s ability to reform. The target\
    \ takes 1d6 points of damage per caster level (maximum 10d6) and is staggered\
    \ for 1 round. On a successful saving throw, the target takes half damage and\
    \ is not staggered. This spell affects astrally projected creatures, ethereal\
    \ creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms,\
    \ and at the GM\u2019s discretion can affect other spirits or creatures made of\
    \ ectoplasm."
  duration: instantaneous
  effect: null
  level: medium 2, occultist 2, psychic 3, sorcerer/wizard 4, spiritualist 2, witch
    4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial
  school: necromancy
  spell_resistance: 'yes'
  target: one creature or haunt
Purging Finale:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You must have a bardic performance in effect to cast this spell. With a flourish,
    you immediately end your bardic performance, removing one of the following conditions
    on a creature within range affected by your bardic performance: cowering, dazzled,
    exhausted, paralyzed, shaken, or stunned.'
  duration: instantaneous
  effect: null
  level: bard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: one living creature
Purified Calling:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a stick of incense)
  description:
  - Your eidolon is restored to full health when you summon it. Upon casting this
    spell, you must immediately begin the ritual to summon your eidolon. Upon completion
    of the ritual, your eidolon appears at full hit points and without any damage
    or penalties to its ability scores, regardless of its previous condition. In addition,
    any temporary negative conditions affecting your eidolon are immediately removed.
  duration: 1 minute
  effect: null
  level: summoner/unchained summoner 4
  range: personal
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: null
Purify Body:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You align the target\u2019s chakras and soothe any unwanted imperfections found\
    \ within its physical form, leaving its body pristine and without any pain or\
    \ weakness."
  duration: instantaneous and 1 hour or until discharged
  effect: null
  level: alchemist 4, cleric/oracle 4, medium 4, paladin 4, psychic 5, warpriest 4
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: living creature touched
Purify Food and Drink:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated
    food and water pure and suitable for eating and drinking. This spell does not
    prevent subsequent natural decay or spoilage. Unholy water and similar food and
    drink of significance is spoiled by purify food and drink, but the spell has no
    effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds
    per gallon. One cubic foot of water contains roughly 8 gallons and weighs about
    60 pounds.
  duration: instantaneous
  effect: null
  level: cleric/oracle 0, druid 0, shaman 0
  range: 10 ft.
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 cu. ft./level of contaminated food and water
Putrefy Food and Drink:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes otherwise edible food to rot and spoil instantly, and water
    and other liquids to become brackish and undrinkable. Holy water and similar food
    and drink of significance are spoiled by putrefy food and drink, but the spell
    has no effect on creatures of any type, nor upon unholy water. Water weighs about
    8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs
    about 60 pounds.
  duration: instantaneous
  effect: null
  level: witch 0
  range: 10 ft.
  saving_throw: Will negates (object)
  school: transmutation [poison]
  spell_resistance: yes (object)
  target: null
Puzzle Box:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell causes even commonly used objects to become conundrums. When cast\
    \ on a creature, the target loses all weapon and shield proficiencies. The target\
    \ also forgets how to use all spell-completion, spell-trigger, and use-activated\
    \ magic items, as well as any mundane items used as part of a skill check, imposing\
    \ a \u20135 penalty on all ability and skill checks attempted with such items.\
    \ These effects last for 1 round per level. As a move action, the target can attempt\
    \ a skill check to negate the effects of this spell for one object. Weapons, shields,\
    \ and mundane objects require a successful Craft skill check of the type required\
    \ to craft the item in question, with a DC equal to the spell\u2019s save DC.\
    \ Magic items require a successful Spellcraft or Use Magic Device skill check\
    \ against the spell\u2019s save DC."
  duration: 1 round/level or permanent; see text
  effect: null
  level: bard 2, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels) or touch ; see text
  saving_throw: Will negates or none
  school: enchantment (compulsion) [curse, mind-affecting]
  spell_resistance: 'yes'
  target: one creature or one object up to 5 lbs./level
Pyrotechnic Eruption:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of coal)
  description:
  - The caster causes jets of flame to erupt from the ground and surround the target.
    The target takes 1d6 points of damage per caster level (maximum 15d6) unless it
    succeeds at a Reflex save for half damage. The blaze surrounds the target for
    the duration of the spell, forcing the creature to attempt a new save each round.
  duration: see text
  effect: null
  level: bloodrager 3, magus 4, occultist 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half (see text)
  school: evocation [fire]
  spell_resistance: 'yes'
  target: one creature
Pyrotechnics:
  area: null
  casting_time: 1 standard action
  components: V, S, M (one fire source)
  description:
  - Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud
    of choking smoke, depending on your choice. The spell uses one fire source, which
    is immediately extinguished. A fire so large that it exceeds a 20-foot cube is
    only partly extinguished. Magical fires are not extinguished, although a fire-based
    creature used as a source takes 1 point of damage per caster level.
  duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see
    text
  effect: null
  level: bard 2, bloodrager 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates or Fortitude negates; see text
  school: transmutation
  spell_resistance: yes or no; see text
  target: one fire source, up to a 20-ft. cube
Qualm:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target is suddenly beset with unexplainable doubts about the effectiveness\
    \ of its actions and the righteousness of its cause. The creature takes a \u2013\
    10 penalty on its ability checks, skill checks, and concentration checks, until\
    \ the duration ends, or until it spends its entire turn doing absolutely nothing\
    \ (it spends a full-round action gaining focus). Spending an entire turn doing\
    \ nothing discharges the spell."
  duration: 1 minute/level or until discharged
  effect: null
  level: bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2,
    witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Quell Energy:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You reduce the target creature\u2019s ability to tap into a single energy type\
    \ (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage\
    \ of the selected type the creature deals with spells, spell-like abilities, and\
    \ supernatural abilities by 10 points."
  duration: 1 round/level
  effect: null
  level: druid 3, inquisitor 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard
    3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial
  school: abjuration
  spell_resistance: 'yes'
  target: one creature
Quench:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Quench is often used to put out forest fires and other conflagrations. It extinguishes
    all non-magical fires in its area. The spell also dispels any fire spells in its
    area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum
    +15) against each spell to dispel it. The DC to dispel such spells is 11 + the
    caster level of the fire spell.
  duration: instantaneous
  effect: null
  level: druid 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none or Will negates (object)
  school: transmutation
  spell_resistance: no or yes (object)
  target: null
Questing Stone:
  area: null
  casting_time: 10 minutes
  components: V, S, F
  description:
  - This spell functions like arcane eye, except that it uses an ioun stone as a visible
    scrying sensor. The ioun stone moves at the same rate as an arcane eye, and may
    pass through holes or spaces as small as 2 inches in diameter. It can enter another
    plane of existence using a gate or similar portal, but the caster loses contact
    with the sensor should this occur. The enhanced ioun stone has AC 24, 10 hp, hardness
    5, fly speed 30 (perfect), and a +16 Stealth bonus. The stone does not provide
    you with its normal benefits while you are using it as a scrying sensor.
  duration: 1 minute/level (D)
  effect: null
  level: bard 4, sorcerer/wizard 4
  range: touch and unlimited
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: one ioun stone touched
Quick Change:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - If you have the change shape special quality, you can revert to your true form
    as a swift action. If a creature is not aware of your true form, when you use
    this spell to revert to your true form and attack that creature in the same round,
    the creature is denied its Dexterity bonus to AC against your first attack.
  duration: 1 hour/level
  effect: null
  level: alchemist 2, bard 2, bloodrager 2, druid 2, inquisitor 2, magus 2, medium
    2, mesmerist 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, spiritualist
    2, summoner 2, witch 2
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Quick Throwing:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - Those under the effects of this spell become faster in the use of thrown weapons.
    They can draw thrown weapons (including rocks if they have the rock throwing ability)
    on their bodies or within their space without the need for the Quick Draw feat,
    allowing them to make their full normal rate of attacks with such weapons. This
    has no effects on other forms of ranged weapon ammunition.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, bloodrager 2, magus 2, paladin 2, ranger 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one creature/level, no two of which can be more than 30 ft. apart
Quieting Weapons:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "The target weapons and any ammunition they fire make no sound as part of their\
    \ normal functions as a weapon. For instance, a firearm\u2019s firing would not\
    \ make an explosive sound, but if you cast this spell on a creature\u2019s bite\
    \ attack, it would not prevent it from vocalizing from its mouth. The first time\
    \ a creature is struck by a weapon affected by this spell, it must succeed at\
    \ a Will save (SR applies to this effect) or it becomes unable to make noise louder\
    \ than a whisper (Perception DC 10 to hear) whether vocally or by other means\
    \ for the duration of the effect. Because the creature can still whisper, this\
    \ doesn\u2019t interfere with verbal spell components. Whether it succeeds or\
    \ fails its saving throw, the creature is immune to further effects from this\
    \ casting of quieting weapons."
  duration: 10 minutes/level
  effect: null
  level: bard 4, cleric 4, inquisitor 4, magus 4, occultist 4, psychic 4, ranger 3,
    sorcerer/wizard 4, spiritualist 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: illusion (glamer)
  spell_resistance: yes (object)
  target: up to one natural or manufactured weapon per 3 caster levels
Quintessence:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You draw forth the idealized image of the target creature or object, masking\
    \ any flaws or damage. An injured or ill creature appears healthy, and a damaged\
    \ object or one with the broken condition appears intact. However, a corpse masked\
    \ by quintessence remains obviously dead, and a completely destroyed object can\u2019\
    t be made to seem whole."
  duration: 10 minutes/level (D)
  effect: null
  level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless) and Will disbelief; see text
  school: illusion (glamer)
  spell_resistance: see text
  target: creature or object touched
Quintessence Mastery:
  area: null
  casting_time: 1 round or 4 hours; see text
  components: "V, S, F (a staff crafted from the chosen plane\u2019s material worth\
    \ 2,500 gp)"
  description:
  - This spell grants the caster limited control over the quintessence of an Outer
    Planes. The control granted by quintessence mastery can take one of two forms,
    depending on the version of the spell cast. Both versions can be cast only on
    one of the nine Outer Planes, for it is these planes, not the Transitive or Inner
    Planes, that are comprised of quintessence.
  duration: 1 hour/level or 1 day/level; see text
  effect: "control over a plane\u2019s terrain and traits"
  level: cleric 8, sorcerer/wizard 8, witch 8
  range: personal or up to 10 10-ft. cubes/level (S)
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Radiation Ward:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A creature warded by this spell gains a +4 bonus on saving throws against radiation-based
    effects. In addition, the warded creature is immediately aware when it enters
    an area of radiation, as well as the radiation level (low, medium, high, or severe)
    suffusing the area.
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 2, arcanist 2, cleric/oracle 2, druid 2, hunter 1, ranger 1, shaman
    2, sorcerer/wizard 2, warpriest 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Rage:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Each affected creature gains a +2 morale bonus to Strength and Constitution,\
    \ a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise\
    \ identical with a barbarian\u2019s rage except that the subjects aren\u2019t\
    \ fatigued at the end of the rage."
  duration: concentration + 1 round/level (D)
  effect: null
  level: alchemist 3, bard 2, bloodrager 3, mesmerist 2, psychic 3, sorcerer/wizard
    3, summoner/unchained summoner 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Raging Rubble:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - You animate an area of rubble, gravel, or other small stones, creating a dangerous,
    rolling area of debris. The animated rubble has a space of 10 feet and acts like
    a swarm, damaging (1d6 hit points) and distracting (DC 12) anything within it.
    As a move action, you can direct the rubble to move up to 10 feet. If the rubble
    is attacked, treat it as a Medium animated object with the young creature simple
    template and the swarm subtype.
  duration: concentration + 2 rounds
  effect: one swarm of stones
  level: bard 3, bloodrager 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation [earth]
  spell_resistance: 'yes'
  target: null
Rags to Riches:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bit of burlap wrapped over a copper coin)
  description:
  - The target object is enhanced to function as a masterwork item.
  duration: 10 minutes/level
  effect: null
  level: alchemist 3, bard 3, cleric 4, medium 3, occultist 3, sorcerer/wizard 4,
    witch 4
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: 'no'
  target: 1 weapon, suit or armor, shield, tool, or skill kit touched/5 levels
Raiment of Command:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You are cloaked in an illusion of authority. Others perceive you to be a legitimate
    figure of authority, such as a higher-ranking official, a religious figure, or
    a more powerful warrior. This illusion grants you a +5 bonus on all Diplomacy
    and Intimidate checks. If you attempt to disguise yourself as a specific authority
    figure whom you have met in person, you gain a +10 competence bonus on the Disguise
    check and any Bluff check related to impersonating that authority figure.
  duration: 1 hour/level
  effect: null
  level: bard 2, sorcerer/wizard 2
  range: personal
  saving_throw: 'Will '
  school: illusion (glamer)
  spell_resistance: 'no'
  target: you
Rain of Arrows:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a quiver full of 20 arrows worth 1 gp)
  description:
  - You point your finger and conjure a cloud of magical arrows that rain down on
    any creatures and objects in the indicated area.
  duration: instantaneous
  effect: 15-ft.-radius cloud of arrows
  level: sorcerer/wizard 8
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex halves
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Rain of Frogs:
  area: null
  casting_time: 1 round
  components: V, S, M/DF (a square of red cloth)
  description:
  - This spell functions as summon swarm, except you summon a swarm of poisonous frogs.
    This swarm has the statistics of a centipede swarm, except it has the animal type
    and its poison deals Constitution damage instead of Dexterity damage.
  duration: concentration + 2 rounds
  effect: one swarm of poisonous frogs
  level: bard 3, druid 3, psychic 3, shaman 4, sorcerer/wizard 3, summoner/unchained
    summoner 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Rainbow Pattern:
  area: null
  casting_time: 1 standard action
  components: V (bard only), S, M (a piece of phosphor), F (a crystal prism); see
    text
  description:
  - "A glowing, rainbow-hued pattern of interweaving colors fascinates those within\
    \ it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with\
    \ the fewest HD are affected first. Among creatures with equal HD, those who are\
    \ closest to the spell\u2019s point of origin are affected first. An affected\
    \ creature that fails its saves is fascinated by the pattern."
  duration: Concentration +1 round/level (D)
  effect: colorful lights with a 20-ft.-radius spread
  level: bard 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Raise Animal Companion:
  area: null
  casting_time: 1 minute
  components: V, S, M (a diamond worth 1,000 gp)
  description:
  - "This spell functions as raise dead, but it only affects an animal companion,\
    \ familiar, or paladin\u2019s bonded mount."
  duration: instantaneous
  effect: null
  level: druid 5, paladin 4, ranger 4
  range: touch
  saving_throw: none, see text
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: dead animal companion or bonded mount
Raise Dead:
  area: null
  casting_time: 1 minute
  components: V, S, M (diamond worth 5,000 gp), DF
  description:
  - "You restore life to a deceased creature. You can raise a creature that has been\
    \ dead for no longer than 1 day per caster level. In addition, the subject\u2019\
    s soul must be free and willing to return. If the subject\u2019s soul is not willing\
    \ to return, the spell does not work; therefore, a subject that wants to return\
    \ receives no saving throw."
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, shaman 6, witch 6
  range: touch
  saving_throw: none, see text
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: dead creature touched
Rally Point:
  area: one 5-ft. square
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You create a spot that has the power to briefly hearten any good creature who
    comes into contact with it. A good creature who enters this square (even if simply
    as part of its normal move) gains a +2 morale bonus on attacks, saving throws,
    and 2 temporary hit points per caster level for 1 round. Nongood creatures gain
    no benefit from this spell.
  duration: 1 minute/level (D)
  effect: null
  level: paladin 1
  range: 5 ft.
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [emotion, good, mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Rampart:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of earth)
  description:
  - You create a massive rampart of hard-packed earth and stone 5 feet thick. The
    rampart cannot be conjured so that it occupies the same space as another creature
    or object. Each 5-foot-wide section of the rampart has hardness 0 and 180 hit
    points. A section of the rampart whose hit points drop to 0 is breached. If a
    creature tries to break through the rampart with a single attack, the DC for the
    Strength check is 60. A creature can climb over the rampart with a DC 20 Climb
    check.
  duration: instantaneous
  effect: 10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, or a circle
    with radius of up to 3 ft. + 1 ft./level
  level: druid 7, sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Rapid Repair:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The targeted construct gains fast healing 5. This does not stack with any fast
    healing the construct already has. Fast healing has no effect on a construct that
    has been brought to 0 hit points or destroyed.
  duration: 1 round/level
  effect: null
  level: cleric/oracle 5, sorcerer/wizard 5
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: construct touched
"Raven\u2019s Flight":
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - "You can cast this spell only if it is the first action you take on your turn.\
    \ In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent\
    \ of a black raven until the beginning of your next turn. You gain a fly speed\
    \ of 50 feet with good maneuverability, and apply appropriate size modifiers (though\
    \ your ability scores don\u2019t change). Until the beginning of your next turn,\
    \ you can take only the 5-foot step, move, run, or withdraw actions. If the spell\
    \ is dispelled while you are still aloft, the power of flight dissipates slowly;\
    \ you float downward 60 feet on your next turn, then fall any remaining distance."
  duration: 1 round
  effect: null
  level: bard 3, druid 3, inquisitor 3, magus 2, ranger 2, shaman 2, sorcerer/wizard
    2, witch 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Ray of Enfeeblement:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A coruscating ray springs from your hand. You must succeed on a ranged touch\
    \ attack to strike a target. The subject takes a penalty to Strength equal to\
    \ 1d6+1 per two caster levels (maximum 1d6+5). The subject\u2019s Strength score\
    \ cannot drop below 1. A successful Fortitude save reduces this penalty by half.\
    \ This penalty does not stack with itself. Apply the highest penalty instead."
  duration: 1 round/level
  effect: ray
  level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude half
  school: necromancy
  spell_resistance: 'yes'
  target: null
Ray of Exhaustion:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of sweat)
  description:
  - A black ray projects from your pointing finger. You must succeed on a ranged touch
    attack with the ray to strike a target.
  duration: 1 min./level
  effect: ray
  level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial; see text
  school: necromancy
  spell_resistance: 'yes'
  target: null
Ray of Frost:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A ray of freezing air and ice projects from your pointing finger. You must succeed
    on a ranged touch attack with the ray to deal damage to a target. The ray deals
    1d3 points of cold damage.
  duration: instantaneous
  effect: ray
  level: magus 0, sorcerer/wizard 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Ray of Sickening:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as ray of exhaustion, except the target is sickened if it
    fails its save and unaffected if it makes its save.
  duration: null
  effect: null
  level: bloodrager 1, cleric/oracle 1, druid 1, sorcerer/wizard 1, summoner/unchained
    summoner 1, witch 1
  range: null
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: null
Read Magic:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a clear crystal or mineral prism)
  description:
  - "You can decipher magical inscriptions on objects \u2013 books, scrolls, weapons,\
    \ and the like \u2013 that would otherwise be unintelligible. This deciphering\
    \ does not normally invoke the magic contained in the writing, although it may\
    \ do so in the case of a cursed or trapped scroll. Furthermore, once the spell\
    \ is cast and you have read the magical inscription, you are thereafter able to\
    \ read that particular writing without recourse to the use of read magic. You\
    \ can read at the rate of one page (250 words) per minute. The spell allows you\
    \ to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph\
    \ of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft\
    \ check (DC 10 + spell level)."
  duration: 10 min./level
  effect: null
  level: antipaladin 1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin
    1, psychic 0, ranger 1, shaman 0, sorcerer/wizard 0, summoner/unchained summoner
    0, witch 0
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Read Weather:
  area: null
  casting_time: 1 minute
  components: V, S, F (a set of marked sticks or bones worth at least 25 gp)
  description:
  - This spell allows you to forecast the weather at your location for the next 48
    hours, providing you with advance warning of storms, tornadoes, and so on. This
    forecast reveals only the weather that would arise naturally, and does not take
    into account any magical occurrences that might change the weather.
  duration: instantaneous
  effect: null
  level: bard 1, cleric/oracle 1, druid 1, ranger 1, shaman 1, witch 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Realm Retribution:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - All attacks made by the target match your alignment, counting as either chaotic,
    evil, good, or lawful as appropriate. If your alignment includes multiple alignment
    components, such as lawful good, you select one alignment component to impart
    to the target. Whenever the target confirms a critical hit against or takes damage
    from a creature, that creature must attempt a Will save. On a failed save, the
    creature is sent to the Outer Planes matching your alignment, as per plane shift,
    and the spell ends. A warpriest treats this spell as a 6th-level cleric spell
    for the purposes of preparing the spell, determining DCs, and so forth.
  duration: 1 round/level
  effect: null
  level: cleric 8, inquisitor 6
  range: touch
  saving_throw: Will negates (see text)
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: creature touched
"Reaper\u2019s Coterie":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The target weapon becomes a reservoir of spiritual energy, fueling its destructive
    power by drawing in a tiny fragment of the essence of each creature it is used
    to defeat.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, bloodrager 2, cleric 3, inquisitor 3, witch 3
  range: touch
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: weapon touched
Reboot:
  area: null
  casting_time: 1 round
  components: V, S, F (a ruby worth at least 25 gp per HD of the target construct
    )
  description:
  - "Whispering in the dense, information-rich machine language of the First Ones,\
    \ you bring a destroyed construct back to operational status for a short time,\
    \ restoring it to 1 hit point. The construct can be further healed with spells\
    \ like make whole, but it returns to its destroyed state as soon as this spell\u2019\
    s duration expires or it is brought to 0 hit points, whichever comes first. As\
    \ long as the construct is active, it obeys your commands to the best of its ability,\
    \ fighting on your behalf and carrying out tasks that it is capable of performing."
  duration: 1 round/level (D)
  effect: null
  level: cleric 5, sorcerer/wizard 5, summoner 4, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one destroyed construct of up to 2 HD/level
Rebuke:
  area: 20-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Your wrathful words cause physical harm to your enemies.
  duration: instantaneous
  effect: null
  level: inquisitor 4
  range: 20 ft.
  saving_throw: Fortitude partial
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Rebuke Technology:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (powdered fragments of technology)
  description:
  - "You shroud the targeted technological object or creature (such as a robot or\
    \ a nanotech swarm) with magical energy. If the targeted creature fails to resist\
    \ the spell, it is rendered inert and unusable (or unconscious in the case of\
    \ creatures) for the spell\u2019s duration. A creature can attempt a new Fortitude\
    \ saving throw to end the effect early at the end of its turn after the first\
    \ full round it is affected by this spell."
  duration: 1 round/level
  effect: null
  level: druid 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates (object)
  school: abjuration
  spell_resistance: yes (object)
  target: one technological object or creature
Recentering Drone:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You emit a calming subsonic drone that allows the targets to temporarily refocus\
    \ and restore their balance when they\u2019re suffering from debilitating conditions.\
    \ A target with the dazzled, fatigued, shaken, or sickened condition ignores the\
    \ penalties of those conditions for the duration of this spell. A target with\
    \ one of the following conditions is treated as having the associated lesser condition\
    \ for the duration of the spell, as shown by the following table."
  duration: concentration
  effect: null
  level: cleric 2, druid 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Recharge:
  area: null
  casting_time: 1 round
  components: V, S, M (500 gp of diamond dust)
  description:
  - You restore up to 1 charge per level to a battery or half that number of charges
    to a technological item capable of being charged by a battery. If you recharge
    a battery, there is a 20% chance that the battery is destroyed by the attempt.
    If you restore more charges than the item can hold, the item must succeed at a
    Fortitude saving throw or take 1d6 points of electricity damage for each excess
    charge. This spell provides no knowledge of how many charges an item can safely
    hold, but you can choose to bestow fewer charges than the maximum allowed to reduce
    the risk; you must declare how many charges you are restoring before casting this
    spell.
  duration: instantaneous
  effect: null
  level: bard 2, cleric 3, magus 3, sorcerer/wizard 3
  range: touch
  saving_throw: Fort negates (object)
  school: evocation
  spell_resistance: yes (object)
  target: object touched
Recharge Innate Magic:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You channel magic energy into your own aura, recharging your innate magic abilities.
    You regain one use of all 0-level and 1st-level spell-like abilities you can use
    as a result of a racial trait.
  duration: instantaneous
  effect: null
  level: alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, magus 1, psychic 1,
    sorcerer/wizard 1, witch 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Reckless Infatuation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fill your target with feelings of intense infatuation for a specific individual\
    \ known to the target. At the time of the casting, you designate a single creature\
    \ as the focus of the target\u2019s desire. Thereafter, the target does all it\
    \ can to remain within 30 feet of the object of its desire. If the target moves\
    \ outside this range, it gains the staggered condition until it is again near\
    \ the focus of its desire. If remaining within 30 feet of the focus of its affection\
    \ would place the target in obvious physical danger, the target can attempt a\
    \ second save to break the spell\u2019s effect."
  duration: 1 day/level
  effect: null
  level: bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Recoil Fire:
  area: null
  casting_time: 1 standard action
  components: V, S, M (hoof shavings from a mule)
  description:
  - The target firearm suddenly fires of its own volition, even if it is unloaded,
    generating a recoil so great that the wielder or carrier of the firearm must scramble
    to hold onto it and becomes flat-footed until the start of his next turn. If the
    wielder is already flat-footed, he is instead knocked prone. If the firearm was
    loaded, that ammunition is wasted.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 firearm
Recorporeal Incarnation:
  area: null
  casting_time: 10 minutes
  components: V, S, F (a gem or crystal worth at least 250 gp)
  description:
  - "Recorporeal incarnation effectively replaces the target living creature\u2019\
    s body with that of the target corpse. The target corpse must be fresh\u2014either\
    \ dead for no more than 24 hours or appropriately preserved by an effect such\
    \ as gentle repose. While casting the spell, you must remain in contact with the\
    \ corpse while touching the living target with the focus item. As the spell is\
    \ cast, the dead body\u2019s flesh unravels like ribbons to sheathe the living\
    \ target, who must be within one size category of the corpse. While the spell\
    \ is in effect, the focus item must remain within 30 feet of the target living\
    \ creature."
  duration: 1 week/level
  effect: null
  level: sorcerer/wizard 7, witch 7
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: one living creature and one corpse
Red Hand of The Killer:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a black candle ), F (a corpse slain no more than 1 day ago
    per caster level )
  description:
  - "Drawing upon the spiritual link between a corpse and its killer, you reach out\
    \ across space to brand the killer of the corpse you used as a focus for this\
    \ spell, creating a physical manifestation of the killer\u2019s guilt."
  duration: 1 day/level (D)
  effect: null
  level: bard 4, cleric 4, inquisitor 4, medium 3, occultist 4, paladin 4, psychic
    5, sorcerer/wizard 5, spiritualist 4, witch 5
  range: see text
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
"Redcap\u2019s Touch":
  area: null
  casting_time: 1 standard action
  components: V, S, M (1 ounce of blood)
  description:
  - "You infuse the target with the blood used as a material component, imparting\
    \ malicious power. As long as the hat is worn (occupying the wearer\u2019s head\
    \ slot as though it were a magic item), it grants its wearer a +2 bonus on damage\
    \ rolls and causes the wearer to regain 1d4 hit points whenever they deal the\
    \ killing blow to a living creature."
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 4, bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard
    6, witch 6
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one non-magical hat touched
Reduce Animal:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions like reduce person, except that it affects a single willing\
    \ animal. Reduce the damage dealt by the animal\u2019s natural attacks as appropriate\
    \ for its new size (see Table: Tiny and Large Weapon Damage to adjust damage for\
    \ size)."
  duration: 1 hour/level (D)
  effect: null
  level: druid 2, ranger 3
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one willing animal of Small, Medium, Large, or Huge size
Reduce Person:
  area: null
  casting_time: 1 round
  components: V, S, M (a pinch of powdered iron)
  description:
  - "This spell causes instant diminution of a humanoid creature, halving its height,\
    \ length, and width and dividing its weight by 8. This decrease changes the creature\u2019\
    s size category to the next smaller one. The target gains a +2 size bonus to Dexterity,\
    \ a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack\
    \ rolls and AC due to its reduced size."
  duration: 1 min./level (D)
  effect: null
  level: alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained
    summoner 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: one humanoid creature
Refine Improvised Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You transform an improvised weapon into an equivalent simple or martial weapon\
    \ of masterwork quality. This effect does not alter the weapon\u2019s shape or\
    \ appearance in any way. For example, if this spell is cast on a chair leg, a\
    \ butter knife, or a pitchfork, the items function as a masterwork club, a masterwork\
    \ dagger, or a masterwork trident, respectively, but the items look no different\
    \ than they did before the spell was cast."
  duration: 1 hour/level (D)
  effect: null
  level: cleric 1, inquisitor 1, ranger 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one improvised weapon
Reflexive Barrier:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - In the blink of an eye, you erect a deflective barrier of force to protect one
    target.
  duration: 1 round (see text)
  effect: null
  level: magus 3, psychic 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (harmless)
  school: evocation [force]
  spell_resistance: no (harmless)
  target: one creature
Refuge:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a prepared object worth 1,500 gp)
  description:
  - "When you cast this spell, you create powerful magic in a specially prepared object.\
    \ This object contains the power to instantly transport its possessor across any\
    \ distance within the same plane to your abode. Once the item is so enhanced,\
    \ you must give it willingly to a creature and at the same time inform it of a\
    \ command word to be spoken when the item is used. To make use of the item, the\
    \ subject speaks the command word at the same time that it rends or breaks the\
    \ item (a standard action). When this is done, the individual and all objects\
    \ it is wearing and carrying (to a maximum of the character\u2019s heavy load)\
    \ are instantly transported to your abode. No other creatures are affected (aside\
    \ from a familiar or animal companion that is touching the subject)."
  duration: permanent until discharged
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 9, witch 9
  range: touch
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: object touched
Regenerate:
  area: null
  casting_time: 3 full rounds
  components: V, S, DF
  description:
  - "The subject\u2019s severed body members (fingers, toes, hands, feet, arms, legs,\
    \ tails, or even heads of multi-headed creatures), broken bones, and ruined organs\
    \ grow back. After the spell is cast, the physical regeneration is complete in\
    \ 1 round if the severed members are present and touching the creature. It takes\
    \ 2d10 rounds otherwise."
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, druid 9, shaman 7, witch 7
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: living creature touched
Reincarnate:
  area: null
  casting_time: 10 minutes
  components: V, S, M (oils worth 1,000 gp), DF
  description:
  - "With this spell, you bring back a dead creature in another body, provided that\
    \ its death occurred no more than 1 week before the casting of the spell and the\
    \ subject\u2019s soul is free and willing to return. If the subject\u2019s soul\
    \ is not willing to return, the spell does not work; therefore, a subject that\
    \ wants to return receives no saving throw."
  duration: instantaneous
  effect: null
  level: druid 4, shaman 4, witch 5
  range: touch
  saving_throw: none, see text
  school: transmutation
  spell_resistance: yes (harmless)
  target: dead creature touched
Reincarnate Spy:
  area: null
  casting_time: 10 minutes
  components: V, S, DF, M (oils worth 2,500 gp and a possession or piece of the body
    of the creature to resemble)
  description:
  - This spell functions as reincarnate except that you can cause the new body to
    resemble a particular creature, matching its age category and sex and rerolling
    any race result that would be the wrong size category. The subject further gains
    a +5 bonus on Disguise checks to impersonate the chosen creature due to similar
    features, although it might take a penalty for being the wrong race.
  duration: instantaneous
  effect: null
  level: druid 6, shaman 6, witch 7
  range: touch
  saving_throw: none (see text)
  school: conjuration (healing)
  spell_resistance: 'yes'
  target: dead creature touched
Reinforce Armaments:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a metal pin)
  description:
  - "You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate\
    \ the fragile quality. A suit of armor or weapon touched that has the fragile\
    \ quality is not considered to have the fragile quality for the spell\u2019s duration.\
    \ Normal armor suits or weapons subjected to this spell instead gain the masterwork\
    \ quality for the spell\u2019s duration and their hardness is doubled. If this\
    \ spell is cast on masterwork or magical armor or weapons, their hardness is doubled\
    \ for the duration of the spell."
  duration: 10 minutes/level
  effect: null
  level: cleric 1, magus 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one armor suit or weapon touched
Reinvigorating Wind:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M/DF (a flower petal)
  description:
  - You exhale deeply, creating a gentle magical wind that invigorates any allies
    in the affected area, as follows. Any sleeping allies immediately wake up. Fascinated
    allies are shaken free of the fascinate effect. Flat-footed allies no longer count
    as flat-footed even if they have not acted yet. The duration of effects that cause
    any allies to be confused, frightened, paralyzed, slowed, or stunned is decreased
    by 1d4 rounds (roll separately for each target). If the duration of any such effect
    is reduced to 0 rounds or fewer, the effect ends for that ally. Finally, any allies
    lying prone may stand up as an immediate action, provoking attacks of opportunity
    as normal.
  duration: instantaneous
  effect: null
  level: bard 2, druid 3, hunter 3, shaman 2, skald 2, witch 3
  range: 30 ft.
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [air, mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Rejuvenate Eidolon:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of your blood)
  description:
  - 'This spell functions as lesser rejuvenate eidolon, except that it cures 3d10
    points of damage +1 point per caster level (maximum +10). '
  duration: instantaneous
  effect: null
  level: summoner/unchained summoner 3
  range: touch
  saving_throw: none
  school: conjuration (healing)
  spell_resistance: 'no'
  target: null
Release The Hounds:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (shards of a canine\u2019s fang)"
  description:
  - "This spell summons a pack of canines that respond to the spellcaster\u2019s commands\
    \ and act in perfect unison, causing them to function like a swarm. The pack uses\
    \ the statistics for a winter wolf, except it loses its breath weapon, the cold\
    \ subtype, and its cold special attack and gains the swarm subtype, a swarm attack\
    \ that deals 3d6 points of damage, and the distraction special attack (DC 17).\
    \ Whenever the pack damages an opponent with its swarm attack, it can immediately\
    \ attempt a trip combat maneuver check against that creature with its trip special\
    \ attack. The pack does not gain any damage reduction or immunity to damage and\
    \ can be attacked by effects that target a specific number of creatures, though\
    \ such attacks deal 1/4 the normal amount of damage (25%) and effects that don\u2019\
    t deal hit point damage are only 25% likely to work."
  duration: 1 round/level (D)
  effect: one pack of canines
  level: bard 5, druid 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Reloading Hands:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Once per round, phantom hands load a single ranged weapon or firearm with conjured
    ammunition. This ammunition counts as magical for overcoming damage reduction
    and attacking incorporeal creatures, but is the standard for its type (a normal
    bullet or pellets and black powder in the case of firearms). Conjured ammunition
    ceases to exist 1 round after it is removed from the weapon, or at the end of
    the duration, whichever comes first.
  duration: 1 round/ caster level (D)
  effect: null
  level: magus 2, ranger 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: conjuration (creation)
  spell_resistance: yes (harmless, object)
  target: projectile weapon touched
Remarkable Legerdemain:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - While this spell is in effect, your body and clothing flutter and distort subtly,
    allowing you to conceal items with uncanny skill.
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Remote Viewing:
  area: null
  casting_time: 1 hour
  components: V, S, M (incense)
  description:
  - "Your body enters a trance as you send your psychic senses to a distant location\
    \ and gain psychic impressions of that location. You must specify the distance\
    \ and direction to the location you desire to view remotely. This spell doesn\u2019\
    t allow you to see the visual appearance of the location\u2019s surface, so it\
    \ isn\u2019t useful for casting spells like teleport, but it grants you a psychic\
    \ impression of the location, which could give you deeper information. For example,\
    \ a forest that is home to a tight-knit community of fey might appear as a city\
    \ in the trees, or a beautiful palace ruled by an evil king and warded by forbiddance\
    \ might appear as a dark fortress encased in insubstantial chains."
  duration: instantaneous
  effect: null
  level: medium 4, occultist 5, psychic 5, spiritualist 5
  range: see text
  saving_throw: null
  school: divination (scrying)
  spell_resistance: null
  target: you
Remove Blindness/Deafness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Remove blindness/deafness cures blindness or deafness (your choice), whether the
    effect is normal or magical in nature. The spell does not restore ears or eyes
    that have been lost, but it repairs them if they are damaged.
  duration: instantaneous
  effect: null
  level: alchemist 3, cleric/oracle 3, paladin 3, shaman 3, witch 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Remove Curse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Remove curse can remove all curses on an object or a creature. If the target is
    a creature, you must make a caster level check (1d20 + caster level) against the
    DC of each curse affecting the target. Success means that the curse is removed.
    Remove curse does not remove the curse from a cursed shield, weapon, or suit of
    armor, although a successful caster level check enables the creature afflicted
    with any such cursed item to remove and get rid of it.
  duration: instantaneous
  effect: null
  level: bard 3, cleric/oracle 3, inquisitor 3, paladin 3, shaman 3, sorcerer/wizard
    4, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature or object touched
Remove Disease:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Remove disease can cure all diseases from which the subject is suffering. You
    must make a caster level check (1d20 + caster level) against the DC of each disease
    affecting the target. Success means that the disease is cured. The spell also
    kills some hazards and parasites, including green slime and others.
  duration: instantaneous
  effect: null
  level: alchemist 3, cleric/oracle 3, inquisitor 3, druid 3, ranger 3, shaman 3,
    witch 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Remove Fear:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You instill courage in the subject, granting it a +4 morale bonus against fear
    effects for 10 minutes. If the subject is under the influence of a fear effect
    when receiving the spell, that effect is suppressed for the duration of the spell.
  duration: 10 minutes; see text
  effect: null
  level: bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Remove Paralysis:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You can free one or more creatures from the effects of temporary paralysis or
    related magic, including spells and effects that cause a creature to gain the
    staggered condition. If the spell is cast on one creature, the paralysis is negated.
    If cast on two creatures, each receives another Will save with a +4 resistance
    bonus against the effect that afflicts it. If cast on three or four creatures,
    each receives another Will save with a +2 resistance bonus.
  duration: instantaneous
  effect: null
  level: cleric/oracle 2, inquisitor 2, paladin 2, shaman 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: null
Remove Radioactivity:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You remove all ongoing radiation effects, both primary and secondary, on a single\
    \ target if you succeed at a caster level check (DC = the Fortitude DC associated\
    \ with the radiation effect). In addition, you immediately restore 1d4 points\
    \ of Constitution drain and 1d4 points of Strength drain caused by radiation\u2014\
    this spell cannot restore ability damage or drain caused by other sources. When\
    \ cast on an area, a single casting of remove radioactivity removes radiation\
    \ from a 20-foot-radius area around the point you touch. This spell has no power\
    \ to negate naturally radioactive materials, and as long as such materials remain\
    \ in an area, the radiation that was removed may return."
  duration: instantaneous
  effect: null
  level: bard 4, cleric 4, druid 4, inquisitor 4, paladin 4, ranger 4, witch 4
  range: touch
  saving_throw: Fort negates (object)
  school: conjuration (healing)
  spell_resistance: yes (object)
  target: creature or object touched
Remove Sickness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You quell feelings of illness and nausea in the target, giving it a +4 morale
    bonus on saving throws against disease, nausea, and sickened effects. If the subject
    is already under the influence of one of these effects when receiving the spell,
    that effect is suppressed for the duration of the spell.
  duration: 10 minutes/level; see text
  effect: null
  level: cleric/oracle 1, druid 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: null
Rend Body I:
  area: null
  casting_time: 1 full-round action
  components: S
  description:
  - "You lacerate the body of the target creature with telekinetic force, rending\
    \ it limb from limb. The target creature takes 1d6 points of damage per caster\
    \ level you have (maximum 10d6 points of damage). If this spell deals an amount\
    \ of damage to the target equal to more than half its maximum hit point total,\
    \ one of the target\u2019s limbs (determined randomly) is gruesomely ripped from\
    \ the target\u2019s body and flies 15 feet away from the creature in a random\
    \ direction. The target then takes 1 point of bleed damage per 2 caster levels\
    \ you have. The bleeding can be stopped by a successful DC 15 Heal check or the\
    \ application of any effect that heals hit point damage, but the limb can be restored\
    \ only by powerful healing effects such as heal or regeneration. If the damage\
    \ reduces the target\u2019s hit points to below 0, all of its limbs are affected\
    \ in this fashion."
  duration: instantaneous
  effect: null
  level: psychic 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: evocation
  spell_resistance: 'yes'
  target: one creature
Renovation:
  area: null
  casting_time: 8 hours
  components: V, S, M (silver dust worth 1,000 gp)
  description:
  - Upon casting this spell, you permanently rearrange and resize the rooms in a building
    you constructed as a downtime activity. You may reorganize and remap the building
    however you please, as if each room had just been constructed and is being positioned
    for the first time. You cannot make any changes to a building that changes how
    much a room would cost to create or that alters the benefits a room provides.
  duration: instantaneous
  effect: null
  level: bard 5, sorcerer/wizard 4
  range: touch
  saving_throw: none (object; see text)
  school: transmutation
  spell_resistance: 'no'
  target: one unoccupied structure
Repair Undead:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - When you touch an undead creature, you channel negative energy that heals 1d8
    points of damage + 1 point per caster level (maximum +5). This spell has no effect
    on living creatures, except those that are healed by negative energy are also
    healed by the spell.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 1
  range: touch
  saving_throw: Will half (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: one undead creature touched (see text)
Repel Metal or Stone:
  area: 60-ft. line from you
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell creates waves of invisible energy that roll forth from you. All metal
    or stone objects in the path of the spell are pushed away from you to the limit
    of the range. Fixed metal or stone objects larger than 3 inches in diameter and
    loose objects weighing more than 500 pounds are not affected. Anything else, including
    animated objects, small boulders, and creatures in metal armor, moves back. Fixed
    objects 3 inches in diameter or smaller bend or break, and the pieces move with
    the wave of energy. Objects affected by the spell are repelled at the rate of
    40 feet per round.
  duration: 1 round/level (D)
  effect: null
  level: druid 8
  range: 60 ft.
  saving_throw: none
  school: abjuration [earth]
  spell_resistance: 'no'
  target: null
Repel Vermin:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - An invisible barrier holds back vermin. A vermin with HD of less than one-third
    your level cannot penetrate the barrier.
  duration: 10 min./level (D)
  effect: null
  level: bard 4, cleric/oracle 4, druid 4, ranger 3, shaman 4
  range: 10 ft.
  saving_throw: none or Will negates; see text
  school: abjuration [pain]
  spell_resistance: 'yes'
  target: null
Repel Wood:
  area: 60-ft. line-shaped emanation from you
  casting_time: 1 standard action
  components: V, S
  description:
  - Waves of energy roll forth from you, moving in the direction that you determine,
    causing all wooden objects in the path of the spell to be pushed away from you
    to the limit of the range. Wooden objects larger than 3 inches in diameter that
    are fixed firmly are not affected, but loose objects are. Objects 3 inches in
    diameter or smaller that are fixed in place splinter and break, and the pieces
    move with the wave of energy. Objects affected by the spell are repelled at the
    rate of 40 feet per round.
  duration: 1 min./level (D)
  effect: null
  level: druid 6
  range: 60 ft.
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Replay Tracks:
  area: null
  casting_time: 3 rounds
  components: "V, S, F (a track or other sign of a creature\u2019s passing found with\
    \ Perception or Survival )"
  description:
  - "This spell allows you to reconstruct past events that occurred in your current\
    \ location based on the tracks and other signs left behind. Replay tracks reveals\
    \ events that occurred while the tracks that serve as the focus for the spell\
    \ were being left, revealing events in the order they happened in real time or\
    \ in reverse, depending on whether you are following the tracks forward or backward,\
    \ although the image isn\u2019t clear enough to make out details (such as a creature\u2019\
    s exact identity). You can attempt Survival checks to follow tracks as part of\
    \ concentrating on the spell, but only events connected to the tracks used as\
    \ the focus of the spell are revealed by the spell. Elements that left no trace\
    \ detectable by you, such as creatures benefiting from pass without trace, are\
    \ absent from the events you visualize."
  duration: concentration , up to 1 hour/level
  effect: null
  level: druid 5, inquisitor 4, medium 3, occultist 3, psychic 5, ranger 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Replenish Ki:
  area: null
  casting_time: 1 minute
  components: V, S, DF
  description:
  - "You attune the target\u2019s internal store of supernatural energy to the cosmos,\
    \ replenishing its ki pool. If you are the target, you regain 2 ki points. If\
    \ another creature is the target, it regains 1 ki point. This does not allow the\
    \ target to exceed its ki pool\u2019s maximum. This spell has no effect if the\
    \ target does not have a ki pool."
  duration: instantaneous
  effect: null
  level: cleric/oracle 4
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Repress Memory:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - This spell allows you to safeguard important knowledge, even from yourself. When
    casting this spell, you recount one piece of knowledge you possess (up to a maximum
    of 50 words). This knowledge disappears utterly from your mind, and you might
    not realize you forgot something. The magic of the spell patches omissions in
    your memory with indistinct haze.
  duration: instantaneous
  effect: null
  level: bard 5, mesmerist 5, psychic 6
  range: personal
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: you
Reprobation:
  area: null
  casting_time: 1 minute
  components: V, S, DF
  description:
  - You cast the target out of your religion as a curse and punishment for acts or
    misdeeds against the tenets of your faith. This has three effects.
  duration: permanent
  effect: null
  level: cleric/oracle 5, druid 5, inquisitor 4, paladin 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation [curse, see text]
  spell_resistance: 'yes'
  target: one creature of your faith
Repugnant Taste:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (mustard seed)
  description:
  - The target creature begins sweating a foul liquid that makes it repugnant to most
    living creatures. When a creature deals damage to the affected creature with a
    bite attack or the swallow whole ability, it must succeed at a Fortitude saving
    throw or become nauseated until the end of its next turn. After a creature has
    become nauseated by this spell, each subsequent failed saving throw against the
    spell instead gives it the sickened condition until the end of its next turn.
  duration: 10 minutes/level
  effect: null
  level: alchemist 3, bard 3, druid 4, hunter 3, investigator 3, mesmerist 3, ranger
    3, shaman 4, skald 3, witch 4
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation [poison]
  spell_resistance: yes (harmless)
  target: creature touched
Repulsion:
  area: up to 10-ft.-radius/level emanation centered on you
  casting_time: 1 standard action
  components: V, S, F/DF (a pair of canine statuettes worth 50 gp)
  description:
  - "An invisible, mobile field surrounds you and prevents creatures from approaching\
    \ you. You decide how big the field is at the time of casting (to the limit your\
    \ level allows). Any creature within or entering the field must attempt a save.\
    \ If it fails, it becomes unable to move toward you for the duration of the spell.\
    \ Repelled creatures\u2019 actions are not otherwise restricted. They can fight\
    \ other creatures and can cast spells and attack you with ranged weapons. If you\
    \ move closer to an affected creature, nothing happens. The creature is not forced\
    \ back. The creature is free to make melee attacks against you if you come within\
    \ reach. If a repelled creature moves away from you and then tries to turn back\
    \ toward you, it cannot move any closer if it is still within the spell\u2019\
    s area."
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 7, inquisitor 6, sorcerer/wizard 6, summoner 5, unchained summoner
    6
  range: up to 10 ft./level
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Residual Tracking:
  area: null
  casting_time: 1 minute
  components: V, S, M (a bit of plaster)
  description:
  - By touching a footprint, you receive a clear mental image of the person or creature
    that made it. The image has the exact same appearance as the creature that made
    the footprint at the moment it made the imprint, including any telling features
    or expressions, any gear or equipment, or anything else the creature was carrying
    at the time. For example, the footprint of a horse would reveal both the horse
    and any creature riding it when it made the footprint.
  duration: instantaneous
  effect: null
  level: ranger 1
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Resilient Reservoir:
  area: special, see text
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell creates a magical well of retribution that a caster can unleash with
    blinding speed.
  duration: 1 round/level
  effect: null
  level: magus 3, paladin 3, sorcerer/wizard 4, witch 4
  range: personal
  saving_throw: none (see below)
  school: transmutation
  spell_resistance: 'yes'
  target: null
Resilient Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a crystal sphere)
  description:
  - "A globe of shimmering force encloses a creature, provided the creature is small\
    \ enough to fit within the diameter of the sphere. The sphere contains its subject\
    \ for the spell\u2019s duration. The sphere functions as a wall of force, except\
    \ that it can be negated by dispel magic. A subject inside the sphere can breathe\
    \ normally. The sphere cannot be physically moved either by people outside it\
    \ or by the struggles of those within."
  duration: 1 min./level (D)
  effect: 1-ft.-diameter/level sphere, centered around a creature
  level: sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Resinous Skin:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You coat your body with a resinous substance, protecting you from attacks and\
    \ binding weapons that strike you. You gain DR 5/piercing, as well as a +4 circumstance\
    \ bonus to your CMD against disarm attempts and on saving throws against effects\
    \ that cause you to drop something you are holding. Additionally, you gain a +2\
    \ circumstance bonus on combat maneuver checks to initiate a grapple, maintain\
    \ a grapple, and pin a foe. Any enemy you grapple takes a \u20132 penalty on attempts\
    \ to break the grapple and to escape the grapple using Escape Artist. Any weapon,\
    \ that strikes you becomes stuck unless its wielder succeeds at a Reflex saving\
    \ throw. Such a weapon can be pulled free of you only with a successful Strength\
    \ check (DC = your saving throw DC for this spell). This spell has no effect on\
    \ unarmed strikes or natural weapons."
  duration: 10 minutes/level
  effect: null
  level: alchemist 3, bloodrager 3, druid 3, psychic 3, sorcerer/wizard 3
  range: personal
  saving_throw: see text
  school: transmutation
  spell_resistance: 'no'
  target: you
Resist Energy:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This abjuration grants a creature limited protection from damage of whichever\
    \ one of five energy types you select: acid, cold, electricity, fire, or sonic.\
    \ The subject gains resist energy 10 against the energy type chosen, meaning that\
    \ each time the creature is subjected to such damage (whether from a natural or\
    \ magical source), that damage is reduced by 10 points before being applied to\
    \ the creature\u2019s hit points. The value of the energy resistance granted increases\
    \ to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell\
    \ protects the recipient\u2019s equipment as well."
  duration: 10 min./level
  effect: null
  level: alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, inquisitor 2, occultist
    2, paladin 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, spiritualist 2,
    summoner/unchained summoner 2
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Resist Starvation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (crumb of food)
  description:
  - "If the target doesn\u2019t eat on the day this spell is cast on it, the DC to\
    \ avoid taking nonlethal damage from starvation on the following day doesn\u2019\
    t increase by 1. This spell fails if the target hasn\u2019t already attempted\
    \ at least one Constitution check to avoid starvation."
  duration: 1 day/level
  effect: null
  level: antipaladin 1, cleric/oracle 1, shaman 1, warpriest 1
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one living creature touched
Resistance:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a miniature cloak)
  description:
  - You imbue the subject with magical energy that protects it from harm, granting
    it a +1 resistance bonus on saves.
  duration: 1 minute
  effect: null
  level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman
    0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Resonating Word:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You speak a terrible word of power, setting up potentially lethal vibrations in
    the chosen target. The target must save once each round on your turn, and the
    effects grow stronger for each saving throw the creature fails.
  duration: 3 rounds
  effect: null
  level: bard 5, sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial
  school: transmutation [sonic]
  spell_resistance: 'yes'
  target: one creature
Resounding Blow:
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - 'You must have a melee weapon in hand to cast this spell. '
  duration: 1 round/level
  effect: null
  level: antipaladin 4, inquisitor 5, paladin 4
  range: personal
  saving_throw: Fortitude partial; see text
  school: evocation [sonic]
  spell_resistance: 'no'
  target: null
Resounding Clang:
  area: 30-ft.-radius burst, centered on you
  casting_time: 1 standard action
  components: S, F (bell, chimes, gong, or cymbals)
  description:
  - "You create a loud, resonating clangor that causes metallic objects to vibrate\
    \ wildly. Affected creatures wielding metal weapons take a \u20131 penalty on\
    \ attack rolls, while creatures using metallic tools take a \u20131 penalty on\
    \ associated skill checks."
  duration: 1 round/level
  effect: null
  level: bard 2
  range: 30 ft.
  saving_throw: Reflex negates
  school: transmutation
  spell_resistance: yes (object)
  target: null
Respectful Quiet:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "All targets are rendered silent, as per silence. The silence affects the entirety\
    \ of each creature but does not extend beyond. However, the silence is one-way\u2014\
    sounds from outside the creatures\u2019 spaces can still enter. Quieted creatures\
    \ gain a +10 circumstance bonus on Stealth checks."
  duration: 1 minute/level (D)
  effect: null
  level: bard 3, cleric 5, inquisitor 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: null
Resplendent Mansion:
  area: null
  casting_time: 1 minute
  components: V, S, F (a miniature cornerstone carved from precious gemstones worth
    500 gp)
  description:
  - This spell creates a towering mansion. While casting the spell, you hold an image
    of the mansion and its desired appearance in your mind. The mansion can contain
    as many or as few rooms as you desire, and is decorated to match your image. You
    can imagine a purpose for each room of the mansion, and the proper accouterments
    appear within. Any furniture or other mundane fixtures function normally for anyone
    inside the mansion, but cease to exist if taken beyond its walls. No fixture created
    with this spell can create magical effects, but magical devices brought into the
    mansion function normally.
  duration: 1 day/level (D)
  effect: opulent mansion, up to 300 feet on a side and one story tall/4 levels
  level: psychic 9, sorcerer/wizard 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Rest Eternal:
  area: null
  casting_time: 1 round
  components: V, S, M/DF (ashes and a vial of holy or unholy water)
  description:
  - You place a curse upon a dead creature that bars its spirit from returning. Anyone
    casting a spell that would communicate with the dead creature, return it to life,
    or turn it into an undead creature must succeed on a caster level check with a
    DC of 11 plus your caster level. Rest eternal cannot be dispelled, but it can
    be negated with remove curse or break enchantment.
  duration: permanent
  effect: null
  level: cleric/oracle 4, druid 5, shaman 5, witch 5
  range: touch
  saving_throw: none
  school: necromancy [curse]
  spell_resistance: 'no'
  target: null
Restful Cloak:
  area: null
  casting_time: 1 standard action
  components: V, S, F (cloak)
  description:
  - "A cloak you are wearing transforms into a canvas tent large enough to hold four\
    \ Medium creatures, firmly pitched in a flat area adjacent to you (if there is\
    \ no such area, this spell simply fails). A creature regains 1 hit point for each\
    \ hour it rests in the tent, in addition to any other benefits of resting. Additionally,\
    \ a fatigued creature resting within the tent for 1 hour loses the fatigued condition,\
    \ but a creature cannot recover from being fatigued more than once per casting\
    \ of restful tent. At the end of the spell\u2019s duration, the tent transforms\
    \ back into a cloak. If the tent is moved prior to the expiration of the spell\u2019\
    s duration, the spell immediately ends."
  duration: 1 hour/level
  effect: null
  level: cleric 2, druid 2, occultist 2, paladin 2, ranger 2, shaman 2
  range: personal
  saving_throw: none
  school: conjuration (healing)
  spell_resistance: 'no'
  target: you
Restful Sleep:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a pinch of sand)
  description:
  - "You cast this spell immediately prior to resting. While under the effects of\
    \ this spell, you and your allies enjoy a restful night\u2019s sleep. If a subject\
    \ completes a full night\u2019s rest, it regains hit points as if it had undergone\
    \ a full day of bed rest (regaining twice its character level in hit points).\
    \ If a subject completes a full day\u2019s rest, it regains three times its character\
    \ level in hit points. Any significant interruption during the rest (such as being\
    \ awoken) prevents any healing that night and ends the effect of this spell on\
    \ the awakened subject. Any healing acquired while under the effects of restful\
    \ sleep is considered natural healing, and has no affect on effects requiring\
    \ magical healing to cure."
  duration: 8 hours or 24 hours; see text
  effect: null
  level: bard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: null
Restoration:
  area: null
  casting_time: 3 rounds
  components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
  description:
  - This spell functions like lesser restoration, except that it also dispels temporary
    negative levels or one permanent negative level. If this spell is used to dispel
    a permanent negative level, it has a material component of diamond dust worth
    1,000 gp. This spell cannot be used to dispel more than one permanent negative
    level possessed by a target in a 1-week period.
  duration: instantaneous
  effect: null
  level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4, shaman 4
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: creature touched
Restore Corpse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature,
    providing it with sufficient flesh that it can be animated as a zombie rather
    than a skeleton. The corpse looks as it did when the creature died. The new flesh
    is somewhat rotted and not fit for eating.
  duration: instantaneous
  effect: null
  level: cleric/oracle 1, druid 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: corpse touched
Restore Eidolon:
  area: null
  casting_time: 1 minute
  components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
  description:
  - This spell functions as restoration, except it only affects an eidolon.
  duration: instantaneous
  effect: null
  level: summoner/unchained summoner 3
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: eidolon touched
Resurgent Transformation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of meteoric iron worth 100 gp)
  description:
  - Resurgent transformation grants you the ability to recover from deadly wounds
    with restored vitality and a will to fight, but at a price. Once cast, resurgent
    transformation lies dormant for up to 1 hour per level until you are reduced to
    one-quarter hit points or less. Once triggered, you immediately gain a +4 enhancement
    bonus to Constitution and Strength, damage reduction 5/-, and the benefits of
    a haste spell. In addition, you heal 4d8 points of damage + 1 point per caster
    level (maximum +25). Resurgent transformation can even save you from death by
    healing the damage from an otherwise mortal wound, though it does not prevent
    death from massive damage or from causes other than hit point loss. Your mental
    faculties are impaired by this magical transformation, however, causing 1d4 points
    of Intelligence and Wisdom damage.
  duration: 1 hour/level or until triggered, then 1 round/level
  effect: null
  level: alchemist 5
  range: personal
  saving_throw: null
  school: 'conjuration (healing) '
  spell_resistance: null
  target: null
Resurrection:
  area: null
  casting_time: null
  components: V, S, M (diamond worth 10,000 gp), DF
  description:
  - This spell functions like raise dead, except that you are able to restore life
    and complete strength to any deceased creature.
  duration: null
  effect: null
  level: cleric/oracle 7, shaman 8, witch 8
  range: null
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: null
Retribution:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - 'Retribution blasts those who have the temerity to assault your person. You may
    target anyone who has just struck you with an attack within the previous round,
    whether with a melee, ranged, or natural weapon, or a spell that requires an attack
    roll. The target is wracked with shooting pains that impose a -4 penalty on attack
    rolls, skills checks, and ability checks. On a successful Fortitude save, the
    penalty only lasts for 1 round. '
  duration: 1 round/level
  effect: null
  level: inquisitor 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: necromancy [evil, pain]
  spell_resistance: 'yes'
  target: null
Retributive Reparations:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - If a creature successfully takes the item targeted by this spell while you are
    holding, wearing, or wielding it, the creature must attempt a Will save. If the
    creature fails its save, it becomes fatigued, and it must attempt a new saving
    throw at the end of its turn every round it does not return the item to you. Failing
    a second saving throw causes the target to become exhausted. As long as the victim
    of the curse is actively working to return the object, its exhaustion is reduced
    to fatigue. The fatigue and exhaustion cannot be removed by effects that normally
    remove them, though immunity to fatigue and exhaustion protect against the conditions
    as normal.
  duration: 1 day/level or until triggered, and permanent; see text
  effect: null
  level: antipaladin 3, inquisitor 3, occultist 3, spiritualist 3, witch 4
  range: touch
  saving_throw: Will negates (object) and Will negates; see text
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one object
Retrieve Item:
  area: null
  casting_time: 1 full round
  components: V, S
  description:
  - You call a specific nonliving item directly to your hand from a nearby location.
    First, you must cast the spell on the item while holding it. Thereafter, you can
    summon the item by speaking a special word (set by you when the spell is cast)
    and snapping your fingers. The item appears instantly in your hand.
  duration: permanent until discharged
  effect: null
  level: bard 2, sorcerer/wizard 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (calling)
  spell_resistance: 'no'
  target: null
Retrocognition:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - This spell allows you to gain psychic impressions from past events that occurred
    in your current location. Retrocognition reveals psychic impressions from events
    that occurred over the course of the last hour throughout the first minute of
    the duration, followed by impressions from the next hour back the next minute
    you concentrate, and so on. If a psychically traumatic or turbulent event happened
    during that time period, You must succeed at a concentration check (DC = 20, 30,
    or 40, depending on the severity of the psychic disturbance) or lose concentration
    on the spell.
  duration: concentration , up to 1 minute/level
  effect: null
  level: medium 3, occultist 3, psychic 5, sorcerer/wizard 7
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Returning Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - For the duration of the spell, the target weapon acts as if it had the returning
    weapon special ability.
  duration: 1 minute/level
  effect: null
  level: bard 2, bloodrager 1, cleric 2, inquisitor 1, magus 1, occultist 1, psychic
    2, ranger 1, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: conjuration (teleportation)
  spell_resistance: yes (harmless, object)
  target: one weapon that can be thrown
Reveal Emotions:
  area: 40-ft.-radius spread
  casting_time: 1 minute
  components: V, S
  description:
  - "You create an area that draws out a creature\u2019s emotion aura. Creatures within\
    \ this area constantly glow with colors that represent their current overall emotional\
    \ state and continue to do so for 1d4 rounds after leaving the area. This glow\
    \ is clearly visible to any creature that can see the creature. Emotionless creatures\
    \ or creatures unaffected by this spell glow with a dull purple hue while within\
    \ the area."
  duration: 1 hour/level (D)
  effect: null
  level: medium 3, mesmerist 4, occultist 4, psychic 4, spiritualist 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'yes'
  target: null
Reveal Mirage:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a small prism)
  description:
  - You can focus upon a single point within line of sight and discern if the terrain
    or geographic features of that point are illusory. This ability allows you a Will
    save to disbelieve a terrain-affecting illusion (glamer) effect from range as
    though you had interacted with it. In addition to affecting such spells as hallucinatory
    terrain and mirage arcana, this spell also allows you to disbelieve naturally
    occurring mirages.
  duration: 1 round
  effect: null
  level: cleric 3, druid 2, ranger 1, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Reveal Secrets:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of alcoholic liquid)
  description:
  - "When you cast this spell, you ask the target whether it has a secret about a\
    \ specific topic that can be described in 10 words or fewer. This can concern\
    \ a person, place, or thing (such as a town\u2019s mayor, the ring worn by a traveling\
    \ merchant, or the bridge spanning a nearby river) or an easily distinguished\
    \ event (such as a historic battle or a recent rash of disappearances). If the\
    \ target knows a secret about the topic (information it believes isn\u2019t common\
    \ knowledge and which it would not normally tell you), it states it has a secret.\
    \ The target doesn\u2019t mention anything about the secret and doesn\u2019t remember\
    \ telling you it has a secret. If the target succeeds at its saving throw, it\
    \ isn\u2019t compelled to reveal whether it knows a secret and is aware that you\
    \ asked."
  duration: 1 round
  effect: null
  level: bard 1, inquisitor 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: creature touched
Reveal True Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of rare herbs worth 50 gp)
  description:
  - "You reveal the true form of a magically disguised or transformed creature, whether\
    \ the target\u2019s transformation is physical (such as polymorph) or illusory\
    \ (such as disguise self). The spell does not force the creature into its true\
    \ form, but rather creates a perfect illusion of the creature\u2019s true form\
    \ that overlaps it and hides the disguised form completely, making the true form\
    \ visible to all observers. For the duration of the spell, if the target changes\
    \ shape or uses illusion to disguise its appearance, observers can still see its\
    \ true form, though once the spell runs out any illusions or shape changes made\
    \ by the target in the meantime immediately take effect. This spell does not reveal\
    \ invisible creatures, overcome effects such as blur and displacement, or penetrate\
    \ mundane disguises."
  duration: 1 round/level
  effect: null
  level: bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2
  range: close (25 f. + 5 f./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: one creature
Revelation:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You gain a brief understanding of the workings of a single puzzle, device, or\
    \ trap, gaining an insight bonus equal to your caster level (maximum +10) on checks\
    \ to disable, manipulate or solve the object in question. Your insight is ineffable;\
    \ you are unable to communicate your understanding to others. At the GM\u2019\
    s option, this spell may instead give you a clue or other piece of useful information.\
    \ In this case you may communicate the clue to others and retain knowledge of\
    \ it after the spell\u2019s duration has expired."
  duration: 1 round/level; see text
  effect: null
  level: bard 2, cleric/oracle 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Revenant Armor:
  area: null
  casting_time: 1 standard action
  components: V, S, F (one suit of armor)
  description:
  - This spell endows a suit of armor with a singular purpose realized only after
    its wearer goes unconscious or is killed; whenever the wearer of a suit of armor
    warded by revenant armor is brought below 0 hit points or otherwise rendered unconscious
    (but not paralyzed or held) in combat, the armor is immediately brought to life
    as a Medium-sized animated object.
  duration: 1 day/level or 1 hour/level; see below
  effect: null
  level: antipaladin 3, cleric 4, magus 4, medium 4, occultist 4, paladin 3, shaman
    3, sorcerer/wizard 4, spiritualist 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one suit of armor
Reverse Gravity:
  area: up to one 10-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S, M/DF (lodestone and iron filings)
  description:
  - This spell reverses gravity in an area, causing unattached objects and creatures
    in the area to fall upward and reach the top of the area in 1 round. If a solid
    object (such as a ceiling) is encountered in this fall, falling objects and creatures
    strike it in the same manner as they would during a normal downward fall. If an
    object or creature reaches the top of the area without striking anything, it remains
    there, oscillating slightly, until the spell ends. At the end of the spell duration,
    affected objects and creatures fall downward.
  duration: 1 round/level (D)
  effect: null
  level: druid 8, sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none; see text
  school: transmutation
  spell_resistance: 'no'
  target: null
Reversion:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - You create an imperfect replica of yourself within the Akashic Record at the time
    the spell is cast. You must currently have a number of hit points equal to or
    greater than half your maximum hit points to cast the spell. If at any time during
    the duration of the spell you are brought below half your maximum hit points,
    you can end this spell as an immediate action to absorb strength from your replica
    and immediately regain a number of hit points equal to 1d8 plus 1 point per caster
    level (maximum +5).
  duration: 24 hours
  effect: null
  level: cleric 3, psychic 2, wizard/sorcerer 3
  range: personal
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: self
Reviving Finale:
  area: a 20-ft.-radius burst centered on you
  casting_time: 1 swift action
  components: V, S
  description:
  - You must have a bardic performance in effect to cast this spell.
  duration: instantaneous
  effect: null
  level: bard 3
  range: 20 ft.
  saving_throw: Will half (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: null
Ricochet Shot:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a wishbone)
  description:
  - "You imbue a projectile weapon with the ability to ricochet any projectiles that\
    \ hit one target so that they also hit another. When the wielder ricochets a projectile,\
    \ she selects a primary target to attack. If she hits the primary target, the\
    \ projectile ricochets instead of being destroyed. The wielder can then select\
    \ a secondary target that is within 20 feet of the primary target. She makes an\
    \ attack roll against the secondary target at the same base attack bonus, but\
    \ does not gain the benefit from any enhancement bonuses or magic qualities on\
    \ the projectile. If the shot comes from a firearm, the ricochet targets normal\
    \ AC rather than touch AC. While the spell lasts, the target weapon\u2019s wielder\
    \ can ricochet one projectile per three caster levels you possess, to a maximum\
    \ of six at caster level 18th. Once the target weapon\u2019s wielder ricochets\
    \ that many shots, the spell is discharged. If the weapon\u2019s wielder fails\
    \ to use all the ricochets before the spell end, those ricochets are wasted."
  duration: 1 round/level or until discharged
  effect: null
  level: ranger 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: evocation
  spell_resistance: yes (harmless, object)
  target: one projectile weapon
Ride the Lightning:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - You may transform into lightning as a standard action and instantly travel in
    a straight line to a distance of up to 120 feet, rematerializing in the new location
    as a free action. This movement does not provoke attacks of opportunity. Creatures
    in this line take 10d6 points of electrical damage and are staggered for 1 round
    (a successful Reflex save halves the damage and negates the staggered condition,
    spell resistance applies). Objects in your path are damaged as well, with combustible
    objects being set ablaze and metals with low melting points melted. If your path
    is interrupted by a barrier or otherwise deflected, you materialize short of your
    final destination in the nearest open space; targets in the line to that point
    take damage as normal. You are immune to electricity while this spell lasts.
  duration: 1 round/level (D)
  effect: null
  level: sorcerer/wizard 9
  range: personal
  saving_throw: null
  school: evocation [electricity]
  spell_resistance: null
  target: you
Ride the Waves:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target gains the ability to breathe water and a swim speed of 30 feet. This
    swim speed means the target also gains the standard +8 bonus on Swim checks and
    the ability to take 10 on Swim checks even while distracted or endangered. The
    target can use the run action while swimming, provided it swims in a straight
    line. The spell does not make the target unable to breathe air.
  duration: 1 hour/level (D)
  effect: null
  level: bloodrager 4, cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 4, witch
    4
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation [water]
  spell_resistance: yes (harmless)
  target: creature touched
Rift of Ruin:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell tears a rift in reality, creating an extradimensional hole with a\
    \ depth of 60 feet. You must create the rift on a horizontal surface of sufficient\
    \ size. Since the rift extends into the Abyss, it does not displace the original\
    \ underlying material or allow access to areas below the surface\u2014you can\
    \ create the rift on the deck of a ship as easily as in a dungeon floor or the\
    \ ground of a forest."
  duration: 1 round/level (see text)
  effect: null
  level: cleric 8, sorcerer/wizard 8, witch 8
  range: long (400 ft. + 40 ft./level) 5-ft.-wide, 60-ft.-deep extradimensional hole,
    up to 5 ft. long per level (S)
  saving_throw: Reflex partial
  school: conjuration (calling) [chaotic, evil]
  spell_resistance: 'no'
  target: null
Righteous Blood:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "The target creature\u2019s innate goodness infuses its body with holy energy.\
    \ While this energy does not directly empower the target, it can harm embodiments\
    \ of evil. Any creature that damages the target with a slashing or piercing melee\
    \ weapon is sprayed by the target\u2019s holy blood. If the attacker is a creature\
    \ with the evil subtype, it takes 1d6 points of damage from divine power each\
    \ time it successfully hits the target. If the target has the good subtype or\
    \ an ability that grants it an aura of good (like paladins or some clerics), its\
    \ blood instead deals 2d6 points of damage."
  duration: 10 minutes/level (D)
  effect: null
  level: inquisitor 2, paladin 2
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [good]
  spell_resistance: yes (harmless)
  target: one creature of good alignment
Righteous Condemnation:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Any creature of chaotic, neutral, or evil alignment who targets you with a spell\
    \ must succeed at a Will save or take a \u20134 penalty on Intelligence-, Wisdom-,\
    \ and Charisma-based checks for the spell\u2019s duration. Creatures with only\
    \ neutral alignment components receive a +4 bonus on their Will saves against\
    \ this spell. The penalties for alignment components stack (therefore, a chaotic\
    \ evil spellcaster would take a \u20138 penalty)."
  duration: 1 round/per level (D)
  effect: null
  level: cleric 3, inquisitor 3, paladin 2
  range: personal
  saving_throw: Will negates
  school: abjuration [good, law]
  spell_resistance: 'yes'
  target: you
Righteous Might:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Your height immediately doubles, and your weight increases by a factor of eight.\
    \ This increase changes your size category to the next larger one. You gain a\
    \ +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity.\
    \ You gain a +2 enhancement bonus to your natural armor. You gain DR 5/evil (if\
    \ you normally channel positive energy (Editor\u2019s Note: If you are an oracle\
    \ see FAQ) or damage reduction 5/good (if you normally channel negative energy.\
    \ At 15th level, this damage reduction becomes 10/evil or 10/good (the maximum).\
    \ Your size modifier for AC and attacks changes as appropriate to your new size\
    \ category (see Table: Size Modifiers). This spell doesn\u2019t change your speed.\
    \ Determine space and reach as appropriate to your new size."
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 5, inquisitor 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Righteous Vigor:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Infusing the target with a surge of furious divine energy, you enhance a creature\u2019\
    s ability to hit an opponent based on the number of times it has already hit that\
    \ opponent with a successful attack. Each time the subject successfully strikes\
    \ an opponent with a successful melee attack, the subject gains a cumulative +1\
    \ morale bonus on attack rolls (maximum +4 bonus) and gains 1d8 temporary hit\
    \ points (to a maximum of 20 temporary hit points). If an attack misses, the attack\
    \ bonus resets to +0 but any accumulated temporary hit points remain. The temporary\
    \ hit points disappear at the end of the spell\u2019s duration. "
  duration: 1 round/level
  effect: null
  level: inquisitor 3, paladin 2
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Rigor Mortis:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a knucklebone)
  description:
  - "The joints of a creature affected by this spell stiffen and swell, making movement\
    \ painful and slow. The target takes 1d6 points of nonlethal damage per caster\
    \ level. Additionally, the target takes a \u20134 penalty to Dexterity and its\
    \ movement speed decreases by 10 feet; these additional effects last for 1 minute\
    \ per caster level, though another creature can spend 1 minute and attempt a DC\
    \ 25 Heal check to end them early. A successful save halves the nonlethal damage\
    \ and negates the penalty to Dexterity and movement."
  duration: instantaneous; see text
  effect: null
  level: cleric 4, magus 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist
    3, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial (see text)
  school: transmutation [pain]
  spell_resistance: 'yes'
  target: one living creature
Rising Water:
  area: cylinder (20-ft. radius, 10 ft. high) Duration 1 round/level (D)
  casting_time: 1 standard action
  components: V, S, M (a lily pad)
  description:
  - "You conjure a cylinder of calm water on an area of solid ground or on top of\
    \ a body of water. The water forms quickly but displaces only air; it doesn\u2019\
    t push away objects or creatures, though anything in the area when the spell is\
    \ cast is submerged. Unconscious air-breathing creatures caught in the area immediately\
    \ begin to drown, but other air-breathing creatures can hold their breath while\
    \ in the cylinder. Movement through the cylinder at normal speed requires a successful\
    \ DC 10 Swim check (otherwise, creatures move at one-quarter speed). If conjured\
    \ in an area with insufficient room for the entire cylinder, the cylinder attains\
    \ its maximum possible size. It retains its shape in defiance of gravity for the\
    \ spell\u2019s duration, and any creature can enter or exit the cylinder\u2019\
    s sides as easily as stepping into or out of a pool of ordinary water."
  duration: null
  effect: null
  level: bloodrager 3, druid 4, magus 4, occultist 4, psychic 4, ranger 3, shaman
    4, sorcerer/wizard 4, summoner 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration [water]
  spell_resistance: 'no'
  target: null
Rite of Bodily Purity:
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 100 gp)
  description:
  - "You energize your body\u2019s immune system, improving your ability to resist\
    \ toxins and ailments."
  duration: 24 hours or until discharged
  effect: null
  level: cleric 1, druid 1, paladin 1, ranger 1, shaman 1
  range: personal
  saving_throw: null
  school: abjuration [meditative]
  spell_resistance: null
  target: you
Rite of Centered Mind:
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 100 gp)
  description:
  - You heighten your awareness of your own thoughts, allowing you to more easily
    resist outside influences.
  duration: 24 hours or until discharged
  effect: null
  level: cleric 1, druid 1, shaman 1, wizard 1
  range: personal
  saving_throw: null
  school: abjuration [meditative]
  spell_resistance: null
  target: you
"Rival\u2019s Weald":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a hardened piece of tree sap)
  description:
  - This spell transforms your targets into trees as per tree shape, except the targets
    transform into living trees that resemble their original forms. If a target is
    in a situation that would prove fatal to a tree created by this spell, such as
    off the ground or under water, the target receives a +4 bonus on its Fortitude
    save.
  duration: permanent
  effect: null
  level: druid 9, shaman 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates, Will partial (see text)
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: one creature/two levels, no two of which can be more than 30 ft. apart
River Whip:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a coil of flowing fresh water, functioning a whip appropriate for your
    size, except you make a melee touch attack instead of a regular attack. Anything
    you strike with the whip takes damage and is doused with 1 pint of water. A creature
    with the fire subtype takes an additional 1d6 points of damage. If the target
    is on fire, it gains a +2 bonus on its next saving throw to extinguish the flames.
  duration: 1 minute/level (D) or until discharged (see text)
  effect: whip of water
  level: magus 2, sorcerer/wizard 2, witch 2
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation) [water]
  spell_resistance: 'no'
  target: null
River of Wind:
  area: 120-ft. line
  casting_time: 1 standard action
  components: V, S
  description:
  - Summoning up the power of the tempest, you direct a current of forceful winds
    where you please. This spell creates a 5-foot-diameter line of wind-the direction
    of the wind is away from your location when you cast the spell, and remains constant
    in that direction for the spell duration. Creatures caught in a river of wind
    take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves
    the damage and prevents being knocked prone.
  duration: 1 round/level
  effect: null
  level: bloodrager 4, druid 4, magus 4, sorcerer/wizard 4
  range: 120 ft.
  saving_throw: Fortitude partial
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
Riversight:
  area: null
  casting_time: 1 minute
  components: V, S, F/DF (a smooth river stone)
  description:
  - "You can view events transpiring along a natural watercourse you touch. You can\
    \ see anything on or within the river as if you were present at that location,\
    \ or you can observe anything happening within 15 feet of the river\u2019s banks\
    \ as if peering from the water\u2019s surface. Moving your point of view to a\
    \ different location along the river is a standard action, though your perception\
    \ can follow something moving along the river as a free action."
  duration: 1 minute/level (D)
  effect: magical sensor
  level: cleric 3, druid 2, inquisitor 3, ranger 2, witch 3
  range: see text
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: non-magical freshwater waterway
Roaming Pit:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powered diamond dust worth 10 gp)
  description:
  - "This spell functions as create pit, except the pit is capable of movement. As\
    \ a move action, you can direct the pit to move up to 20 feet, though it must\
    \ always remain on a horizontal surface large enough to accommodate its area.\
    \ If the pit\u2019s movement causes it to share a space with a creature on the\
    \ same horizontal surface, that creature must succeed at a Reflex saving throw\
    \ or fall into the pit. Any creature that avoids falling into the pit when it\
    \ reaches its new destination moves to the nearest safe space. Creatures that\
    \ fall into the pit move with it if it is relocated."
  duration: 1 round/level
  effect: mobile 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
  level: cleric 6, druid 6, psychic 6, sorcerer/wizard 5, summoner 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Rock Whip:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your\
    \ hand. This weapon is treated as a non-magical whip that deals 1d8 points of\
    \ bludgeoning damage. You can wield this weapon as a whip as if you were proficient\
    \ with it, and it isn\u2019t subject to the disarm or sunder combat maneuver.\
    \ The whip passes through natural unworked stone effortlessly, allowing you to\
    \ ignore cover between you and your target from such sources. Armor and natural\
    \ armor have no effect on the damage dealt by a rock whip (unlike a normal whip),\
    \ but the whip deals no damage to outsiders with the earth subtype. Attacks with\
    \ a rock whip strike with resounding force; you can make a free bull rush combat\
    \ maneuver against any creature you strike with a rock whip, using your caster\
    \ level in place of your base attack bonus and your primary casting ability score\
    \ modifier (Charisma for sorcerers, Intelligence for wizards, and so on) in place\
    \ of your Strength modifier."
  duration: 1 round/level (D)
  effect: whip of earth and stone
  level: arcanist 2, cleric/oracle 2, druid 2, hunter 1, magus 2, ranger 1, shaman
    2, sorcerer/wizard 2, warpriest 2, witch 2
  range: 0 ft
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Rope Tornado:
  area: 120 ft. line
  casting_time: 1 standard action
  components: V, S, M (a length of twine )
  description:
  - "A spiraling twister of tornado-force wind surges forth from your palm, unbalancing\
    \ those it rushes over. Creatures on the ground within the area are knocked prone.\
    \ A flying creature within the spell\u2019s area must instead succeed at a DC\
    \ 25 Fly check or plummet to the ground, taking the appropriate amount of falling\
    \ damage."
  duration: instantaneous
  effect: null
  level: druid 4, magus 4, occultist 4, shaman 4, sorcerer/wizard 4, witch 4
  range: 120 ft.
  saving_throw: Reflex negates
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
Rope Trick:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered corn and a twisted loop of parchment)
  description:
  - When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of
    the rope rises into the air until the whole rope hangs perpendicular to the ground,
    as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional
    space that is outside the usual multiverse of extra-dimensional spaces. Creatures
    in the extra-dimensional space are hidden, beyond the reach of spells (including
    divinations), unless those spells work across planes. The space holds as many
    as eight creatures (of any size). The rope cannot be removed or hidden. The rope
    can support up to 16,000 pounds. A weight greater than that can pull the rope
    free.
  duration: 1 hour/level (D)
  effect: null
  level: medium 2, occultist 2, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one touched piece of rope from 5 ft. to 30 ft. long
Ropeweave:
  area: null
  casting_time: 1 minute
  components: V, S, F (a rope )
  description:
  - You cause the target rope to grow in length and weave itself into one of several
    forms, each of which can support up to 1,000 pounds, plus 200 pounds per caster
    level (maximum 3,000 pounds at 10th level). Only one type of construction can
    be created with each casting of the spell, and the creation remains stationary
    unless destroyed.
  duration: 1 hour/level (D)
  effect: null
  level: occultist 2, ranger 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one rope
Rotgut:
  area: null
  casting_time: 1 round
  components: V, S, M (a pinch of hops)
  description:
  - "You transform the target into a cheap alcohol of your choice, such as beer, grog,\
    \ mead, rum, or wine. The alcohol doesn\u2019t taste good, but it\u2019s drinkable\
    \ and just as effective as normal alcohol in making creatures inebriated. This\
    \ spell doesn\u2019t work on holy water, potions, magical liquids, or water that\
    \ is part of a creature."
  duration: instantaneous
  effect: null
  level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, occultist 2, skald
    2, warpriest 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 gallon of water/level
Rubberskin:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of rubber or drop of tar)
  description:
  - Your skin becomes more elastic, distributing crushing damage efficiently.
  duration: 10 minutes/level
  effect: null
  level: alchemist 4, magus 4, sorcerer/wizard 5, witch 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Rumbling Fury:
  area: cone
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a minor earthquake that can trip creatures.
  duration: instantaneous
  effect: null
  level: adept 2, cleric/oracle 2, sorcerer/wizard 2
  range: 30 ft.
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: null
Rumormonger:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You utter a brief anecdote or bit of news as the verbal component of this spell\
    \ and track its progress through a social gathering or other crowd. When someone\
    \ who heard the rumor directly from you and repeated the rumor is within your\
    \ range, they glow silver to your sight, though this glow doesn\u2019t occur if\
    \ the creature is in disguise (unless it was in the same disguise at the time\
    \ of casting). You can choose to follow the rumor by selecting any such creature\
    \ in range, at which point the creatures who heard the rumor from you no longer\
    \ glow silver, and now the creatures who heard the rumor from your chosen creature\
    \ glow silver instead. You can follow the rumor\u2019s path until you reach a\
    \ creature that heard the rumor but didn\u2019t repeat it (or repeated it incorrectly).\
    \ The glow identifies only creatures who heard the same information you conveyed.\
    \ Minor cosmetic changes in the rumor don\u2019t interrupt the chain, but when\
    \ the rumor no longer resembles the information you imparted, the trail stops\
    \ and the spell ends."
  duration: 1 day/level (D)
  effect: 1 rumor
  level: bard 2, inquisitor 2, medium 1, mesmerist 2, psychic 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (see text)
  school: divination
  spell_resistance: 'yes'
  target: null
Rune Trace:
  area: null
  casting_time: 1 minute
  components: V, S, M (pinch of powdered gemstones worth 25 gp)
  description:
  - "By immersing yourself fully in the intricacies of a carved or written rune of\
    \ any kind, you can divine the elements of that rune\u2019s nature."
  duration: instantaneous
  effect: null
  level: bard 1, cleric 1, occultist 1, psychic 1, sorcerer/wizard 1
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: rune touched
Rune of Durability:
  area: null
  casting_time: 1 minute
  components: V, S, M (iron filings)
  description:
  - You inscribe an angular rune upon the surface of a weapon, increasing its hit
    points. A weapon that bears this rune multiplies its hit points by 2, as if it
    were one size category larger than it actually is. Placing more than one rune
    of this type on a weapon has no effect.
  duration: permanent
  effect: null
  level: sorcerer/wizard 3
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: weapon touched
Rune of Ruin:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a self-portrait on a thin sheet of paper )
  description:
  - "You curse a magic item, such as magical clothing, a suit of armor, or a weapon.\
    \ The object is reduced to 1/4 its normal hit point total, gains the broken condition,\
    \ and appears damaged and worn. If it grants a numeric bonus, such as a +2 deflection\
    \ bonus to AC, that bonus is reduced by 1 for every 3 caster levels you possess,\
    \ to a minimum of +0. Other magical qualities fail to work 50% of the time when\
    \ called upon, so a resistance bonus on saves or a weapon\u2019s flaming special\
    \ ability could fail each time the item is used."
  duration: instantaneous
  effect: null
  level: alchemist 4, bard 4, inquisitor 4, sorcerer/wizard 5, witch 5
  range: Medium (100 ft. plus 10 ft./level)
  saving_throw: Fort negates (object)
  school: transmutation [curse]
  spell_resistance: 'no'
  target: 1 object
Rune of Rule:
  area: null
  casting_time: 1 minute
  components: V, S, M ( vial of paint worth 25 gp)
  description:
  - "This spell allows you to place a rune upon another creature that can then be\
    \ used to aid it at a later time. You determine the spell\u2019s effect at the\
    \ time of casting by using your finger to paint a specific rune on the recipient\u2019\
    s body with a dose of specially prepared paint worth 25 gp. The inscribed rune\
    \ lasts for 24 hours or until the spell is activated. Unless otherwise noted,\
    \ the creature upon which the rune of rule has been inscribed can activate it\
    \ at any time as a swift action. If the spell effect isn\u2019t used, all markings\
    \ associated with the rune disappear and the effect fades. You can never place\
    \ the spell upon yourself-it must be bestowed on someone else. The seven runes\
    \ of rule, along with their specific effects when the user activates them, are\
    \ listed below. A creature can bear only one rune of rule at a time."
  duration: 1 day or until activated (see description)
  effect: null
  level: bard 2, occultist 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one living creature
Rune of Warding:
  area: null
  casting_time: 1 hour
  components: V, S, M (powdered adamantine, diamond, or mithral worth 200 gp)
  description:
  - You inscribe a series of runes upon the surface of a door or around the border
    of an entryway. They function as a glyph of warding (blast glyph), though unlike
    a glyph of warding, these runes are always visible. The runes count as a glyph
    of warding for the purpose of what spells can defeat it, placing multiple glyphs
    in the same area, and so on.
  duration: permanent until discharged (D)
  effect: null
  level: sorcerer/wizard 3
  range: touch
  saving_throw: Reflex half
  school: abjuration
  spell_resistance: no (object) and yes (see text)
  target: doorway or portal touched
Runic Overload:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small rune carved from stone)
  description:
  - "This spell charges magical runes to an explosive degree. If cast on a creature\
    \ with magical runes on its body, such as a rune giant or a runescarred creature,\
    \ it deals 1d6 points of sonic damage per caster level (maximum 20d6) to the target\
    \ and stuns the target for 1 round. When the spell is cast in this way, it must\
    \ overcome the target\u2019s spell resistance. A successful Will save halves the\
    \ damage and negates the stun effect."
  duration: instantaneous
  effect: null
  level: bloodrager 3, magus 4, sorcerer/wizard 5, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: evocation [sonic]
  spell_resistance: see text
  target: one creature or object
Rusting Grasp:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Any iron or iron alloy item you touch crumbles into rust. If the item is so large
    that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal
    is rusted and destroyed. Magic items made of metal are immune to this spell.
  duration: see text
  effect: null
  level: druid 4
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one nonmagical ferrous object (or the volume of the object within 3 ft.
    of the touched point) or one ferrous creature
Sabotage Construct:
  area: null
  casting_time: 1 standard action
  components: S, V
  description:
  - "This spell functions as confusion, except that it affects only constructs. When\
    \ you are rolling for a confused construct\u2019s behavior, a result of 26\u2013\
    50 indicates the construct twitches spasmodically. On a successful Will save,\
    \ the construct is confused for only 1 round."
  duration: 1 round/level
  effect: null
  level: bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
  range: touch
  saving_throw: Will partial
  school: transmutation
  spell_resistance: 'yes'
  target: null
Sacramental Seal:
  area: null
  casting_time: 1 round
  components: V, S, F (an object worth at least 2,000 gp)
  description:
  - "You trap the target in an object decorated with the holy symbols of your god\
    \ or faith. While trapped in the object, the creature can\u2019t take any actions\
    \ and is immune to spells and spell-like abilities."
  duration: instantaneous
  effect: null
  level: cleric 8
  range: touch
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Sacred Bond:
  area: null
  casting_time: 1 round
  components: V, S, F (a pair of golden bracelets worth 100 gp each worn by both you
    and the target)
  description:
  - 'To use this spell, you first touch the intended recipient, creating a sympathetic
    field of healing energies between you. '
  duration: 10 minutes/level (D)
  effect: null
  level: cleric/oracle 3, inquisitor 2, paladin 2
  range: touch; see text
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: null
Sacred Nimbus:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You are surrounded by a nimbus of golden light shaped like your god\u2019s holy\
    \ symbol or a symbol of your faith. Any evil creature striking you with unarmed\
    \ strikes, natural weapons, or a handheld weapon deals normal damage, but at the\
    \ same time, the attacker takes 1d6 points of damage + 1 point per caster level\
    \ (maximum +15). Creatures wielding melee weapons with reach are not subject to\
    \ this damage if they attack you. Spell resistance applies against this damage.\
    \ You also take half damage from magical attacks with the evil descriptor. If\
    \ such an attack allows a Reflex save for half damage, you take no damage on a\
    \ successful saving throw."
  duration: 1 round/level (D)
  effect: null
  level: cleric 5, inquisitor 5, paladin 4
  range: personal
  saving_throw: null
  school: evocation [good]
  spell_resistance: null
  target: you
Sacred Space:
  area: 20-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S, M (a vial of ambrosia)
  description:
  - "This spell sanctifies an area with heavenly power. The DC to resist spells or\
    \ spell-like abilities with the good descriptor or channeled energy that damages\
    \ evil outsiders (as when using Alignment Channel) increases by +2. In addition,\
    \ evil outsiders take a \u20131 penalty on attack rolls, damage rolls, and saving\
    \ throws, and they cannot be called or summoned into a sacred space. If the sacred\
    \ space contains an altar, shrine, or other permanent fixture dedicated to your\
    \ deity, pantheon, or good-aligned higher power, the modifiers given above are\
    \ doubled. You cannot cast sacred space in an area with a permanent fixture dedicated\
    \ to a deity other than yours."
  duration: 2 hours/level
  effect: null
  level: cleric 2, paladin 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [good]
  spell_resistance: 'no'
  target: null
Sacrifice:
  area: null
  casting_time: 1 minute
  components: V, S, M (see text)
  description:
  - You make a sacrifice to aid in conjuring and commanding a creature called with
    planar ally, planar binding, or a similar spell. A sacrifice can be used in a
    variety of ways.
  duration: instantaneous, 1 hour, or 1 day (see text)
  effect: null
  level: cleric 4, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'no'
  target: one summoned elemental or outsider (see text)
Sacrificial Oath:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You create a powerful bond between yourself and a single creature. Until the\
    \ end of the spell\u2019s duration, each time the target is hit with an attack\
    \ or fails a Saving Throw, you can take the full damage of that attack and any\
    \ other effects that creature suffers. If you choose not to take on the damage\
    \ and effects, you instead take a number of points of damage equal to your Constitution\
    \ score as backlash. Any resistances or immunities you have are applied normally,\
    \ but you cannot otherwise reduce or negate the damage or effects of either the\
    \ transfer or the backlash. If you or the subject of the spell move out of line\
    \ of sight, the spell ends."
  duration: 1 minute/level
  effect: null
  level: paladin 4
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Saddle Surge:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You and your mount form a perfect synergy that endows both of you with advantages
    based upon how far you travel each round. For every 5 feet your mount moves in
    a given round, you gain a +1 competence bonus on Ride checks and both you and
    your mount gain a +1 morale bonus on damage rolls made with weapons or natural
    attacks for 1 round. For instance, if your mount traveled 40 feet in a round,
    you would gain a +8 bonus on Ride checks and you and your mount would both gain
    a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your caster
    level. You must be mounted to enjoy the benefits of this spell. If you dismount,
    get knocked off, or take any other action that separates you from your mount,
    the spell immediately ends.
  duration: 1 round/level (D); see text
  effect: null
  level: paladin 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Sadomasochism:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - While subject to this spell, any time you are dealt damage, your attacker must
    roll damage for the attack twice and take the higher roll, but the attacker must
    also succeed at a Will saving throw or become demoralized for 1 round. Each time
    you deal damage to a creature demoralized by this spell, you roll damage twice
    and take the higher result.
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 3, cleric/oracle 3, inquisitor 3, magus 4, sorcerer/wizard 4,
    witch 4
  range: personal
  saving_throw: Will negates; see text
  school: necromancy [pain]
  spell_resistance: 'yes'
  target: you
Salvage:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - An invisible force pulls together the remains of a shipwreck. Bits of hull, tattered
    sails, broken masts, and smashed figureheads knit themselves back together. Rotten
    wood turns solid once more, and sails re-weave themselves as the rigging snakes
    across the masts.
  duration: see text
  effect: null
  level: cleric 9, sorcerer/wizard 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: Fort negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one shipwreck
Sanctify Armor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue your armor with a righteous aura. It gains a +1 enhancement bonus per
    four caster levels (maximum +5 at 20th level). When using your judgment or smite
    ability, you gain DR 5/evil.
  duration: 1 minute/level
  effect: null
  level: inquisitor 4, paladin 3
  range: touch
  saving_throw: Will negates (harmless, object)
  school: abjuration [good]
  spell_resistance: yes (harmless, object)
  target: null
Sanctify Corpse:
  area: corpse touched
  casting_time: 1 standard action
  components: V, S, DF, M (a pinch of silver dust)
  description:
  - This spell blesses a corpse with positive energy, preventing it from being turned
    into an undead creature. Attempts to raise the corpse as an undead automatically
    fail. If the corpse is of a person slain by a creature that creates undead out
    of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed
    until the end of this spell. It is possible to protect a corpse for an extended
    time by casting this spell each day.
  duration: 24 hours
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1, witch 1
  range: touch
  saving_throw: none
  school: evocation [good]
  spell_resistance: 'no'
  target: null
Sanctify Weapons:
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell originated among the armies of Heaven. Choose a specific subtype of
    evil outsider when you cast this spell, such as daemon, demon, devil, or div.
  duration: 1 round/level
  effect: null
  level: cleric/oracle 5, paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Sanctuary:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Any opponent attempting to directly attack the warded creature, even with a targeted\
    \ spell, must attempt a Will save. If the save succeeds, the opponent can attack\
    \ normally and is unaffected by that casting of the spell. If the save fails,\
    \ the opponent can\u2019t follow through with the attack, that part of its action\
    \ is lost, and it can\u2019t directly attack the warded creature for the duration\
    \ of the spell. Those not attempting to attack the subject remain unaffected.\
    \ This spell does not prevent the warded creature from being attacked or affected\
    \ by area of effect spells. The subject cannot attack without breaking the spell\
    \ but may use non-attack spells or otherwise act."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 1, inquisitor 1
  range: touch
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'no'
  target: creature touched
Sand Table:
  area: null
  casting_time: 10 minutes
  components: V, S, M (handful of sand)
  description:
  - "Sand table allows you to create a scale model of the battlefield surrounding\
    \ your position, showing numbers of troops, their relative positions, and their\
    \ movement as if you were observing from a great height overhead (1,000 feet up).\
    \ You cast the spell upon a table or other flat surface and cause the model to\
    \ appear upon a 5-foot-by-5-foot section of that table or surface. It reflects\
    \ accurate terrain and topography, though it doesn\u2019t identify fine topographical\
    \ features or concealed or hidden topography. It also indicates all normally visible\
    \ Small or larger creatures within the area of effect, but it doesn\u2019t provide\
    \ identifying characteristics of those creatures; each creature appears as an\
    \ indistinct speck, under 1 millimeter in each dimension."
  duration: null
  effect: null
  level: arcanist 4, bard 3, hunter 3, medium 3, ranger 3, skald 3, sorcerer/wizard
    4
  range: see text
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Sand Whirlwind:
  area: 10-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M (a handful of sand, dust, or fine powder)
  description:
  - A whirling cloud of sand strikes the target, blinding it and hampering its ability
    to speak. To speak while affected by the spell, the target must make a Concentration
    check (DC equal to the DC of this spell). If the target tries to cast a spell,
    the Concentration DC increases by the level of the spell being cast. A successful
    Will save negates the blindness but not the speech-hampering effect.
  duration: 1 round/level
  effect: null
  level: cleric/oracle 3
  range: medium (100 f. + 10 f./level)
  saving_throw: Will negates (blinding only)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one creature
Sands of Time:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You temporarily age the target, immediately advancing it to the next age category.
    The target immediately takes the age penalties to Strength, Dexterity, and Constitution
    for its new age category, but does not gain the bonuses for that category. A creature
    whose age is unknown is treated as if the spell advances it to middle age. Ageless
    or immortal creatures are immune to this spell.
  duration: 10 minutes/level or instantaneous (see text)
  effect: null
  level: cleric/oracle 3, occultist 3, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist
    3, witch 3
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: touched creature or object
Savage Maw:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp\
    \ fangs. You gain a bite attack that deals 1d4 points of damage plus your Strength\
    \ modifier. If you confirm a critical hit with this attack, it also deals 1 point\
    \ of bleed damage. If you already have a bite attack, your bite deals 2 points\
    \ of bleed damage on a critical hit. You are considered proficient with this attack.\
    \ If used as part of a full-attack action, the bite is considered a secondary\
    \ attack, is made at your full base attack bonus \u20135, and adds half your Strength\
    \ modifier to its damage. You can end this spell before its normal duration by\
    \ making a bestial roar as a swift action. When you do, you can make an Intimidate\
    \ check to demoralize all foes within a 30-foot radius that can hear the roar."
  duration: 1 minute/level (D), special (see below)
  effect: null
  level: antipaladin 1, cleric 2, druid 2, inquisitor 2, magus 2, psychic 2, ranger
    1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Saving Finale:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - You must have a bardic performance in effect to cast this spell. With a flourish,
    you can immediately end your bardic performance when a creature within range affected
    by your bardic performance fails a Saving Throw, allowing the subject to immediately
    reroll the failed Saving Throw.
  duration: instantaneous
  effect: null
  level: bard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: evocation [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Sawtooth Terrain:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - This spell targets an area of earth, metal, stone, or wood, causing long, serrated
    blades to shoot out from random points within the area of effect.
  duration: 1 round/level
  effect: one 10-foot square of difficult and damaging terrain
  level: cleric 5, druid 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates
  school: transmutation [earth]
  spell_resistance: 'yes'
  target: null
Scale Spikes:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small thorn)
  description:
  - When the target is affected by this spell, its scales grow jagged spikes.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2,
    witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: one living creature/level that is a reptile, has the dragon type, or has
    the reptilian subtype, and that also has a natural armor bonus of at least +1
Scales of Deflection:
  area: null
  casting_time: 1 standard action
  components: V, M (a dragon scale)
  description:
  - Brilliant draconic iconography matching your draconic heritage (or a kind of dragon
    whose alignment matches your own) surrounds you. Any touch attack attempted against
    you resolves against your normal AC. Once such an attack has been resolved, this
    spell is dismissed at the end of your next turn.
  duration: 1 minute/level (see text)
  effect: null
  level: bloodrager 2, magus 3, occultist 3, paladin 3, psychic 3, sorcerer/wizard
    3, spiritualist 3, summoner 3
  range: personal
  saving_throw: null
  school: abjuration [draconic]
  spell_resistance: null
  target: you
Scamper:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - Your animal companion moves with astonishing agility and speed until the end of
    its turn. It can move at full speed while using Acrobatics, and it gains a competence
    bonus equal to twice your caster level (maximum +20 at 10th level) on Acrobatics
    checks to avoid attacks of opportunity or move through a square occupied by an
    enemy.
  duration: 1 round; see text
  effect: null
  level: druid 2, ranger 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: your animal companion
Scare:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a bone from an undead creature)
  description:
  - This spell functions like cause fear, except that it causes all targeted creatures
    of less than 6 HD to become frightened.
  duration: 1 round/level or 1 round; see text for
  effect: null
  level: antipaladin 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman
    2, spiritualist 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Scarify:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Your touch causes a single creature\u2019s skin to produce fibrous tissue that\
    \ sutures the creature\u2019s wounds, rapidly closing them and leaving jagged\
    \ scars where the wounds were."
  duration: instantaneous
  effect: null
  level: adept 1, alchemist 1, antipaladin 1, cleric 1, druid 1, inquisitor 1, shaman
    1, spiritualist 1, witch 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: creature touched
Scent Trail:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a queen ant)
  description:
  - You, or a willing creature you touch, lay down a trail of scents that only the
    creatures you designate at the time of can detect. These creatures find it very
    easy to follow this trail.
  duration: 1 hour/level
  effect: null
  level: druid 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Scintillating Pattern:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a crystal prism)
  description:
  - "A twisting pattern of coruscating colors weaves through the air, affecting creatures\
    \ within. The spell affects a total number of HD of creatures equal to your caster\
    \ level (maximum 20). Creatures with the fewest HD are affected first, and among\
    \ creatures with equal HD, those who are closest to the spell\u2019s point of\
    \ origin are affected first. HD that are not sufficient to affect a creature are\
    \ wasted. The spell affects each subject according to its HD."
  duration: concentration + 2 rounds
  effect: colorful lights in a 20-ft.-radius spread
  level: sorcerer/wizard 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Scintillating Wall:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a handful of crushed d\u2019ziriak chitin)"
  description:
  - You create a vibrant wall of hypnotic light and color.
  duration: 1 round/level (D)
  effect: wall with an area of up to one 10-ft. square/level
  level: bard 4, psychic 5, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'no'
  target: null
Scorching Ash Form:
  area: null
  casting_time: 1 standard action
  components: S, M (a bit of gauze and a handful of ashes)
  description:
  - This spell functions like gaseous form, except the target becomes a visible swirl
    of hot ash and smoke instead of harmless translucent gas. The target gains the
    fire subtype. Any creature that begins its turn sharing a space with the target
    takes 2d6 points of fire damage and must make a Fortitude save (DC 15, + 1 per
    previous check) or suffer the effects of smoke inhalation.
  duration: 1 minute/level
  effect: null
  level: alchemist 4, sorcerer/wizard 4
  range: touch
  saving_throw: none
  school: transmutation [fire]
  spell_resistance: 'no'
  target: willing corporeal creature touched
Scorching Ray:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You blast your enemies with a searing beam of fire. You may fire one ray, plus
    one additional ray for every four levels beyond 3rd (to a maximum of three rays
    at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points
    of fire 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.
  duration: instantaneous
  effect: one or more rays
  level: bloodrager 2, magus 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Scourge of the Horsemen:
  area: 30-ft. burst
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell blasts the area with a horrific combination of soul-rending energy
    and physical corrosion. Creatures in the area of effect gain 1d4 negative levels,
    and take 1d6 points of acid damage per caster level (maximum 20d6).
  duration: instantaneous
  effect: null
  level: cleric 9, sorcerer/wizard 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude half
  school: necromancy [acid, evil]
  spell_resistance: 'yes'
  target: null
Scouring Winds:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell brings forth a windstorm of stinging sand that blocks all vision. You
    can move the storm up to 30 feet each round as a move action.
  duration: 1 round/level (D)
  effect: sandstorm in 20-ft. radius, 20 ft. high
  level: druid 7, sorcerer/wizard 7, witch 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [air, earth]
  spell_resistance: yes (see text)
  target: null
Screaming Flames:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a charred animal or humanoid skull fragment)
  description:
  - A sheer wall of flame appears and rushes away from you.
  duration: instantaneous
  effect: a sheet of flame up to 15 ft. long and 10 ft. high that moves 15 ft. in
    a straight line.
  level: antipaladin 3, cleric 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex half and Will negates (see text)
  school: evocation [evil, fire, mind-affecting]
  spell_resistance: 'yes'
  target: null
Screech:
  area: 30-ft.-radius spread centered on you
  casting_time: 1 standard action
  components: V
  description:
  - You emit a shrill, piercing shriek, startling those around you into dropping their
    guard. Enemies in the area must make a successful Saving Throw or immediately
    provoke attacks of opportunity from foes that threaten them. You and your allies
    are unaffected by your own screech.
  duration: instantaneous
  effect: null
  level: witch 3
  range: 30 ft.
  saving_throw: Fortitude negates
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Screen:
  area: 30-ft. cube/level (S)
  casting_time: 10 minutes
  components: V, S
  description:
  - "This spell creates a powerful protection from scrying and observation. When casting\
    \ the spell, you dictate what will and will not be observed in the spell\u2019\
    s area. The illusion created must be stated in general terms. Once the conditions\
    \ are set, they cannot be changed. Attempts to scry the area automatically detect\
    \ the image stated by you with no save allowed. Sight and sound are appropriate\
    \ to the illusion created. Direct observation may allow a save (as per a normal\
    \ illusion), if there is cause to disbelieve what is seen. Even entering the area\
    \ does not cancel the illusion or necessarily allow a save, assuming that hidden\
    \ beings take care to stay out of the way of those affected by the illusion."
  duration: 24 hours
  effect: null
  level: sorcerer/wizard 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none or Will disbelief (if interacted with); see text
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
"Scribe\u2019s Binding":
  area: null
  casting_time: 1 standard action
  components: V, S, F (a book bound in precious metals and treated with rare oils,
    worth 1,000 gp per HD of the target)
  description:
  - "This spell binds a single creature into a prepared book, sustaining it in suspended\
    \ animation and filling the book with its experience and knowledge. The tome weighs\
    \ 10 pounds and has one page for every day of the subject\u2019s life. The cover\
    \ and binding transform to reflect the subject\u2019s appearance, interests, and\
    \ tastes. Every thought and memory\u2014including those the target may have forgotten\
    \ long ago\u2014are perfectly transcribed within the enchanted pages, penned in\
    \ excruciating detail in the language that the creature was thinking or speaking\
    \ in when the event occurred. If a memory includes dialogue in a language the\
    \ subject didn\u2019t understand, that dialogue is reproduced phonetically, and\
    \ must be translated by a reader who knows that language. Any alterations to a\
    \ subject\u2019s memories\u2014such as by a modify memory spell\u2014appear in\
    \ a subtly different script; a successful DC 35 Linguistics check is needed to\
    \ identify this."
  duration: permanent
  effect: null
  level: occultist 6, sorcerer/wizard 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: creature touched
Scripted Hallucination:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as audiovisual hallucination, except that the phantasm includes
    visual, auditory, olfactory, tactile, and thermal components, and the phantasm
    follows a complex script. The phantasm follows that script without your concentration
    and can react to stimuli the targets perceive.
  duration: 1 minute/level (D)
  effect: null
  level: bard 5, magus 5, medium 4, mesmerist 5, occultist 5, psychic 5, sorcerer/wizard
    5
  range: null
  saving_throw: null
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: null
  target: null
"Scrivener\u2019s Chant":
  area: null
  casting_time: 1 standard action
  components: V, S, M (fine sand and a vial of ink)
  description:
  - "This spell imbues a quill with animate energy and rapidly transcribes words from\
    \ one page to another. The quill copies a written work at the rate of one normal-sized\
    \ page per minute. The Linguistics skill can be used to make a convincing copy,\
    \ but otherwise the reproduction is written in the hand of the caster. You must\
    \ concentrate upon the material being duplicated for the spell\u2019s duration\
    \ and provide new blank pages as required. The scrivener\u2019s chant requires\
    \ blank paper and a quill or other writing materials, in addition to the material\
    \ components."
  duration: concentration, up to 1 minute/level
  effect: null
  level: bard 0, cleric/oracle 0, sorcerer/wizard 0
  range: 5 ft.
  saving_throw: Will (harmless, object)
  school: transmutation
  spell_resistance: 'yes'
  target: one or more written objects
Scrying:
  area: null
  casting_time: 1 hour
  components: V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)
  description:
  - You can observe a creature at any distance. If the subject succeeds on a Will
    save, the spell fails. The difficulty of the save depends on how well your knowledge
    of the subject and what sort of physical connection (if any) you have to that
    creature. Furthermore, if the subject is on another plane, it gets a +5 bonus
    on its Will save.
  duration: 1 min./level
  effect: magical sensor
  level: bard 3, cleric/oracle 5, druid 4, shaman 4, sorcerer/wizard 4, witch 4
  range: see text
  saving_throw: Will negates
  school: divination (scrying)
  spell_resistance: 'yes'
  target: null
Sculpt Corpse:
  area: null
  casting_time: 1 standard action
  components: V, S, M (lump of wax)
  description:
  - With a clammy caress and a word to the powers lurking beyond death, you can reshape
    a dead body look like another creature or even a specific person so long as you
    have firsthand knowledge of how that creature or person actually looks.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 1
  range: touch
  saving_throw: Will partial; see text
  school: necromancy
  spell_resistance: 'no'
  target: null
Sculpt Simulacrum:
  area: null
  casting_time: null
  components: V, S
  description:
  - "You create cosmetic changes to a simulacrum, similar to disguise self, except\
    \ the changes are physical rather than illusory. This does not change any of the\
    \ simulacrum\u2019s abilities."
  duration: null
  effect: null
  level: psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: simulacrum touched
Sculpt Sound:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You can change the sounds that creatures or objects make. You can create sounds
    where none exist, deaden sounds, or transform sounds into other sounds. All affected
    creatures or objects must be transmuted in the same way. Once the transmutation
    is made, you cannot change it. You can change the qualities of sounds but cannot
    create words with which you are unfamiliar yourself. '
  duration: 1 hour/level (D)
  effect: null
  level: bard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Sculpted Cape:
  area: null
  casting_time: 1 standard action
  components: V, S, F (cape or loose outer garment)
  description:
  - Your cape, cloak, or shawl stiffens and maintains its shape even if removed. A
    sculpted cape has hardness 2 and a number of hit points equal to your caster level,
    and it can support 1 pound of weight per caster level. An unworn sculpted cape
    can provide cover.
  duration: 1 minute/level
  effect: null
  level: bard 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Sea Stallion:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as sea steed, but as long as you stay mounted on the target,
    you also gain the amphibious quality and your melee attacks function as if you
    were under the effect of freedom of movement. the benefits you gain from this
    spell are not polymorph effects. If you dismount from the target, you retain the
    amphibious quality for up to 1 minute, but not the other benefits. You regain
    all of the benefits once you mount the target creature again.
  duration: null
  effect: null
  level: druid 4, paladin 4, ranger 4
  range: null
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: null
Sea Steed:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The target adapts to life in the water, gaining piscine scales that cover its
    body and growing fins in place of feet.
  duration: 10 minutes/level (D)
  effect: null
  level: druid 2, paladin 2, ranger 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: a creature you are mounted upon
Sea of Dust:
  area: null
  casting_time: 1 hour
  components: V, S, DF
  description:
  - "You cause all areas of water to which you have line of effect to recede as if\
    \ you had cast control water. Exposed water that enters the area ebbs away, evaporating\
    \ or leaching into the ground at a rate of 1 foot of depth per hour. Living creatures\
    \ in the area when the spell is cast are parched with thirst and take a \u2013\
    4 penalty on Constitution checks to resist the effects of a hot climate, and their\
    \ daily water requirement to avoid thirst doubles. Plant creatures and inanimate\
    \ plants take 1d6 points of nonlethal damage per hour after the first 24 hours,\
    \ which bypasses hardness and damage reduction. Living creatures with the aquatic\
    \ or water subtype, unless completely immersed in water, must attempt a DC 20\
    \ Constitution check each hour no matter how much water they drink. A creature\
    \ that fails takes 1d6 points of nonlethal damage and becomes fatigued until it\
    \ recovers from the nonlethal damage."
  duration: null
  effect: null
  level: druid 9
  range: 0 ft.
  saving_throw: none
  school: transmutation [water]
  spell_resistance: 'no'
  target: null
Sealed Life:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You seal the life force within the target, preventing it from sharing its vitality\
    \ with others. Affected creatures can\u2019t transfer damage to or from another,\
    \ such as through shield other, a spiritualist\u2019s life bond, or a summoner\u2019\
    s life link. Effects such as vampiric touch that steal vitality from others deal\
    \ damage normally, but provide no benefits."
  duration: 1 round/level
  effect: null
  level: medium 2, spiritualist 3
  range: close (25 ft. +5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'yes'
  target: one creature
Sealed Sending:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a scroll bearing a message in any language you can speak, with a maximum
    length of 50 words. The scroll magically appears anywhere you have viewed at least
    once on the same plane of existence you are on now. When the spell ends or when
    the message has been read completely, the scroll disintegrates, leaving no trace.
    This spell cannot be detected, traced, or blocked by any spell of a lower level.
  duration: 1 hour/level or until discharged
  effect: null
  level: sorcerer/wizard 5
  range: unlimited Effect one non-magical parchment with a written message
  saving_throw: none (harmless) Spell Resistance no (harmless)
  school: conjuration (creation) [language-dependent]
  spell_resistance: null
  target: null
Seamantle:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a cup of water)
  description:
  - You sheathe yourself within a churning column of pure elemental water up to 30
    feet high that fills your space. You gain a swim speed equal to your land speed
    and can see, hear, and breathe normally within the seamantle, but attacks against
    you are treated as if you were under the surface of the water. You gain improved
    cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not
    have freedom of movement effects. The cover granted by the seamantle does not
    enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks
    against you are unaffected unless they require attack rolls or state that they
    do not function underwater (such as cloudkill).
  duration: 1 minute/level
  effect: null
  level: druid 8, sorcerer/wizard 8
  range: personal
  saving_throw: null
  school: conjuration (creation) [water]
  spell_resistance: null
  target: null
Searching Shadows:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Strands of shadow probe an area, searching for a creature or object you specify
    by shape, size, or texture. Each round, the shadows attempt a Perception check
    on the squares they touch with a total bonus equal to your caster level + your
    Charisma or Intelligence modifier, whichever is higher. You can move the shadows
    up to 30 feet or change the search criteria as part of concentrating on the spell.
    Whenever the shadows come into contact with a creature with spell resistance,
    you must attempt a caster level check to overcome its spell resistance. If you
    fail, the spell ends.
  duration: concentration
  effect: shadows in a 10-foot-radius spread
  level: bard 2, sorcerer/ wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex partial
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: null
Searing Light:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Focusing divine power like a ray of the sun, you project a blast of light from
    your open palm. You must succeed on a ranged touch attack to strike your target.
  duration: instantaneous
  effect: ray
  level: cleric/oracle 3, inquisitor 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation
  spell_resistance: 'yes'
  target: null
Sebaceous Twin:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - By touching a living target, you cause a half-formed, parasitic clone of the target
    to burst from its midsection.
  duration: 1 round/level (see text)
  effect: null
  level: cleric 3, druid 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: none (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: living creature touched
Secluded Grimoire:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - This spell sends a spellbook into a random but safe location on the Ethereal Plane,
    where it remains indefinitely. When you cast this spell, the target spellbook
    dissolves into quickly fading lines of energy and runes that reflect all of the
    spells stored within. Thereafter, you can retrieve the spellbook by concentrating
    as a standard action, causing it to reappear in your hands. You cannot cast this
    spell on another spellbook if you currently have a spellbook in the Ethereal Plane.
    No other creatures or objects accompany the spellbook you send away, and the duration
    of any spells currently affecting the spellbook continue normally.
  duration: instantaneous
  effect: null
  level: magus 1, sorcerer/wizard 1
  range: touch
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: spellbook touched
Second Wind:
  area: null
  casting_time: 1 swift action or immediate action ; see text
  components: V
  description:
  - "You can cast this spell only when you have fewer than one-quarter of your total\
    \ hit points. With a gasping utterance, you summon invigorating air to fill your\
    \ lungs. You heal 2d8 points of damage + 1 point per caster level (maximum +10).\
    \ You can cast this spell either as a swift action on your turn or as an immediate\
    \ action when you are brought to below 0 hit points. If you do not breathe, you\
    \ can\u2019t benefit from this spell."
  duration: instantaneous
  effect: null
  level: antipaladin 3, cleric 3, inquisitor 3, paladin 3, ranger 3
  range: personal
  saving_throw: null
  school: conjuration (healing) [air]
  spell_resistance: null
  target: you
Secret Chest:
  area: null
  casting_time: 10 minutes
  components: V, S, F (the chest and its replica)
  description:
  - "You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve\
    \ it at will. The chest can contain up to 1 cubic foot of material per caster\
    \ level (regardless of the chest\u2019s actual size, which is about 3 feet by\
    \ 2 feet by 2 feet). If any living creatures are in the chest, there is a 75%\
    \ chance that the spell simply fails. Once the chest is hidden, you can retrieve\
    \ it by concentrating (a standard action), and it appears next to you."
  duration: 60 days or until discharged
  effect: null
  level: sorcerer/wizard 5, witch 5
  range: see text
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: one chest and up to 1 cu. ft. of goods/caster level
Secret Coffer:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like secret chest, except the coffer is only 1 foot square
    and can contain only 1 cubic foot of goods, and the container can remain safely
    hidden on the Ethereal Plane for only 14 days before it risks becoming lost. The
    spell automatically fails if a living creature enters the coffer. The coffer used
    as a focus for secret coffer must cost at least 500 gp, and its replica costs
    5 gp.
  duration: null
  effect: null
  level: sorcerer/wizard 3, witch 3
  range: null
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: one small chest or coffer and up to 1 cu. ft. of goods
Secret Page:
  area: null
  casting_time: 10 minutes
  components: "V, S, M (powdered herring scales and a vial of will-o\u2019-wisp essence)"
  description:
  - Secret page alters the contents of a page so that it appears to be something entirely
    different. The text of a spell can be changed to show another spell of equal or
    lower level known by the caster. This spell cannot be used to change a spell contained
    on a scroll, but it can be used to hide a scroll. Explosive runes or sepia snake
    sigil can be cast upon the secret page.
  duration: permanent
  effect: null
  level: bard 3, sorcerer/wizard 3
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: page touched, up to 3 sq. ft. in size
Secret Sign:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a lemon peel)
  description:
  - "You invisibly inscribe a small mark or short message (no more than 25 words)\
    \ on a creature or object, similar to the way arcane mark works. The sign can\
    \ be no more than 6 inches across, and if it\u2019s a written message, it can\
    \ be in any language you can read and write at the time of the spell\u2019s casting.\
    \ As you cast the spell, you can define one auditory, olfactory, tangible, or\
    \ visual criterion\u2014such as all creatures wearing green bands on their left\
    \ arms or only creatures who smell of lavender or only orcs\u2014that allows designated\
    \ creatures within 30 feet to see the secret sign."
  duration: 1 day/level
  effect: null
  level: bard 1, inquisitor 1, shaman 1, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates (object)
  school: illusion (glamer)
  spell_resistance: yes (harmless, object)
  target: one creature or object
Secret Speech:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell grants the target the ability to send secret messages embedded within\
    \ normal speech. This is similar to the secret messages ability of the Bluff skill,\
    \ but no check is needed; the speaker\u2019s intended recipient always understands\
    \ the hidden message perfectly, but other listeners cannot perceive the message\
    \ at all. The target can send only one message at a time, though it can send that\
    \ message to multiple listeners."
  duration: 10 minutes/level
  effect: null
  level: bard 1, cleric 2, inquisitor 1, shaman 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: no (harmless)
  target: creature touched
Secret Vault:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions like secret chest, except it affects a small structure,\
    \ vault, or oversized chest. Living creatures within a secret vault don\u2019\
    t cause the spell to fail. While the vault is stored on the Ethereal Plane, living\
    \ creatures within the vault don\u2019t need to eat, drink, or breathe, but they\
    \ can\u2019t leave the vault except via magic such as plane shift. The vault used\
    \ as a focus for secret vault must cost at least 25,000 gp, and its replica costs\
    \ 250 gp. A secret vault has only a 1% cumulative chance per day of becoming irretrievably\
    \ lost after 360 days."
  duration: null
  effect: null
  level: sorcerer/wizard 8, witch 8
  range: null
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: one chamber and up to 10 cu. ft. of goods/ caster level
Secret Workshop:
  area: null
  casting_time: null
  components: V, S, M (diamond dust worth 150 gp)
  description:
  - "This spell functions as nondetection except as noted above. You can exclude any\
    \ creatures or objects in the spell\u2019s range when casting this spell, if you\
    \ wish."
  duration: null
  effect: null
  level: medium 4, mesmerist 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist
    5, summoner 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Secure Shelter:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a chip of stone, sand, a drop of water, and a wood splinter)
  description:
  - You conjure a sturdy cottage or lodge made of material that is common in the area
    where the spell is cast. The floor is level, clean, and dry. The lodging resembles
    a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
  duration: 2 hours/level (D)
  effect: 20-ft.-square structure
  level: bard 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Seducer\u2019s Eyes":
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You gain a bonus on Charisma-based skill checks equal to 1 +1 for every 4 caster
    levels you possess (to a maximum of +5), but only when interacting with those
    who might conceivably find you sexually attractive. You do not gain this bonus
    against those you or your allies are attacking or threatening.
  duration: 10 minutes/level (D)
  effect: null
  level: bard 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: enchantment (charm) [mind-affecting]
  spell_resistance: null
  target: you
See Alignment:
  area: null
  casting_time: 1 standard action
  components: V, S, M (eye of newt)
  description:
  - When you cast this spell, select a single alignment (such as lawful good or chaotic
    evil). Creatures of that alignment glow with a ghostly radiance while they are
    within your vision. Though you can see this radiance, other creatures cannot.
    Spells and effects that obscure alignment, like undetectable alignment, also obscure
    the effects of this spell.
  duration: 1/round per level
  effect: null
  level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
See Beyond:
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 300 gp)
  description:
  - You attune your mind and your sight to the hidden world of spirits.
  duration: 24 hours or until discharged
  effect: null
  level: cleric 3, shaman 3, witch 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: divination [meditative]
  spell_resistance: null
  target: you
See Invisibility:
  area: null
  casting_time: 1 standard action
  components: V, S, M (talc and powdered silver)
  description:
  - You can see any objects or beings that are invisible within your range of vision,
    as well as any that are ethereal, as if they were normally visible. Such creatures
    are visible to you as translucent shapes, allowing you easily to discern the difference
    between visible, invisible, and ethereal creatures.
  duration: 10 min./level (D)
  effect: null
  level: alchemist 2, bard 3, bloodrager 2, inquisitor 2, mesmerist 3, occultist 2,
    psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2, witch
    2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
See Through Stone:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You gain the ability to see through solid rock as if it were transparent glass.
    You may see through 1 foot of stone per caster level. You see within the stone
    as if you were looking at the area in normal light, even if there is no illumination,
    though low-light vision and darkvision have no effect on your ability to see through
    stone. Metal at least 1 inch thick or wood or dirt at least 3 feet thick blocks
    your vision.
  duration: concentration up to 1 round/level (D)
  effect: null
  level: druid 4, ranger 3
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
Seed Spies:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as insect spies, except it creates wafting seeds with magical\
    \ intellect instead of insects. the seeds can hear but not see. They fly at a\
    \ speed of 10 feet (good maneuverability), but they can\u2019t crawl or climb,\
    \ although they can cling to rough, soft, or sticky creatures or surfaces."
  duration: null
  effect: null
  level: druid 2, occultist 2, ranger 2, shaman 3, sorcerer/wizard 3, witch 3
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Seeds of Influence:
  area: null
  casting_time: 1 standard action
  components: S, M (a rose)
  description:
  - "You leave a magical trace in the mind of a creature with an attitude of at least\
    \ indifferent toward you. The target takes a cumulative \u20132 penalty on its\
    \ Will save to negate the spell for each step by which its attitude is better\
    \ than indifferent."
  duration: 1 hour/level (D)
  effect: null
  level: bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels) Targets one creature
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Seek Shelter:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You send an empathic urge to seek safety both as fast as possible and in an orderly\
    \ fashion, and to remain in such secure locations for the duration of the spell.\
    \ Targets with 5 or more Hit Dice are unaffected. When you cast the spell, you\
    \ can designate a fortified location\u2014either general (such as \u201Cindoors\u201D\
    ) or specific (such as \u201Cthe local garrison\u201D)\u2014for the targets to\
    \ attempt to reach. If you do not specify a location for the targets to retreat\
    \ to, they attempt to find safety to the best of their ability. Affected creatures\
    \ defend themselves normally but attack only if provoked."
  duration: 1 hour/level (D)
  effect: null
  level: bard 4, cleric 5, inquisitor 4, mesmerist 4, psychic 5, sorcerer/wizard 5,
    summoner 4, witch 5
  range: close (25 ft. + 5 ft./2 levels) Targets all non-hostile creatures with 4
    or fewer HD in a 30-ft. spread
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Seek Thoughts:
  area: 40-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (a handful of copper coins)
  description:
  - "Similar to detect thoughts, seek thoughts allows you to sift through the surface\
    \ thoughts of those around you. You may scan for either the answer to a simple\
    \ question (such as \u201CWhere is the hidden lair of the wererats?\u201D) or\
    \ for information on a general topic (such as the beliefs of an evil cult). You\
    \ detect the number of creatures who are thinking about this question or topic\
    \ within range, as well as their location if they are visible to you. Seek thoughts\
    \ does not let you read actual surface thoughts, only if a given creature is thinking\
    \ about the topic you are concentrating on. A successful Will save prevents you\
    \ from sensing a creature\u2019s thoughts for the duration of the spell."
  duration: concentration , up to 1 minute/level
  effect: null
  level: alchemist 3, bard 3, inquisitor 3, medium 2, mesmerist 3, occultist 3, psychic
    2, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3
  range: 40 ft.
  saving_throw: Will negates
  school: divination [mind-affecting]
  spell_resistance: 'no'
  target: null
Seeming:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell functions like disguise self, except that you can change the appearance\
    \ of other people as well. Affected creatures resume their normal appearances\
    \ if slain. Unwilling targets can negate the spell\u2019s effect on them by making\
    \ Will saves or with Spell Resistance."
  duration: 12 hours (D)
  effect: null
  level: bard 5, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates or Will disbelief (if interacted with)
  school: illusion (glamer)
  spell_resistance: yes or no; see text
  target: null
Seismic Fissure:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a thrust of tectonic energy, you split the earth. Each creature standing
    in the area where the fissure opens must succeed at a Reflex saving throw to avoid
    falling into the rift.
  duration: instantaneous
  effect: 10-ft.-by-80-ft. fissure in the earth , 40 ft. deep
  level: druid 7, shaman 7
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex negates
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Selective Alarm:
  area: up to 20-ft.-radius emanation centered on a point in space
  casting_time: 1 standard action
  components: V, S, F/DF (a slender iron rod 1 foot in length)
  description:
  - "This spell functions as alarm, except that you can tweak the spell to be more\
    \ discerning in what types of creatures or objects trigger the alarm. Instead\
    \ of being triggered whenever a creature of Tiny size or larger enters the warded\
    \ area, you can set whatever triggering conditions you wish, as long as they are\
    \ based on observable phenomenon. For example, you could cause the selective alarm\
    \ to trigger when creatures of a certain race (such as orcs, bugbears, or kobolds)\
    \ enter the area, or whenever a group of four or more creatures enters the area\
    \ together, or when a metal object is brought into the area. You can\u2019t choose\
    \ triggering conditions that rely on unobservable information, such as having\
    \ it triggered when creatures of a certain alignment enter the area, nor could\
    \ you have the alarm be triggered by \u201Csomething worth more than 5,000 gp\u201D\
    \ entering the area, or even \u201Ca weapon\u201D entering the area, because an\
    \ item\u2019s value and classification as a weapon is subjective, and might vary\
    \ from one person to the next."
  duration: 2 hours/level (D)
  effect: null
  level: bard 3, inquisitor 3, occultist 3, psychic 3, ranger 2, sorcerer/wizard 3,
    spiritualist 3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Selective Invisibility:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (three translucent pebbles)
  description:
  - Upon casting this spell, you turn invisible, as per the invisibility spell, and
    you choose a second target. That creature can still see you as though you were
    not invisible, and you can attack that creature without ending the invisibility
    effect on you. However, if you attack any other creature, this spell ends. If
    you cast this spell multiple times, you can attack any of the affected creatures
    without ending the spell.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 3, antipaladin 3, bard 3, inquisitor 3, magus 3, sorcerer/wizard
    3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: you and one other creature
Sending:
  area: null
  casting_time: 10 minutes
  components: V, S, M/DF (fine copper wire)
  description:
  - "You contact a particular creature with which you are familiar and send a short\
    \ message of 25 words or less to the subject. The subject recognizes you if it\
    \ knows you. It can answer in like manner immediately. A creature with an Intelligence\
    \ score as low as 1 can understand the sending, though the subject\u2019s ability\
    \ to react is limited as normal by its Intelligence. Even if the sending is received,\
    \ the subject is not obligated to act upon it in any manner."
  duration: 1 round; see text
  effect: null
  level: alchemist 5, cleric/oracle 4, inquisitor 4, shaman 4, sorcerer/wizard 5,
    summoner 4, unchained summoner 5
  range: see text
  saving_throw: none
  school: evocation
  spell_resistance: 'no'
  target: one creature
Sense Fear:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a patch of fur)
  description:
  - You sense the fear of those nearby, feeling it in the air around you. You can
    detect spooked, shaken, scared, frightened, panicked, terrified, and horrified
    creatures within 30 feet, and you immediately know what level of fear they are
    experiencing.
  duration: 10 minutes/level (D)
  effect: null
  level: antipaladin 1, bloodrager 1, cleric 2, druid 2, inquisitor 2, medium 1, mesmerist
    2, occultist 2, psychic 2, ranger 2, shaman 2, spiritualist 2, witch 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Sense Madness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You can sense the presence of mental disturbance in creatures within range, focusing
    your detection on one creature each round.
  duration: concentration , up to 1 round/level (D)
  effect: null
  level: cleric/oracle 2, inquisitor 2, medium 2, occultist 2, paladin 2, psychic
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: creatures in range (see text)
Sense Spirit Magic:
  area: Target you
  casting_time: 1 standard action
  components: V, S
  description:
  - You gain greater sensitivity to magic associated with your primary spirit and
    wandering spirits (any spells on the spirit magic spell lists for these spirits,
    as well as spell-like abilities that duplicate the effects of those spells). You
    gain a +10 circumstance bonus on Spellcraft checks to identify these spells if
    they are cast within the area, and a +2 circumstance bonus on saving throws to
    resist the effects of such spells. If any of these spells require an attack roll,
    you are never considered flat-footed against such attacks.
  duration: 24 hours
  effect: null
  level: shaman 1
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Sense Vitals:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of blood)
  description:
  - This spell makes your eyes shine blood red and allows you to see the vital areas
    and weak points of creatures within 30 feet of you as a warm glow. This allows
    you to use any manufactured weapon to make sneak attacks, as the rogue ability
    of the same name, dealing an additional 1d6 points of damage; this additional
    damage increases by 1d6 for every 3 caster levels you possess beyond 3rd, to a
    maximum of +5d6 at 15th level. This additional damage stacks with other sources
    of precision damage.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, bard 2, ranger 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Sensory Amplifier:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: S
  description:
  - You open the minds of all creatures near you and enhance their sensory receptors.
    All living creatures other than you in the area gain a +5 bonus on Perception
    checks. Sighted creatures gain low-light vision, and creatures with a sense of
    smell gain scent. In addition, the first time each round that a creature in the
    area takes damage, it takes an additional 2d6 points of damage of the same type.
    Despite being within the area, the caster does not take this extra damage.
  duration: 1 round/level (D)
  effect: null
  level: druid 4, medium 2, mesmerist 3, psychic 3, witch 3
  range: personal
  saving_throw: Will negates
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: null
Sensory Overload:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You overload the target creature\u2019s senses, making it difficult for the target\
    \ to concentrate. For the duration of the effect, the target must succeed at a\
    \ Will save at the same DC as the original effect to perform any standard or full-round\
    \ action. On a failure, the creature loses the action that triggered the saving\
    \ throw. If successful, the creature is able to take the action, but this spell\
    \ effect is not negated."
  duration: 1 round /level
  effect: null
  level: psychic 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: 1 creature
Sentry Skull:
  area: null
  casting_time: 1 hour
  components: V, S, M (an onyx gem worth at least 10 gp)
  description:
  - You restore the senses to the severed head of a humanoid or monstrous humanoid
    killed within the past 24 hours, creating a grisly sentinel. The head must be
    affixed to a pole, spear, tree branch, or other stable object, and the spell ends
    if the head or its object is moved. The head has darkvision 60 feet and low-light
    vision, can swivel in place to look in any direction, and has a +5 bonus on Perception
    checks.
  duration: permanent (D); see text
  effect: null
  level: antipaladin 1, cleric 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: severed head touch
Sepia Snake Sigil:
  area: null
  casting_time: 10 minutes
  components: V, S, M (powdered amber worth 500 gp and a snake scale)
  description:
  - You cause a small symbol to appear in the text of a written work. The text containing
    the symbol must be at least 25 words long. When anyone reads the text containing
    the symbol, the sepia snake sigil springs into being, transforming into a large
    sepia serpent that strikes at the reader, provided there is line of effect between
    the symbol and the reader.
  duration: permanent or until discharged; until released or 1d4 days + 1 day/level;
    see text
  effect: null
  level: bard 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Reflex negates
  school: conjuration (creation) [force]
  spell_resistance: 'no'
  target: one touched book or written work
Sequester:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a basilisk eyelash and gum arabic)
  description:
  - When cast, this spell prevents divination spells from detecting or locating the
    target and also renders the affected target invisible (as the invisibility spell).
    The spell does not prevent the subject from being discovered through tactile means
    or through the use of devices. Creatures affected by sequester become comatose
    and are effectively in a state of suspended animation until the spell ends.
  duration: 1 day/level (D)
  effect: null
  level: sorcerer/wizard 7, summoner 5, unchained summoner 6
  range: touch
  saving_throw: none or Will negates (object)
  school: abjuration
  spell_resistance: no or yes (object)
  target: one willing creature or object (up to a 2-ft. cube/level) touched
Sequester Thoughts:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a gemstone worth at least 500 gp)
  description:
  - "Sequester thoughts allows you to erase a creature\u2019s memory of either an\
    \ event lasting not more than 1 minute per caster level or all of its knowledge\
    \ about a single topic (using the GM\u2019s discretion as to what constitutes\
    \ a single topic). For example, you could erase a single battle from a creature\u2019\
    s memory, or all knowledge of a plot to assassinate a king. The memories you remove\
    \ are stored within the gem used at the time of casting. If the gem is shattered,\
    \ the memories return to the creature as long as the two are within 30 feet of\
    \ each other. Once sequester thoughts has been cast, the spell remains active\
    \ on the gem and can be dispelled (which shatters it). No portion of the spell\
    \ remains active on the target creature, and the target does not radiate magic\
    \ as a consequence of the spell, nor can its memories be returned by dispelling\
    \ the creature or subjecting it to antimagic. If the gem is shattered or dispelled\
    \ out of range from the creature, the thoughts sequestered within are forever\
    \ lost save by the use of wish, miracle, or the like."
  duration: permanent until discharged (see text)
  effect: null
  level: bard 3, sorcerer/wizard 5
  range: personal
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: one willing creature
Serenity:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fill the targets\u2019 minds with feelings of tranquility. Those attempting\
    \ to commit violence become stricken with wracking pain and take 3d6 points of\
    \ nonlethal damage each round they attempt to harm another creature. If attacked,\
    \ affected individuals can defend themselves and may participate in combat by\
    \ using Combat Expertise, fighting defensively, or taking the total defense action\
    \ without triggering the spell\u2019s nonlethal damage."
  duration: 1 round/level
  effect: null
  level: bard 4, cleric/oracle 5, sorcerer/wizard 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Sessile Spirit:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You reach into the target creature and cause that spirits within to become dormant
    and inactive. If the target is a medium with a spirit inhabiting its body or a
    spiritualist with a phantom inhabiting its consciousness (or a member of another
    class using the spirit or phantom class features), a failed save renders that
    spirit or phantom powerless, suppressing any benefits the spirit or phantom normally
    provides to its host, including bonus feats and spells known.
  duration: 1 round/level (D)
  effect: null
  level: cleric 5, inquisitor 4, medium 2, occultist 3, shaman 4, spiritualist 3,
    witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: 'yes'
  target: one creature or object (see text)
Severed Fate:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'Note: This spell deals with hero points. See Hero Points for full details.'
  duration: 10 minutes/level
  effect: null
  level: cleric/oracle 3, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment
  spell_resistance: 'yes'
  target: one living creature
Shackle:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You summon a set of Small or Medium masterwork restraints into being. When you\
    \ cast this spell, you can choose whether the restraints are manacles or fetters\
    \ (manacles specifically designed to fit around the ankles). You also summon the\
    \ restraints\u2019 key to your person; the Disable Device DC to open the locked\
    \ restraints is equal to 15 + your caster level + the modifier of your primary\
    \ casting ability score. Typically, the restraints appear in your hands. However,\
    \ as part of the spell\u2019s casting, you can make a melee touch attack against\
    \ a creature; if you succeed and the creature then fails a Reflex saving throw\
    \ against the spell\u2019s DC, the locked fetters appear clasped on the creature\
    \ or locked manacles clasp you and the creature together. You can instead have\
    \ manacles restrain the target\u2019s limbs in front of or behind it. If you cast\
    \ the spell as a full-round action, you can make melee touch attacks against two\
    \ creatures you can reach. If you succeed at both attacks and both creatures fail\
    \ their Reflex saving throws, you can cause the set of manacles to bind the targets\
    \ together."
  duration: 1 hour/level
  effect: one set of restraints; see text
  level: cleric 2, inquisitor 2, ranger 2, sorcerer/wizard 2, summoner 2
  range: touch
  saving_throw: Reflex negates; see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Shades:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like shadow conjuration, except that it mimics conjuration
    spells of 8th level or lower. The illusory conjurations created deal four-fifths
    (80%) damage to nonbelievers, and non-damaging effects are 80% likely to work
    against nonbelievers.
  duration: null
  effect: null
  level: sorcerer/wizard 9
  range: null
  saving_throw: null
  school: illusion (shadow) [shadow]
  spell_resistance: null
  target: null
Shadow Anchor:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "The target\u2019s shadow becomes a flexible tether to its current square. The\
    \ creature can move up to 5 feet from that square without penalty. Moving farther\
    \ than 5 feet from the tether point requires the target to make a bull rush combat\
    \ maneuver check against a CMB of 10 + 1/2 your caster level + your Intelligence\
    \ modifier (if a witch or wizard) or Charisma modifier (if a bard or sorcerer).\
    \ The target takes a \u20131 penalty for every 5 feet of distance between it and\
    \ its tethered square. Failing this check means the target\u2019s move is wasted\
    \ and it cannot move farther away. If it fails this check by 10 or more, it is\
    \ pulled 5 feet toward the tether square and is knocked prone. If it beats the\
    \ check by 10 or more, the spell ends. This spell does not work on creatures that\
    \ do not cast shadows or reflections. If the target uses a teleportation effect\
    \ or leaves the current plane, the spell ends."
  duration: 1 round/level (D); see text
  effect: a shadowy shadow tether
  level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Will negates
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: creature touched
Shadow Barbs:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a single link from a spiked chain )
  description:
  - "When you cast this spell, you create a shadowy spiked chain that shimmers and\
    \ pulses with darkness. The chain exists as long as you carry it; if you ever\
    \ drop the chain, give it to another, or are disarmed, it immediately vanishes\
    \ and the spell\u2019s duration ends."
  duration: 1 round/level
  effect: spiked chain -like shadowy weapon
  level: cleric 4, inquisitor 4, sorcerer/wizard 4
  range: 0 ft.
  saving_throw: Will negates (see text)
  school: illusion (shadow) [darkness]
  spell_resistance: 'no'
  target: null
Shadow Body:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You exchange the crude matter of your material body with the insubstantial essence\
    \ of the Plane of Shadow, becoming a living shadow yourself. You are visible as\
    \ an unattached shadow in bright light or normal light, but you gain total concealment\
    \ in dim light or darkness. Against creatures with darkvision, you gain concealment\
    \ rather than total concealment. Your shadow body is incorporeal for most purposes,\
    \ though you can\u2019t fly or pass through solid objects or creatures. However,\
    \ you can move at your normal speed along any surface, including horizontal and\
    \ vertical surfaces and liquids, and you are never slowed by difficult terrain.\
    \ Your size doesn\u2019t change."
  duration: 1 minute/level (D)
  effect: null
  level: sorcerer/wizard 7, spiritualist 5, witch 7
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Shadow Bomb Admixture:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon drinking an extract created with this formula, you make a significant change\
    \ to your magical reserve that modifies the nature of all bombs you create and\
    \ throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can only have one admixture effect (formula with the word \u201Cbomb admixture\u201D\
    \ in its title) active at a time. If you drink another bomb admixture, the effects\
    \ of the former bomb admixture end and the new one becomes active."
  duration: 1 round/level
  effect: null
  level: alchemist 2
  range: personal
  saving_throw: special, see below
  school: conjuration (creation)
  spell_resistance: special, see below
  target: you
Shadow Claws:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You summon a pair of claws over your hands formed from semireal material. This\
    \ grants you two primary claw attacks dealing 1d4 points of damage if you are\
    \ Medium (1d3 if Small) plus 1 point of Strength damage. A successful Fortitude\
    \ saving throw negates the Strength damage (DC = this spell\u2019s DC)."
  duration: 1 minute/level
  effect: null
  level: antipaladin 1, arcanist 2, bard 2, bloodrager 2, magus 2, skald 2, sorcerer/wizard
    2, spiritualist 2
  range: personal
  saving_throw: null
  school: illusion (shadow) [shadow]
  spell_resistance: null
  target: you
Shadow Conjuration:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You use material from the Plane of Shadow to shape quasi-real illusions of one
    or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer
    or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level
    or lower. Shadow conjurations are only one-fifth (20%) as strong as the real things,
    though creatures who believe the shadow conjurations to be real are affected by
    them at full strength. Any creature that interacts with the spell can make a Will
    save to recognize its true nature.
  duration: see text
  effect: see text
  level: bard 4, sorcerer/wizard 4
  range: see text
  saving_throw: Will disbelief (if interacted with); varies; see text
  school: illusion (shadow) [shadow]
  spell_resistance: yes; see text
  target: null
Shadow Dragon Aspect:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You wreathe yourself in the quasi-real form of a dragon. You gain two claw attacks
    (1d6 plus caster level slashing damage) and a bite attack (1d8 plus caster level
    piercing damage). These are primary attacks. In addition, you gain shadowy wings,
    granting you a fly speed equal to your base speed (good maneuverability).
  duration: 1 round/level
  effect: null
  level: bard 4, sorcerer/wizard 4
  range: personal
  saving_throw: Will disbelief (if interacted with), see text
  school: illusion (shadow) [shadow]
  spell_resistance: yes, see text
  target: null
Shadow Enchantment:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You use material from the Shadow Plane to cast a quasi-real, illusory version
    of a psychic, sorcerer, or wizard enchantment spell of 2nd level or lower. Spells
    that deal damage or have other effects work as normal unless the affected creature
    succeeds at a Will save. If the disbelieved enchantment spell has a damaging effect,
    that effect is one-fifth as strong (if applicable) or only 20% likely to occur.
  duration: see text
  effect: see text
  level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 3
  range: see text
  saving_throw: Will disbelief; see text
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: null
Shadow Endurance:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a fetchling\u2019s tooth)"
  description:
  - You conjure protective wisps of darkness made from shadow. If you are reduced
    below 0 hit points or rendered unconscious, shadow endurance immediately discharges,
    shunting your injured body into a hidden alcove on the Shadow Plane.
  duration: 1 hour/level until discharged, then 1 minute/level; see text
  effect: null
  level: bard 5, mesmerist 5, shaman 5, sorcerer/wizard 6, spiritualist 5
  range: personal
  saving_throw: Will disbelief (if interacted with); varies; see text
  school: illusion (shadow) [shadow]
  spell_resistance: see text
  target: null
Shadow Evocation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You tap energy from the Plane of Shadow to cast a quasi-real, illusory version\
    \ of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal\
    \ damage have normal effects unless an affected creature succeeds on a Will save.\
    \ Each disbelieving creature takes only one-fifth damage from the attack. If the\
    \ disbelieved attack has a special effect other than damage, that effect is one-fifth\
    \ as strong (if applicable) or only 20% likely to occur. If recognized as a shadow\
    \ evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of\
    \ the result of the save to disbelieve, an affected creature is also allowed any\
    \ save (or spell resistance) that the spell being simulated allows, but the save\
    \ DC is set according to shadow evocation\u2019s level (5th) rather than the spell\u2019\
    s normal level."
  duration: see text
  effect: see text
  level: bard 5, sorcerer/wizard 5
  range: see text
  saving_throw: Will disbelief (if interacted with)
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: null
Shadow Invasion:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a masterwork piercing or slashing weapon)
  description:
  - "Using a slashing motion with the spell\u2019s focus as part of the casting of\
    \ shadow invasion, you cut open a rift to the Plane of Shadow that fills a 30-foot\
    \ area with shadowy energies. This area is stationary and becomes dark and gloomy,\
    \ reducing the light level by one step (as darkness). Certain spells are enhanced\
    \ within the area; spells of the shadow subschool that have reduced effects when\
    \ disbelieved (such as shadow evocation) have their reduced effects increased\
    \ by 20% (to a maximum of 90%) when determining their effects on targets within\
    \ the area of shadow invasion."
  duration: 1 round/level (D); see text
  effect: null
  level: magus 4, sorcerer/wizard 4, summoner 4
  range: 30 ft.
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Shadow Jaunt:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You instantly travel between shadows to a point within range, though line of\
    \ sight is not necessary. You leave a shadowy image of yourself in your former\
    \ location and are wrapped in shadow at your destination; you can attempt a Stealth\
    \ check as a free action to hide in your new location. Creatures that fail opposed\
    \ Perception checks typically aren\u2019t aware that you are no longer at your\
    \ former location unless they are familiar with this spell and identify the effects.\
    \ Any attack on your former location causes the shadows to disperse, allowing\
    \ any creature that can see your former location to immediately notice your disappearance.\
    \ In addition, for 1 round, the envelope of shadow around you grants you concealment\
    \ (20% miss chance). This spell doesn\u2019t function if there are no shadows\
    \ within 5 feet of your starting location, and you can\u2019t travel through your\
    \ own shadow. If you choose a destination that has no shadows, you appear from\
    \ the shadow closest to your destination that\u2019s within the spell\u2019s range\
    \ (this could be your starting location if there are no other shadows within the\
    \ spell\u2019s range)."
  duration: instantaneous and 1 round; see text
  effect: null
  level: antipaladin 3, arcanist 4, bard 4, skald 4, sorcerer/wizard 4, spiritualist
    4, summoner 4, summoner (unchained) 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: illusion (shadow) [shadow]
  spell_resistance: null
  target: you
Shadow Memory:
  area: null
  casting_time: 1 hour
  components: "V, S, M (a work of art bearing your target\u2019s likeness worth at\
    \ least 1,500 gp)"
  description:
  - "While casting this spell, you slowly destroy a piece of art bearing your victim\u2019\
    s likeness and beseech the Mantis God to grant you access to lost knowledge and\
    \ lore."
  duration: 1 month
  effect: null
  level: bard 6, cleric 6, inquisitor 6, psychic 6, sorcerer/wizard 6, witch 6
  range: personal
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: no (harmless)
  target: you
Shadow Projection:
  area: null
  casting_time: 1 minute
  components: S
  description:
  - With this spell, you infuse your life force and psyche into your shadow, giving
    it independent life and movement as if it were an undead shadow. Your physical
    body lies comatose while you are projecting your shadow, and your body has no
    shadow or reflection while the spell is in effect.
  duration: 1 hour/level (D)
  effect: null
  level: sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: necromancy [evil]
  spell_resistance: null
  target: null
Shadow Step:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - To use this spell, you must be in an area of dim light or darkness. You enter
    a shadow or area of darkness, which transports you along a coiling path of shadowstuff
    to another dim or dark location within range.
  duration: instantaneous
  effect: null
  level: bard 4, sorcerer/ wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: illusion (shadow) [shadow]
  spell_resistance: 'no'
  target: you
Shadow Transmutation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You suffuse one subject\u2019s body with energy from the Shadow Plane, altering\
    \ its form to match a creature from the Shadow Plane."
  duration: see text
  effect: null
  level: bard 6, medium 6, shaman 6, sorcerer/wizard 6, spiritualist 6, summoner 6,
    witch 6
  range: see text
  saving_throw: Will disbelief (if interacted with); varies; see text
  school: illusion (shadow) [shadow]
  spell_resistance: yes; see text
  target: see text
Shadow Trap:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You pin the target\u2019s shadow to its current location, causing the target\
    \ to become entangled and preventing it from moving farther than 5 feet from its\
    \ original position, as if its shadow were anchored to the terrain. Each round\
    \ on its turn, the target can attempt a new saving throw to end the effect as\
    \ a full-round action. A flying creature can only hover in place or fall while\
    \ entangled in this manner. This spell automatically fails when cast on a creature\
    \ that doesn\u2019t throw a shadow, and it ends if the creature is entirely in\
    \ an area with no illumination."
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 1, bard 1, bloodrager 1, cleric 1, mesmerist 1, occultist 1,
    psychic 1, shaman 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./level)
  saving_throw: Will negates
  school: illusion (shadow)
  spell_resistance: 'yes'
  target: one creature
Shadow Walk:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - To use the shadow walk spell, you must be in an area of dim light. You and any
    creature you touch are then transported along a coiling path of shadowstuff to
    the edge of the Material Plane where it borders the Plane of Shadow. The effect
    is largely illusory, but the path is quasi-real. You can take more than one creature
    along with you (subject to your level limit), but all must be touching each other.
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 6, bard 5, sorcerer/wizard 6
  range: touch
  saving_throw: Will negates
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: null
Shadow Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon\
    \ of a type you are proficient with. You may use this weapon to make attacks as\
    \ if it were a real weapon, dealing normal damage for a weapon of its type. The\
    \ first time you hit a creature with the weapon, it may make a Will save to disbelieve;\
    \ failure means the weapon deals damage normally, success means it only takes\
    \ 1 point of damage from the weapon\u2019s attacks. The weapon only deals 1 point\
    \ of damage to objects."
  duration: 1 minute/level
  effect: one shadow weapon
  level: bloodrager 1, psychic 1, sorcerer/wizard 1, witch 1
  range: 0 ft.
  saving_throw: Will disbelief (if interacted with)
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: null
Shadow of Doubt (Tiefling):
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a shadowy aura of doubt fueled by a foe\u2019s own inner flaws."
  duration: 1 round/level
  effect: null
  level: antipaladin 4, bard 4, mesmerist 4, psychic 6, spiritualist 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: enchantment (compulsion) [darkness, emotion, evil, mind-affecting]
  spell_resistance: 'yes'
  target: null
Shadowbard:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - "You conjure up a quasi-real phantom singer that is visible as a shifting, shadowy\
    \ duplicate of yourself. The singer follows you automatically, moving as you move\
    \ even if you teleport. The singer cannot be damaged, but can be dispelled. When\
    \ a shadowbard comes into being, it immediately begins a bardic performance of\
    \ your choice\u2014it has access to all of the bardic performances that you do.\
    \ It continues that bardic performance until you direct it as a move action to\
    \ switch to a different performance. Rounds spent by a shadowbard creating a bardic\
    \ performance do not decrease the number of rounds you can use your own bardic\
    \ performance, nor can a shadowbard\u2019s bardic performance be used to trigger\
    \ spells that require you to begin or cease a bardic performance."
  duration: 1 round/level (D)
  effect: phantom singer
  level: bard 5
  range: close (25 ft. +5 ft./2 levels)
  saving_throw: none
  school: illusion (shadow) [shadow]
  spell_resistance: 'no'
  target: null
Shadowfade:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a blindfold)
  description:
  - In areas of darkness, the target of shadowfade is invisible to creatures using
    darkvision to see. In areas of dim light, the target gains concealment against
    creatures using darkvision. This spell has no effect in areas of normal light
    or brighter, and is automatically dispelled if the target enters an area of bright
    light or takes a hostile action.
  duration: 1 minute/level (D)
  effect: null
  level: arcanist 1, bard 1, inquisitor 1, mesmerist 1, skald 1, sorcerer/wizard 1,
    summoner 1, summoner (unchained) 1
  range: touch
  saving_throw: Will negates (harmless)
  school: illusion (shadow)
  spell_resistance: yes (harmless)
  target: creature touched
Shadowform:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You replace the target\u2019s body with mystic shadow material drawn from the\
    \ Shadow Plane, rendering the target\u2019s physical form only quasi-real. Whenever\
    \ a foe tries to directly attack the target of the spell (for instance, with a\
    \ weapon or a targeted spell), that foe must attempt a Will save to disbelieve.\
    \ If successful, the opponent can attack the target normally and is unaffected\
    \ by shadowform for 1 round. If the foe fails, the target takes only one-fifth\
    \ the normal amount of damage from the foe\u2019s successful attack or effect,\
    \ and if the attack has a special effect other than damage, that effect is one-fifth\
    \ as strong as normal (if applicable) or only 20% as likely to occur. Objects\
    \ automatically succeed at their Will saves against this spell."
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 4, bard 4, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist
    4, witch 4
  range: touch
  saving_throw: Will negates (see text)
  school: illusion (shadow) [shadow]
  spell_resistance: 'yes'
  target: creature touched
Shadowmind:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small square of black silk)
  description:
  - "You dim your targets\u2019 perceptions of light and shadow, convincing them the\
    \ space they occupy is dark. Each creature that fails its save perceives the world\
    \ around it as one light level darker than its true illumination level. The spell\
    \ does not change the light level outside of the targets\u2019 perception, and\
    \ does not create magical darkness."
  duration: 1 minute/level
  effect: null
  level: antipaladin 2, cleric 3, druid 3, inquisitor 2, mesmerist 3, occultist 3,
    psychic 3, shaman 3, sorcerer/wizard 3, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion [phantasm)]
  spell_resistance: 'yes'
  target: up to one creature/level, no two of which can be more than 30 ft. apart
Shadowy Haven:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small black silk bag)
  description:
  - This spell functions like rope trick, except the point of entry is through a 5-foot-square
    instead of a rope. The space holds as many as 10 creatures of any size.
  duration: 2 hours/level (D)
  effect: null
  level: sorcerer/wizard 4
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one 5-foot square of floor touched
Shambler:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The shambler spell creates 1d4+2 shambling mounds with the advanced template.\
    \ The creatures willingly aid you in combat or battle, perform a specific mission,\
    \ or serve as bodyguards. The creatures remain with you for 7 days unless you\
    \ dismiss them. If the shamblers are created only for guard duty, however, the\
    \ duration of the spell is 7 months. In this case, the shamblers can only be ordered\
    \ to guard a specific site or location. Shamblers summoned to guard duty cannot\
    \ move outside the spell\u2019s range, which is measured from the point where\
    \ each first appeared. You can only have one shambler spell in effect at one time.\
    \ If you cast this spell while another casting is still in effect, the previous\
    \ casting is dispelled. The shamblers have resistance to fire as normal shambling\
    \ mounds do only if the terrain where they are summoned is rainy, marshy, or damp."
  duration: 7 days or 7 months (D); see text
  effect: three or more shambling mounds , no two of which can be more than 30 ft.
    apart; see text
  level: druid 9, shaman 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Shamefully Overdressed:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target sees its own attire as hopelessly out of fashion, ostentatious, and\
    \ embarrassing, and is filled with a compulsion to strip off all clothing. Each\
    \ round, the target must spend a move action to remove a worn item that can be\
    \ removed with a move action, dropping the item once it is removed. The target\
    \ doesn\u2019t distinguish between magical and non-magical items when removing\
    \ them. Each round it removes an item as determined randomly from the following\
    \ slots: belt, body, chest, eyes, feet, hands, head, headband, shoulders, or wrists.\
    \ When determining randomly, don\u2019t include any slots if the character has\
    \ no item of that sort, and don\u2019t include items that take more than one move\
    \ action to remove. Though creatures can\u2019t have more than one magic item\
    \ in any of those slots, they can have multiple mundane items that fit each slot,\
    \ in which case randomly decide which one they remove. If a target is wearing\
    \ clothing that doesn\u2019t fit in any of those slots, such as breeches or a\
    \ quiver, add it to the list of possibilities at the GM\u2019s discretion."
  duration: 1 round/level (D)
  effect: null
  level: bard 2, inquisitor 2, mesmerist 2, psychic 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: creature touched
Shapechange:
  area: null
  casting_time: 1 standard action
  components: V, S, F (jade circlet worth 1,500 gp)
  description:
  - This spell allows you to take the form of a wide variety of creatures. This spell
    can function as alter self, beast shape IV, elemental body IV, form of the dragon
    III, giant form II, and plant shape III 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.
  duration: 10 min./level (D)
  effect: null
  level: druid 9, shaman 9, sorcerer/wizard 9
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
"Shapechanger\u2019s Gift":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to grant)
  description:
  - You change the target into an animal (as per beast shape I), humanoid (as per
    alter self), or monstrous humanoid (as per monstrous physique I).
  duration: 10 minutes/level
  effect: null
  level: alchemist 5, magus 5, sorcerer/wizard 5
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: willing living creature touched
"Shaper\u2019s Touch":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create an alchemical residue on your hands that allows you to reshape any
    non-magical, unattended object with hardness 19 or less as though it were clay.
    Objects with hardness 9 or less are like soft clay, allowing you to reshape up
    to 1 cubic foot per round of effort. Objects with hardness 10 or higher are harder
    to mold, allowing you to reshape up to 1/4 cubic foot per round. The object retains
    its new shape for 24 hours before returning to its original shape.
  duration: concentration , up to 1 round/level
  effect: null
  level: alchemist 2, occultist 3, sorcerer/wizard 3
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: object touched
Shard of Chaos:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You hurl a multicolored shard of congealed chaos from your holy symbol, affecting
    any one target in range as a ranged touch attack.
  duration: instantaneous (1d6 rounds)
  effect: dart-shaped projectile of chaotic energy
  level: cleric/oracle 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: evocation [chaos]
  spell_resistance: 'yes'
  target: null
Share Language:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a page from a dictionary)
  description:
  - You can share your facility for one particular language with another creature.
    For 24 hours the target can read, understand, and communicate to the best of its
    ability in any one language which you already know. For every 5 levels you possess,
    you can grant the use of another language you know, to a maximum of 5 languages
    at 20th level. The target must have the physical capacity to articulate sounds,
    make gestures, or engage in whatever other method speakers of the language use
    to communicate with each other in order to actually converse. If the target lacks
    the mental capacity to grasp an actual language, it still gains enough knowledge
    to respond to and carry out even extremely complex commands or suggestions coached
    in the language (whether written or spoken). However, since this spell does not
    endow the target with greater reasoning capacity, merely a temporarily enhanced
    vocabulary, the person offering up instructions to non-sentient creatures must
    take care to remove any ambiguity or guesswork.
  duration: 24 hours
  effect: null
  level: bard 1, cleric/oracle 2, druid 2, medium 1, mesmerist 1, occultist 2, psychic
    1, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: null
Share Memory:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You momentarily link your mind with the target and share a single memory of no\
    \ longer than 1 minute. You can show the target one of your memories, show the\
    \ target one of its own memories, or view one of the target\u2019s memories."
  duration: instantaneous
  effect: null
  level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2,
    witch 2
  range: touch
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: you and one creature touched
Share Senses:
  area: null
  casting_time: 1 full round
  components: V, S, M (a hair, scale, or feather from your familiar)
  description:
  - "Spending a moment in meditation and conjuring an image of the creature to mind,\
    \ you reshape your link with your familiar, causing it to functions like a scrying\
    \ sensor. Upon this spell you can hear, see, or smell (any one, your choice) what\
    \ your familiar is experiencing. You gain the benefits of any nonmagical special\
    \ abilities your familiar has tied to the chosen sense (such as low-light vision\
    \ or scent), but use your own Perception skill. You don\u2019t need line of sight\
    \ or line of effect to your familiar, but you must have an active empathic link.\
    \ You may change the sense you are sharing as a standard action. Unlike other\
    \ scrying spells, share senses does not allow magically or supernaturally enhanced\
    \ senses to work through it, and you are unable to see in magical or natural darkness\
    \ unless your familiar possesses the ability to see in such conditions."
  duration: 1 minute/level (D)
  effect: null
  level: medium 3, psychic 3, sorcerer/wizard 4, witch 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (harmless)
  school: divination (scrying)
  spell_resistance: yes (harmless)
  target: null
Share Shape:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - This spell functions as beast shape II, but you may only assume the form of an
    animal of a type identical to your animal companion or familiar. If your familiar
    or companion is not an animal, this spell has no effect.
  duration: 1 hour/level (D)
  effect: null
  level: ranger 3, sorcerer/wizard 4, witch 4
  range: null
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: null
Share Skin:
  area: null
  casting_time: null
  components: V, S touch
  description:
  - "You can possess an animal\u2019s body in a manner that functions like magic jar,\
    \ except as noted here. Your body vanishes while the effect lasts and you don\u2019\
    t require a receptacle."
  duration: 1 minute/level or until you return to your body
  effect: null
  level: druid 6, witch 6
  range: touch
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: one animal touched
Shared Sacrifice:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You create a link to a target and can direct pain and damage through this link.
    You take only half damage from effects and attacks that deal hit point damage.
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 3, cleric 2, shaman 2, summoner 3, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [evil]
  spell_resistance: 'yes'
  target: one creature
Shared Suffering:
  area: null
  casting_time: 1 standard action
  components: V, F (a silver dagger inlaid with onyx and jade worth 100 gp)
  description:
  - You infuse a dagger with necromantic energy, then plunge it into your own body.
  duration: instantaneous
  effect: null
  level: antipaladin 2, inquisitor 2, sorcerer/wizard 2, witch 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'yes'
  target: one living creature
Shared Training:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Select one teamwork feat you have. You can grant this feat to allies within range
    for the duration of the spell. Allies do not need to meet the prerequisites of
    this teamwork feat. At caster level 9th, you can grant two teamwork feats you
    have to your allies. At caster level 13th, you can grant three teamwork feats,
    and at caster level 17th, you can grant up to four teamwork feats.
  duration: 10 minutes/level
  effect: null
  level: arcanist 3, bard 2, cleric 3, hunter 2, inquisitor 2, magus 2, oracle 3,
    paladin 2, psychic 3, ranger 2, skald 2, sorcerer 3, warpriest 3, wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination [mind-affecting]
  spell_resistance: 'no'
  target: null
Shared Wrath:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a thorny vine)
  description:
  - This spell functions as wrath, except that you grant multiple creatures the bonuses
    against your designated foe. All subjects of shared wrath receive their bonuses
    against the same creature.
  duration: 1 minute
  effect: null
  level: inquisitor 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Sharesister:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of your own blood)
  description:
  - "While the name of this spell is sharesister, it works equally well on male or\
    \ female creatures\u2014both targets of the spell must simply be of the same gender."
  duration: 1 minute/level
  effect: null
  level: cleric 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: you and one creature of your gender
Shatter:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a chip of mica)
  description:
  - Shatter creates a loud, ringing noise that breaks brittle, non-magical objects;
    sunders a single solid, non-magical object; or damages a crystalline creature.
  duration: instantaneous
  effect: null
  level: bard 2, bloodrager 2, cleric/oracle 2, magus 2, occultist 2, psychic 2, sorcerer/wizard
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object) Will negates (object) or Fortitude half; see
    text
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Sheet Lightning:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a dazzling flash of electricity that fills the target area. Sheet\
    \ lightning inflicts 1 point of electricity damage to all creatures within the\
    \ area of effect (no save). The true power of the spell, though, lies not in the\
    \ damage it inflicts but in the overwhelming pain the lightning creates. The sudden\
    \ flash and jolt dazes living creatures for 1 round if they fail a saving throw.\
    \ Creatures that save are instead dazzled for 1 round. Any creature wearing metal\
    \ armor takes a \u20132 penalty to its saving throw against this spell."
  duration: instantaneous
  effect: null
  level: druid 3, sorcerer/wizard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial
  school: evocation (electricity)
  spell_resistance: 'yes'
  target: 20-ft.-radius spread
Shield:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Shield creates an invisible shield of force that hovers in front of you. It negates
    magic missile attacks directed at you. The disk also provides a +4 shield bonus
    to AC. This bonus applies against incorporeal touch attacks, since it is a force
    effect. The shield has no armor check penalty or arcane spell failure chance.
  duration: 1 min./level (D)
  effect: null
  level: alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained
    summoner 1
  range: personal
  saving_throw: null
  school: abjuration [force]
  spell_resistance: null
  target: you
Shield Companion (PZ09429):
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as shield other but affects only the caster\u2019s animal\
    \ companion or familiar. Spellcasters from classes that do not normally gain an\
    \ animal companion, familiar, or fiendish servant but who gain one through an\
    \ alternate class feature, archetype, or prestige class can prepare and cast this\
    \ spell as a 1st-level spell if they are capable of casting spells."
  duration: null
  effect: null
  level: antipaladin 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, witch 1
  range: null
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: your animal companion , familiar , or fiendish servant
Shield Companion (PZO1129):
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell creates a special mystical connection between you and your companion\
    \ creature\u2014animal companion, bonded mount, eidolon, or familiar\u2014which\
    \ allows you to transfer its wounds to you. The creature gains a +1 deflection\
    \ bonus to AC and a +1 resistance bonus on saves. As an immediate action when\
    \ your companion takes damage, you can take that damage yourself to prevent your\
    \ companion from being harmed (similar to shield other, except the damage is not\
    \ split between you and the target). Forms of harm that do not involve the loss\
    \ of hit points, such as charm effects, temporary ability damage, level drain,\
    \ and death effects, are not affected. If the creature suffers a reduction of\
    \ hit points from a lowered Constitution score, you cannot take that damage on\
    \ behalf of your companion creature because it is not hit point damage. When the\
    \ spell ends, damage directed to you by the spell is not reassigned to the subject."
  duration: 1 hour/level (D)
  effect: null
  level: paladin 2, ranger 2, shaman 2, sorcerer/wizard 3, summoner/unchained summoner
    3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: your companion creature
Shield Other:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a pair of platinum rings worth 50 gp worn by both you and the
    target)
  description:
  - This spell wards the subject and creates a mystic connection between you and the
    subject so that some of its wounds are transferred to you. The subject gains a
    +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the
    subject takes only half damage from all wounds and attacks (including those dealt
    by special abilities) that deal hit point damage. The amount of damage not taken
    by the warded creature is taken by you. Forms of harm that do not involve hit
    points, such as charm effects, temporary ability damage, level draining, and death
    effects, are not affected. If the subject suffers a reduction of hit points from
    a lowered Constitution score, the reduction is not split with you because it is
    not hit point damage. When the spell ends, subsequent damage is no longer divided
    between the subject and you, but damage already split is not reassigned to the
    subject.
  duration: 1 hour/level (D)
  effect: null
  level: cleric/oracle 2, inquisitor 2, paladin 2, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one creature
Shield Speech:
  area: 30-ft. emanation centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - You can securely communicate with one creature within range. So long as your target
    remains within 10 feet of you, you and it can speak freely to each other without
    fear of being overheard. Communications that involve shield speech cannot be spied
    on, such as with a divination spell, and observers of the conversation can tell
    you are communicating but cannot read lips or hear the conversation unless they
    are the target of the spell. If you or the target speak to any other creatures,
    they can hear you normally (only communication between you and the target is protected).
  duration: 1 minute/level (D)
  effect: null
  level: bard 1, cleric/oracle 1, druid 1, sorcerer/wizard 1
  range: 10 ft.
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: you and one other creature
Shield of Darkness:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You shield yourself with darkness, reducing the illumination level in your space
    to magical darkness and granting you total concealment. Your opponents are automatically
    aware of which squares you occupy, preventing you from attempting Stealth checks
    using this concealment unless every square adjacent to you has an illumination
    level of darkness or lower. Shield of darkness does not hinder your vision, and
    creatures that can see in magical darkness ignore this effect.
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 3, cleric 3, inquisitor 3, shaman 3, spiritualist 3
  range: personal
  saving_throw: none
  school: evocation [darkness, shadow]
  spell_resistance: 'no'
  target: you
Shield of Dawn:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You create a disk of sunlight on one arm.
  duration: 1 round/level
  effect: null
  level: bard 4, cleric/oracle 4, magus 4, paladin 4, ranger 4
  range: personal
  saving_throw: see text
  school: evocation [fire, good, light]
  spell_resistance: 'no'
  target: you
Shield of Faith:
  area: null
  casting_time: 1 standard action
  components: V, S, M (parchment with a holy text written on it)
  description:
  - This spell creates a shimmering, magical field around the target that averts and
    deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with
    an additional +1 to the bonus for every six levels you have (maximum +5 deflection
    bonus at 18th level).
  duration: 1 min./level
  effect: null
  level: cleric/oracle 1, inquisitor 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Shield of Fortification:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You create a magical barrier that protects a target\u2019s vital areas. When\
    \ the target is struck by a critical hit or a sneak attack, there is a 25% chance\
    \ that the critical hit or sneak attack is negated and damage is instead rolled\
    \ normally. This benefit does not stack with other effects that can turn critical\
    \ hits or sneak attacks into normal attacks, such as the fortification armor special\
    \ ability."
  duration: 1 minute/level
  effect: null
  level: cleric 2, inquisitor 1, paladin 1, psychic 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Shield of Law:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a reliquary worth 500 gp)
  description:
  - A dim, blue glow surrounds the subjects, protecting them from attacks, granting
    them resistance to spells cast by chaotic creatures, and slowing chaotic creatures
    when they strike the subjects. This abjuration has four effects.
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 8
  range: 20 ft.
  saving_throw: see text
  school: abjuration [lawful]
  spell_resistance: yes (harmless)
  target: null
Shield of Shards:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a shield)
  description:
  - "This defensive spell must be cast on a shield you are currently wielding, and\
    \ fractures the shield into two shards, plus one additional shard per 2 caster\
    \ levels (to a maximum of 12 shards at 20th level). While shield of shards is\
    \ active, you lose your shield\u2019s bonus to AC as its broken pieces orbit you.\
    \ On your turn, you can direct the shards to attack an adjacent opponent as a\
    \ move action. The shards\u2019 attack bonus is equal to your caster level + the\
    \ modifier for the ability score that determines your spell save DCs. The shards\
    \ deal an amount of slashing and piercing damage equal to 1d4 points + 1 point\
    \ per shard beyond the first, and have a threat range of 19\u201320. They are\
    \ considered magic weapons for the purpose of bypassing damage reduction. Additionally,\
    \ if your shield is made from a special material (such as adamantine), the shards\
    \ penetrate damage reduction and hardness as if they were weapons made from the\
    \ same material."
  duration: 1 round/level
  effect: null
  level: bloodrager 1, cleric 2, inquisitor 2, magus 2, medium 2, paladin 1, shaman
    2
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one shield you wield
Shield of Wings:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You gain five burning wings that grant a fly speed equal to the number of wings\
    \ \xD7 10 (average maneuverability) for an initial fly speed of 50 feet. The first\
    \ time in a round where you would take fire damage, a wing vanishes (reducing\
    \ the fly speed granted) and you gain fire resistance 30 for the remainder of\
    \ the round."
  duration: 1 minute/level (see below)
  effect: null
  level: cleric 3, inquisitor 3, paladin 3, ranger 3
  range: personal
  saving_throw: none
  school: transmutation [fire]
  spell_resistance: 'no'
  target: you
Shield the Banner:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell is used to protect one of a tribe\u2019s most valuable possessions:\
    \ its tribal banner. Any creature (other than a member of the tribe which the\
    \ standard represents) attempting to directly attack or touch the standard must\
    \ make a Will save. This spell functions as sanctuary, but only protects a standard\
    \ or banner. In addition, the spell grants a +2 bonus to the standard\u2019s hardness,\
    \ and +10 to the standard\u2019s hit points for the duration of the spell."
  duration: 1 minute/level
  effect: null
  level: adept 1, cleric/oracle 1
  range: touch
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'no'
  target: null
Shifted Steps:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause the target to sound as if it is elsewhere within range, including its\
    \ movements, speech, and all other sounds. As long as you concentrate, you can\
    \ cause the sound\u2019s apparent location to change as you see fit within range\
    \ from your current location."
  duration: concentration + 1 round/level (D)
  effect: null
  level: alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist
    2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless) and Will disbelief (if interacted with); see
    text
  school: illusion (glamer) [sonic]
  spell_resistance: 'no'
  target: one creature or object up to 10 feet across
Shifting Sand:
  area: 20-ft. spread
  casting_time: 1 standard action
  components: V, S, M (a handful of sand)
  description:
  - You cause an earthen or sandy surface to shift and churn within the area. The
    shifting sand obliterates tracks and is considered difficult terrain. Acrobatics
    checks in the area take a penalty equal to your caster level (maximum +10). Creatures
    entering or beginning their turn in the shifting sand must make a Reflex save
    each round or become entangled until the beginning of their next turn. If they
    attempt to move while entangled, they must make a second Reflex save or fall prone.
    Creatures with the stability racial trait (like dwarves) may apply it as a bonus
    on their saving throws.
  duration: 1 round/level (D)
  effect: null
  level: druid 3, sorcerer/wizard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates; see text
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Shifting Shadows:
  area: 20-ft.-radius emanation centered on a point in space
  casting_time: 1 standard action
  components: V, S, M (a drop of ink )
  description:
  - Waves of shifting shadows obscure the appearance of all creatures caught within
    the emanation, making it harder to tell friends from foes.
  duration: 1 round/level (D)
  effect: null
  level: bard 3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none, see text
  school: evocation [darkness]
  spell_resistance: 'no'
  target: null
Shillelagh:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement
    bonus on attack and damage rolls. A quarterstaff gains this enhancement for both
    ends of the weapon. It deals damage as if it were two size categories larger (a
    Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium
    2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur
    when the weapon is wielded by you. If you do not wield it, the weapon behaves
    as if unaffected by this spell.
  duration: 1 min./level
  effect: null
  level: druid 1
  range: touch
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one touched non-magical oak club or quarterstaff
Shining Cord:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small length fine of silver chain worth 100 gp)
  description:
  - "When you cast this spell, you make a ranged touch attack against a single opponent\
    \ within 30 feet. If you hit, a thin silver strand extends from your body to its,\
    \ forming a connection that allows you to anticipate its actions. For the duration\
    \ of the spell, you receive a +5 insight bonus on all Perception and Sense Motive\
    \ checks opposed by the target. You gain a +5 insight bonus on all Spellcraft\
    \ checks made to identify your opponent\u2019s spell as part of a counterspelling\
    \ attempt. Finally, you gain a +2 dodge bonus to your AC against attacks made\
    \ against you by the target."
  duration: 1 round/level or instantaneous (see below)
  effect: null
  level: magus 3
  range: 30 ft.
  saving_throw: Fortitude partial (see below)
  school: evocation [force]
  spell_resistance: 'yes'
  target: 1 creature
Shock Arrow:
  area: null
  casting_time: 1 standard action
  components: V, S, M (one arrow)
  description:
  - You create an arrow made of crackling electricity, which you may use for one of
    two effects.
  duration: instantaneous or 1 round (see text)
  effect: arrow of electricity
  level: bloodrager 1, cleric/oracle 2, druid 1, inquisitor 1, magus 1, paladin 1,
    ranger 1
  range: Medium (100 ft. + 10 ft./level) or see text
  saving_throw: none
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: null
Shock Shield:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell creates an invisible shield similar to but not as strong as the shield
    spell. This shield hovers in front of you and negates magic missile attacks directed
    at you. The disk provides a +2 shield bonus to AC. This bonus applies against
    incorporeal touch attacks. At any time, as a free action, you may dismiss your
    shield, at which point it deals 1d6 points of electrical damage to all creatures
    within a 5-foot burst, including you. A Reflex saving throw halves the damage.
  duration: 1 minutes/level (D)
  effect: null
  level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: abjuration [electricity, force]
  spell_resistance: null
  target: you
Shocking Grasp:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your successful melee touch attack deals 1d6 points of electricity damage per
    caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack
    rolls if the opponent is wearing metal armor (or is carrying a metal weapon or
    is made of metal).
  duration: instantaneous
  effect: null
  level: bloodrager 1, magus 1, sorcerer/wizard 1
  range: touch
  saving_throw: none
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: creature or object touched
Shocking Image:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell works like mirror image, except the illusory doubles it creates discharge\
    \ an electric shock when destroyed. An opponent that uses a melee attack to destroy\
    \ one of your images takes 2d6 points of electricity damage. You must overcome\
    \ a target\u2019s spell resistance the first time you deal this electricity damage\
    \ to it. Failure renders the target immune to damage from this spell."
  duration: 1 minute/level
  effect: null
  level: bard 4, bloodrager 4, sorcerer/wizard 4
  range: personal
  saving_throw: none
  school: illusion (figment) [electricity]
  spell_resistance: see text
  target: you
Shout:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V
  description:
  - You emit an ear-splitting yell that deafens and damages creatures in its path.
    Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of
    sonic damage. A successful save negates the deafness and reduces the damage by
    half. Any exposed brittle or crystalline object or crystalline creature takes
    1d6 points of sonic damage per caster level (maximum 15d6). An affected creature
    is allowed a Fortitude save to reduce the damage by half, and a creature holding
    fragile objects can negate damage to them with a successful Reflex save. A shout
    spell cannot penetrate a silence spell.
  duration: instantaneous
  effect: null
  level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 4
  range: 30 ft.
  saving_throw: Fortitude partial or Reflex negates (object); see text
  school: evocation [sonic]
  spell_resistance: yes (object)
  target: null
Shrink Item:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You are able to shrink one non-magical item (if it is within the size limit)\
    \ to 1/16 of its normal size in each dimension (to about 1/4,000 the original\
    \ volume and mass). This change effectively reduces the object\u2019s size by\
    \ four categories. Optionally, you can also change its now shrunken composition\
    \ to a cloth-like one. Objects changed by a shrink item spell can be returned\
    \ to normal composition and size merely by tossing them onto any solid surface\
    \ or by a word of command from the original caster. Even a burning fire and its\
    \ fuel can be shrunk by this spell. Restoring the shrunken object to its normal\
    \ size and composition ends the spell."
  duration: 1 day/level; see text
  effect: null
  level: occultist 3, psychic 3, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one touched object of up to 2 cu. ft./level
Shroud of Darkness:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of black sand)
  description:
  - With a dark incantation and a gesture of your hand over your eyes, you cause a
    shroud of darkness to descend upon the targets of this spell. The subjects treat
    the light level as two steps lower than normal for the duration of this spell.
    Bright light becomes dim light, normal light becomes darkness, and areas of dim
    light and darkness become supernaturally dark (as darkness, but even creatures
    with darkvision cannot see).
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 4, bard 5, cleric 5, inquisitor 5, mesmerist 4, shaman 5, sorcerer/wizard
    5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: evocation [darkness]
  spell_resistance: 'yes'
  target: null
Shroud of Innocuity:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - All affected creatures are veiled with a commonplace appearance.
  duration: 1 hour/level (D)
  effect: null
  level: bard 3, medium 3, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch
    3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (harmless); see text
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Sickening Entanglement:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as entangle, except the plants are coated with an irritating
    sap that creates a painful, itching rash on creatures that touch them. Any creature
    that enters the area or ends its turn there must succeed at a Fortitude save or
    be sickened as long as it remains in the area and for 1d4 rounds afterward. This
    is a poison effect.
  duration: null
  effect: null
  level: druid 2, ranger 2, shaman 2 Saving Throw Reflex partial and Fort negates
    (see text)
  range: null
  saving_throw: Reflex partial and Fort negates (see text)
  school: transmutation [poison]
  spell_resistance: 'no'
  target: null
Sickening Strikes:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You are imbued with disease, and any creature you strike with a melee attack must
    make a Fortitude save or be sickened for 1 minute. Creatures that are immune to
    disease are immune to this sickened effect.
  duration: 1 round/level
  effect: null
  level: alchemist 2, antipaladin 2, druid 2, magus 3, ranger 4, witch 2
  range: personal
  saving_throw: Fort negates; see text
  school: transmutation [disease]
  spell_resistance: 'yes'
  target: you
Siege Scatter (Dwarf):
  area: 50-ft.-radius spread
  casting_time: 1 round
  components: V, S
  description:
  - A roiling blast of rough rock and dirt scatters along the ground in the area,
    dealing 1d6 points of slashing damage per 2 caster levels (maximum 5d6) to all
    creatures on the ground in the area, even on a successful saving throw. Creatures
    in the area that fail the Reflex save fall prone and are knocked to the nearest
    edge of the area, taking 1d6 points of bludgeoning damage for every 10 feet they
    travel this way. Creatures that did not move during the past round and those with
    the stability racial trait gain a +4 bonus on the saving throw.
  duration: instantaneous
  effect: null
  level: druid 5, ranger 4, shaman 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial (see text)
  school: evocation [earth]
  spell_resistance: yes (harmless)
  target: null
Siege of Trees:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - "You imbue inanimate plants with limited mobility and a semblance of life. Each\
    \ plant targeted acts as a light catapult until the end of the spell\u2019s duration,\
    \ though you must spend a standard action to aim each of these tree catapults\
    \ before the first time they fire, and anytime thereafter when you want the trees\
    \ to fire at a new target. The catapult uses your caster level as its targeting\
    \ bonus. With a free action, you can command one or all of the trees under your\
    \ command to stop firing. You do not need to supply ammunition to these tree catapults;\
    \ they will automatically load themselves with rocks and boulders in the area,\
    \ digging them deep from the ground if need be. You can supply the trees ammunition\
    \ if you desire. The tree will not load flaming ammunition, and these catapult\
    \ trees cannot be affected by energy siege shot if the energy selected is fire."
  duration: 1 hour/level (D)
  effect: null
  level: druid 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Sift:
  area: one 10-ft. cube
  casting_time: 1 standard action
  components: V, S
  description:
  - You examine an area at range as if you were searching for fine details with the
    Perception skill. Make a Perception check with a -5 penalty, modified as normal
    for conditions. No penalty is applied for distance. Apply the result against the
    DC for any hidden features, such as secret doors, traps, or hidden treasure. You
    must be able to see the area you are attempting to search, and you only find details
    that can be perceived with sight or touch. Sift detects only objects and features,
    not actual creatures.
  duration: instantaneous
  effect: null
  level: bard 0, inquisitor 0, psychic 0
  range: 30 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Sign of Wrath:
  area: 25-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S, F (a gem worth 1,000 gp inscribed with the runic symbol of wrath)
  description:
  - A giant, glowing symbol of wrath appears below you, forcibly repulsing all nearby
    creatures.
  duration: instantaneous
  effect: null
  level: cleric 6, sorcerer/wizard 6
  range: personal
  saving_throw: Reflex half
  school: evocation (force)
  spell_resistance: 'yes'
  target: null
Sign of the Faithful:
  area: null
  casting_time: 1 standard action
  components: S, F (holy symbol)
  description:
  - As message, except the only information you can transmit is that you are a worshiper
    of the designated deity. Once notified, the target can reply that he understands
    your sign. The spell transmits meaning, not sound, and transcends language barriers.
  duration: 1 hour/level
  effect: null
  level: cleric/oracle 0, druid 0, paladin 1, ranger 1
  range: medium (100 f. + 10 f./level)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one creature/level
"Signifer\u2019s Rally":
  area: null
  casting_time: 1 standard action
  components: V, S, M (100 gp worth of bloodstone for every ally teleported)
  description:
  - "You teleport up to one ally per five caster levels to your location. You determine\
    \ which allies you want to teleport at the time of casting; these allies have\
    \ 1 round to decide to allow or refuse your spell, and they teleport immediately\
    \ upon accepting. Allies are teleported as if you had cast teleport on them (your\
    \ current location is at least \u201Cstudied carefully\u201D for this purpose),\
    \ appearing in a puff of brimstone in a space adjacent to you. If you are in combat\
    \ and your allies were not, your allies may roll initiative upon arrival but are\
    \ not considered fat-footed even though they have not taken any actions. The spell\
    \ does not function in areas warded against intrusion by evil creatures (such\
    \ as a magic circle against evil effect)."
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 7
  range: medium (100 f. + 10 f./level)
  saving_throw: Will negates (harmless)
  school: conjuration (teleportation) [evil]
  spell_resistance: yes (harmless)
  target: one willing ally/5 levels
Signs of the Land:
  area: null
  casting_time: null
  components: null
  description:
  - 'This spell functions as commune with nature except it reveals up to three details
    about the territory you currently occupy from the following list: bodies of water,
    features, minerals, or plants. For each feature you learn about, you automatically
    know the skills you can use to discover that feature and you gain 1d6 Discovery
    Points toward finding it.'
  duration: null
  effect: null
  level: druid 3, ranger 3, shaman 3
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Silence:
  area: 20-ft.-radius emanation centered on a creature, object, or point in space
  casting_time: 1 round
  components: V, S
  description:
  - "Upon the casting of this spell, complete silence prevails in the affected area.\
    \ All sound is stopped: Conversation is impossible, spells with verbal components\
    \ cannot be cast, and no noise whatsoever issues from, enters, or passes through\
    \ the area. The spell can be cast on a point in space, but the effect is stationary\
    \ unless cast on a mobile object. The spell can be centered on a creature, and\
    \ the effect then radiates from the creature and moves as it moves. An unwilling\
    \ creature can attempt a Will save to negate the spell and can use Spell Resistance,\
    \ if any. Items in a creature\u2019s possession or magic items that emit sound\
    \ receive the benefits of saves and Spell Resistance, but unattended objects and\
    \ points in space do not. Creatures in an area of a silence spell are immune to\
    \ sonic or language-based attacks, spells, and effects."
  duration: 1 round/level (D)
  effect: null
  level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, psychic
    2
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates; see text or none (object)
  school: illusion (glamer)
  spell_resistance: yes; see text or no (object)
  target: null
Silent Image:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a bit of fleece)
  description:
  - This spell creates the visual illusion of an object, creature, or force, as visualized
    by you. The illusion does not create sound, smell, texture, or temperature. You
    can move the image within the limits of the size of the effect.
  duration: concentration
  effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft.
    cube/level (S)
  level: bard 1, magus 1, psychic 1, sorcerer/wizard 1
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'no'
  target: null
Silent Table:
  area: 5-ft.-diameter emanation centered on an object or a point in space
  casting_time: 1 round
  components: V
  description:
  - You protect an area against casual eavesdropping. Sounds and sonic effects that
    originate inside the area are muffled for anyone outside the area; Perception
    DCs to hear or understand sounds leaving the area increase by 20, and any saving
    throw DCs of these effects decrease by 2. The spell does not affect sounds that
    enter the area or the Perception checks of creatures inside it.
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, cleric 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none (object)
  school: illusion (glamer)
  spell_resistance: no (object)
  target: null
Silk to Steel:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You imbue an ordinary scarf (or similar piece of clothing) with the strength of
    steel without altering its weight or flexibility. Each round on your turn, you
    can decide to use the scarf to defend yourself (gaining a +2 shield bonus to your
    Armor Class) or to attack as if the scarf were a whip.
  duration: 1 round/level
  effect: null
  level: bard 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one scarf
Silt Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a smooth stone)
  description:
  - This spell generates an illusory silt cloud that drifts around you and moves with
    you. The cloud provides total concealment to creatures within it (including you)
    when the spell is cast.
  duration: 1 minute/level (D)
  effect: 20-ft.-radius sphere centered on you
  level: bard 3, sorcerer/wizard 3
  range: 20 ft.
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Silver Darts:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S, M (a silver needle)
  description:
  - A cone of silver darts springs from your hand. These darts act as a silver weapon
    that deals 1d6 points of piercing damage per caster level (maximum 10d6). Any
    creature with an armor bonus greater than +4 or a natural armor bonus greater
    than +4 takes 50% less damage.
  duration: instantaneous
  effect: null
  level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
  range: 15 ft.
  saving_throw: Reflex half
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: null
Silverlight:
  area: null
  casting_time: 1 standard action
  components: V, S, M (1 sp)
  description:
  - 'As daylight, except the object touched sheds bright silvery light in a 20-foot
    radius. In addition to providing illumination, the area of bright light is painful
    to creatures that are susceptible to alchemical silver. A creature with DR/silver
    that begins its turn within the light of this spell is automatically dazzled and
    becomes sickened unless it succeeds on a Fortitude save. These effects disappear
    1 round after the target leaves the silverlight. A creature that leaves the area
    and then returns must make a new saving throw. This spell provides dim light up
    to 40 feet away, but only creatures within 20 feet are subject to the above effects. '
  duration: 1 minute/level
  effect: null
  level: bard 3, cleric/oracle 3, druid 3, paladin 3, sorcerer/wizard 3
  range: touch
  saving_throw: Fortitude partial (see text)
  school: evocation [light]
  spell_resistance: 'No'
  target: object touched
Simulacrum:
  area: null
  casting_time: 12 hours
  components: V, S, M (ice sculpture of the target plus powdered rubies worth 500
    gp per HD of the simulacrum)
  description:
  - "Simulacrum creates an illusory duplicate of any creature. The duplicate creature\
    \ is partially real and formed from ice or snow. It appears to be the same as\
    \ the original, but it has only half of the real creature\u2019s levels or HD\
    \ (and the appropriate hit points, feats, skill ranks, and special abilities for\
    \ a creature of that level or HD). You can\u2019t create a simulacrum of a creature\
    \ whose HD or levels exceed twice your caster level. You must make a Disguise\
    \ check when you cast the spell to determine how good the likeness is. A creature\
    \ familiar with the original might detect the ruse with a successful Perception\
    \ check (opposed by the caster\u2019s Disguise check) or a DC 20 Sense Motive\
    \ check."
  duration: instantaneous
  effect: one duplicate creature
  level: sorcerer/wizard 7, summoner 5
  range: 0 ft.
  saving_throw: none
  school: illusion (shadow)
  spell_resistance: 'no'
  target: null
Siphon Magic:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a coiled length of copper wire wrapped around the palm)
  description:
  - This spell attempts to transfer a magical effect from a creature you touch to
    yourself. When you touch the creature, siphon magic attempts to end one ongoing
    spell that has been cast on that creature, as if via a targeted dispel magic.
    If you know the specific spell effect you wish to target, you can name that spell
    effect to target that specific spell; otherwise siphon magic begins with the highest-level
    spell in effect and works its way down through all spells affecting the target
    until it dispels one or runs out of effects, as per dispel magic.
  duration: instantaneous
  effect: null
  level: cleric 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: creature touched
Siphon Might:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You drain the might of the target and transfer that power to another creature.\
    \ The subject takes a penalty to Strength equal to 1d6 + 1 per 2 caster levels\
    \ (maximum 1d6 + 5). This effect can\u2019t cause the subject\u2019s Strength\
    \ score to drop below 1."
  duration: 1 round/level
  effect: null
  level: druid 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude half
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Sirocco:
  area: cylinder (20-ft. radius, 60 ft. high)
  casting_time: 1 standard action
  components: V, S, M/DF (handful of fine sand cast into the air)
  description:
  - A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point
    per caster level to all creatures in the area and knocking them prone. A successful
    Fortitude save halves the fire damage and negates being knocked prone. Flying
    creatures forced into the ground by the powerful downdraft take damage as if they
    fell unless they make a DC 15 Fly check, in which case they remain at their original
    altitude.
  duration: 1 round/level (D)
  effect: null
  level: druid 6, magus 6, sorcerer/wizard 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial, see text
  school: evocation [air, fire]
  spell_resistance: 'yes'
  target: null
Skeleton Crew:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - This spell turns corpses into skeletons that act as crew and obey your commands
    to the extent of their abilities.
  duration: 1 day/level
  effect: null
  level: cleric 3, sorcerer/wizard 4, summoner 4, witch 4
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: null
Skim:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a dog-eared page)
  description:
  - "This spell allows you to read written material in a quarter of the time it would\
    \ normally take to read it. If you use this spell in conjunction with comprehend\
    \ languages, you can read otherwise incomprehensible text four times faster than\
    \ the spell indicates. If the text is fragmented, is particularly difficult to\
    \ understand, or otherwise requires an ability check or skill check (such as a\
    \ Linguistics check) to read quickly or at all, this spell doesn\u2019t directly\
    \ increase your reading speed, but instead grants you a +8 bonus on the check.\
    \ This bonus also applies to Research checks when you research a particular topic\
    \ within a library."
  duration: 1 hour/level
  effect: null
  level: alchemist 1, arcanist 1, bard 1, cleric 1, inquisitor 1, investigator 1,
    magus 1, occultist 1, oracle 1, psychic 1, shaman 1, skald 1, sorcerer 1, warpriest
    1, witch 1, wizard 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Skin Tag:
  area: null
  casting_time: 1 minute
  components: V, S, M (beverage or food item, plus special reagents worth 25 gp)
  description:
  - "You mix a malign spirit into a piece of food, a drink, or some other item to\
    \ be consumed (including alchemical items, potions, elixirs, or similar items).\
    \ The skin tag spell discharges when the item is consumed, affecting the creature\
    \ that used the item unless it succeeds at a Fortitude save. The spirit embeds\
    \ itself somewhere in the affected creature\u2019s skin, forming a painless set\
    \ of wrinkles and tags of skin that looks vaguely like a face when the haunt activates.\
    \ You are considered to have a body part from the affected creature for the purpose\
    \ of scrying and similar divination spells. Once per day as a standard action,\
    \ you can remotely cause the spirit to make the affected creature\u2019s skin\
    \ crawl, causing the creature to become sickened for 1d4 rounds + 1 round per\
    \ 2 caster levels you have (to a maximum of 5 extra rounds at 10th level) unless\
    \ it succeeds at a Fortitude save. Alternatively, once per day you can remotely\
    \ use a hex, a mind-affecting spell, or a necromancy spell that causes disease\
    \ or possession on the affected creature. Each time you use the remote sickening\
    \ or spell or hex effect, the spell\u2019s haunt-like manifestation occurs during\
    \ that round."
  duration: 1 day plus 1 day/level (D)
  effect: null
  level: alchemist 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1
  range: touch (object); 1 mile (remote effects)
  saving_throw: none (object), Fort negates; see text
  school: necromancy (haunted) [emotion, fear, mind-affecting]
  spell_resistance: no (object), yes (creature)
  target: 1 beverage or piece of food touched
Skinsend:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - You cause your own skin to peel off your body and animate as a magical creature
    you control. You may project your consciousness to your animated skin or return
    it to your actual body as a standard action. When your consciousness is in your
    body, you are helpless (except for transferring your will to your skin, or dismissing
    the spell).
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: you
Sky Steed:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The target sprouts angelic wings and gains a fly speed equal to its base speed
    with average maneuverability. It also gains a bonus on Fly checks equal to your
    caster level.
  duration: 1 minute/level (D)
  effect: null
  level: paladin 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: a creature you are mounted upon
Sky Swim:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell grants the target the ability to swim through the air.
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 3, druid 3, shaman 3, witch 3
  range: touch
  saving_throw: none (harmless)
  school: transmutation [air]
  spell_resistance: yes (harmless)
  target: Large or smaller creature touched
Skyshroud:
  area: null
  casting_time: 1 minute
  components: V, S, F (a jar of earth from the surface)
  description:
  - "The caster designates the area of a hemisphere within the spell\u2019s range.\
    \ If a solid object would block the creation of the hemisphere (such as a ceiling\
    \ or wall), the spell instead conforms to the geometry of the location up to the\
    \ maximum area of effect for the spell. The hemisphere displays an image of the\
    \ sky as it appears directly above where the spell was cast. This effect bypasses\
    \ natural impediments, such as rock or stone, that would obstruct the targeted\
    \ location from the sky."
  duration: 1 hour/level
  effect: hemisphere that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level
    (S)
  level: arcanist 3, bard 3, cleric/oracle 3, skald 3, sorcerer/wizard 3, warpriest
    3
  range: long (400 ft. + 40 ft./level); see text
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: null
Slave to Sin:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a scrap of paper inscribed with a sin rune)
  description:
  - "This spell allows you to reach into an evil creature\u2019s mind to expose and\
    \ exploit its susceptibility to whichever of the seven so-called deadly sins it\
    \ is most susceptible to."
  duration: 1 round/level
  effect: null
  level: bard 2, cleric 3, inquisitor 3, mesmerist 2, paladin 2, sorcerer/wizard 3,
    witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see below)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Slay Living:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can attempt to slay any one living creature. When you cast this spell, your\
    \ hand seethes with eerie dark fire. You must succeed on a melee touch attack\
    \ to touch the target. The target takes 12d6 points of damage + 1 point per caster\
    \ level. If the target\u2019s Fortitude saving throw succeeds, it instead takes\
    \ 3d6 points of damage + 1 point per caster level. The subject might die from\
    \ damage even if it succeeds on its saving throw."
  duration: instantaneous
  effect: null
  level: antipaladin 4, cleric/oracle 5, shaman 6, witch 6
  range: touch
  saving_throw: Fortitude partial
  school: necromancy [death]
  spell_resistance: 'yes'
  target: living creature touched
Sleep:
  area: one or more living creatures within a 10-ft.-radius burst
  casting_time: 1 round
  components: V, S, M (fine sand, rose petals, or a live cricket)
  description:
  - "A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures\
    \ with the fewest HD are affected first. Among creatures with equal HD, those\
    \ who are closest to the spell\u2019s point of origin are affected first. HD that\
    \ are not sufficient to affect a creature are wasted. Sleeping creatures are helpless.\
    \ Slapping or wounding awakens an affected creature, but normal noise does not.\
    \ Awakening a creature is a standard action (an application of the aid another\
    \ action). Sleep does not target unconscious creatures, constructs, or undead\
    \ creatures."
  duration: 1 min./level
  effect: null
  level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Sleepwalk:
  area: null
  casting_time: 1 round
  components: V, S, M (a sprig of belladonna worth 100 gp)
  description:
  - ' You compel an unconscious or sleeping creature to rise and move in a half-awake
    state. The target creature staggers about if led or guided, but remains helpless
    for all other purposes. '
  duration: 1 hour/level (D)
  effect: null
  level: inquisitor 4, witch 4
  range: touch
  saving_throw: Will negates; see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Sleepwalking Suggestion:
  area: null
  casting_time: 1 standard action
  components: V, S, M (two doses of oil of taggit worth 180 gp total)
  description:
  - You compel the target creature to rise from its sleep as if sleepwalking and perform
    a course of activity (limited to a sentence or two). The spell takes effect immediately
    if the target is already asleep, or as soon as the target falls asleep if it is
    conscious. You can specify that the creature should wait before taking action
    when you give your instructions if you so choose.
  duration: 24 hours
  effect: null
  level: bard 4, medium 3, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates or none (see text)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Sleet Storm:
  area: cylinder (40-ft. radius, 20 ft. high)
  casting_time: 1 standard action
  components: V, S, M/DF (dust and water)
  description:
  - "Driving sleet blocks all sight (even darkvision) within it and causes the ground\
    \ in the area to be icy. A creature can walk within or through the area of sleet\
    \ at half normal speed with a DC 10 Acrobatics check. Failure means it can\u2019\
    t move in that round, while failure by 5 or more means it falls (see the Acrobatics\
    \ skill for details)."
  duration: 1 round/level
  effect: null
  level: bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (creation) [cold]
  spell_resistance: 'no'
  target: null
Slick Walls:
  area: 30-ft.-radius emanation centered on a point in space
  casting_time: 1 standard action
  components: V, S, M (drop of oil)
  description:
  - "You coat all walls and ceilings within the spell\u2019s area with a slick substance."
  duration: 1 minute/level (D)
  effect: null
  level: arcanist 2, bard 2, magus 2, skald 2, sorcerer/wizard 2, summoner 2, summoner
    (unchained) 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Slipstream:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a few drops of oil and water)
  description:
  - "You create a low-cresting wave of water that carries the target along the surface\
    \ of water or the ground. When moving across level ground, the target\u2019s speed\
    \ increases by 10 feet."
  duration: 10 minutes/level (D)
  effect: null
  level: bloodrager 2, druid 2, ranger 2, sorcerer/wizard 2
  range: touch
  saving_throw: Reflex negates (harmless)
  school: conjuration (creation) [water]
  spell_resistance: 'no'
  target: null
Slough:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of dried skin flakes)
  description:
  - "The target takes 1d4 points of Constitution damage each round as its skin loosens\
    \ and splits. Once it has taken 5 or more points of Constitution damage in this\
    \ way, its skin falls off to reveal its musculature. The creature ceases taking\
    \ Constitution damage, but takes a \u20134 penalty on saving throws against disease,\
    \ pain effects, or poison, and on Charisma-based skill checks with the exception\
    \ of Intimidate and Use Magic Device. The creature\u2019s skin regrows rapidly\u2014\
    once its Constitution damage is fully healed, its skin becomes intact once again\
    \ and the penalties end."
  duration: instantaneous
  effect: null
  level: cleric 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, witch
    5
  range: medium (100 ft. + 10 ft./levels)
  saving_throw: Fort negates
  school: transmutation [evil]
  spell_resistance: 'yes'
  target: one living creature
Slow:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of molasses)
  description:
  - "An affected creature moves and attacks at a drastically slowed rate. Creatures\
    \ affected by this spell are staggered and can take only a single move action\
    \ or standard action each turn, but not both (nor may it take full-round actions).\
    \ Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A\
    \ slowed creature moves at half its normal speed (round down to the next 5-foot\
    \ increment), which affects the creature\u2019s jumping distance as normal for\
    \ decreased speed."
  duration: 1 round/level
  effect: null
  level: bard 3, bloodrager 4, magus 3, medium 2, occultist 3, psychic 3, sorcerer/wizard
    3, spiritualist 3, summoner 2, unchained summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Slow Suffocation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target is unable to breathe and is treated as if she is holding her breath
    (see suffocation).
  duration: 1 minute/level
  effect: null
  level: ''
  range: touch
  saving_throw: Fortitude negates
  school: necromancy [death]
  spell_resistance: 'yes'
  target: living creature touched
Slowing Mud:
  area: null
  casting_time: 1 standard action
  components: V, S, M (earth and water)
  description:
  - You coat the targets in thick, sticky mud. The mud acts as a slow spell and also
    blinds the targets. A creature can use a standard action to remove the mud from
    its eyes or the eyes of an adjacent creature, ending the blinded condition for
    that individual. Removing enough mud to end the slow effect is a full-round action.
    Jumping into a lake or being subject to an effect that creates a lot of water
    (such as create water or hydraulic push) removes all the mud in 1 round.
  duration: 1 round/level (see text)
  effect: null
  level: druid 4, shaman 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: null
Smite Abomination:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Drawing upon positive energy, you emulate some of a paladin\u2019s power to smite\
    \ undead. Choose one undead creature as your target. Your melee attacks against\
    \ that target gain a bonus equal to your Charisma or Wisdom modifier, whichever\
    \ is higher, on your attack rolls, and a bonus equal to your caster level on damage\
    \ rolls. Your melee attacks also bypass the target\u2019s damage reduction. These\
    \ bonuses do not stack with the bonuses from a paladin\u2019s smite."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 5, inquisitor 4
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Smug Narcissism:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tiny shard of a mirror)
  description:
  - "You cause your target to become overwhelmed by its own importance, talents, and\
    \ attractiveness. The target cannot help but look at itself in every reflective\
    \ surface at every possible opportunity. In social situations, the target always\
    \ tries to comment about how attractive it is or how ugly someone else is by comparison.\
    \ The target remains constantly distracted, always looking for a reflective surface\
    \ to gaze upon (such as a mirror, pool of water, a polished shield, and so on).\
    \ The distraction gives the target a \u20132 penalty on all skill checks. In combat,\
    \ the target worries about enemies damaging its appearance, and focuses on defense\
    \ rather than offense (casting defensive spells rather than offensive spells,\
    \ using the fight defensively or total defense action, and so on)."
  duration: instantaneous*
  effect: null
  level: bard 3, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Snake Staff:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a knife suitable for whittling)
  description:
  - 'With a long hissing whisper, you transform ordinary pieces of wood into various
    sorts of snakes that immediately attack your foes. '
  duration: 1 round/level
  effect: null
  level: cleric/oracle 5, druid 5, shaman 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Snapdragon Fireworks:
  area: null
  casting_time: 1 standard action
  components: S, V, M (a bundle of sulfur wrapped in cloth)
  description:
  - A favorite display at halfling midsummer festivals, this spell lets you create
    fireworks in the shape of tiny dragons. Once per round, as a move action, you
    may designate a target 5-foot-square within range and launch a pyrotechnic in
    that direction. The pyrotechnic takes a zigzag path from you to that square, always
    missing creatures and objects in its path, and detonates in that square with a
    bang and a colorful burst of fire and light. Creatures in the target square take
    1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful
    save negates the dazzled condition). Normally when this spell is used as part
    of a festival, the chosen target is high in the sky to increase visibility and
    protect observers.
  duration: 1 round/level
  effect: dragon-shaped fireworks
  level: bard 2, sorcerer/ wizard 1
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex negates
  school: transmutation [fire, light]
  spell_resistance: 'yes'
  target: null
Snare:
  area: null
  casting_time: 3 rounds
  components: V, S, DF
  description:
  - This spell enables you to make a snare that functions as a magic trap. The snare
    can be made from any supple vine, a thong, or a rope. When you cast snare upon
    it, the cord-like object blends with its surroundings (DC 23 Perception check
    for a character with the trapfinding ability to locate). One end of the snare
    is tied in a loop that contracts around one or more of the limbs of any creature
    stepping inside the circle. If a strong and supple tree is nearby, the snare can
    be fastened to it. The spell causes the tree to bend, straightening when the loop
    is triggered, dealing 1d6 points of damage to the creature trapped and lifting
    it off the ground by the trapped limb or limbs. If no such tree is available,
    the cord-like object tightens around the creature, dealing no damage but causing
    it to be entangled.
  duration: Until triggered or broken
  effect: null
  level: druid 3, ranger 2
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: touched nonmagical circle of vine, rope, or thong with a 2ft. diameter +
    2ft./level
Snow Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a miniature shovel)
  description:
  - In frozen northern lands, where the earth may be hidden beneath heavy drifts of
    snow, druids have developed a variation of stone shape that other spellcasters
    have since learned.
  duration: instantaneous
  effect: null
  level: cleric 2, druid 1, sorcerer/wizard 2
  range: touch
  saving_throw: none
  school: transmutation [water]
  spell_resistance: 'no'
  target: snow or snow-sculpted object touched, up to 5 cubic ft. + 1 cubic ft./level
Snowball:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You conjure a ball of packed ice and snow that you can throw at a single target
    as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster
    level (maximum 5d6) on a successful hit, and the target must make a successful
    Fortitude saving throw or be staggered for 1 round.
  duration: instantaneous
  effect: one ball of ice and snow
  level: druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial (see text)
  school: conjuration (creation) [cold, water]
  spell_resistance: 'no'
  target: null
Soften Earth and Stone:
  area: 10-ft. square/level; see text
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "When this spell is cast, all natural, undressed earth or stone in the spell\u2019\
    s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand\
    \ or dirt, and stone becomes soft clay that is easily molded or chopped. You affect\
    \ a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness\
    \ or resilience of the ground at that spot. Magical, enchanted, dressed, or worked\
    \ stone cannot be affected. Earth or stone creatures are not affected."
  duration: instantaneous
  effect: null
  level: druid 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Solid Fog:
  area: null
  casting_time: null
  components: ': V, S, M (powdered peas and an animal hoof)'
  description:
  - This spell functions like fog cloud, but in addition to obscuring sight, the solid
    fog is so thick that it impedes movement. Creatures moving through a solid fog
    move at half their normal speed and take a -2 penalty on all melee attack and
    melee damage rolls. The vapors prevent effective ranged weapon attacks (except
    for magic rays and the like). A creature or object that falls into solid fog is
    slowed so that each 10 feet of vapor that it passes through reduces the falling
    damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid
    fog, and effects that work like solid fog, do not stack with each other in terms
    of slowed movement and attack penalties.
  duration: 1 min./level
  effect: null
  level: magus 4, shaman 4, sorcerer/wizard 4, unchained summoner 4, witch 4
  range: null
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Solid Note:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You give temporary physical form to a single musical note and can hang it, suspended,
    wherever you wish within range, allowing you to use it as hook, pulley, door blocker,
    or anything else your imagination desires. The exact appearance of the solid note
    depends on your melody. You can make it spiked or smooth, simple or convoluted,
    and with any color pattern you wish, however, it always has a size approximately
    equal to that of your outstretched hand. Once created, the solid note resists
    all attempts to move it but instantly disappears if enough force or weight is
    brought to bear against it. The note has an effective Strength equal to 10 + your
    caster level. It cannot hold more weight than the equivalent of a heavy load for
    its Strength without disappearing. Any creature that wins an opposed Strength
    check against the note (by pushing open a door which the note is holding shut
    for example) also causes it to disappear. The note can never deal actual harm
    to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier)
    or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack
    bonus + your Charisma modifier). Any creature obstructed by the solid note simply
    fails to budge it and loses that action for the round.
  duration: concentration + 1 round/level
  effect: one solidified musical note
  level: bard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Solidify Earth:
  area: up to two 10-foot cubes per level (S)
  casting_time: 1 standard action
  components: V, S, M/DF
  description:
  - Stone, dirt, and other types of earth within the area become more tightly packed.
  duration: 1 minute/level
  effect: null
  level: arcanist 2, cleric/oracle 2, druid 2, hunter 2, shaman 2, sorcerer/wizard
    2, warpriest 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates (see text)
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Song of Discord:
  area: creatures within a 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell causes those within the area to turn on each other rather than attack\
    \ their foes. Each affected creature has a 50% chance to attack the nearest target\
    \ each round. (Roll to determine each creature\u2019s behavior every round at\
    \ the beginning of its turn.) A creature that does not attack its nearest neighbor\
    \ is free to act normally for that round. Creatures forced by a song of discord\
    \ to attack their fellows employ all methods at their disposal, choosing their\
    \ deadliest spells and most advantageous combat tactics. They do not, however,\
    \ harm targets that have fallen unconscious."
  duration: 1 round/level
  effect: null
  level: bard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting, sonic]
  spell_resistance: 'yes'
  target: null
Song of Healing:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'You must have a bardic performance in effect to cast this spell (although this
    spell is called song of healing, the bardic performance need not be singing).
    As long as that performance continues, up to 3 creatures affected by the performance
    gain fast healing 2. When this bardic performance ends or you change to a different
    bardic performance, the fast healing granted by this spell ends as well, but all
    creatures affected by this spell heal 1d8 points of damage + 1 point per caster
    level (maximum +15) and are cured of any of the following conditions: exhausted,
    fatigued, nauseated, paralyzed, sickened, or stunned.'
  duration: 1 round/level or until performance ends or changes (see text)
  effect: null
  level: bard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: null
Songbird:
  area: null
  casting_time: 1 swift action
  components: S
  description:
  - You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster
    other musical activities.
  duration: 1 round
  effect: null
  level: bard 1, cleric 1, mesmerist 1, paladin 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: conjuration (good)
  spell_resistance: null
  target: you
Sonic Form:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of dust gathered from a gravestone or a sacred shrine)
  description:
  - Upon casting this spell, you keep your relative shape, but you and your equipment
    are transformed into semisolid sound. While in this sonic form, you take no penalties
    for squeezing, and you can move through spaces without penalty as if you were
    a creature three size categories smaller. You can make a melee touch attack once
    per round that deals 1d6 points of sonic damage + 1 point per caster level. You
    are considered incorporeal (although you cannot move through solid objects). Any
    non-magical attacks you make deal half damage. Magical attacks are unaffected,
    and you can use your magic items and other equipment as normal.
  duration: 1 round/level
  effect: null
  level: alchemist 6, bard 6, sorcerer/wizard 6
  range: personal
  saving_throw: null
  school: transmutation (polymorph) [sonic]
  spell_resistance: null
  target: you
Sonic Scream:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "Up to three times during this spell\u2019s 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\u2019\
    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."
  duration: 1 round/level or until discharged (see text)
  effect: null
  level: bard 2, bloodrager 2, magus 2, psychic 2, sorcerer/wizard 2
  range: 15 ft.
  saving_throw: Reflex half (see text)
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Sonic Thrust:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You produce a sweeping rush of sound that can hurl creatures or objects away from
    you, like the violent thrust version of telekinesis. You can hurl one object or
    creature per caster level (maximum 15) that is within range; it flies in a straight
    line away from you. Any objects of creatures thrown must be within 10 feet of
    each other. You can hurl a total weight of up to 25 pounds per caster level (maximum
    375 pounds at 15th level).
  duration: instantaneous
  effect: null
  level: bard 4, sorcerer/wizard 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (object) or none (see text)
  school: evocation [sonic]
  spell_resistance: yes (object) (see text)
  target: see text
Soothe Construct:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You soothe the elemental spirit of a targeted construct, reducing its chance\
    \ of going berserk by 1d4% per four caster levels (maximum 5d4%). If cast on a\
    \ construct that has already gone berserk and you are its master, you may immediately\
    \ roll d% to end the construct\u2019s berserk state, it returns to normal functioning,\
    \ and its berserk chance returns to 0%."
  duration: instantaneous
  effect: null
  level: cleric/oracle 4, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: one construct
Soothing Mud:
  area: dust, earth, sand, or water in one 5-ft. square/level
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You create an area of healing mud. Water, earth, sand, and dust thicken into\
    \ a wet mud. The mud functions as difficult terrain and does not sink if created\
    \ in water unless weighed down by more than 100 pounds per caster level you have.\
    \ Each round a creature begins its turn in or on the mud, the mud restores 1 hit\
    \ point to it; this healing is unaffected by effects that increase a creature\u2019\
    s healing. A creature that rests partially or completely submerged in this mud\
    \ for 1 full minute is also healed of 1d4 points of ability damage to an ability\
    \ score of its choice. A creature can be healed of ability damage this way only\
    \ once per day."
  duration: 1 round/level (D)
  effect: null
  level: druid 3, ranger 3, shaman 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (healing) [earth, water]
  spell_resistance: 'no'
  target: null
Soothing Word:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target of this spell causes several conditions that he suffers from to be
    lessened in severity one step. If he is nauseated, he is instead sickened. If
    he is stunned, he is instead dazed. If he is exhausted, he is fatigued. If he
    is frightened, he is shaken. If he is paralyzed, he is staggered. The duration
    of the effect is unchanged; the effect is simply reduced to the lesser version.
    This spell has no effect on conditions not listed above.
  duration: instantaneous
  effect: null
  level: cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 3, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: 1 creature
Soul Bind:
  area: null
  casting_time: 1 standard action
  components: V, S, F (see text)
  description:
  - You draw the soul from a newly dead body and imprison it in a black sapphire gem.
    The subject must have been dead no more than 1 round per caster level. The soul,
    once trapped in the gem, cannot be returned through clone, raise dead, reincarnation,
    resurrection, true resurrection, or even a miracle or a wish. Only by destroying
    the gem or dispelling the spell on the gem can one free the soul (which is then
    still dead).
  duration: permanent
  effect: null
  level: cleric/oracle 9, shaman 9, sorcerer/wizard 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'no'
  target: corpse
Soul Transfer:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a gem worth 1,000 gp per HD of the targeted creature or soul)
  description:
  - "This spell functions like the spell completion option of trap the soul, except\
    \ it works only on bodiless souls (such as incorporeal undead or a soul trapped\
    \ in a gem) and creatures whose substance is a physical incarnation of a soul\
    \ (such as a petitioner). It does not work on creatures formed from souls or planar\
    \ material (such as most outsiders). Soul transfer is mainly used to transfer\
    \ souls from one receptacle to another, but it can also be used to capture vulnerable\
    \ souls that aren\u2019t bound to mortal flesh (such as incorporeal creatures\
    \ and petitioners). When used to capture a petitioner, the petitioner\u2019s physical\
    \ body vanishes, reappearing only when its soul is released from the receptacle."
  duration: permanent; see text
  effect: null
  level: cleric 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: conjuration (summoning)
  spell_resistance: yes (see text)
  target: one petitioner , incorporeal soul, or similar creature
Soul Vault:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Note This item is associated with a particular deity that can not be named here.
  duration: 10 minutes/level
  effect: null
  level: cleric 3, druid 4, inquisitor 3, psychic 5, shaman 3, sorcerer/wizard 4,
    spiritualist 2, witch 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'yes'
  target: creature touched
Soulseeker:
  area: null
  casting_time: 1 hour
  components: V, S, M (incense worth 250 gp), F (see text)
  description:
  - "You identify the stage of a given soul\u2019s judgment, or determine its fate\
    \ post-judgment. You must either unambiguously identify the soul you seek or use\
    \ the skull of the body the soul vacated as a focus. If the subject does not share\
    \ your alignment, the soul can attempt a Will save to resist this spell\u2019\
    s effects as if it were still alive. If the subject is still alive or its soul\
    \ has been destroyed, this spell fails without providing any information."
  duration: instantaneous or 1 hour/level
  effect: null
  level: cleric 8, medium 4, occultist 6, shaman 8, spiritualist 6, witch 8
  range: unlimited
  saving_throw: Will negates (see text)
  school: divination
  spell_resistance: 'no'
  target: one soul
Soulswitch:
  area: null
  casting_time: 1 standard action
  components: V, S, F (two brass collars worth 50 gp each)
  description:
  - "You may only cast this spell if you currently have a familiar. You place your\
    \ soul into the body of your familiar, and your familiar\u2019s soul is placed\
    \ in your body. This functions as if you possessed your familiar using magic jar;\
    \ your familiar simultaneously possesses your body in the same manner. You can\u2019\
    t freely transfer your soul between your body and your familiar\u2019s\u2014if\
    \ you choose to return to your body as a standard action, the spell ends. If either\
    \ body is killed, both spirits return to their original bodies, the spell ends,\
    \ and the original owner of the slain body dies."
  duration: 10 minutes/level
  effect: null
  level: bard 5, cleric 5, druid 5, inquisitor 5, magus 5, shaman 5, sorcerer/wizard
    5, witch 5
  range: touch
  saving_throw: Will negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: null
Sound Burst:
  area: 10-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, F/DF (a musical instrument)
  description:
  - You blast an area with a tremendous cacophony. Every creature in the area takes
    1d8 points of sonic damage and must succeed on a Fortitude save to avoid being
    stunned for 1 round. Creatures that cannot hear are not stunned but are still
    damaged.
  duration: instantaneous
  effect: null
  level: bard 2, cleric/oracle 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Source Severance:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an unworked lodestone)
  description:
  - You create an invisible barrier that surrounds you and moves with you, inhibiting
    one category of magic. When you cast this spell, choose either arcane or divine
    magic. This spell functions like antimagic field, but it suppresses only spells
    of the chosen type and supernatural and spell-like class abilities from classes
    that grant spellcasting of the selected type. Magic items, other spell-like abilities,
    and other supernatural abilities are unaffected.
  duration: 10 minutes/level (D)
  effect: null
  level: cleric 6, druid 6, witch 6
  range: 5 feet Area 5-ft.-radius emanation, centered on you
  saving_throw: none
  school: abjuration
  spell_resistance: see text
  target: null
Sow Thought:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You plant an idea, concept, or suspicion in the mind of the subject. The target\
    \ genuinely believes that the idea is his own, but is not required to act upon\
    \ it. If the idea is contrary to the target\u2019s normal thoughts (such as making\
    \ a paladin think, \u201CI should murder my friends\u201D) the target may suspect\
    \ mind-altering magic is at play. The idea must be fairly clear, enough so that\
    \ it can be conveyed in one or two sentences. You do not need to share a common\
    \ language for the spell to succeed, but without a common language you can only\
    \ sow the most basic rudimentary ideas."
  duration: permanent
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Spark:
  area: null
  casting_time: 1 standard action
  components: V or S
  description:
  - 'You can make an unattended Fine flammable object catch on fire. This works as
    if you were using flint and steel except that you can use spark in any sort of
    weather and it takes much less time to actually ignite an object. '
  duration: instantaneous
  effect: null
  level: bard 0, cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0, witch 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (object)
  school: evocation [fire]
  spell_resistance: yes (object)
  target: null
Spawn Ward:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target becomes resistant to the effects of energy drain and blood drain attacks
    made by undead creatures, and cannot be made into undead spawn if killed while
    the spell is in effect.
  duration: 10 minutes/level
  effect: null
  level: cleric 5, inquisitor 5
  range: touch
  saving_throw: Fort negates (harmless)
  school: necromancy
  spell_resistance: yes (harmless)
  target: creature touched
Speak Local Language:
  area: null
  casting_time: null
  components: V, M/DF (a worn-out coin)
  description:
  - This spell functions as tongues, except the creature touched gains only the ability
    to speak and understand a regional human language and the language granted must
    be one you know. You must select the language at the time of casting.
  duration: null
  effect: null
  level: bard 1, cleric 1, inquisitor 1, ranger 1, sorcerer/wizard 1, witch 1
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Speak With Haunt:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - "You stir a haunt to a limited sense of awareness and consciousness, allowing\
    \ it to answer questions. The spell\u2019s range must reach any square within\
    \ 10 feet of the haunt\u2019s area. You must be aware of the haunt prior to casting\
    \ the spell, and casting the spell does not trigger the haunt. You can ask one\
    \ question per 2 caster levels. The haunt\u2019s knowledge is limited to what\
    \ its original creature knew during life, including the languages it spoke. A\
    \ haunt often remembers the circumstance that led to its existence (though this\
    \ recollection might be from the original victim\u2019s perspective and therefore\
    \ not objective), what triggers it, and how it can be laid to rest (destroyed).\
    \ Answers are brief, cryptic, or repetitive, especially if the haunt is angry\
    \ and vindictive."
  duration: 1 minute/level
  effect: null
  level: cleric 4, shaman 3, witch 4
  range: 10 ft. (see text)
  saving_throw: Will negates (see text)
  school: necromancy [language-dependent]
  spell_resistance: 'no'
  target: one haunt
Speak With Waves:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - This spell functions as stone tell but allows conversations only with a body of
    standing or flowing fresh water at least as large as you are. Flowing water can
    generally speak about events happening upstream but not events happening downstream.
  duration: 1 minute/level
  effect: null
  level: druid 6, shaman 7
  range: personal
  saving_throw: null
  school: divination [water]
  spell_resistance: null
  target: you
Speak with Animals:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can ask questions of and receive answers from animals, but the spell doesn\u2019\
    t make them any more friendly than normal. Wary and cunning animals are likely\
    \ to be terse and evasive, while the more stupid ones make inane comments. If\
    \ an animal is friendly toward you, it may do some favor or service for you."
  duration: 1 min./level
  effect: null
  level: bard 3, druid 1, psychic 2, ranger 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Speak with Dead:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - "You grant the semblance of life to a corpse, allowing it to answer questions.\
    \ You may ask one question per two caster levels. The corpse\u2019s knowledge\
    \ is limited to what it knew during life, including the languages it spoke. Answers\
    \ are brief, cryptic, or repetitive, especially if the creature would have opposed\
    \ you in life."
  duration: 1 min./level
  effect: null
  level: cleric/oracle 3, inquisitor 3, medium 2, psychic 3, shaman 3, spiritualist
    3, witch 3
  range: 10 ft.
  saving_throw: Will negates; see text
  school: necromancy [language-dependent]
  spell_resistance: 'no'
  target: one dead creature
Speak with Plane:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (a small glass bead)
  description:
  - "You tap into the awareness and consciousness of a plane with a sentient structure,\
    \ allowing it to answer questions. A tangible manifestation of the plane (such\
    \ as the ground) must be within the spell\u2019s range upon casting."
  duration: 1 minute/level
  effect: null
  level: cleric 4, medium 3, shaman 4, sorcerer/wizard 4, summoner 3, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (see text)
  school: divination
  spell_resistance: 'yes'
  target: one plane with a sentient structure
Speak with Plants:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can communicate with normal plants and plant creatures, and can ask questions\
    \ of and receive answers from them. A normal plant\u2019s sense of its surroundings\
    \ is limited, so it won\u2019t be able to give (or recognize) detailed descriptions\
    \ of creatures or answer questions about events outside its immediate vicinity.\
    \ The spell doesn\u2019t make plant creatures any more friendly or cooperative\
    \ than normal. Furthermore, wary and cunning plant creatures are likely to be\
    \ terse and evasive, while the more stupid ones may make inane comments. If a\
    \ plant creature is friendly, it may do some favor or service for you."
  duration: 1 min./level
  effect: null
  level: bard 4, druid 3, ranger 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Speak with Soul:
  area: null
  casting_time: 1 minute
  components: V, S, M (a drop of candle wax)
  description:
  - You commune with the soul of a dead creature.
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 4, cleric 6, medium 4, paladin 4, shaman 6, spiritualist 6
  range: 10 ft.
  saving_throw: Will negates; see text
  school: necromancy
  spell_resistance: 'no'
  target: see text
Spear of Purity:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You hurl a pure white or golden spear of light from your holy symbol, affecting
    any one target within range as a ranged touch attack.
  duration: instantaneous (1 round)
  effect: spear-shaped projectile of good energy
  level: cleric/oracle 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text)
  school: evocation [good]
  spell_resistance: 'yes'
  target: null
Spectral Hand:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A ghostly hand shaped from your life force materializes and moves as you desire,
    allowing you to deliver low-level, touch range spells at a distance. On casting
    the spell, you lose 1d4 hit points that return when the spell ends (even if it
    is dispelled), but not if the hand is destroyed. (The hit points can be healed
    as normal.) For as long as the spell lasts, any touch range spell of 4th level
    or lower that you cast can be delivered by the spectral hand. The spell gives
    you a +2 bonus on your melee touch attack roll, and attacking with the hand counts
    normally as an attack. The hand always strikes from your direction. The hand cannot
    flank targets like a creature can. After it delivers a spell, or if it goes beyond
    the spell range or goes out of your sight, the hand returns to you and hovers.
  duration: 1 min./level (D)
  effect: one spectral hand
  level: medium 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch
    2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: null
Spectral Saluqi:
  area: null
  casting_time: 1 round
  components: V, S, F (a precious metal canine statue worth 100 gp)
  description:
  - "This spell creates a spectral saluqi, an undead canine resembling an over-sized\
    \ hound with black fur, a gray ruff and tail, and milky gray eyes. The hound shares\
    \ your alignment and can converse with you telepathically. It can see and attack\
    \ ethereal creatures, and otherwise has the same statistics as a yeth hound. It\
    \ usually leaves no tracks because it prefers to fly an inch above the ground.\
    \ You are immune to the hound\u2019s bay ability. The hound\u2019s bite is considered\
    \ aligned to any single alignment you possess for the purposes of overcoming damage\
    \ reduction."
  duration: 10 minutes/level (D)
  effect: one spectral dog
  level: sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: necromancy
  spell_resistance: 'no'
  target: null
Spectral Scout:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "You summon a spectral creature in the shape of the Tiny or smaller animal of\
    \ your choice, which always appears in your square. The creature emits a faint\
    \ glow of a color you choose at the time of the spell\u2019s casting, providing\
    \ the illumination of a candle. It has the same statistics as the creature after\
    \ which it is modeled (including ability scores, Armor Class, feats, senses, skills,\
    \ and speed), but is incorporeal and has only 1 hit point. A spectral scout cannot\
    \ attack, but can otherwise follow any basic instructions that could be given\
    \ to a pet or animal companion of similar intelligence but without the need to\
    \ make Handle Animal skill checks."
  duration: 10 minutes/level (D)
  effect: null
  level: bard 3, druid 3, ranger 3, shaman 3, sorcerer/wizard 3
  range: 1 mile Effect one incorporeal animal of size Tiny or smaller
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
"Speechreader\u2019s Sight":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "If a creature within 100 feet that you can see is speaking a language you understand,\
    \ you can read its lips with perfect accuracy. Reading lips in this manner gives\
    \ the exact wording of conversation and does not assist in deciphering any obfuscated\
    \ ideas such as secret messages or slang. Reading lips requires moderate concentration,\
    \ and you take a \u20134 penalty on other Perception checks while doing so."
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 1, bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist
    1, psychic 1, sorcerer/wizard 1, spiritualist 1, witch 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Spell Absorption:
  area: null
  casting_time: 1 round
  components: V, S, M (a prism)
  description:
  - "If you successfully counterspell a 3rd-level or lower level spell (through either\
    \ dispel magic or normal means) while spell absorption is in effect, you absorb\
    \ the countered spell and use it to regain spells you have already cast. If you\u2019\
    re a wizard, you regain the use of any single spell that you have cast since the\
    \ last time you prepared spells. If you\u2019re a sorcerer, you regain a single\
    \ spell slot. The spell recovered or spell slot regained must be of an equal level\
    \ or lower than the spell you counterspelled."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 5
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Spell Gauge:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a silver piece)
  description:
  - "You immediately discover some of the spells that the target knows or has prepared.\
    \ The number of spells revealed to you is equal to your caster level. The target\u2019\
    s lowest-level spells are revealed first\u2014ignoring 0-level spells\u2014in\
    \ a random order. Once all of the target\u2019s 1st-level spells are revealed,\
    \ the spell begins revealing 2nd-level spells, then 3rd-level spells. This spell\
    \ does not reveal spells of 4th level or higher, nor does it reveal spell-like\
    \ abilities or other special abilities. If cast on a creature that is not a spellcaster,\
    \ that has only 0-level spells or spells of 4th level or higher prepared, that\
    \ has expended all of its spells, or that has not prepared any spells that day,\
    \ the spell has no effect."
  duration: instantaneous
  effect: null
  level: bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Spell Immunity:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "The warded creature is immune to the effects of one specified spell for every\
    \ four levels you have. The spells must be of 4th level or lower. The warded creature\
    \ effectively has unbeatable spell resistance regarding the specified spell or\
    \ spells. Naturally, that immunity doesn\u2019t protect a creature from spells\
    \ for which spell resistance doesn\u2019t apply. Spell immunity protects against\
    \ spells, spell-like effects of magic items, and innate spell-like abilities of\
    \ creatures. It does not protect against supernatural or extraordinary abilities,\
    \ such as breath weapons or gaze attacks."
  duration: 10 min./level
  effect: null
  level: alchemist 4, cleric/oracle 4, inquisitor 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Spell Resistance:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The target gains spell resistance equal to 12 + your caster level.
  duration: 1 min./level
  effect: null
  level: alchemist 5, cleric/oracle 5, inquisitor 5
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Spell Scourge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - A whip of cracking magical might appears in your hand, allowing you lash spells
    from the mind of enemy spellcasters. With a lash of bluish-purple energy, you
    strip many protective spells and effects from a single creature. If the target
    of this spell is currently under the effects of any harmless spells or effects,
    it must succeed at a Will save or all of those spells and effects end, stripping
    the target of the benefit of those spells. If the target is not currently under
    the effect of least one harmless spell, the target is instead confused for 1d4
    rounds.
  duration: instantaneous or 1d4 rounds; see text
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 7, witch 7
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: one creature
Spell Turning:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small silver mirror worth 100 gp)
  description:
  - Spells and spell-like effects targeted on you are turned back upon the original
    caster. The abjuration turns only spells that have you as a target. Effect and
    area spells are not affected. Spell turning also fails to stop touch range spells.
    From seven to ten (1d4+6) spell levels are affected by the turning. The exact
    number is rolled secretly.
  duration: until expended or 10 min./level
  effect: null
  level: sorcerer/wizard 7, summoner 5, unchained summoner 6
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Spellbane:
  area: 10-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V, S, F (cold iron scepter worth at least 1,000 gp)
  description:
  - This spell creates an area within which spells selected by you simply do not function.
  duration: 1 hour/level (D)
  effect: null
  level: sorcerer/wizard 9
  range: 10 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: see text
  target: null
Spellblight Jinx:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You inflict a curse similar to the spell burn spellblight on a creature. Each
    time a spellcaster who is afflicted with this curse casts a spell or uses a spell-like
    ability, her skin seems to burn as though she were on fire. With a successful
    concentration check (DC = 15 + double the spell level of the spell cast or spell-like
    ability used), the spellcaster can ignore the pain of the effect, but if she fails,
    she loses the spell or spell slot and is staggered for a round.
  duration: permanent
  effect: null
  level: antipaladin 4, bard 4, cleric 6, inquisitor 5, occultist 5, psychic 6, shaman
    5, sorcerer/wizard 6, witch 5
  range: touch
  saving_throw: Will negates
  school: evocation [curse]
  spell_resistance: 'yes'
  target: creature touched
Spellcasting Contract:
  area: null
  casting_time: null
  components: V, S, F (a written contract)
  description:
  - This spell functions like lesser spellcasting contract, except if the target has
    9 HD or more, you can imbue him with one or two 2nd- level spells and one 3rd-level
    spell.
  duration: permanent until contractually terminated
  effect: null
  level: cleric/oracle 7 (must worship the associated deity)
  range: null
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: willing creature touched
Spellcrash, Lesser:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a discordant blast of energy that disrupts the target\u2019s available\
    \ magic. If the target prepares spells, it must choose one of its prepared 3rd-level\
    \ spells, which is immediately lost; if the target has no 3rd-level spells prepared,\
    \ it must lose a 2nd-level spell it has prepared (progressing down to 1st-level\
    \ spell if it has no 2nd-level spells prepared) each round at the start of its\
    \ turn."
  duration: 1 round/level
  effect: null
  level: cleric 4, sorcerer/wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates; see text
  school: abjuration
  spell_resistance: 'yes'
  target: one creature
Spellcurse:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a fragment of a destroyed magical item)
  description:
  - You disrupt any spell energy affecting your target, causing that energy to crackle
    with power and harm the target. The target takes 1d6 points of damage for each
    spell with a duration of 1 round or greater currently affecting it. The spells
    themselves are not dispelled or modified.
  duration: instantaneous
  effect: null
  level: antipaladin 2, cleric 3, inquisitor 2, occultist 4, psychic 3, shaman 4,
    witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will half
  school: necromancy [curse]
  spell_resistance: 'yes'
  target: one creature
Spellscar:
  area: two 10-ft. cubes per level (S)
  casting_time: 1 standard action
  components: V, S, M (a pinch of sand)
  description:
  - This potent spell invokes devastation on a localized (and thankfully temporary)
    scale.
  duration: 10 minutes/level (D)
  effect: null
  level: cleric 8, sorcerer/wizard 8
  range: medium (100 ft. + 10 ft./level)
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Spellstaff:
  area: null
  casting_time: 10 minutes
  components: V, S, F (the staff that stores the spell)
  description:
  - You store one spell that you can normally cast in a wooden quarterstaff. Only
    one such spell can be stored in a staff at a given time, and you cannot have more
    than one spellstaff at any given time. You can cast a spell stored within a staff
    just as though it were among those you had prepared, but it does not count against
    your normal allotment for a given day. You use up any applicable material components
    required to cast the spell when you store it in the spellstaff.
  duration: permanent until discharged (D)
  effect: null
  level: druid 6
  range: touch
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: wooden quarterstaff touched
Spellsteal:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a discordant blast of energy that disrupts the target\u2019s available\
    \ magic and transfers knowledge of that magic to you."
  duration: instantaneous and see text
  effect: null
  level: cleric 5, sorcerer/wizard 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: one creature
Spellsword:
  area: null
  casting_time: 1 round
  components: V, S, F (a magic rod or staff)
  description:
  - "When you cast this spell on a weapon, you cause an extradimensional space to\
    \ open within the weapon. As part of the casting, you can insert a single magic\
    \ rod or magic staff into the weapon\u2019s extradimensional space, after which\
    \ the space closes."
  duration: 10 minutes/level
  effect: one melee weapon sized appropriately for you
  level: bard 4, bloodrager 4, magus 3, occultist 4, sorcerer/wizard 3, witch 4
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Sphere of Warding:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You create a luminescent sphere of orbiting energy that harms incorporeal creatures
    and dispossesses them of any stolen bodies. An incorporeal creature must succeed
    at a Will save to enter a space overlapping with the sphere; failure means the
    creature cannot pass through the sphere, as though it were a wall of force. If
    the incorporeal creature succeeds, it may pass through the sphere at will, though
    if it ends its turn within the sphere, it takes a number of points of force damage
    equal to 1d6 + 1 per caster level (maximum +10).
  duration: 1 hour/level
  effect: 10-ft.-radius sphere emanating from point touched
  level: cleric 5, inquisitor 4, witch 5
  range: touch
  saving_throw: Will negates (see text)
  school: abjuration
  spell_resistance: 'yes'
  target: null
Spherescry:
  area: null
  casting_time: 1 hour
  components: V, S, AF (onyx sphere worth at least 50 gp)
  description:
  - "This spell allows remote viewing through spheres that have previously consumed\
    \ some portion of the spellcaster\u2019s body: a single digit of a finger or toe\
    \ at a minimum. The caster can view and listen to events within a 20-foot radius\
    \ of the associated sphere; this radius follows the sphere if the sphere moves.\
    \ Unlike a true scrying spell, no other spells operate through the associated\
    \ sphere, but spherescry produces no indication of its activity on the target\
    \ and cannot be discovered by normal methods of magical detection."
  duration: 1 minute/level
  effect: null
  level: sorcerer/wizard 3
  range: see text
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: null
Spider Climb:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a live spider)
  description:
  - 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 20 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 Dexterity bonus to Armor Class (if any) while climbing, and opponents
    get no special bonus to their attacks against it. It cannot, however, use the
    run action while climbing.
  duration: 10 min./level
  effect: null
  level: alchemist 2, bloodrager 2, druid 2, magus 2, medium 2, occultist 2, psychic
    2, sorcerer/wizard 2, summoner/unchained summoner 2
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Spike Growth:
  area: one 20-ft. square/level
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Any ground-covering vegetation in the spell\u2019s area becomes very hard and\
    \ sharply pointed without changing its appearance."
  duration: 1 hour/level (D)
  effect: null
  level: druid 3, ranger 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex partial
  school: transmutation
  spell_resistance: 'yes'
  target: null
Spike Stones:
  area: one 20-ft. square/level
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp
    points that blend into the background.
  duration: 1 hour/level (D)
  effect: null
  level: druid 4, shaman 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex partial
  school: transmutation [earth]
  spell_resistance: 'yes'
  target: null
Spiked Armor:
  area: null
  casting_time: 1 standard action
  components: V, S, M (1 iron spike)
  description:
  - "The targeted suit of armor or shield sprouts thousands of tiny iron spikes like\
    \ porcupine quills. These do not harm the armor\u2019s wearer (though donning\
    \ or removing armor under the effects of this spell takes twice as long), but\
    \ they act as armor spikes or shield spikes (as appropriate). Any creature attacking\
    \ the wearer with natural weapons takes 1 point of piercing damage for each attack\
    \ that hits."
  duration: 10 minutes/level
  effect: null
  level: bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, shaman 1
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: 1 suit of metal armor or 1 metal shield
Spiked Pit:
  area: null
  casting_time: 1 standard action
  components: V, S, F (miniature shovel costing 10 gp)
  description:
  - "This spell functions as create pit, except that the pit is lined with wickedly\
    \ sharp spikes along its bottom and walls and has a maximum depth of 50 feet.\
    \ Creatures who fall into the pit take falling damage as normal, plus 2d6 points\
    \ of piercing damage from the spikes. Any creature or object coming into contact\
    \ with the spikes along the walls, such as a creature trying to climb out, or\
    \ rope or other typical aids to climbing, takes 1d6 points of piercing damage\
    \ each round they are in contact with the walls. For those willing to accept the\
    \ damage incurred while climbing, the pit\u2019s walls have a Climb DC of 20."
  duration: 1 round + 1 round/level
  effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
  level: sorcerer/wizard 3, summoner/unchained summoner 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Spindrift Spritz:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - You can cast this spell only as a response to a target attempting a saving throw
    against an effect that would cause the fatigued, shaken, sickened, or staggered
    conditions. The target can roll its saving throw twice and take the higher result.
  duration: instantaneous
  effect: null
  level: cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1, shaman 2, spiritualist
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (healing) [water]
  spell_resistance: yes (harmless)
  target: one creature
Spiral Ascent:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You transform yourself into a helical beam of divine energy that instantly transports
    you upward to a spot within range.
  duration: instantaneous
  effect: null
  level: cleric 3, inquisitor 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: yes (object)
  target: you and touched objects
Spiral Descent:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as spiral ascent, except the destination and direction of
    travel is downward from your current location.
  duration: instantaneous
  effect: null
  level: cleric 2, inquisitor 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: yes (object)
  target: you and touched objects
Spirit Bonds:
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 300 gp)
  description:
  - You heighten your awareness of up to one willing creature or object per 3 caster
    levels, each of which must be within 30 feet of you during the entire hour you
    spend preparing spells and casting spirit bonds. By concentrating on one of these
    creatures or objects as a full-round action, you can learn its direction and relative
    distance from your location, provided that it is on the same plane. In the case
    of a creature, you can also learn the state of its emotion or health aura as a
    full-round action. In the case of an object, you can also get a sense of how damaged
    it is, similar to reading the health aura of a creature, or, in the case of a
    magic item that must be activated, you can learn when it was last activated (a
    full-round action in either case).
  duration: 24 hours or until discharged
  effect: null
  level: cleric 3, shaman 3, witch 3, wizard 3
  range: personal
  saving_throw: null
  school: divination [meditative]
  spell_resistance: null
  target: you; see text
Spirit Call:
  area: null
  casting_time: 1 full round
  components: V, S, DF
  description:
  - You call out to nature spirits associated with your spirit (not your wandering
    spirit) if you are a shaman, or your domain if you are a druid, beckoning them
    forth to pay attention to your current location. For the duration of the spell,
    all spells from your spirit magic list or domain list that are cast within the
    affected area have their caster level increased by 1, and all spellcasters casting
    such spells receive a +4 insight bonus on their concentration checks for those
    spells only.
  duration: 1 minute/level
  effect: null
  level: druid 1, shaman 1
  range: 100 ft.
  saving_throw: null
  school: enchantment
  spell_resistance: null
  target: null
Spirit Share:
  area: null
  casting_time: 1 standard action
  components: V, S, F (liquid to be shared)
  description:
  - For the duration of the spell, as a standard action you can touch a willing target
    to deliver 1 dose of a potable liquid (including alcoholic drinks and potions
    and elixirs, but not poisons or other liquids that are primarily harmful when
    drunk) in your possession (though not necessarily held in hand) into her.
  duration: 1 round/level
  effect: null
  level: alchemist 1, bard 1, cleric 1, druid 1, occultist 1, shaman 1, sorcerer/wizard
    1, witch 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Spirit-Bound Blade:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You focus emotional energy and weave it into a shroud of hardened ectoplasm around\
    \ the weapon you touch, infusing it with a ghostly glow and great power. The weapon\
    \ becomes a ghost touch weapon, and gains one of the following additional benefits,\
    \ depending on the type of emotion you infuse into the weapon. If a special ability\
    \ wouldn\u2019t apply to the chosen weapon (such as vicious on a ranged weapon),\
    \ the weapon doesn\u2019t gain that benefit."
  duration: 1 minute/level
  effect: null
  level: medium 4, occultist 4, shaman 4, spiritualist 3
  range: touch
  saving_throw: Will negates (harmless, object)
  school: evocation
  spell_resistance: 'no'
  target: weapon touched
Spiritual Ally:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - An ally made of pure force appears in a single 5-foot square within range. The
    ally takes the form of a servant of your god.
  duration: 1 round/level (D)
  effect: spiritual ally of force
  level: cleric/oracle 4, medium 4, spiritualist 4, warpriest 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Spiritual Squire:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'This spell causes an ally made of pure force to appear in a single 5-foot square
    within range. The ally takes the form of a servant of your god (if any) or an
    ancestor. The spiritual squire occupies its space, though you and your allies
    can move through it, since it is your ally. While the spiritual squire appears
    to wear armor and carry a weapon, it cannot make attacks and does not threaten
    any spaces. On your turn, the spiritual squire can do one of the following: retrieve
    one stowed item from your possessions, carry an object weighing no more than 10
    pounds per caster level, hand you an object it is carrying, perform the aid another
    action on your behalf or for one of your allies, or help one creature of your
    choice don armor (which then takes half the normal time). When the spiritual squire
    attempts the aid another action in combat, its attack bonus is equal to your base
    attack bonus + your Wisdom modifier.'
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 2, cleric 2, inquisitor 2, paladin 2, shaman 2, spiritualist
    2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'no'
  target: null
Spiritual Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A weapon made of force appears and attacks foes at a distance, as you direct it,
    dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5
    at 15th level). The weapon takes the shape of a weapon favored by your deity or
    a weapon with some spiritual significance or symbolism to you (see below) and
    has the same threat range and critical multipliers as a real weapon of its form.
    It strikes the opponent you designate, starting with one attack in the round the
    spell is cast and continuing each round thereafter on your turn. It uses your
    base attack bonus (possibly allowing it multiple attacks per round in subsequent
    rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell,
    not as a weapon, so for example, it can damage creatures that have damage reduction.
    As a force effect, it can strike incorporeal creatures without the reduction in
    damage associated with incorporeality. The weapon always strikes from your direction.
    It does not get a flanking bonus or help a combatant get one. Your feats or combat
    actions do not affect the weapon. If the weapon goes beyond the spell range, if
    it goes out of your sight, or if you are not directing it, the weapon returns
    to you and hovers.
  duration: 1 round/level (D)
  effect: magic weapon of force
  level: cleric/oracle 2, inquisitor 2, shaman 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Spit Venom:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You spit a stream of venom at a target using a ranged touch attack. If the venom\
    \ hits, it causes blindness for 1 round. The target must also save or be poisoned\
    \ by black adder venom; the DC in successive rounds of the poison is equal to\
    \ the spell\u2019s DC."
  duration: instantaneous; see text
  effect: one stream of venom
  level: cleric/oracle 4, druid 3, shaman 4, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: transmutation [poison]
  spell_resistance: 'no'
  target: null
Spite:
  area: null
  casting_time: 1 round
  components: V, S, M (rare inks worth 250 gp)
  description:
  - ' Choose a single touch range spell of 4th level or lower with a casting time
    of 1 standard action or less. As part of the action of casting spite, you cast
    the associated spell and bind it into a defensive ward in the form of a tattoo,
    birthmark, or wart somewhere upon your body. The next time you are hit by a melee
    attack or a combat maneuver is used successfully against you, the stored spell
    is triggered against your foe. You do not need to succeed on a touch attack to
    affect the target, but in all other respects the spell is treated as though you
    had cast it normally. If the attacking creature is not a valid target for the
    spell, the stored spell is lost with no effect. '
  duration: 1 hour/level (D) or until discharged
  effect: null
  level: witch 4
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Splinter Spell Resistance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create an aura around the target weapon that weakens a foe\u2019s magical\
    \ defenses. The first time each round the weapon damages a creature with spell\
    \ resistance, that creature\u2019s spell resistance is reduced by 5 for 1 round.\
    \ This reduction is not cumulative for multiple attacks within the same round,\
    \ even if the target is struck by different weapons, each affected by a different\
    \ casting of splinter spell resistance. However, the same creature\u2019s spell\
    \ resistance can be reduced on multiple rounds by subsequent hits."
  duration: 1 minute/level
  effect: null
  level: bloodrager 2, magus 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard
    2, witch 2
  range: touch
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'no'
  target: null
Spontaneous Immolation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (pinch of saltpeter)
  description:
  - You point your finger at a creature, causing it to spontaneously burst into flame.
    The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude
    save reduces this damage by half and prevents the target from catching on fire.
    Each round on your turn, a burning target can attempt a new save to extinguish
    the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire
    damage.
  duration: instantaneous
  effect: null
  level: psychic 2, sorcerer/wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude half and Reflex (see description)
  school: evocation [fire]
  spell_resistance: 'yes'
  target: one creature
Spore Burst:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tiny puffball mushroom)
  description:
  - "You cause a willing plant creature\u2019s body to sprout small, puffy mushrooms\
    \ that remain for 1 round per caster level or until the creature uses them. As\
    \ a standard action, the target can cause these mushrooms to burst open, releasing\
    \ a cloud of toxic spores that affect all creatures in a 20-foot-radius spread.\
    \ Those in the area must succeed at Fortitude saves or be sickened for 1d6 rounds\
    \ as they are overcome by sneezing and coughing."
  duration: see text
  effect: null
  level: druid 2, ranger 3, shaman 2, witch 2
  range: touch
  saving_throw: special; see text
  school: conjuration [poison]
  spell_resistance: 'no'
  target: one plant creature; see text
Spotlight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a mobile area of bright light centered on one target while simultaneously\
    \ suppressing other light sources surrounding it. The light level in the target\u2019\
    s space increases to bright light, causing the target to take any penalties that\
    \ it would normally take in bright light. In addition, all mundane light sources\
    \ (and magic light sources of 3rd spell level or lower) within 20 feet of the\
    \ target\u2019s space are suppressed, shedding no light as long as they remain\
    \ within this spell\u2019s affected area and reverting the area normally affected\
    \ by those light sources to their unmodified illumination levels."
  duration: 1 minute/level (D)
  effect: null
  level: bard 3, cleric 3, druid 3, inquisitor 3, magus 3, occultist 3, paladin 3,
    shaman 3, sorcerer/wizard 3, witch 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial
  school: evocation [darkness, light]
  spell_resistance: 'yes'
  target: one creature
Squeeze:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target becomes flexible regardless of its actual size and mass. It can move
    through areas at least half its size with no penalty for squeezing. It can move
    through a space at least one-quarter its width using the penalties for squeezing
    through a space at least half its width.
  duration: 1 minute/level
  effect: null
  level: alchemist 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation (polymorph)
  spell_resistance: yes (harmless)
  target: creature touched
Stabilize:
  area: null
  casting_time: 1 standard action
  components: V,S
  description:
  - "Upon casting this spell, you target a living creature that has \u20131 or fewer\
    \ hit points. That creature is automatically stabilized and does not lose any\
    \ further hit points. If the creature later takes damage, it continues dying normally."
  duration: instantaneous
  effect: null
  level: cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: conjuration (healing)
  spell_resistance: yes (harmless)
  target: one living creature
Stabilize Powder:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a few drops of liquor)
  description:
  - Ammunition currently loaded in the target firearm is less prone to misfire. Decrease
    the misfire range by 1 + 1 per five caster levels (maximum +5, minimum misfire
    0) for the ammunition currently loaded into that firearm.
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: 1 loaded firearm
Stabilize Pressure:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of shell)
  description:
  - "You instantly stabilize the target\u2019s pressure, causing it to adjust to its\
    \ current pressure all at once. This doesn\u2019t help it readjust to future pressure\
    \ changes."
  duration: instantaneous
  effect: null
  level: alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, hunter 2, investigator
    2, psychic 2, ranger 2, shaman 2, summoner 2, summoner (unchained) 2, warpriest
    2
  range: touch
  saving_throw: Fort negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Stage Fright:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fill your targets with the sudden fear of failure. A creature that fails\
    \ its saving throw takes a \u20134 penalty on ability checks, skill checks, and\
    \ any checks that require concentration (such as casting a spell in difficult\
    \ circumstances or operating a complex device)."
  duration: 1 round/level
  effect: null
  level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard
    3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: 1 creature/level, no two of which may be more than 30 ft. apart
Staggering Fall:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - "This spell must be cast on a creature as it falls, either from a height or after\
    \ being knocked prone or tripped. The magic of this spell causes the creature\
    \ to hit the ground particularly hard, knocking the wind from it. The creature\
    \ takes an additional 1d6 points of damage from the fall. In addition, the creature\
    \ becomes staggered for the duration of the spell unless it makes a Will save.\
    \ Each round the spell\u2019s effects persist, the creature may attempt a new\
    \ Will save as a free action to end the staggered effect early. A creature under\
    \ the effects of this spell must take a standard action to stand up."
  duration: 1 round/level (see below)
  effect: null
  level: cleric/oracle 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial (see below)
  school: transmutation
  spell_resistance: 'yes'
  target: one falling creature
Stalwart Resolve:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Stalwart resolve was originally created to temporarily aid those suffering from\
    \ certain afflictions. The recipient of stalwart resolve ignores the effects of\
    \ ability damage and penalties to a single ability score of your choice, except\
    \ that damage equal to or greater than the ability score still causes unconsciousness\
    \ or death. This applies whether or not the ability damage or penalty happened\
    \ before or during the spell\u2019s duration, and whether or not multiple sources\
    \ are involved. This spell has no effect on ability drain."
  duration: 1 round/level
  effect: null
  level: alchemist 2, cleric 2, inquisitor 1, paladin 1, witch 2
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: creature touched
Starsight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can observe the night sky and all of its celestial bodies as if it were a\
    \ clear night, regardless of weather conditions that would otherwise block your\
    \ view. Your vision penetrates any light pollution from non-magical sources, though\
    \ this spell doesn\u2019t function in daylight, indoors, or underground. You see\
    \ through forest canopies and similar natural obstructions, but only for the purpose\
    \ of stargazing. For the spell\u2019s duration, you gain a +2 insight bonus on\
    \ Knowledge (geography) checks relating to the stars and planets and Survival\
    \ checks to avoid getting lost."
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch
    1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Statue:
  area: null
  casting_time: 1 round
  components: V, S, M (lime, sand, and a drop of water stirred by an iron spike)
  description:
  - "A statue spell turns the subject to solid stone, along with any garments and\
    \ equipment worn or carried. In statue form, the subject gains hardness 8. The\
    \ subject retains its own hit points. The subject can see, hear, and smell normally,\
    \ but it does not need to eat or breathe. Feeling is limited to those sensations\
    \ that can affect the granite-hard substance of the individual\u2019s body. Chipping\
    \ is equal to a mere scratch, but breaking off one of the statue\u2019s arms constitutes\
    \ serious damage. The subject of a statue spell can return to its normal state,\
    \ act, and then return instantly to the statue state (a free action) if it so\
    \ desires as long as the spell duration is in effect."
  duration: 1 hour/level (D)
  effect: null
  level: alchemist 6, sorcerer/wizard 7
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Status:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'When you need to keep track of comrades who may get separated, status allows
    you to mentally monitor their relative positions and general condition. You are
    aware of direction and distance to the creatures and any conditions affecting
    them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked,
    stunned, poisoned, diseased, confused, or the like. Once the spell has been cast
    upon the subjects, the distance between them and the caster does not affect the
    spell as long as they are on the same plane of existence. If a subject leaves
    the plane, or if it dies, the spell ceases to function for it.'
  duration: 1 hour/level
  effect: null
  level: cleric/oracle 2, medium 2, occultist 2, psychic 2, spiritualist 2, witch
    2
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: one creature touched/three levels
Stave Off Corruption:
  area: null
  casting_time: 1 standard action
  components: V, S, M (see text)
  description:
  - You ward the target to slow the advancement of its corruption.
  duration: 1 day/2 caster levels
  effect: null
  level: cleric 2, paladin 2
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one creature
Stay the Hand:
  area: null
  casting_time: 1 immediate action
  components: V, S, DF
  description:
  - "You cause a creature\u2019s arm to waver and prevent it from striking another\
    \ creature. You can cast this spell when the target is about to make a melee attack\
    \ against another creature. On a failed Saving Throw, the target does not follow\
    \ through with its attack, and its entire action is wasted for the round. On a\
    \ successful Saving Throw, the target can make its attack, forcing its strike\
    \ though the compulsion but losing both accuracy and power, taking a -5 penalty\
    \ on its attack and damage rolls. Whether or not the target makes its initial\
    \ save or not, it is subject to a -2 penalty on attack and damage rolls against\
    \ the creature it originally targeted for the duration of the spell."
  duration: 1/round per level and special; see text
  effect: null
  level: paladin 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Steal Breath:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You pull the breath from a creature\u2019s lungs, dealing damage and leaving\
    \ it unable to speak, use breath weapons, or cast spells with verbal components.\
    \ If the target fails its saving throw, it takes 2d6 points of damage, and it\
    \ cannot speak, use breath weapons, or anything else requiring breathing, and\
    \ a visible line of swirling air leaves the target\u2019s mouth and enters your\
    \ mouth."
  duration: 1 round (see text)
  effect: null
  level: bard 2, bloodrager 2, druid 2, mesmerist 2, psychic 2, sorcerer/wizard 2,
    witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates; see text
  school: transmutation [air]
  spell_resistance: 'yes'
  target: one living creature
Steal Size:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of iron shaped like a scale tray)
  description:
  - "This spell reduces the target\u2019s 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."
  duration: 1 minute/level (D)
  effect: null
  level: bloodrager 2, druid 3, magus 3, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Steal Voice:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "The target\u2019s throat constricts, giving it the caster croak spellblight."
  duration: permanent (D)
  effect: null
  level: bard 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates
  school: necromancy
  spell_resistance: 'yes'
  target: one creature
Steam Ray Fusillade:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a scraping from a hydrothermal vent)
  description:
  - "For the duration of the spell, you can fire three rays of steam once per round\
    \ as a standard action (and you also fire three such rays as part of casting the\
    \ spell). These rays function similarly to the rays from scorching ray (you can\
    \ fire them at close range, they\u2019re ranged touch attacks, they deal 4d6 points\
    \ of fire damage each, and spell resistance negates them) except that they work\
    \ both underwater and above water without a caster level check for being a fire\
    \ spell."
  duration: 1 round/level
  effect: null
  level: arcanist 7, sorcerer/wizard 7
  range: personal
  saving_throw: null
  school: evocation [fire, water]
  spell_resistance: null
  target: you
Stench of Prey:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "The target exudes a strong odor that most predators recognize as the scent of\
    \ helpless prey. The closest 1d4+1 predatory creatures within 30 feet must succeed\
    \ at a Will save or start attacking the target (animals with the scent ability\
    \ are affected if within 60 feet). If the predator is an animal, it can be called\
    \ away from the target by a handler using the \u201Cdown\u201D trick or any effect\
    \ that suspends or dispels emotion or rage effects."
  duration: 1 minute/level
  effect: null
  level: druid 3, ranger 3, shaman 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: one creature (see text)
Stinking Cloud:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a rotten egg or cabbage leaves)
  description:
  - Stinking cloud creates a bank of fog like that created by fog cloud, except that
    the vapors are nauseating. Living creatures in the cloud become nauseated. This
    condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after
    it leaves. (Roll separately for each nauseated character.) Any creature that succeeds
    on its save but remains in the cloud must continue to save each round on your
    turn. This is a poison effect.
  duration: 1 round/level
  effect: cloud spreads in 20-ft. radius, 20 ft. high
  level: bloodrager 3, magus 3, shaman 3, sorcerer/wizard 3, unchained summoner 3,
    witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates; see text
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: null
Stoke the Inner Fire:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You increase the natural heat within your body, transferring it to your weapons\
    \ and armor. As a swift action, you may grant one of your natural or manufactured\
    \ weapons the flaming special ability for 1 round. If you have the fire subtype,\
    \ your weapon instead gains the flaming burst special ability. If the weapon leaves\
    \ your hand for any reason, it loses the flaming (or flaming burst) special ability\
    \ until you spend a swift action to activate it again. You can only have stoke\
    \ the inner fire active on one weapon at a time, and spending a swift action to\
    \ imbue a second weapon with the spell\u2019s power immediately ends its effect\
    \ on the first weapon."
  duration: 1 round/level
  effect: null
  level: cleric 2, inquisitor 2
  range: personal
  saving_throw: null
  school: transmutation [fire]
  spell_resistance: null
  target: you
Stolen Light:
  area: null
  casting_time: 1 full round
  components: V, S, F (a gem worth at least 500 gp)
  description:
  - Stolen light stores images within a gem. To store an image, as part of casting
    you must touch a gem worth not less than 500 gp. You trap within the gem an image
    of everything visible within a 30-foot cone measured from the gem, in a direction
    of your choice. Alternatively, you can capture a less detailed image of a single
    object within sight. Once the casting is complete, the gem turns opaque, and the
    image inside cannot be seen. The stolen image remains within the gem until released
    or dispelled.
  duration: permanent or 1 minute/level (see text)
  effect: null
  level: bard 3, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (object)
  school: illusion (figment)
  spell_resistance: yes (object)
  target: transparent gem touched
Stone Call:
  area: cylinder (40-ft. radius, 20 ft. high)
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of
    bludgeoning damage to every creature in the area. This damage only occurs once,
    when the spell is cast.
  duration: 1 round/level
  effect: null
  level: bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Stone Discus:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of earth or metal)
  description:
  - 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.
  duration: Instantaneous
  effect: one or more stone discuses
  level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Stone Fist:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a chip of granite)
  description:
  - This spell transforms your hands into living stone. While this spell is in effect,
    your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points
    of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed
    strikes ignore the hardness of any object with a hardness less than 8.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: transmutation [earth]
  spell_resistance: null
  target: null
Stone Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (soft clay)
  description:
  - "You can form an existing piece of stone into any shape that suits your purpose.\
    \ While it\u2019s possible to make crude coffers, doors, and so forth with stone\
    \ shape, fine detail isn\u2019t possible. There is a 30% chance that any shape\
    \ including moving parts simply doesn\u2019t work."
  duration: instantaneous
  effect: null
  level: cleric/oracle 3, druid 3, shaman 3, sorcerer/wizard 4
  range: touch
  saving_throw: none
  school: transmutation [earth]
  spell_resistance: 'no'
  target: stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Stone Shield:
  area: null
  casting_time: 1 immediate action
  components: V, S, DF
  description:
  - "A 1-inch-thick slab of stone springs up from the ground, interposing itself between\
    \ you and an opponent of your choice. The stone shield provides you with cover\
    \ from that enemy until the beginning of your next turn, granting you a +4 bonus\
    \ to Armor Class and a +2 bonus on Reflex saving throws. If the opponent\u2019\
    s attack misses you by 4 or less, the attack strikes the shield instead. The stone\
    \ shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell\
    \ ends and the shield crumbles away into nothingness. Spells and effects that\
    \ damage an area deal damage to the shield."
  duration: 1 round
  effect: stone wall whose area is one 5-ft. square
  level: bloodrager 1, cleric 1, druid 1, magus 2, shaman 1, sorcerer/wizard 1, summoner
    1
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Stone Tell:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - "You gain the ability to speak with stones, which relate to you who or what has\
    \ touched them as well as revealing what is covered or concealed behind or under\
    \ them. The stones relate complete descriptions if asked. A stone\u2019s perspective,\
    \ perception, and knowledge may prevent the stone from providing the details you\
    \ are looking for. You can speak with natural or worked stone."
  duration: 1 min./level
  effect: null
  level: druid 6, shaman 7
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Stone Throwing:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered stone) creature touched 1 minute/level Fort negates
    (harmless) yes (harmless)
  description:
  - The subject gains the rock throwing and rock catching abilities. It can use these
    abilities with any solid, mostly inflexible object with a hardness of at least
    5.
  duration: 1 minute/level
  effect: null
  level: bloodrager 1, cleric 2, druid 2, magus 2, ranger 1, sorcerer/wizard 2
  range: null
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Stone to Flesh:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of blood mixed with earth)
  description:
  - This spell restores a petrified creature to its normal state, restoring life and
    goods. The creature must make a DC 15 Fortitude save to survive the process. Any
    petrified creature, regardless of size, can be restored. The spell also can convert
    a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital
    life force unless a life force or magical energy is available. For example, this
    spell would turn an animated stone statue into an animated flesh statue, but an
    ordinary statue would become a mass of inert flesh in the shape of the statue.
    You can affect an object that fits within a cylinder from 1 foot to 3 feet in
    diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger
    mass of stone.
  duration: instantaneous
  effect: null
  level: magus 6, shaman 6, sorcerer/wizard 6, witch 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude negates (object); see text
  school: transmutation
  spell_resistance: 'yes'
  target: one petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter
    and up to 10 ft. long
Stoneskin:
  area: null
  casting_time: 1 standard action
  components: V, S, M (granite and diamond dust worth 250 gp)
  description:
  - The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject
    gains DR 10/adamantine. It ignores the first 10 points of damage each time it
    takes damage from a weapon, though an adamantine weapon bypasses the reduction.
    Once the spell has prevented a total of 10 points of damage per caster level (maximum
    150 points), it is discharged.
  duration: 10 min./level or until discharged
  effect: null
  level: alchemist 4, bloodrager 4, druid 5, inquisitor 4, magus 4, shaman 5, sorcerer/wizard
    4, summoner 3, unchained summoner 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: creature touched
Storm Sight:
  area: null
  casting_time: 1 round
  components: V, S, F (a storm, either natural or magical)
  description:
  - You step into any magical or naturally occurring storm and commune directly with
    the power of the wind and rain.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 2, druid 2, shaman 2, sorcerer/wizard 2, witch 2
  range: personal
  saving_throw: Will negates (harmless)
  school: divination (scrying)
  spell_resistance: yes (harmless)
  target: you
Storm Step:
  area: null
  casting_time: 1 standard action
  components: V,S
  description:
  - You are able to harness the power of the storm to transport yourself a short distance,
    by taking the form of a furious, sizzling bolt of elemental electricity.
  duration: instantaneous
  effect: null
  level: magus 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex halves
  school: conjuration (teleportation) [electricity]
  spell_resistance: 'yes'
  target: you
Storm of Blades:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a sword)
  description:
  - "You create floating swords of the type used as the material component for this\
    \ spell (such as a rapier or scimitar) and magically propel them at your target.\
    \ You can create one sword for every 2 caster levels that you possess, up to a\
    \ maximum of five swords at 10th level. You must have line of effect between you\
    \ and the target, and the target must be within the spell\u2019s range. You make\
    \ a ranged attack roll for each sword (with no penalties for range increments\
    \ or using melee weapons as ranged weapons); each attack has the same threat range\
    \ and critical modifier and deals the same damage as a standard sword of the type\
    \ expended. Swords created by this spell disappear after striking (or missing)\
    \ their targets."
  duration: instantaneous
  effect: null
  level: cleric 3, magus 2, sorcerer/wizard 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one creature
Storm of Vengeance:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You create a huge black storm cloud in the air. Each creature under the cloud
    must succeed on a Fortitude save or be deafened for 1d4 x 10 minutes. Each round
    you continue to concentrate, the spell generates additional effects as noted below.
    Each effect occurs on your turn.
  duration: concentration (maximum 10 rounds) (D)
  effect: 360-ft.-radius storm cloud
  level: cleric/oracle 9, druid 9, shaman 9, witch 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: see text
  school: conjuration (summoning)
  spell_resistance: 'yes'
  target: null
Stormbolts:
  area: a 30-ft.-radius spread, centered on you
  casting_time: 1 standard action
  components: V, S, M/DF (a copper rod)
  description:
  - When you cast this spell, lightning spills forth from your body in all directions.
    The bolts do not harm natural vegetation or creatures in the area you wish to
    exclude from damage. Any other creatures within the area take 1d8 points of electricity
    damage per caster level (maximum 20d8) and are stunned for 1 round. A successful
    Saving Throw halves the damage and negates the stun effect.
  duration: instantaneous
  effect: null
  level: cleric/oracle 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8
  range: 30 ft.
  saving_throw: Fortitude partial
  school: evocation [electricity]
  spell_resistance: 'yes'
  target: null
Straitjacket:
  area: null
  casting_time: 1 standard action
  components: V, S, M (leather strap)
  description:
  - "You cause a straitjacket to spring into existence to restrain the target creature.\
    \ You attempt a combat maneuver against the target\u2019s CMD. Your CMB for this\
    \ check is equal to your caster level + 5 due to the straightjacket\u2019s Strength.\
    \ This combat maneuver doesn\u2019t provoke an attack of opportunity, and if it\
    \ succeeds, the target is restrained. This is similar to the grappled condition,\
    \ except the target is able to move at its normal speed, the restraint doesn\u2019\
    t cause the target to require concentration checks to use abilities that require\
    \ concentration, and the target can\u2019t take actions that require one or more\
    \ hands or arms to perform (including casting spells that require a somatic or\
    \ material component)."
  duration: 1 round/level (D)
  effect: null
  level: inquisitor 4, occultist 4, sorcerer/wizard 5, summoner 5
  range: close (25 ft. + 5 ft./2 caster levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: one creature
Strand of the Tangled Knot:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small knot of twin)
  description:
  - "The next single attack made against you takes a \u201310 penalty. If that attack\
    \ is a critical hit, it is instead treated as a normal hit."
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 1, inquisitor 1, shaman 1, warpriest 1, witch 1
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Strangling Hair:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your hair animates and extends to grapple and constrict an opponent. Make a grapple
    check against the target using your caster level as the base attack bonus plus
    a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus
    (if a sorcerer). This grapple check does not provoke attacks of opportunity. If
    your hair succeeds in grappling a foe, that creature takes 1d6 points of damage
    or your unarmed strike damage, whichever is greater, and gains the grappled condition.
    Your hair receives a +5 bonus on grapple checks made against opponents it is already
    grappling, but cannot move foes or pin foes. Each round that your hair succeeds
    on a grapple check, it deals an additional 1d6 points of damage. The CMD of your
    hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.
  duration: concentration , up to 1 round/level
  effect: null
  level: psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Stricken Heart:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell covers your hand with a writhing black aura. As part of casting the
    spell, you can make a melee touch attack that deals 2d6 points of negative energy
    damage and causes the target to be staggered for 1 round. If the attack is a critical
    hit, the target is staggered for 1 minute instead. Creatures immune to precision
    damage are immune to the staggered effect.
  duration: instantaneous
  effect: null
  level: inquisitor 2, mesmerist 2, psychic 2, shaman 3, sorcerer/wizard 2, spiritualist
    2, witch 2
  range: touch
  saving_throw: none
  school: necromancy [death]
  spell_resistance: 'yes'
  target: creature touched
Strip Scales:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a single reptile scale)
  description:
  - "You reduce the target\u2019s racial natural armor bonus by 1 point per 3 caster\
    \ levels."
  duration: 1 minute/level
  effect: null
  level: druid 4, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: 'Fortitude '
  school: transmutation
  spell_resistance: 'yes'
  target: one living creature
Strong Jaw:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Laying a hand upon an allied creature\u2019s jaw, claws, tentacles, or other\
    \ natural weapons, you enhance the power of that creature\u2019s natural attacks.\
    \ Each natural attack that creature makes deals damage as if the creature were\
    \ two sizes larger than it actually is. If the creature is already Gargantuan\
    \ or Colossal-sized, double the amount of damage dealt by each of its natural\
    \ attacks instead. This spell does not actually change the creature\u2019s size;\
    \ all of its statistics except the amount of damage dealt by its natural attacks\
    \ remain unchanged."
  duration: 1 minute/level
  effect: null
  level: druid 4, ranger 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Strong Wings:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target\u2019s wings grow more powerful, causing its fly speed to increase\
    \ by +10 feet and its maneuverability to improve by one category (to a maximum\
    \ of good). This increase counts as an enhancement bonus. This spell has no effect\
    \ on wingless creatures or winged creatures that cannot fly."
  duration: 1 minute/level
  effect: null
  level: bloodrager 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Stumble Gap:
  area: null
  casting_time: 1 standard action
  components: V, S, F (miniature shovel costing 10 gp)
  description:
  - You create a shallow extra-dimensional hole perfectly sized to trip anyone who
    steps within it. This hole occupies a single 5-foot square with a depth of six
    inches. Any creature occupying the square when you first create the hole, or who
    later steps into the square containing the hole, must make a Reflex saving throw
    to avoid falling prone in an adjacent square and taking 1d6 points of damage.
    A creature that makes its saving throw still stumbles ever so slightly and takes
    a -1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures
    adjacent to the square containing the hole.
  duration: 1 round + 1 round/level
  effect: see text
  level: sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex partial
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Stunning Barrier:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You are closely surrounded by a barely visible magical field. The field provides
    a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that
    strikes you with a melee attack is stunned for 1 round (Will negates). Once the
    field has stunned an opponent, the spell is discharged.
  duration: 1 round/level or until discharged
  effect: null
  level: cleric 1, inquisitor 1, paladin 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: none and Will negates (see text)
  school: abjuration
  spell_resistance: no and yes (see text)
  target: you
Stunning Finale:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You must have a bardic performance in effect to cast this spell.
  duration: 1 round
  effect: null
  level: bard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial; see text
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Sturdy Tree Fort:
  area: null
  casting_time: 1 minute
  components: V, S, F (a nail, a rope , and a short wooden plank)
  description:
  - "You cause a large tree to grow in the 5-foot square you touch. The tree has 1\
    \ foot of thickness for every 4 caster levels you have, and it can grow to any\
    \ height you designate, up to 5 feet high per caster level you have. If there\
    \ is a ceiling or other barrier overhead, the maximum height of the tree cannot\
    \ exceed the space available. At any point along the tree\u2019s height, you can\
    \ create a sturdy wooden building that fills one 10-foot cube for every 4 caster\
    \ levels you have. All portions of the structure must be adjacent to the trunk\
    \ of the tree (or can have the tree trunk extend up through their spaces), but\
    \ otherwise these cubes need not be contiguous. If you place the cubes so that\
    \ they are contiguous, the buildings merge together, complete with ladders connecting\
    \ different vertical levels. The fort is magically supported, but if the tree\
    \ it is attached to is destroyed, the structure is destroyed as well (the tree\
    \ has hardness 5 and 20 hp per caster level you have)."
  duration: 1 hour/level (D)
  effect: null
  level: druid 5, ranger 4
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Subjective Reality:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - Choose one object, creature, or force you can see within long range (400 ft. +
    40 ft./level). You alter your perceptions to become convinced the target is an
    illusion.
  duration: 1 round/level (D)
  effect: null
  level: bard 6, medium 5, mesmerist 5, psychic 6, sorcerer/wizard 7
  range: personal
  saving_throw: none
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: none
  target: you
Submerge Ship:
  area: null
  casting_time: 1 minute
  components: V, S, M/DF (a glass marble or piece of soap)
  description:
  - "When this spell is cast upon a vessel, the ship is surrounded by a protective\
    \ bubble of constantly replenishing, breathable air and sinks beneath the waves.\
    \ For the duration of the spell, the ship can travel beneath the water as easily\
    \ as it did above. While under the effects of this spell, the ship has magical\
    \ propulsion that gives it a maximum speed of 120 feet and an acceleration of\
    \ 30 feet. The ship\u2019s pilot uses the normal sailing skill to control the\
    \ ship while under this spell\u2019s effects, and can command it to dive and ascend\
    \ as part of the vessel\u2019s normal movement."
  duration: 10 minutes/level
  effect: null
  level: cleric 7, sorcerer/wizard 7
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: 1 sailing vessel
Substitute Trail:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell can affect any creatures with which you interacted in the last 24\
    \ hours. You alter the trails left by the chosen creatures, making it appear that\
    \ another creature with which you are familiar left the trail instead (you must\
    \ have met the creature with which you are familiar). If a tracker exceeds the\
    \ DC of the skill check to follow the trail by an amount equal to your caster\
    \ level, the tracker recognizes that the trail has been manipulated by this spell,\
    \ although it cannot see the trail\u2019s true nature unless it uses magical means,\
    \ such as true seeing."
  duration: 1 day/level (D)
  effect: null
  level: druid 4, ranger 4
  range: null
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: 1 creature/level; see text
Suffocation:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a vial containing a bit of the caster\u2019s breath)"
  description:
  - "This spell extracts the air from the target\u2019s lungs, causing swift suffocation."
  duration: 3 rounds
  effect: null
  level: sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: necromancy
  spell_resistance: 'yes'
  target: null
Suggestion:
  area: null
  casting_time: 1 standard action
  components: "V, M (a snake\u2019s tongue and a honeycomb)"
  description:
  - You influence the actions of the target creature by suggesting a course of activity
    (limited to a sentence or two). The suggestion must be worded in such a manner
    as to make the activity sound reasonable. Asking the creature to do some obviously
    harmful act automatically negates the effect of the spell.
  duration: 1 hour/level or until completed
  effect: null
  level: bard 2, medium 2, mesmerist 2, occultist 3, psychic 2, sorcerer/wizard 3,
    witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one living creature
Summon Accuser:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (chunk of rotten meat)
  description:
  - "This spell summons a single accuser devil from Hell to do the spellcaster\u2019\
    s bidding, similar to how summon monster spells function. Accuser devils, known\
    \ to diabolists as zebubs, are hideous flying creatures with the torso of a plump\
    \ human infant and the body and wings of an enormous fly. They make excellent\
    \ spies, for they have the ability to grant visions of what they have witnessed\
    \ to others\u2014the Queen\u2019s Hands sometimes use summoned zebubs to observe\
    \ suspects from afar."
  duration: 10 minutes/level
  effect: one accuser devil
  level: bard 4, cleric/oracle 4, sorcerer/wizard 4, summoner 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning) [evil, lawful]
  spell_resistance: 'no'
  target: null
Summon Ancestral Guardian:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (stone metal image of your ancestor)
  description:
  - You call the spirits of two ancestors to manifest in the mortal world and attack
    your enemies. Each appears as a transparent image of a powerful, wise dwarf armed
    with a traditional dwarven weapon of your choice. These spirits move and attack
    at your direction, each having the abilities of a spiritual weapon, except they
    can attack different targets and deal physical damage (bludgeoning, piercing,
    or slashing, according to the weapon the spirit wields) instead of force damage.
    Like creatures conjured with a summon monster spell, your ancestors are not harmed
    if these manifestations are destroyed.
  duration: 1 round/level (D)
  effect: two summoned ancestor spirits
  level: bard 3, cleric/oracle 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'yes'
  target: null
Summon Cacodaemon:
  area: null
  casting_time: null
  components: V, S, F (a silver hook)
  description:
  - This spell functions like summon monster, except it summons a single cacodaemon.
  duration: null
  effect: null
  level: cleric 2, sorcerer/wizard 2, summoner 2, witch 2
  range: null
  saving_throw: null
  school: conjuration (summoning) [evil]
  spell_resistance: null
  target: null
Summon Ceustodaemon:
  area: null
  casting_time: null
  components: V, S, F (ashes of a dead animal )
  description:
  - This spell functions like summon monster, except it summons a single ceustodaemon.
  duration: null
  effect: null
  level: cleric 5, sorcerer/wizard 5, summoner 4, witch 5
  range: null
  saving_throw: null
  school: conjuration (summoning) [evil]
  spell_resistance: null
  target: null
Summon Derghodaemon:
  area: null
  casting_time: null
  components: V, S, F (a handful of bug carapaces)
  description:
  - This spell functions like summon monster, except it summons a single derghodaemon.
  duration: null
  effect: null
  level: cleric 9, sorcerer/wizard 9, witch 9
  range: null
  saving_throw: null
  school: conjuration (summoning) [evil]
  spell_resistance: null
  target: null
Summon Eidolon:
  area: null
  casting_time: 1 round
  components: V, S, M (a silver coin)
  description:
  - 'You open a rift between dimensions that summons your eidolon. '
  duration: 1 minute/level (D)
  effect: null
  level: summoner/unchained summoner 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Elder Worm:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell functions as summon nature\u2019s ally VIII, except you summon a purple\
    \ worm with the giant creature simple template."
  duration: 1 round/level (D)
  effect: one summoned creature
  level: druid 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Erodaemon:
  area: null
  casting_time: null
  components: V, S, F (a bent or tarnished wedding band)
  description:
  - This spell functions like summon monster, except it summons a single erodaemon.
  duration: null
  effect: null
  level: cleric 8, sorcerer/wizard 8, summoner 6, witch 8
  range: null
  saving_throw: null
  school: conjuration (summoning) [evil]
  spell_resistance: null
  target: null
Summon Flight of Eagles:
  area: null
  casting_time: 1 round
  components: V, S, F (a gold feather worth 100 gp)
  description:
  - You summon 1d4+1 giant eagles to serve as you designate. The summoned birds can
    fight if you wish, but can also serve as mounts.
  duration: 10 minutes/level
  effect: 1d4+1 summoned creatures
  level: bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard 6, summoner 6,
    witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Froghemoth:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell functions as summon nature\u2019s ally IX, except you summon a froghemoth."
  duration: 1 round/level (D)
  effect: one summoned creature
  level: druid 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Genie:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (an oil lamp worth at least 50 gp)
  description:
  - This spell functions like summon monster I, except you can summon one janni.
  duration: 1 round/level (D)
  effect: null
  level: cleric 4, sorcerer/wizard 4, summoner 3, witch 4
  range: close (25 ft. + 5 ft./2 levels) Effect one summoned genie
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Giant Ally:
  area: null
  casting_time: 1 standard action
  components: "V, S, F/DF (bit of cloth from a giant\u2019s bag) one or more giants"
  description:
  - "This spell functions as summon nature\u2019s ally VI, except its casting time\
    \ is shorter and you can summon one cave, hill, marsh, river, slag, stone, or\
    \ wood giant."
  duration: null
  effect: one or more giants
  level: druid 6
  range: null
  saving_throw: null
  school: conjuration (summoning) [see text]
  spell_resistance: null
  target: null
Summon Infernal Host:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (strip of rune-inscribed parchment)
  description:
  - This spell functions as summon monster V, save that it can only be used to summon
    host devils. These noxious flying devils are also known as gaavs and magaavs.
  duration: 1 round/level
  effect: 1d4+1 lesser host devils or 1 greater host devil
  level: bard 5, cleric/oracle 5, sorcerer/wizard 5, summoner 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning) [evil, lawful]
  spell_resistance: 'no'
  target: null
Summon Instrument:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell summons one handheld musical instrument of your choice. This instrument\
    \ appears in your hands or at your feet (your choice). The instrument is typical\
    \ for its type. Only one instrument appears per casting, and it will play only\
    \ for you. You can\u2019t summon an instrument too large to be held in two hands.\
    \ The summoned instrument disappears at the end of this spell."
  duration: 1 min./level (D)
  effect: one summoned handheld musical instrument
  level: bard 0
  range: 0 ft.
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Kami:
  area: null
  casting_time: null
  components: null
  description:
  - "This spell functions as summon nature\u2019s ally V, except you can summon one\
    \ kodama, 1d3 fukujin, or 1d4+1 shikigami."
  duration: null
  effect: one or more kami
  level: druid 5, shaman 5 Effect one or more kami
  range: null
  saving_throw: null
  school: conjuration
  spell_resistance: null
  target: null
Summon Laborers:
  area: null
  casting_time: 10 minutes
  components: V, S, F/DF (a strip of rune-inscribed parchment )
  description:
  - This spell summons one humanoid petitioner per caster level. These petitioners
    hail from one plane of your choice and perform tasks at your direction. The petitioners
    cannot fight or travel to dangerous lands, but do assist your downtime activities
    within a settlement, increasing the effect of Influence or Labor you spend by
    50%, to a maximum of 1 additional point of Influence or Labor for every 2 caster
    levels you possess. This stacks with any increase to the effect of Influence or
    Labor that you receive from your followers within the settlement where the downtime
    activity takes place (if any). Summon laborers is a spell of the same alignment
    type as the plane from which the summoned petitioners hail (chaotic and evil for
    the Abyss, lawful and good for Heaven, and so on). Effects that increase the number
    of creatures summoned by a spell (such as Superior Summoning) do not affect summon
    laborers.
  duration: 8 hours (D)
  effect: one summoned petitioner / caster level
  level: cleric 6, shaman 6, summoner 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Lesser Psychopomp:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (a crocodile skull funerary mask)
  description:
  - This spell functions like summon monster, except that it summons 1d3 esobok psychopomps
    or 1d4+1 nosoi psychopomps.
  duration: 1 round/level (D)
  effect: one or more summoned psychopomps (see text)
  level: cleric/oracle 5, sorcerer/wizard 5, summoner 4, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Meladaemon:
  area: null
  casting_time: null
  components: V, S, F (an empty wooden bowl)
  description:
  - This spell functions like summon monster, except it summons a single meladaemon.
  duration: null
  effect: null
  level: cleric 8, sorcerer/wizard 8, summoner 6, witch 8
  range: null
  saving_throw: null
  school: conjuration (summoning) [evil]
  spell_resistance: null
  target: null
Summon Minor Ally:
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - "This spell functions as summon nature\u2019s ally I, except you can summon 1d3\
    \ Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads,\
    \ or weasels. The summoned animals must all be the same type of creature."
  duration: 1 round/level (D)
  effect: 1d3 summoned creatures
  level: druid 1, ranger 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Minor Monster:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (a tiny bag and a small candle)
  description:
  - This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller
    animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The
    summoned animals must all be the same type of creature. As with animals summoned
    with summon monster I, you may apply one alignment-appropriate template to these
    animals.
  duration: 1 round/level (D)
  effect: 1d3 summoned creatures
  level: antipaladin 1, bard 1, cleric/oracle 1, psychic 1, sorcerer/wizard 1, summoner/unchained
    summoner 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Monster:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (a tiny bag and a small candle)
  description:
  - 'This spell summons an extraplanar creature (typically an outsider, elemental,
    or magical beast 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.
    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 one
    of the creatures from the 1st Level list on Table: Summon Monster. You choose
    which kind of creature to summon, and you can choose a different one each time
    you cast the spell.'
  duration: 1 round/level (D)
  effect: one summoned creature
  level: antipaladin 1, bard 1, cleric/oracle 1, medium 1, psychic 1, sorcerer/wizard
    1, spiritualist 1, summoner/unchained summoner 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning) [see text]
  spell_resistance: 'no'
  target: null
"Summon Nature\u2019s Ally":
  area: null
  casting_time: 1 round
  components: V, S, DF
  description:
  - This spell summons to your side a natural creature (typically an animal, fey,
    magical beast, outsider with the elemental subtype, or a giant). The summoned
    ally 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 as you command.
  duration: 1 round/level (D)
  effect: one summoned creature
  level: druid 1, ranger 1, shaman 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Ship:
  area: null
  casting_time: 10 minutes
  components: V, S, F (a miniature ship; see text)
  description:
  - "When you cast this spell, you must hold out a miniature model of the ship you\
    \ intend to create. The spell assembles a ship from raw materials conjured from\
    \ other planes, taking a shape similar to the miniature ship in your hand. The\
    \ miniature ship must be elaborately carved and worth 10% of the price of the\
    \ type of ship it represents. The ship comes with all equipment necessary for\
    \ sailing or rowing the ship but provides no crew or cargo. If you attempt to\
    \ conjure the ship into a location where there isn\u2019t a sufficient amount\
    \ of water to keep the ship afloat, the spell fails. The ship displaces all water\
    \ and Medium or smaller aquatic animals within its space when it appears, but\
    \ the location must be otherwise unoccupied at the time of casting the spell.\
    \ You can cast this spell again to extend the duration of the conjured ship, replacing\
    \ the remaining duration with the new spell\u2019s duration. When the spell\u2019\
    s duration ends or the spell is dismissed, the ship instantly stops moving and\
    \ then falls apart over the course of a minute."
  duration: 1 day/level
  effect: One conjured ship
  level: arcanist 4, bard 4, cleric 4, occultist 3, oracle 4, psychic 4, skald 4,
    sorcerer 4, summoner 3, unchained summoner 3, warpriest 4, wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Summon Stampede:
  area: null
  casting_time: 1 round
  components: V, S, M (piece of fur from a herd animal )
  description:
  - "You conjure a herd of aurochs or similar herd animal that immediately stampedes\
    \ in the direction you indicate. The herd takes up a 20-foot-radius space and\
    \ moves at a rate of 120 feet per round in a straight line. Any creatures caught\
    \ in the herd\u2019s path take 4d6+9 points of damage that round as they are trampled\
    \ beneath dozens of animals\u2019 hooves. A successful Reflex save halves this\
    \ damage."
  duration: 1 round/level
  effect: 20-ft.-radius herd of animals
  level: cleric/oracle 6, druid 6, summoner 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex halves (see text)
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Swarm:
  area: null
  casting_time: 1 round
  components: V, S, M/DF (a square of red cloth)
  description:
  - You summon a swarm of bats, rats, or spiders (your choice), which attacks all
    other creatures within its area. (You may summon the swarm so that it shares the
    area of other creatures.) If no living creatures are within its area, the swarm
    attacks or pursues the nearest creature as best it can. The caster has no control
    over its target or direction of travel.
  duration: concentration + 2 rounds
  effect: one swarm of bats , rats , or spiders
  level: bard 2, druid 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner
    2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Thanadaemon:
  area: null
  casting_time: null
  components: V, S, F (two silver coins)
  description:
  - "This spell functions like summon monster, except it summons a single thanadaemon.\
    \ You can only use this spell in an area with enough open water to accommodate\
    \ the daemon\u2019s skiff, or when on the Astral Plane or Ethereal Plane."
  duration: null
  effect: null
  level: cleric 9, sorcerer/wizard 9, witch 9
  range: null
  saving_throw: null
  school: conjuration (summoning) [evil]
  spell_resistance: null
  target: null
Summon Totem Creature:
  area: null
  casting_time: 10 minutes
  components: V, S, M/DF (a piece of bone from any one of your totem animals)
  description:
  - 'Some people revere more than the deities of distant planes, but also the animals
    and natural forces of the rugged lands they call home. These spellcasters have
    learned ways to call upon the might of their totem creatures in times of need. '
  duration: 1 hour (D)
  effect: one summoned creature
  level: cleric 3, druid 3, ranger 3, sorcerer/wizard 3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summon Vanth:
  area: null
  casting_time: 1 round
  components: V, S, F/DF (a vulture skull funerary mask)
  description:
  - This spell functions like summon monster, except that it summons a single vanth
    psychopomp.
  duration: 1 round/level (D)
  effect: one summoned vanth psychopomp
  level: cleric/oracle 6, sorcerer/wizard 6, summoner 5, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Summoner Conduit:
  area: null
  casting_time: 1 standard action
  components: V, S, M (two flies)
  description:
  - "You exploit the invisible, mystic connection between the target creature and\
    \ its summoner to harm that summoner. Whenever the target\u2019s summoned creature\
    \ is the target of a spell that deals damage, the target\u2019s summoner is also\
    \ considered to be a target of that spell. Such a summoner gains his normal defenses\
    \ against the spell, such as a saving throw and spell resistance, and cannot be\
    \ affected if he is on another plane of existence."
  duration: 1 minute/level
  effect: null
  level: cleric 4, sorcerer/wizard 5, summoner/unchained summoner 4, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: one summoned creature or eidolon
Sun Metal:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target weapon ignites into flame that does not hurt the weapon or the wielder,\
    \ but damages those hit by the weapon. When the weapon\u2019s wielder hits with\
    \ this weapon, it deals an additional 1d4 points of fire damage. This damage is\
    \ not multiplied in the case of a critical hit. This effect immediately ends if\
    \ the weapon is submerged in water. This effect does not stack with the flaming\
    \ or flaming burst weapon special ability or any other effect that grants the\
    \ weapon extra fire damage. It does not function on weapons with the frost or\
    \ icy burst weapon special ability or any other effect that grants a weapon extra\
    \ cold damage."
  duration: 1 round/level (see text)
  effect: null
  level: cleric/oracle 1, paladin 1, ranger 1
  range: touch
  saving_throw: Fort negates (object)
  school: transmutation [fire]
  spell_resistance: yes (object)
  target: one melee weapon
Sunbeam:
  area: line from your hand
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - For the duration of this spell, you can use a standard action to evoke a dazzling
    beam of intense light each round. You can call forth one beam per three caster
    levels (maximum six beams at 18th level). The spell ends when its duration runs
    out or your allotment of beams is exhausted.
  duration: 1 round/level or until all beams are exhausted*
  effect: null
  level: druid 7, shaman 7
  range: 60 ft.
  saving_throw: Reflex negates and Reflex half; see text
  school: evocation [light]
  spell_resistance: 'yes'
  target: null
Sunburst:
  area: 80-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M/DF (sunstone and fire source)
  description:
  - Sunburst causes a globe of searing radiance to explode silently from a point you
    select. All creatures in the globe are blinded and take 6d6 points of damage.
    A creature to which sunlight is harmful or unnatural takes double damage. A successful
    Reflex save negates the blindness and reduces the damage by half.
  duration: instantaneous
  effect: null
  level: druid 8, shaman 8, sorcerer/wizard 8
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial; see text
  school: evocation [light]
  spell_resistance: 'yes'
  target: null
Sunder Breaker:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You place an invisible ward upon the target. The next time a creature succeeds\
    \ at a sunder combat maneuver against the target, the attacker\u2019s weapon takes\
    \ 1d6 points of damage per caster level (maximum 10d6). If the attacker used a\
    \ natural weapon for the sunder, the attacker takes half this damage. Spell resistance\
    \ applies to this damage. The attacker can attempt a Fortitude save to halve this\
    \ damage."
  duration: 1 minute/level (D) or until discharged
  effect: null
  level: magus 1, psychic 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless) and see text
  school: abjuration [force]
  spell_resistance: yes (harmless) and see text
  target: creature touched
Sundered Serpent Coil:
  area: one 5-foot square
  casting_time: 1 standard action
  components: V, S, M (a snake scale)
  description:
  - This spell functions like black tentacles, except it creates a Large decapitated
    snake, which erupts from the ground and grapples a creature you specify within
    its 5-foot reach. As a standard action, you can command the snake to release its
    grappled target and direct it to attack a different creature.
  duration: 1 round/level (D)
  effect: null
  level: magus 3, sorcerer/wizard 3, summoner 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Sundering Shards:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You channel power into a melee weapon. If the weapon\u2019s wielder destroys\
    \ an item with a successful sunder combat maneuver, she can release the extra\
    \ power in the weapon, shattering the sundered item into jagged shards that deal\
    \ 1d6 points of piercing and slashing damage to the creature that was wearing,\
    \ carrying, or wielding the now-shattered item. Any creature (other than the wielder\
    \ of the weapon targeted by this spell) adjacent to that creature must succeed\
    \ at a Reflex saving throw or take 1d6 points of piercing and slashing damage\
    \ from flying shards. The shards also count as whatever special materials the\
    \ sundered item was made of (for example, the shards from a shattered cold iron\
    \ weapon are cold iron). Once the weapon\u2019s extra power is unleashed, the\
    \ spell is discharged."
  duration: 1 hour/level or until discharged
  effect: null
  level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Reflex negates (see text)
  school: transmutation
  spell_resistance: 'yes'
  target: melee weapon touched
Sunstalker:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF
  description:
  - "A touched creature becomes invisible (as per invisibility) as long as it is in\
    \ direct sunlight (or bright light shed by a daylight spell). If an action the\
    \ target creature takes causes the invisible creature to become visible but does\
    \ not end the sunstalker spell\u2019s duration, the creature can use this spell\u2019\
    s magic to become invisible again as a standard action as long as it stands in\
    \ an area of sunlight (as defined above). The creature gains only concealment\
    \ (20% miss chance) in normal light."
  duration: 1 round/level
  effect: null
  level: bard 3, ranger 3, sorcerer/wizard 3
  range: touch
  saving_throw: Will negates (harmless)
  school: illusion (glamer)
  spell_resistance: 'yes'
  target: creature touched
"Sun\u2019s Disdain":
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of glass)/DF
  description:
  - You alter a creature so the touch of the sun is hostile to it.
  duration: permanent
  effect: null
  level: bloodrager 2, cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 2, witch
    2
  range: touch
  saving_throw: Will negates
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: creature touched
Suppress Charms and Compulsions:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You bolster the subject\u2019s sense of willpower and self-worth when you cast\
    \ this spell."
  duration: 10 minutes or concentration (up to 1 round/level); see text
  effect: null
  level: bard 2, cleric 2, mesmerist 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one creature plus one additional creature per 4 levels, no two of which
    can be more than 30 ft. apart
Suppress Primal Magic:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (a pinch of sand)
  description:
  - Primal magic events cannot be triggered within the area of effect of this spell.
  duration: 1 round/level
  effect: null
  level: cleric 4, sorcerer/wizard 4
  range: 10 ft.
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Suppressing Stone:
  area: null
  casting_time: 1 standard action
  components: V, S, F (one ioun stone worth at least 1,000 gp)
  description:
  - You infuse arcane power into the focus ioun stone, which must be currently floating
    around your head. If the ioun stone ever ceases floating around you, the spell
    ends immediately, and the spell fails if the ioun stone in question is cracked,
    burned, flawed, or otherwise of lesser value (such as a dull gray stone stone).
    While the spell is active, you gain a +1 resistance bonus on saving throws against
    mind-affecting effects for every 4 caster levels (maximum +5 at caster level 20).
    Whenever you fail a saving throw against a mind-affecting spell or effect, you
    can burn out the focus, transforming it irrevocably into a dull gray stone stone
    and ending this spell, but suppressing the mind-affecting effect for 1 round per
    2,500 gp of value of the focus (minimum 1 round). Rounds during which the effect
    is suppressed still count against its duration, and the effect can still be dispelled
    or disrupted during this time.
  duration: 10 minutes/level or until discharged (D)
  effect: null
  level: occultist 3, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: you
Sure Casting:
  area: null
  casting_time: 1 standard action
  components: V, F (a square of cloth and a needle)
  description:
  - "You gain temporary insight into your enemies\u2019 magical defenses. When you\
    \ next cast a spell before the end of the next round, treat your caster level\
    \ as 5 higher than normal for the purpose of overcoming spell resistance. This\
    \ bonus doesn\u2019t increase any other effects that depend on caster level, such\
    \ as the spell\u2019s damage or range, and affects only the first spell cast after\
    \ sure casting."
  duration: 1 round (see text)
  effect: null
  level: bard 1, cleric 1, inquisitor 1, sorcerer/ wizard 1, witch 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Surefoot Boots:
  area: null
  casting_time: 1 standard action
  components: V, S, F (footwear)
  description:
  - "You touch your boots, shoes, or other footwear and imbue them with the ability\
    \ to find purchase on even the most treacherous ground. While the spell is in\
    \ effect, the footwear\u2019s wearer treats any Acrobatics skill check to balance\
    \ as though the wearer had rolled a 20."
  duration: 1 round/level
  effect: null
  level: druid 2, occultist 2, ranger 2, shaman 2
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Surface Excursion:
  area: null
  casting_time: 3 rounds
  components: V, S, M (a handful of soil that has been in the sun for at least 6 hours)
  description:
  - You instantly transport yourself and touched allies onto the nearest sky-facing
    surface directly above you. The destination surface may be solid ground or the
    surface of a body of water (or other liquid), depending on your position. If reaching
    the surface would require crossing planar boundaries or no sky-facing surface
    exists directly above your position, the spell fails and has no effect.
  duration: 1 hour/level (D)
  effect: null
  level: arcanist 5, magus 5, occultist 4, psychic 5, shaman 5, sorcerer/wizard 5,
    spiritualist 4, summoner 4, summoner (unchained) 4, witch 5
  range: touch
  saving_throw: Will negates (harmless)
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: null
Surmount Affliction:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You temporarily overcome one harmful condition. This does not end the effect\
    \ causing the condition; it just suspends that condition\u2019s effect for the\
    \ duration of the spell. You can surmount any one of the following conditions:\
    \ blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed,\
    \ shaken, or sickened."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 2, inquisitor 2
  range: you
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: personal
Suspend Drowning:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - "The affected creatures immediately\u2014though temporarily\u2014stop drowning\
    \ and cannot suffocate or drown while this spell is in effect. A target that had\
    \ been reduced to below 1 hit point from drowning immediately returns to 1 hit\
    \ point. The magic of this spell allows the targets to breathe, drink, and talk\
    \ normally for the duration of the spell, but targets cannot inhale to increase\
    \ the amount of air remaining in their lungs. When the spell effect ends, the\
    \ target resumes drowning unless it is in an environment that allows it to breathe\
    \ normally (such as an air-breathing creature returning to the surface) or has\
    \ obtained a method of breathing normally (such as by consuming a potion of water\
    \ breathing)."
  duration: 1 round/level
  effect: null
  level: bard 1, cleric 1, druid 1, ranger 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Swallow Poison:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "A special gland grows on the inside of your throat, which absorbs any poisons\
    \ that you ingest, and can be used to expel them in a toxic spray. Any time you\
    \ consume ingested poison during the spell\u2019s duration, you can roll a caster\
    \ level check against the poison\u2019s save DC in order to harmlessly absorb\
    \ the poison, ignoring its effects. The spell can absorb up to 1 dose of poison\
    \ per 3 caster levels, after which the gland is unable to process any more poison,\
    \ and any further doses of ingested poison affect you normally."
  duration: 1 hour/level or until discharged
  effect: null
  level: alchemist 5, druid 5, shaman 5, witch 5
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Swallow Your Fear:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You make the affected subjects ready for battle despite their fear. If a target
    is suffering from a fear effect of any kind, he gains a +2 morale bonus to Strength
    and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.
  duration: 10 minutes; see text
  effect: null
  level: bard 1, cleric/oracle 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment
  spell_resistance: yes (harmless)
  target: null
Swarm Skin:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a crushed insect hive)
  description:
  - You convert all of your soft tissue into swarms of insects or other creatures
    and send them off to do your bidding, leaving nothing but your bones and gear
    behind. These swarms have all their normal qualities and abilities but also bear
    a tiny portion of your consciousness that allows you to perceive what they do
    and to control their actions. While in this form, you cannot use any of your own
    abilities or take any actions other than controlling the swarms.
  duration: see text
  effect: null
  level: druid 6, witch 6
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Swarm of Fangs:
  area: null
  casting_time: 1 round
  components: "V, S, M (a lizard\u2019s tooth)"
  description:
  - "You summon a swarm consisting of thousands of animate, flying teeth in a 10-foot-by-10-foot\
    \ cube. These fangs attack all creatures within the swarm\u2019s area. You can\
    \ summon the swarm so that it shares an area with other creatures, and you can\
    \ move the swarm up to 40 feet each round as a move action. If you choose not\
    \ to move the swarm, it automatically moves up to 40 feet to envelop the nearest\
    \ creature (including you) if it has not already done so."
  duration: 1 round/level
  effect: one swarm of animate teeth
  level: druid 3, psychic 3, sorcerer/ wizard 3, summoner 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'no'
  target: null
Sweat Poison:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Glands along your neck, back, or wrists swell and exude a viscous injury poison
    (save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save).
    You are not immune to this poison, and unless you have the poison use class feature
    or a similar ability, you are at risk of poisoning yourself. You can apply this
    poison to a weapon as a move action, and each dose you apply reduces the remaining
    duration of this spell by 1 minute. If doing so would reduce the remaining duration
    to 0 minutes or less, the spell ends, and any applied poisons retain their potency
    only until the end of your turn.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 2, druid 3, inquisitor 3, ranger 2
  range: personal
  saving_throw: none
  school: necromancy (poison)
  spell_resistance: 'no'
  target: you
Swift Girding:
  area: null
  casting_time: 1 standard action
  components: V, S, M (the armor to be worn)
  description:
  - With a sweep of your hand, you select a number of targets and the same number
    of suits of armor.
  duration: instantaneous
  effect: null
  level: magus 1, paladin 1, sorcerer/ wizard 1
  range: close (25 feet + 5 feet/level)
  saving_throw: none
  school: transmutation
  spell_resistance: yes (harmless)
  target: one willing creature/level
Swipe:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "By flicking a finger in the appropriate direction and proclaiming ownership,\
    \ you attempt to magically wrest an item from the target\u2019s grip and summon\
    \ it to your hand. To claim an object held by an opponent, you must make a CMB\
    \ check\u2014this check has a bonus equal to your caster level + your Intelligence,\
    \ Wisdom, or Charisma modifier (whichever is highest). If you fail this check,\
    \ the target retains the item and the spell fails. If you succeed, the item teleports\
    \ into one of your free hands or comes to rest at your feet."
  duration: instant
  effect: null
  level: bard 2, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: one held item
Sword to Snake:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a hair from a spider )
  description:
  - When you make an undulating gesture using your hand, the target item changes slightly
    in shape and appearance to resemble a cross between its original form and that
    of a venomous animal.
  duration: 1 round/level (D)
  effect: null
  level: cleric 4, druid 4, shaman 4, sorcerer/wizard 4, summoner 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation [poison]
  spell_resistance: yes (object)
  target: one Medium or smaller item
Sylvan Hideaway:
  area: null
  casting_time: 1 standard action
  components: V, S, M (one pound of unworked stone or wood)
  description:
  - "When this spell is cast on a  natural, unworked surface, it creates an extradimensional\
    \ underground space large enough to comfortably hold two creatures of any size\
    \ per caster level (maximum 12). The room is sealed by a 5-foot-square camouflaged\
    \ trap door that can be locked from within. (This trap door has hardness 10 and\
    \ 20 hit points per caster level; the Perception DC to see the hidden trap door\
    \ equals the spell\u2019s save DC.) The door and room are made of the same material\
    \ of the material component used to cast the spell. You can choose the shape and\
    \ configuration of the room when you create it; however, any furnishings (tables,\
    \ beds, etc.) in the room are made of the same material as the room and cannot\
    \ be moved once created. When the spell ends, anything inside the space is ejected\
    \ to the surface in the nearest available square."
  duration: 2 hours/level (D)
  effect: null
  level: druid 3, ranger 3, shaman 3
  range: touch
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: one 5-foot square of touched earth
Symbol of Death:
  area: null
  casting_time: 10 minutes
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    5,000 gp each)
  description:
  - "This spell allows you to scribe a potent rune of power upon a surface. When triggered,\
    \ a symbol of death kills one or more creatures within 60 feet of the symbol (treat\
    \ as a burst) whose combined total current hit points do not exceed 150. The symbol\
    \ of death affects the closest creatures first, skipping creatures with too many\
    \ hit points to affect. Once triggered, the symbol becomes active and glows, lasting\
    \ for 10 minutes per caster level or until it has affected 150 hit points\u2019\
    \ worth of creatures, whichever comes first. A creature that enters the area while\
    \ the symbol of death is active is subject to its effect, whether or not that\
    \ creature was in the area when it was triggered. A creature need save against\
    \ the symbol only once as long as it remains within the area, though if it leaves\
    \ the area and returns while the symbol is still active, it must save again."
  duration: see text
  effect: one symbol
  level: cleric/oracle 8, sorcerer/wizard 8, witch 8
  range: 0 ft.; see text
  saving_throw: Fortitude negates
  school: necromancy [death]
  spell_resistance: 'yes'
  target: null
Symbol of Debauchery:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a set of bull genitals and powdered ruby worth 5,000 gp)
  description:
  - "You conjure a sizable symbol into being, a rune suggestive of bloated bodies,\
    \ flung food, and flowing wine. This spell functions as symbol of death, except\
    \ that all creatures within 60 feet of the symbol of debauchery are instead filled\
    \ with lust for the nearest conscious creature. This effect lasts for 1 round\
    \ per caster level, even after creatures leave the symbol\u2019s area of effect.\
    \ Affected creatures are compelled to rush to the nearest creature in order to\
    \ caress and kiss it, and may take no other actions. Each creature receives a\
    \ single Will save when the symbol of debauchery is triggered to negate the effect.\
    \ If no other creatures are visible, an affected creature may act normally."
  duration: see text
  effect: one symbol
  level: bard 6, cleric/oracle 8, sorcerer/wizard 8, witch 8
  range: 0 ft.; see text
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Symbol of Dispelling:
  area: null
  casting_time: 10 minutes
  components: V, S, M (pure grain alcohol and powdered diamond worth 5,000 gp)
  description:
  - This spell functions as symbol of death, except that all creatures within 40 feet
    of the symbol of dispelling are instead affected as if by the area dispel function
    of greater dispel magic. Attempt a dispel check when casting symbol of dispelling.
    Once the symbol is triggered, apply the result of that check to each creature
    in the area, as well as each object that is the target of one or more spells.
    Unlike symbol of death, symbol of dispelling grants no saving throws, and it is
    not subject to spell resistance.
  duration: instantaneous
  effect: one symbol
  level: cleric/oracle 8, shaman 8, sorcerer/wizard 8, witch 8
  range: 0 ft.; see text
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Symbol of Distraction:
  area: null
  casting_time: 10 minutes
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 5,000 gp)
  description:
  - "This spell functions like symbol of death, except that all creatures within the\
    \ radius of a symbol of distraction instead become fascinated by the symbol for\
    \ 10 minutes per caster level. Unlike symbol of death, symbol of distraction has\
    \ no hit point limit; once triggered, a symbol of distraction simply remains active\
    \ for a duration of 10 minutes \xD7 your caster level."
  duration: see text
  effect: one symbol
  level: bard 6, cleric 6, mesmerist 6, occultist 4, psychic 6, sorcerer/wizard 6,
    witch 6
  range: 0 feet; see text
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Symbol of Exsanguination:
  area: null
  casting_time: 10 minutes
  components: V, S, M (powdered garnet and bloodstone worth a total of 500 gp)
  description:
  - This spell functions like symbol of death, except that each creature within the
    radius of symbol of exsanguination begins to bleed uncontrollably and violently
    from their eyes, ears, nose, and mouth, as well as any existing open wounds. Creatures
    that failed their saving throws immediately take 1d6 points of bleed damage and
    are sickened as long as they continue to take bleed damage from the symbol.
  duration: 10 minutes/level
  effect: null
  level: bloodrager 2, cleric 3, occultist 2, sorcerer/wizard 3, witch 3
  range: 0 ft.; see text Effect one symbol
  saving_throw: Fort negates
  school: necromancy [evil]
  spell_resistance: 'yes'
  target: null
Symbol of Fear:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 1,000 gp)
  description:
  - This spell functions like symbol of death, except that all creatures within 60
    feet of the symbol of fear instead become panicked for 1 round per caster level.
  duration: null
  effect: null
  level: cleric/oracle 6, sorcerer/wizard 6, witch 6
  range: null
  saving_throw: Will negates
  school: necromancy [emotion, fear, mind-affecting]
  spell_resistance: null
  target: null
Symbol of Healing:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth
    a total of 500 gp)
  description:
  - This spell functions as symbol of death, except all creatures within 60 feet of
    the symbol of healing instead are bathed in positive energy and heal 2d8 points
    + 1 point of damage per caster level (maximum +15). Undead and other creatures
    harmed by positive energy instead take 2d8 points of damage + 1 point per caster
    level (maximum +15); a Will save reduces this damage by half. A creature can only
    be healed or harmed by the symbol once in any 24-hour period. Once triggered,
    the symbol remains active for 10 minutes per caster level.
  duration: null
  effect: null
  level: cleric/oracle 3, paladin 4, witch 4
  range: null
  saving_throw: Will half (harmless) (see text)
  school: conjuration (healing)
  spell_resistance: yes (harmless) (see text)
  target: null
Symbol of Insanity:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 5,000 gp)
  description:
  - This spell functions like symbol of death, except that all creatures within the
    radius of the symbol of insanity instead become permanently insane (as the insanity
    spell).
  duration: null
  effect: null
  level: cleric/oracle 8, sorcerer/wizard 8, witch 8
  range: null
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: null
Symbol of Laughter:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 1,000 gp) Will negates yes
  description:
  - This spell functions as symbol of death, except that all creatures within 60 feet
    are affected with uncontrollable laughter (as hideous laughter) for 1 round per
    caster level.
  duration: null
  effect: null
  level: sorcerer/wizard 4, witch 4 Components V, S, M (mercury and phosphorus, plus
    powdered diamond and opal worth a total of 1,000 gp) Saving Throw Will negates
  range: null
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Symbol of Mirroring:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth
    a total of 100 gp)
  description:
  - "This spell functions as symbol of death, except it instead creates one illusory\
    \ duplicate of each creature within 60 feet of the symbol. These duplicates function\
    \ as mirror image, moving with the original creatures and mimicking their movements,\
    \ sounds, and actions exactly. If an illusory double is destroyed, a new one appears\
    \ on the creature\u2019s turn. The images last for as long as a creature remains\
    \ within 60 feet of the symbol, and for 1 round/level thereafter. Once triggered,\
    \ the symbol remains active for 10 minutes per caster level."
  duration: see text
  effect: null
  level: sorcerer/wizard 2, witch 2
  range: null
  saving_throw: Will partial (harmless)
  school: illusion (figment)
  spell_resistance: 'yes'
  target: null
Symbol of Pain:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 1,000 gp)
  description:
  - This spell functions like symbol of death, except that each creature within the
    radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty
    on attack rolls, skill checks, and ability checks. These effects last for 1 hour
    after the creature moves farther than 60 feet from the symbol.
  duration: null
  effect: null
  level: cleric/oracle 5, sorcerer/wizard 5, witch 5
  range: null
  saving_throw: null
  school: necromancy [evil, pain]
  spell_resistance: null
  target: null
Symbol of Persuasion:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 5,000 gp)
  description:
  - This spell functions like symbol of death, except that all creatures within the
    radius of a symbol of persuasion instead become charmed by the caster (as the
    charm monster spell) for 1 hour per caster level.
  duration: null
  effect: null
  level: cleric/oracle 6, sorcerer/wizard 6, witch 6
  range: null
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting]
  spell_resistance: null
  target: null
Symbol of Revelation:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth
    a total of 1,000 gp)
  description:
  - This spell functions as symbol of death, except it is only activated by invisible
    creatures, creatures affected by an illusion (glamer) effect, creatures with the
    shapechanger subtype, or creatures that have magically changed their shape. These
    creatures are outlined by a pale light that functions like faerie fire, except
    it lasts for 10 minutes per caster level; the symbol does not otherwise reveal
    their true form. Once triggered, a symbol of revelation remains active for 10
    minutes per caster level.
  duration: null
  effect: null
  level: cleric/oracle 4, sorcerer/wizard 4, witch 4
  range: null
  saving_throw: none
  school: divination
  spell_resistance: null
  target: null
Symbol of Scrying:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth
    a total of 1,000 gp)
  description:
  - This spell functions as symbol of death, except that, when triggered, it creates
    a scrying sensor linked to you and centered on the symbol, even if you are on
    a different plane than the symbol. You are immediately aware that the symbol has
    been triggered if you are conscious, and are awakened from normal sleep if sleeping.
    The symbol does not otherwise disturb your concentration. You may observe the
    area through the symbol as if using a scrying spell with the sensor as the target
    creature. Once triggered, the symbol remains active for 10 minutes per caster
    level.
  duration: null
  effect: null
  level: cleric/oracle 5, sorcerer/wizard 5, witch 5
  range: null
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: null
Symbol of Sealing:
  area: null
  casting_time: 10 minutes
  components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth
    a total of 5,000 gp)
  description:
  - This spell allows you to scribe a potent rune of power upon or above a door or
    other opening measuring no more than 20 square feet/level in size. When the casting
    is completed, the symbol immediately triggers, glowing visibly and sealing the
    door or opening with an invisible barrier of force equivalent to a wall of force.
    Destroying the symbol ends the effect, though destroying it once the symbol has
    been activated requires destroying the wall of force first. Once triggered, the
    wall remains for 10 minutes per caster level.
  duration: permanent
  effect: one symbol
  level: cleric/oracle 6, sorcerer/wizard 6, witch 6
  range: 0 ft.; see text
  saving_throw: none
  school: abjuration [force]
  spell_resistance: 'no'
  target: null
Symbol of Sleep:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 1,000 gp)
  description:
  - This spell functions like symbol of death, except that all creatures of 10 HD
    or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber
    for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be
    awakened by non-magical means before this time expires.
  duration: null
  effect: null
  level: cleric/oracle 5, sorcerer/wizard 5, witch 5
  range: null
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: null
Symbol of Slowing:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth
    a total of 1,000 gp)
  description:
  - This spell functions as symbol of death, except all creatures within 60 feet of
    a symbol of slowing are slowed (as the slow spell) for 1 round per caster level.
  duration: null
  effect: null
  level: cleric/oracle 4, sorcerer/wizard 4, witch 4
  range: null
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Symbol of Storms:
  area: null
  casting_time: 10 minutes
  components: V, S, M (powdered copper and pumice worth a total of 1,500 gp)
  description:
  - "This spell functions as symbol of death, except that when triggered, a 30-foot-radius\
    \ centered on the symbol fills with hurricane-force winds (75 mph). Each round,\
    \ a bolt of lightning that deals 10d6 points of electricity damage strikes a random\
    \ creature within the area. A successful Reflex save halves this damage. Unlike\
    \ symbol of death, symbol of storms has no hit point limit. Regardless of the\
    \ trigger method or methods chosen, a creature more than 30 feet from a symbol\
    \ of storms can\u2019t trigger it (even if it meets one or more of the triggering\
    \ conditions, such as reading the rune). Once triggered, a symbol of storms remains\
    \ active for 1 minute per caster level."
  duration: see text
  effect: one symbol
  level: arcanist 6, cleric 6, druid 6, hunter 3, oracle 6, ranger 3, sorcerer 6,
    warpriest 6, witch 6, wizard 6
  range: 0 ft.; see text
  saving_throw: Reflex half; see text
  school: evocation [air, electricity]
  spell_resistance: 'yes'
  target: null
Symbol of Strife:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorous, plus powdered diamond opal worth a
    total of 15,000 gp)
  description:
  - "This spell functions as symbol of death, except all creatures within the radius\
    \ of a symbol of strife are compelled to attack the nearest conscious creature\
    \ for 1 round per caster level (similar to the \u201Cattack nearest creature\u201D\
    \ result of the confusion spell), even after leaving the symbol\u2019s area of\
    \ effect. If no other creatures are visible, an affected creature can act normally.\
    \ Once triggered, the symbol remains active for 10 minutes per caster level."
  duration: null
  effect: null
  level: cleric/oracle 9, sorcerer/wizard 9, witch 9
  range: null
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Symbol of Striking:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a masterwork melee weapon costing at least 300 gp)
  description:
  - "This spell functions like symbol of death, except that using the material component,\
    \ you scribe a symbol of striking so it fills a 5-foot square. Once triggered,\
    \ the symbol of striking glows and lasts for 10 minutes per caster level or until\
    \ it has made a number of attacks of opportunity equal to your level, whichever\
    \ comes first. When triggered, the symbol threatens its area and the area around\
    \ it as if it were a Medium creature wielding a magic version of the weapon you\
    \ used as the material component. Using your caster level + 1 + your Intelligence\
    \ modifier (magus, witch, wizard) or Wisdom modifier (cleric) or Charisma modifier\
    \ (oracle, sorcerer) as its attack bonus, the symbol can make a number of attacks\
    \ of opportunity each round equal to 1 + the same ability score modifier you used\
    \ to determine its attack bonus. It gains a bonus on damage rolls equal to the\
    \ same ability score modifier you used to determine its attack bonus. A shadowy\
    \ version of you wielding the material component appears to make these attacks.\
    \ The symbol attacks any non-attuned creature that provokes an attack of opportunity\
    \ from the symbol. However, when the symbol first attacks a creature, the symbol\
    \ must overcome that creature\u2019s spell resistance or be rendered unable to\
    \ harm it. The symbol never again attacks such creatures. Further, when the symbol\
    \ first attacks a creature, a successful Will saving throw allows the creature\
    \ to see the shadow nature of the attacks and take half damage when such attacks\
    \ hit."
  duration: see text
  effect: one symbol
  level: cleric 5, magus 5, sorcerer/wizard 5, witch 5
  range: 0 ft.; see text
  saving_throw: Will half, see text
  school: illusion (shadow)
  spell_resistance: yes, see text
  target: null
Symbol of Stunning:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 5,000 gp)
  description:
  - This spell functions like symbol of death, except that all creatures within 60
    feet of a symbol of stunning instead become stunned for 1d6 rounds.
  duration: null
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 7, witch 7
  range: null
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: null
Symbol of Vulnerability:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorous, plus powdered diamond opal worth a
    total of 15,000 gp)
  description:
  - "This spell functions as symbol of death, except it saps the defenses of all creatures\
    \ within 60 feet. Affected creatures receive a \u20134 penalty to spell resistance\
    \ and a \u20134 penalty on saving throws, and energy resistances and damage reduction\
    \ (if any) are reduced by 10 each (to a minimum of 0). Once triggered, the symbol\
    \ remains active for 10 minutes per level. The effects last as long as the creature\
    \ is within 60 feet of the symbol, and for 1 round per caster level afterward."
  duration: null
  effect: null
  level: cleric/oracle 9, sorcerer/wizard 9, witch 9
  range: null
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Symbol of Weakness:
  area: null
  casting_time: null
  components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth
    a total of 5,000 gp)
  description:
  - This spell functions like symbol of death, except that every creature within 60
    feet of a symbol of weakness instead suffers crippling weakness that deals 3d6
    points of Strength damage.
  duration: null
  effect: null
  level: cleric/oracle 7, sorcerer/wizard 7, witch 7
  range: null
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: null
Sympathetic Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a small square of silk that must be passed over the object
    that receives the aura)
  description:
  - "This spell functions like magic aura, except it extends its altered aura to similar\
    \ items in a 5-foot radius. For this purpose, similar items must be alike in approximate\
    \ shape, composition, and function, so a potion of cure light wounds targeted\
    \ by this spell to appear non-magical would also obscure the auras of nearby potions,\
    \ elixirs, and oils, as well as flasks. Items other than the targeted item retain\
    \ their altered aura for 1 round per caster level after being removed from the\
    \ spell\u2019s area."
  duration: 1 day/level (D)
  effect: null
  level: bard 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
  range: touch
  saving_throw: none (see text)
  school: illusion (glamer)
  spell_resistance: 'no'
  target: one touched object weighing up to 5 lbs./level
Sympathetic Vibration:
  area: null
  casting_time: 10 minutes
  components: V, S, F (a tuning fork)
  description:
  - By attuning yourself to a freestanding structure, you can create a damaging vibration
    within it. Once it begins, the vibration deals 2d10 points of damage per round
    to the target structure, bypassing hardness. You can choose at the time of casting
    to limit the duration of the spell; otherwise it lasts for 1 round per level.
    If the spell is cast upon a target that is not freestanding, the surrounding stone
    dissipates the effect and no damage occurs.
  duration: up to 1 round/level
  effect: null
  level: bard 6
  range: touch
  saving_throw: none; see text
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: one freestanding structure
Sympathetic Wounds:
  area: null
  casting_time: 1 standard action
  components: V, S, M (250 gp of powdered amber)
  description:
  - This spell functions like shield other, except some of your wounds transfer to
    the targeted creature rather than some of their wounds transferring to you. For
    example, you could link yourself to a nearby chained slave so that when you are
    wounded, some of the damage is transferred to the slave. You must have at least
    as many hit dice as the target, otherwise the spell fails. A creature can only
    be under the effects of one instance of this spell at a time.
  duration: null
  effect: null
  level: cleric/oracle 2, druid 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: abjuration [evil]
  spell_resistance: 'yes'
  target: one creature
Sympathy:
  area: null
  casting_time: 1 hour
  components: V, S, M (a drop of honey and crushed pearls worth 1,500 gp)
  description:
  - You cause an object or location to emanate magical vibrations that attract either
    a specific kind of intelligent creature or creatures of a particular alignment,
    as defined by you. The particular kind of creature to be affected must be named
    specifically. A creature subtype is not specific enough. Likewise, the specific
    alignment must be named.
  duration: 2 hours/level (D)
  effect: null
  level: druid 9, sorcerer/wizard 8, summoner 6, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one location (up to a 10-ft. cube/level) or one object
Synapse Overload:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "You cause the target\u2019s mind to unleash a vast overflowing torrent of information\
    \ throughout the target\u2019s body, causing the target\u2019s synapses to violently\
    \ trigger. The target takes 1d6 points of electrical damage per caster level (maximum\
    \ 15d6) and is staggered for 1 minute. A successful Fortitude saving throw doesn\u2019\
    t reduce the damage, but it negates the staggered effect."
  duration: instantaneous
  effect: null
  level: mesmerist 4, psychic 5
  range: touch
  saving_throw: Fortitude partial (see text)
  school: divination [mind-affecting]
  spell_resistance: 'yes'
  target: living creature touched
Synaptic Pulse:
  area: 30-ft.-radius spread centered on you
  casting_time: 1 standard action
  components: V
  description:
  - You emit a pulsating mental blast that stuns all creatures in range of your psychic
    shriek for 1 round.
  duration: 1 round
  effect: null
  level: mesmerist 3, psychic 3
  range: 30 ft.
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Synaptic Scramble:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You scramble the synaptic connections of your target, causing it to lose the\
    \ ability to coherently communicate and to take unintended actions when it meant\
    \ to perform others. The target cannot effectively communicate while under the\
    \ spell\u2019s influence, and thus cannot engage in acts like speaking, attempting\
    \ Bluff checks to pass secret messages, writing, or using telepathy, although\
    \ the spell doesn\u2019t prevent verbalizations made for purposes other than communication,\
    \ such as command words or the verbal component of spellcasting."
  duration: 1 round/level
  effect: null
  level: mesmerist 3, psychic 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Synesthesia:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You overstimulate the senses of the affected creature, causing its senses to\
    \ interfere with another. While a creature is under the effects of this spell,\
    \ sensory input is processed by the wrong senses, such that noise triggers bursts\
    \ of colors, smells create sounds, and so on. The affected creature moves at half\
    \ speed, has a 20% miss chance on attacks, and takes a \u20134 penalty to AC and\
    \ on skill checks and Reflex saves. Successful spellcasting while affected requires\
    \ a concentration check with a DC equal to this spell\u2019s save DC plus the\
    \ level of spell being cast."
  duration: 1 round/level
  effect: null
  level: mesmerist 3, psychic 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: illusion (phantasm)) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Tactical Acumen:
  area: The caster and all allies within a 30-ft.-radius burst, centered on the caster
  casting_time: 1 standard action
  components: V, S, M/DF (a small piece of a map)
  description:
  - Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever
    you would gain a bonus on attack rolls or to AC due to battlefield position, such
    as flanking, higher ground, or cover, you gain an additional +1 insight bonus.
    This bonus increases by +1 for every five caster levels above 5th you possess
    (maximum +4).
  duration: 1 round/level (D)
  effect: null
  level: bard 2, inquisitor 2, magus 2, medium 2, occultist 2, paladin 1, psychic
    2, sorcerer/wizard 2
  range: 30 ft.
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Tactical Adaptation:
  area: null
  casting_time: 1 standard action
  components: "V, S, F (a gold and sapphire ring worth 500 gp, which the caster must\
    \ wear for the spell\u2019s duration)"
  description:
  - "This spell was developed by an Academy student after several weeks of observing\
    \ (and occasionally joining) barroom brawls. You draw on your mind\u2019s hidden\
    \ reserves, instantaneously mastering advanced combat techniques."
  duration: 1 minute/level
  effect: null
  level: magus 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Tactical Formation:
  area: up to one creature/level, no two of which may be more than 30 ft. apart
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell increases the effectiveness of a group\u2019s formation in battle.\
    \ When cast, all creatures under the effect of the spell must be adjacent to one\
    \ another, forming an unbroken chain of squares (which may include creatures sharing\
    \ the same square). This chain does not need to be a straight line. Each target\
    \ in the chain receives a +2 defection bonus to AC as long as the targets stay\
    \ adjacent to at least one other creature affected by the spell; moving more than\
    \ 5 feet from another target ends the spell with respect to that creature only.\
    \ For example, a cleric could cast it on himself and four dwarves blocking a 20-foot-wide\
    \ corridor; the cleric can move freely from the left side of the formation to\
    \ the right side (whether in front of or behind the other targets) and not break\
    \ the spell as long as he stays within 5 feet of at least one of them."
  duration: 10 minutes/level
  effect: null
  level: cleric/oracle 3, paladin 3, ranger 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Tactical Insight:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Choose a single army tactic. You grant mastery of this tactic to the target army\
    \ for the spell\u2019s duration. This tactic may bring an army\u2019s total known\
    \ tactics to a number greater than normally allowed."
  duration: 1 battle
  effect: null
  level: bard 6, inquisitor 6
  range: 1 hex
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Tactical Miscalculation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target becomes fixated on avoiding damage and fails to spot even the most
    opportune moments to attack. Whenever a creature the target threatens would provoke
    an attack of opportunity from the target, the target must succeed at a Will save
    or be unable to make the attack of opportunity against that creature.
  duration: 1 round/level
  effect: null
  level: bard 2, inquisitor 2, ranger 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Tail Current:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as tailwind except it creates a helpful current in water
    instead of in the air. It grants free movement while swimming rather than while
    flying and functions only underwater.
  duration: null
  effect: null
  level: bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3,
    sorcerer/wizard 4, spiritualist 3
  range: null
  saving_throw: null
  school: transmutation [water]
  spell_resistance: null
  target: null
Tail Strike:
  area: null
  casting_time: 1 standard action
  components: V, M (a dragon scale)
  description:
  - You grow a draconic tail (clothing and armor adjust as necessary), or if you already
    have a tail, it takes on a draconic appearance. If you have a draconic bloodline,
    the tail matches the appearance of that dragon type; otherwise, it matches the
    appearance of a dragon type whose alignment matches your own. You gain a tail
    slam attack that deals 1d6 points of damage (1d4 if Small, 1d8 if Large) + your
    Strength modifier. If you already have a tail attack, you instead extend the reach
    of your tail attack by 5 feet.
  duration: 1 minute/level (see text)
  effect: null
  level: alchemist 4, antipaladin 3, bloodrager 3, medium 3, paladin 3, sorcerer/wizard
    3
  range: personal
  saving_throw: null
  school: transmutation [draconic]
  spell_resistance: null
  target: you
Tailwind:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You compel the wind to push the targets in a direction of your choice. The subjects\
    \ can hustle during local and overland movement without risk of fatigue. If the\
    \ subjects are flying, the first 20 feet of movement each round in the chosen\
    \ direction does not count against their movement for the round. Each creature\
    \ remains affected only while within 120 feet of every other subject. You can\
    \ change the tailwind\u2019s direction once per hour by concentrating as a standard\
    \ action. This spell has no effect underwater."
  duration: 1 hour/level
  effect: null
  level: bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3,
    sorcerer/wizard 4, spiritualist 3
  range: 120 ft.
  saving_throw: Will negates (harmless)
  school: transmutation [air]
  spell_resistance: yes (harmless)
  target: null
Talisman of Reprieve:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You imbue an item with an aura of divine amnesty, allowing all allies within\
    \ the aura\u2019s area to ignore penalties to Intelligence-, Wisdom-, and Charisma-based\
    \ checks resulting from a plane\u2019s mildly or strongly aligned traits, regardless\
    \ of the allies\u2019 alignments. In addition, the item grants a +4 circumstance\
    \ bonus on checks with one Intelligence-, Wisdom-, or Charisma-based skill determined\
    \ by you at the time of casting."
  duration: 10 minutes/level
  effect: null
  level: cleric 5, inquisitor 4, paladin 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: 20-ft.-radius emanation centered on an item
Talismanic Implement:
  area: null
  casting_time: 10 minutes
  components: V
  description:
  - "This spell functions as contingency, but you invest a spell whose level doesn\u2019\
    t exceed one-quarter of your level (rounded down, maximum spell level 3rd) into\
    \ one of your implements that holds 2 or more points of mental focus. The spell\u2019\
    s school must match that of the implement, and the spell must be one that affects\
    \ only your person."
  duration: 1 hour/level (D) or until discharged
  effect: null
  level: occultist 3
  range: personal Target you
  saving_throw: null
  school: evocation
  spell_resistance: null
  target: null
"Tamer\u2019s Lash":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A 15-foot-long whip of sonic energy springs from your hand, delivering a loud\
    \ crack when you strike with it. The tamer\u2019s lash acts as a whip that deals\
    \ 1d4 points of sonic damage on a hit, but it has no physical substance and you\
    \ cannot use it to perform combat maneuvers, nor can it be sundered or disarmed.\
    \ If you strike an animal with the tamer\u2019s lash, the animal must succeed\
    \ at a Will saving throw or be unable to attack you for 1d3 rounds. Furthermore,\
    \ if the whipped animal starts its turn unable to attack you as a result of this\
    \ spell and it is within 30 feet of you, it must spend its first action moving\
    \ away from you, if it is able. Combat-trained animals, animal companions, and\
    \ animals with Hit Dice in excess of your caster level + 4 gain a +4 circumstance\
    \ bonus on their saves to avoid being intimidated in this way. This intimidation\
    \ effect is a mind-affecting fear effect."
  duration: 1 round/level (D)
  effect: a whip of magical sound
  level: bard 1, bloodrager 1, magus 1, ranger 1
  range: 0 ft.
  saving_throw: Will partial (see text)
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Tap Inner Beauty:
  area: null
  casting_time: 1 standard action
  components: V, M (a tiny mirror )
  description:
  - This spell allows you to tap into the natural beauty of your soul and let it shine
    from your eyes and your speech. While the spell is active, you gain a +2 insight
    bonus on all Charisma ability checks and Charisma-based skill checks.
  duration: 1 minute/level
  effect: null
  level: bard 1, cleric/oracle 1, witch 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Tar Ball:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tiny ball of bitumen)
  description:
  - "You create a sticky ball of burning tar that you can hurl at your enemies as\
    \ a ranged attack. If the tar ball strikes, it deals 1d4 points of fire damage\
    \ + your Strength modifier, and splashes the target with hot, sticky tar. The\
    \ tar deals 1d4 points of fire damage each round on the creature\u2019s turn for\
    \ the next 1d4 rounds and gives the target a \u20132 penalty to Dexterity for\
    \ that duration. If desired, the target can use a full-round action to attempt\
    \ to extinguish or cool the tar before taking this additional damage. Extinguishing\
    \ or cooling the tar requires a DC 15 Reflex save or at least 1 gallon of nonflammable\
    \ liquid. Rolling on the ground provides the target a +2 bonus on the save. Leaping\
    \ into a lake or magically cooling the target automatically ends the effect. "
  duration: instantaneous
  effect: ranged attack
  level: druid 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Tar Pool:
  area: 20-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, M/DF (a ball of hardened tar)
  description:
  - "You convert a layer of the ground to hot tar. Creatures in the area when the\
    \ tar appears take 1d6 points of fire damage per two caster levels (maximum of\
    \ 10d6) and must succeed at a Reflex save or become entangled. An entangled creature\
    \ receives a saving throw each round to free itself from the tar, and can also\
    \ attempt to free itself by spending a move action to attempt a Strength check\
    \ or Escape Artist check (DC = spell saving throw DC). It costs 2 squares of movement\
    \ to enter a square in the area of effect, and the DC of Acrobatics checks within\
    \ the area of effect increases by 5. The area is difficult terrain. A creature\
    \ that moves into or starts its turn in the area takes 2d6 points of fire damage\
    \ and must reattempt this Reflex save or become entangled. A creature that falls\
    \ prone in the area takes a \u20134 penalty on its Reflex save against the tar\
    \ and on Strength and Escape Artist checks to escape the tar."
  duration: 1 round/level
  effect: null
  level: druid 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex partial, see text
  school: transmutation [earth, fire]
  spell_resistance: 'no'
  target: null
Targeted Bomb Admixture:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon drinking an extract created with this formula, you make a significant change\
    \ to your magical reserve that modifies the nature of all bombs you create and\
    \ throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can only have one admixture effect (formula with the word \u201Cbomb admixture\u201D\
    \ in its title) active at a time. If you drink another bomb admixture, the effects\
    \ of the former bomb admixture end and the new one becomes active."
  duration: 1 round/level
  effect: null
  level: alchemist 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Tattoo Potion:
  area: null
  casting_time: 1 minute
  components: V, S, M (a potion to be tattooed, special inks worth 500 gp)
  description:
  - "When you cast this spell, you mix special tattoo inks into a potion of your choice.\
    \ Once you finish casting tattoo potion , the potion begins bubbling and fizzing\u2014\
    if no one drinks the potion within 1 minute of the spell being cast, the potion\
    \ bubbles away into vapor and is destroyed."
  duration: instantaneous
  effect: one spell tattoo
  level: alchemist 2, bard 2, sorcerer/ wizard 2, witch 2
  range: one potion
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: null
Tears to Wine:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a single grape)
  description:
  - "This spell turns nonmagic liquids\u2014including spoiled, rotten, diseased, poisonous,\
    \ or otherwise contaminated drinks, tears, seawater, and similar fluids\u2014\
    into mead or wine of average quality. This spell does not prevent subsequent natural\
    \ decay or spoilage."
  duration: 10 minutes/level
  effect: null
  level: alchemist 1, bard 1, cleric 2, druid 1, medium 1, occultist 1, shaman 1,
    sorcerer/wizard 2, witch 2
  range: 10 ft.
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 cu. ft./2 levels of liquid (see text)
Technomancy:
  area: null
  casting_time: 1 standard action
  components: V, S, M (oil stirred with a coil of wires)
  description:
  - This spell functions as detect magic, except it detects the presence of technological
    objects instead of magical objects. The spell grants you the Technologist feat
    for the purposes of attempting Knowledge (engineering) checks to identify the
    properties of technological items in your possession. If you already possess this
    feat, you gain a +10 bonus on Knowledge (engineering) checks to identify item
    properties.
  duration: 3 rounds/level
  effect: null
  level: bard 1, sorcerer/wizard 1
  range: 60 ft.
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: cone-shaped emanation
Tectonic Communion:
  area: null
  casting_time: 1 hour
  components: V, S, DF
  description:
  - Tectonic communion functions as commune with nature with an even greater range.
    In outdoor or natural underground settings, the spell operates on a radius of
    100 miles per caster level, extending even underground without penalty.
  duration: Instantaneous
  effect: null
  level: druid 7
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Telekinesis:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You move objects or creatures by concentrating on them. Depending on the version
    selected, the spell can provide a gentle, sustained force, perform a variety of
    combat maneuvers, or exert a single short, violent thrust.
  duration: concentration (up to 1 round/level) or instantaneous; see text
  effect: null
  level: magus 5, sorcerer/wizard 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (object) or none; see text
  school: transmutation
  spell_resistance: yes (object); see text
  target: null
Telekinetic Assembly:
  area: null
  casting_time: 1 minute
  components: V, S, F (a miniature of the target siege engine, costing 10 gp)
  description:
  - You assemble a siege engine, using up to one fewer worker per two caster levels
    you possess. You can do without one additional worker if you have any ranks in
    Knowledge (engineering), plus one additional worker per 5 ranks you have in that
    skill. If your caster level combined with Knowledge (engineering) fails to eliminate
    the need for workers, this spell fails.
  duration: instantaneous
  effect: null
  level: magus 2, occultist 2, psychic 2, sorcerer/wizard 2
  range: close (25 ft + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: one disassembled siege engine
Telekinetic Charge:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You telekinetically launch an ally across the battlefield to anywhere within\
    \ this spell\u2019s range. While moving, your ally is flying just above the ground\
    \ unless you wish otherwise. Movement from this spell provokes attacks of opportunity\
    \ as normal, although you can lift your ally over objects or out of enemy reach,\
    \ as long as your ally remains within this spell\u2019s range. If your ally lands\
    \ adjacent to an opponent, he can spend an immediate action to make a melee attack\
    \ against that opponent with a +2 bonus on the attack roll."
  duration: instantaneous
  effect: null
  level: bloodrager 4, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: evocation [force]
  spell_resistance: yes (harmless)
  target: one willing creature
Telekinetic Maneuver:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions as telekinesis, but it can be used only to perform a bull
    rush, disarm, drag, grapple (including pin), reposition, steal, or trip combat
    maneuver.
  duration: concentration (up to 1 round/level)
  effect: null
  level: magus 4, psychic 3, sorcerer/wizard 4, spiritualist 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Telekinetic Projectile:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fling an object weighing up to 5 pounds at the target. You must succeed at\
    \ a ranged attack (not a ranged touch attack) to hit your target; if you hit,\
    \ you deal 1d6 points of bludgeoning damage to both the target and the object.\
    \ The type of object thrown doesn\u2019t change the damage type or any other properties\
    \ of the attack, even if you throw a weapon or magic item in this way."
  duration: instantaneous
  effect: null
  level: occultist 0, psychic 0, spiritualist 0
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: 'no'
  school: evocation
  spell_resistance: 'no'
  target: null
Telekinetic Sphere:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a crystal sphere and a pair of small magnets)
  description:
  - This spell functions like resilient sphere, but the creatures or objects caught
    inside the globe created by the spell are made nearly weightless. Anything contained
    within a telekinetic sphere weighs only one-sixteenth of its normal weight. You
    can telekinetically lift anything in the sphere that normally weighs 5,000 pounds
    or less. The telekinetic control extends from you out to medium range (100 feet
    + 10 feet per caster level) after the sphere has succeeded in encapsulating its
    contents.
  duration: 1 min./level (D)
  effect: 1-ft.-diameter/level sphere, centered around creatures or objects
  level: sorcerer/wizard 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates (object)
  school: evocation [force]
  spell_resistance: yes (object)
  target: null
Telekinetic Storm:
  area: 40-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - "You generate a storm of telekinetic energy that emanates from you, ripping through\
    \ the spell\u2019s area of effect with devastating force. Any creature caught\
    \ in the spell\u2019s radius takes 1d6 points of damage per caster level (maximum\
    \ 20d6) and is dazed and stunned for 1 round. A successful Fortitude save reduces\
    \ the damage by half and negates the dazed and stunned effects."
  duration: instantaneous
  effect: null
  level: psychic 9
  range: null
  saving_throw: Fortitude partial (see text)
  school: evocation [force]
  spell_resistance: yes div style="clear:both"></div
  target: null
Telekinetic Strikes:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The touched creature\u2019s limbs are charged with telekinetic force."
  duration: 1 minute/level
  effect: null
  level: magus 2, psychic 2, sorcerer/ wizard 2
  range: touch
  saving_throw: Will negates (harmless)
  school: evocation [force]
  spell_resistance: yes (harmless)
  target: one creature
Telekinetic Volley:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The touched items levitate in your space. When you cast the spell and once per\
    \ round thereafter, you can launch one item at a target of your choice as a standard\
    \ action. The ranged attack is made as if you had thrown the item unless it\u2019\
    s ammunition for a weapon, in which case the attack is made as if fired from a\
    \ heavy crossbow (if a bolt), a halfling sling staff (if a sling bullet), a blowgun\
    \ (if a blowgun dart), a composite longbow with a +2 Strength rating (if an arrow),\
    \ an atlatl (if an atlatl dart), or a pistol (if a firearm bullet). A firearm\
    \ pellet launched by the spell functions as a shuriken."
  duration: 1 round/level or until discharged (D)
  effect: null
  level: magus 2, sorcerer/wizard 2
  range: touch
  saving_throw: none (object)
  school: transmutation
  spell_resistance: no (object)
  target: null
Telempathic Projection:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You alter the target\u2019s mood, adjusting its attitude toward you or another\
    \ creature you designate by one step either positively or negatively (see the\
    \ Diplomacy skill). You can instead use this spell to assist your own or an ally\u2019\
    s Bluff, Diplomacy, Intimidate, Perform, or Sense Motive check, granting that\
    \ check a +5 insight bonus against the target of your telempathic projection with\
    \ no save. In this case, the spell\u2019s duration expires immediately when the\
    \ skill check is complete."
  duration: 1 minute/level
  effect: null
  level: mesmerist 1, psychic 1, spiritualist 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (see text)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Telepathic Bond:
  area: null
  casting_time: 1 standard action
  components: V, S, M (two eggshells from two different creatures)
  description:
  - You forge a telepathic bond among yourself and a number of willing creatures,
    each of which must have an Intelligence score of 3 or higher. Each creature included
    in the link is linked to all the others. The creatures can communicate telepathically
    through the bond regardless of language. No special power or influence is established
    as a result of the bond. Once the bond is formed, it works over any distance (although
    not from one plane to another).
  duration: 10 min./level (D)
  effect: null
  level: inquisitor 5, sorcerer/wizard 5, witch 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Telepathic Censure:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell creates an invisible psychic interference that inhibits telepathic\
    \ communication. When cast upon a creature that can communicate via telepathy,\
    \ this spell prevents that ability\u2019s use\u2014 either to receive or project\
    \ thoughts. When cast upon a creature without telepathy, the spell merely prevents\
    \ the target from receiving telepathic communication. Those affected by this spell\
    \ or that attempt to telepathically communicate with creatures under its effects\
    \ are not innately aware that their communication is being inhibited. This spell\
    \ temporarily disrupts spells and effects like telepathic bond or telepathic messages\
    \ sent by a helm of telepathy, but not attacks and effects unrelated to communication\
    \ like detect thoughts or a neothelid\u2019s psychic crush."
  duration: 1 minute/level (D)
  effect: null
  level: bard 2, inquisitor 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: one creature (see text)
Telepathic Silence:
  area: 60-ft.-radius emanation centered on a point in space
  casting_time: 1 round
  components: V, S
  description:
  - "Creatures within the area cannot send or receive telepathic messages, and anyone\
    \ in the area casting a spell with a thought component must succeed at a concentration\
    \ check (DC = 20 + twice the spell\u2019s level; this includes the increased concentration\
    \ DC for casting spells with a thought component) or lose the spell. Furthermore,\
    \ the thoughts of creatures within the area cannot be detected, located, or read\
    \ with thoughtsense, detect thoughts, or similar effects."
  duration: 1 round/level (D)
  effect: null
  level: medium 4, mesmerist 4, occultist 4, psychic 4, spiritualist 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: null
Telepathy:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You can mentally communicate with any other creature within 100 feet that has
    a language. It is possible to address multiple creatures at once telepathically,
    although maintaining a telepathic conversation with more than one creature at
    a time is just as difficult as speaking and listening to multiple people simultaneously.
  duration: 1 minute/level div style="clear:both"></div
  effect: null
  level: medium 4, mesmerist 4, psychic 5, sorcerer/wizard 6, spiritualist 6
  range: personal
  saving_throw: null
  school: divination [mind-affecting]
  spell_resistance: null
  target: you
Teleport:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "This spell instantly transports you to a designated destination, which may be\
    \ as distant as 100 miles per caster level. Interplanar travel is not possible.\
    \ You can bring along objects as long as their weight doesn\u2019t exceed your\
    \ maximum load. You may also bring one additional willing Medium or smaller creature\
    \ (carrying gear or objects up to its maximum load) or its equivalent per three\
    \ caster levels. A Large creature counts as two Medium creatures, a Huge creature\
    \ counts as four Medium creatures, and so forth. All creatures to be transported\
    \ must be in contact with one another, and at least one of those creatures must\
    \ be in contact with you. As with all spells where the range is personal and the\
    \ target is you, you need not make a saving throw, nor is Spell Resistance applicable\
    \ to you. Only objects held or in use (attended) by another person receive saving\
    \ throws and Spell Resistance."
  duration: instantaneous
  effect: null
  level: magus 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner
    4, unchained summoner 5, witch 5
  range: personal and touch
  saving_throw: none and Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: no and yes (object)
  target: you and touched objects or other touched willing creatures
Teleport Object:
  area: null
  casting_time: 1 Standard Action
  components: V
  description:
  - This spell functions like teleport, except that it teleports an object, not you.
    Creatures and magical forces cannot be teleported.
  duration: null
  effect: null
  level: sorcerer/wizard 7, witch 7
  range: touch
  saving_throw: Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: yes (object)
  target: one touched object of up to 50 lbs./level and 3 cu. ft./level
Teleport Structure:
  area: null
  casting_time: 8 hours
  components: V, M (gold dust worth 50 gp)
  description:
  - "You instantly teleport a building in a settlement you control to another lot\
    \ or series of lots in the same settlement district. The building to be teleported\
    \ must be unoccupied, and the area to which you wish to move the building must\
    \ be cleared and unoccupied during the casting of this spell. A building cannot\
    \ be teleported to an area it would not normally be able to occupy, such as an\
    \ area adjacent to a prohibited building type. If you don\u2019t wholly own the\
    \ structure, all of the structure\u2019s owners must consent to the structure\u2019\
    s teleportation before the spell is cast; otherwise, it fails immediately."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 6
  range: touch
  saving_throw: Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: yes (object)
  target: one building
Teleport Trap:
  area: one 40-ft. cube/level (S)
  casting_time: 10 minutes
  components: V, S, M (powdered lodestones and silver worth 100 gp per 40-ft. cube)
  description:
  - "Teleport trap wards an area, redirecting all teleportation into or out of the\
    \ area to a specific point within the area determined by you at the time of casting.\
    \ The destination must be an open space on a solid surface. The spell\u2019s area\
    \ overlaps walls and other solid and liquid objects (preventing intruders from\
    \ bypassing the ward by teleporting into a wall or through similar means). A teleporting\
    \ creature that is affected by a teleport trap can resist the effect with a Will\
    \ save\u2014if the save is successful, the creature simply doesn\u2019t teleport\
    \ at all (but the use of the teleport effect is still consumed)\u2014either to\
    \ the intended location or the teleport trap\u2019s actual destination. A DC 27\
    \ Knowledge (arcana) allows such a creature to recognize the teleport trap\u2019\
    s presence, but does not reveal the trap\u2019s linked destination."
  duration: 1 day/level
  effect: null
  level: sorcerer/wizard 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Teleportation Circle:
  area: null
  casting_time: 10 minutes
  components: V, M (amber dust to cover circle worth 1,000 gp)
  description:
  - "You create a circle on the floor or other horizontal surface that teleports,\
    \ as greater teleport, any creature who stands on it to a designated spot. Once\
    \ you designate the destination for the circle, you can\u2019t change it. The\
    \ spell fails if you attempt to set the circle to teleport creatures into a solid\
    \ object, to a place with which you are not familiar and have no clear description,\
    \ or to another plane."
  duration: 10 min./level (D)
  effect: 5-ft.-radius circle that teleports those who activate it
  level: psychic 9, sorcerer/wizard 9, summoner 6, witch 9
  range: 0 ft.
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'yes'
  target: null
Temporal Divergence:
  area: null
  casting_time: 1 swift action
  components: V, S, M ( mithral wishbone worth 100 gp)
  description:
  - "This spell allows you to witness two divergent decisions and choose which to\
    \ pursue. Upon completing this spell, you must immediately choose two other different\
    \ spells that you could cast at that moment and that each have a casting time\
    \ of 1 standard action; these spells take effect simultaneously, and you must\
    \ track all resulting effects, areas of effect, saving throws, and other outcomes\
    \ separately as if each had been cast normally and the other spell had never happened.\
    \ Once you\u2019ve seen how each spell resolves, you must choose which version\
    \ of reality occurred, expending the standard action, prepared spell, and material\
    \ components as necessary. The other spell\u2019s results are ignored and do not\
    \ require an action or expend the prepared spell, spell slot, or material components.\
    \ If the targets of the spell you did not choose expended any resources or effects\
    \ to resist your spell, those resources or effects are also not expended. If you\
    \ cast this spell and do not or cannot immediately follow the instructions described\
    \ above, this spell has no effect."
  duration: instantaneous
  effect: null
  level: arcanist 7, psychic 7, sorcerer/wizard 7, witch 7
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Temporal Regression:
  area: null
  casting_time: 1 standard action
  components: V, S, F ( hourglass filled with powdered horacalcum worth 1,500 gp)
  description:
  - "When you complete this spell, note your current location and condition, including\
    \ your hit point total and any ongoing conditions affecting you as well as their\
    \ durations (e.g. poison, sickened, ability damage, and spell effects). This spell\
    \ creates a beacon in space-time that\u2019s imperceptible to anyone but you.\
    \ As a standard action while you are within range of the beacon before the spell\u2019\
    s duration expires, you can discharge the spell to transport yourself back to\
    \ the marked location and restore yourself to the condition you were in when you\
    \ cast the spell; this does not restore any expended items, charges, or spells\
    \ you may have used during that time. This does not reverse effects for anyone\
    \ else, and to bystanders it appears as though you teleported to the beacon location\
    \ and regained conditions you had when the beacon was set. Temporal regression\
    \ strains your body; when the spell is discharged, you gain 1 temporary negative\
    \ level for every 2 rounds that passed since you cast the spell. These negative\
    \ levels disappear after 24 hours."
  duration: 1 round/level or until discharged
  effect: null
  level: arcanist 8, druid 9, psychic 8, witch 8, wizard 8
  range: personal and close (25 ft. + 5 ft./2 levels; see below)
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: null
Temporal Stasis:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000
    gp)
  description:
  - You must succeed on a melee touch attack. You place the subject into a state of
    suspended animation. For the creature, time ceases to flow, and its condition
    becomes fixed. The creature does not grow older. Its body functions virtually
    cease, and no force or effect can harm it. This state persists until the magic
    is removed (such as by a successful dispel magic spell or a freedom spell).
  duration: permanent
  effect: null
  level: sorcerer/wizard 8
  range: touch
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: creature touched
Temporary Graft:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a dismembered body part)
  description:
  - You temporarily graft a dismembered body part onto yourself. You must have the
    body part in your possession or the spell has no effect. The graft must come from
    a creature the same size category as you. You can have only one graft active at
    a time. Grafting on a new body part immediately ends the effects of the older
    casting and causes that body part to fall off. The effect of the graft depends
    on the type of body part you choose to graft to yourself, as follows.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, bloodrager 3, magus 4, occultist 3, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Temporary Resurrection:
  area: null
  casting_time: 10 minutes
  components: V, S, M (diamond dust worth 500 gp)
  description:
  - You restore temporary life to a body that has been dead for less than 48 hours.
    The spell lasts for 24 hours, after which the target dies again. The target gains
    1 permanent negative level while under the effect of this spell; this negative
    level goes away when the target dies or is permanently raised from the dead (such
    as with raise dead). The target still counts as a dead corpse (but not undead)
    for the purpose of spells that revive dead creatures, so a cleric can cast raise
    dead or a similar spell on the target even while this spell is active. Once a
    creature has been revived with temporary resurrection, this spell cannot be used
    on it again until it is permanently raised from the dead.
  duration: 24 hours
  effect: null
  level: sorcerer/wizard 7, witch 7
  range: touch
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: dead creature touched
Terrain Bond:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of earth taken from your most favored terrain )
  description:
  - You call upon the spirits of nature to help you adapt to your environment. You
    treat the terrain you are in as your most favored terrain until this spell ends.
  duration: 1 hour/2 levels (D)
  effect: null
  level: ranger 4
  range: personal
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: you
Terrible Remorse:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You fill a target with such profound remorse that it begins to harm itself. Each
    round, the target must save or deal 1d8 points of damage + its Strength modifier
    to itself using an item held in its hand or with unarmed attacks. If the creature
    saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after
    which the spell ends.
  duration: 1 round/level
  effect: null
  level: bard 3, cleric/oracle 4, inquisitor 3, sorcerer/wizard 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will partial (see text at right)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: 1 living creature
Thanatotic Fury:
  area: null
  casting_time: 1 standard action
  components: V, S, M (shavings from a holy symbol )
  description:
  - Note You may cast this spell only if you have the giant subtype.
  duration: 1 minute/level
  effect: null
  level: sorcerer/wizard 4, witch 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you (see text)
Thaumaturgic Circle:
  area: null
  casting_time: null
  components: V, S, M (a 3-ft.-diameter circle of powdered silver), DF div style="clear:both"></div
  description:
  - This spell functions as magic circle against chaos, evil, good, or law, but rather
    than stipulating an alignment descriptor, You can designate any one non-alignment
    subtype of outsider, including air, earth, fire, and water, as well as outsider
    races such as angels and devils.
  duration: null
  effect: null
  level: cleric 4, inquisitor 4, medium 3, occultist 3, sorcerer/wizard 4, summoner
    4
  range: null
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Theft Ward:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You ward a single object in your possession against theft. You gain a +10 bonus
    on Perception checks to notice someone trying to take the object from you.
  duration: 1 day
  effect: null
  level: cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: abjuration
  spell_resistance: yes (harmless, object)
  target: one object
They Know:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF, M (a drop of black ink )
  description:
  - "You instill a target with the fear that the nearest other intelligent creature\
    \ knows her darkest secret. If she is in the midst of another situation as vital\
    \ as protecting her darkest secret, such as combat, this doesn\u2019t cause her\
    \ to cease participating, but otherwise, she becomes compelled to use her abilities\
    \ and skills to determine exactly how much the other individual knows."
  duration: 1 minute/level (D)
  effect: null
  level: bard 3, inquisitor 3, mesmerist 3, paladin 3, psychic 4, shaman 4, witch
    4
  range: medium (100 ft. plus 10 ft./level)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, fear]
  spell_resistance: 'yes'
  target: one intelligent creature
Thirsting Entanglement:
  area: plants in a 40-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell functions as entangle, except the plants latch on to targets and drain
    away their vitality. Any creature that fails a save to avoid becoming entangled
    or fails a check to break free takes 1d2 points of Constitution damage.
  duration: 1 min./level (D)
  effect: null
  level: druid 4, hunter 4, ranger 4, shaman 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex partial; see text
  school: transmutation
  spell_resistance: 'no'
  target: null
Thorn Body:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell causes spines to grow from your exposed skin, damaging creatures that
    strike you. Any creature striking you with a melee weapon, an unarmed strike,
    or a natural weapon takes 1d6 points of piercing damage +1 point per caster level
    (maximum +15). Creatures using melee weapons with reach are unaffected by this
    spell. Creatures that successfully grapple you take 2d6 points of piercing damage
    +1 point per caster level (maximum +15). In addition, your natural attacks and
    unarmed strikes deal an additional 1d6 points of piercing damage.
  duration: 1 round/level
  effect: null
  level: alchemist 3, druid 4, shaman 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Thorn Javelin:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A wooden thorn the size of a javelin (appropriate for your size) appears in your\
    \ open hand. You can wield this thorn as a javelin, and you are proficient in\
    \ its use. Any creature struck by the javelin must succeed at a Fortitude save\
    \ or be sickened for 1 round. If you throw the javelin, another one appears in\
    \ your hand. Any javelin that leaves your grasp disappears at the end of your\
    \ turn. Each javelin attack you make reduces the spell\u2019s remaining duration\
    \ by 1 minute. If an attack reduces the remaining duration to 0 minutes or less,\
    \ the spell ends after that attack resolves."
  duration: 1 minute/level (D)
  effect: javelin -like thorn
  level: druid 1, ranger 1, shaman 1
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation) [poison]
  spell_resistance: 'no'
  target: null
Thorny Entanglement:
  area: null
  casting_time: 1 standard action
  components: V, S, DF Reflex partial (see text) no
  description:
  - "This spell functions as entangle, except the plants also grow thorns and can\
    \ fling them up to 15 feet. Any creature that moves within 15 feet of the spell\u2019\
    s area is attacked once on its turn by the animated plants. The plants use your\
    \ caster level as their base attack bonus and add your spellcasting ability score\
    \ modifier (Intelligence for witches; Wisdom for druids, rangers, and shamans)\
    \ to the attack roll. A volley of thorns counts as a thrown weapon and deals 2d6\
    \ points of piercing damage on a successful hit. A creature that enters the spell\u2019\
    s area or ends its turn there automatically takes 2d6 points of piercing damage."
  duration: null
  effect: null
  level: druid 3, ranger 3, shaman 3, witch 3
  range: null
  saving_throw: Reflex partial (see text)
  school: transmutation
  spell_resistance: 'no'
  target: null
Thought Echo:
  area: null
  casting_time: 1 round
  components: V
  description:
  - When you cast this spell, you establish a mental echo of up to 25 words. Any attempt
    to read the surface thoughts of the target creature reads only this mental echo
    unless the caster succeeds at a caster level check (DC = 11 + your caster level).
    If you cast thought echo on yourself, the DC is instead equal to 15 + your caster
    level. In addition, when casting this spell upon yourself, you can change the
    echoed thoughts by taking a standard action and concentrating.
  duration: 1 minute/level (D)
  effect: null
  level: mesmerist 1, psychic 1
  range: touch Target living creature touched
  saving_throw: Will negates (harmless)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: null
Thought Shield:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - Sensing an intrusion, you throw up a defense to protect your mind from attack
    or analysis. This grants you a +4 circumstance bonus on Will saving throws against
    mind-affecting effects. As long as this spell lasts, spells and effects that allow
    a creature to read your thoughts receive no information from you.
  duration: 1 round
  effect: null
  level: psychic 2
  range: personal Target you
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Thought Worm I:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - "You implant a minor suggestion within the target creature\u2019s psyche that\
    \ makes it less inclined to resist mental intrusion. The target creature takes\
    \ a \u20132 penalty on Will saves against all mind-affecting spells and effects\
    \ for the duration of the spell."
  duration: 1 round/level
  effect: null
  level: psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Thoughtsense:
  area: null
  casting_time: 1 standard action
  components: V, M (a bit of dried brain tissue)
  description:
  - You automatically detect and locate conscious creatures within 60 feet, as if
    you possessed the blindsight ability.
  duration: 1 minute/level div style="clear:both"></div
  effect: null
  level: medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5, spiritualist 4
  range: personal
  saving_throw: null
  school: divination [mind-affecting]
  spell_resistance: null
  target: you
Threefold Aspect:
  area: null
  casting_time: 1 standard action
  components: S, F (silver crescent worth 5 gp)
  description:
  - 'Threefold aspect allows you to shift your appearance between your natural age
    and three idealized age categories: young adult (youth/maiden), adulthood (father/mother),
    or elderly (elder/crone). In each case, your appearance is your own at the appropriate
    age, rather than that of a new individual.'
  duration: 24 hours (D)
  effect: null
  level: druid 5, witch 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Threefold Face:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a three-pointed knot)
  description:
  - "You grow two additional faces set equidistantly around your head, each embodying\
    \ a different aspect of your personality that you choose (such as kindliness,\
    \ joy, or wrath). You gain all-around vision and can\u2019t be flanked. Effects\
    \ that would blind you, deafen you, block your mouth, or otherwise affect your\
    \ face, including beneficial effects that grant you exceptional vision, only affect\
    \ a single face (for example, it would take three castings of blindness/deafness\
    \ to blind you). You lose all-around vision if even a single face becomes blind.\
    \ This spell doesn\u2019t grant you additional magic item slots or additional\
    \ heads. When threefold face ends, you gain all the conditions from all three\
    \ faces, for good or ill."
  duration: 9 minutes
  effect: null
  level: arcanist 3, medium 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Threefold Form:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a green, three-pointed knot made of mithral worth 729 gp)
  description:
  - You pull forth idealized versions of yourself at various ages from your mind,
    splitting into three copies of yourself.
  duration: 9 rounds
  effect: null
  level: druid 9, psychic 9, witch 9
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Threefold Sight:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a three-pointed knot)
  description:
  - You view several possible futures at once, allowing you to thread a needle around
    disasters by taking a middle path.
  duration: 3 minutes
  effect: null
  level: arcanist 3, bard 3, medium 3, occultist 3, psychic 3, skald 3, sorcerer/wizard
    3, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Thunder Fire:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of spent thunderstone)
  description:
  - "The firearm targeted creates a thunderous report, even if the firearm is not\
    \ loaded. Every creature within 15 feet of the creature wielding or carrying the\
    \ firearm must succeed at a Fortitude save or be deafened for 1 minute. The creature\
    \ wielding or carrying the firearm takes a \u20134 penalty on this saving throw,\
    \ and his misfire range increases by 1 for 1d4 rounds. If the firearm was loaded\
    \ when it was targeted by this spell, that ammunition is wasted."
  duration: instantaneous
  effect: null
  level: bard 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object), see text
  school: transmutation
  spell_resistance: yes (object), see text
  target: 1 loaded firearm
Thundering Drums:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - You strike the ground in front of you, filling the area in front of you with the
    thunder of pounding drums. Any creature in the area takes 1d8 points of sonic
    damage per caster level (maximum 5d8) and is knocked prone. A successful Fortitude
    save halves the damage and negates being knocked prone.
  duration: instantaneous
  effect: null
  level: bard 3
  range: 15 ft.
  saving_throw: Fortitude partial
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Thunderous Footfalls:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - "This spell makes the target creature\u2019s footfalls shake the ground violently\
    \ as he trundles, which may knock down smaller creatures as he passes by, though\
    \ it also makes the target slower on land. The target\u2019s land speed is reduced\
    \ by half (round down to the nearest 5-foot increment), but each time he moves\
    \ overland adjacent to a creature that is at least one size category smaller than\
    \ he is, that creature must succeed at a Fortitude saving throw or be knocked\
    \ prone."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 3, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless)
  school: transmutation
  spell_resistance: no (harmless)
  target: one Large or larger creature
Thunderstomp:
  area: 60-ft. line
  casting_time: 1 standard action
  components: V, S
  description:
  - You stomp your foot or strike your weapon against the ground or floor, creating
    a ripple of power that you can use to trip a creature. Attempt the combat maneuver
    check to trip the target, but instead of your base attack bonus you can use your
    caster level, and instead of your Strength modifier you can use your spellcasting
    ability score modifier (Intelligence for magi and wizards; Wisdom for druids and
    rangers; Charisma for bloodragers and sorcerers). This does not provoke an attack
    of opportunity. This spell has no effect if you cannot reach the ground or floor,
    or if your target is not in contact with the ground or floor.
  duration: instantaneous
  effect: null
  level: bloodrager 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [earth]
  spell_resistance: 'yes'
  target: one creature
Tidal Surge:
  area: cone-shaped burst or line; see text
  casting_time: 1 standard action
  components: V, S
  description:
  - "If you cast tidal surge on land, you create an onrushing surge of water 10 feet\
    \ high in a 30-foot cone that deals 1d6 points of bludgeoning damage for every\
    \ 2 caster levels you have (maximum 10d6 at 20th level) and extinguishes all non-magical\
    \ fires in the area. Magical fire effects in the area of a tidal surge are affected\
    \ as if you had cast dispel magic. In addition to taking damage, creatures that\
    \ fail their Reflex saves are pushed 1d4\xD75 feet away from you, and Medium or\
    \ smaller creatures are also knocked prone."
  duration: instantaneous
  effect: null
  level: druid 5, shaman 5
  range: 30 ft. or 60 ft.; see text
  saving_throw: Reflex half
  school: conjuration (creation) [water]
  spell_resistance: 'no'
  target: null
Time Shudder:
  area: 30-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, M (a tiny hourglass )
  description:
  - "You cause a ripple in time that affects all creatures in the area. At the start\
    \ of each creature\u2019s turn, there is a 50% chance the creature is hasted (as\
    \ haste); otherwise it is slowed (as slow)."
  duration: 1 round
  effect: null
  level: magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
  range: 30 ft.
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: null
Time Stop:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - This spell seems to make time cease to flow for everyone but you. In fact, you
    speed up so greatly that all other creatures seem frozen, though they are actually
    still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent
    time. Normal and magical fire, cold, gas, and the like can still harm you. While
    the time stop is in effect, other creatures are invulnerable to your attacks and
    spells; you cannot target such creatures with any attack or spell. A spell that
    affects an area and has a duration longer than the remaining duration of the time
    stop have their normal effects on other creatures once the time stop ends. Most
    spellcasters use the additional time to improve their defenses, summon allies,
    or flee from combat.
  duration: 1d4+1 rounds (apparent time); see text
  effect: null
  level: sorcerer/wizard 9
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Timely Inspiration:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - 'A word of arcane-empowered inspiration can snatch victory from seeming defeat.
    Cast this spell when a creature fails an attack roll or skill check. The target
    gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack
    roll or skill check retroactively. If the bonus is enough to make the failure
    a success, the roll succeeds. '
  duration: instantaneous
  effect: null
  level: bard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: null
Tiny Hut:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small crystal bead)
  description:
  - You create an unmoving, opaque sphere of force of any color you desire around
    yourself. Half the sphere projects above the ground, and the lower hemisphere
    passes through the ground. As many as nine other Medium creatures can fit into
    the field with you; they can freely pass into and out of the hut without harming
    it. However, if you remove yourself from the hut, the spell ends.
  duration: 2 hours/level (D)
  effect: 20-ft.-radius sphere centered on your location
  level: bard 3, sorcerer/wizard 3
  range: 20 ft.
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'no'
  target: null
Tireless Pursuers:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a hard biscuit broken into pieces)
  description:
  - 'This spell functions as tireless pursuit, except as noted above. '
  duration: 1 hour/level (D)
  effect: null
  level: inquisitor 4, ranger 3
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Tireless Pursuit:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a hard biscuit)
  description:
  - 'You harden your body against the stresses of long travel. You halve the damage
    caused by hustling and forced marching. In addition, for the duration of the spell
    you ignore any fatigue caused by such travel. Once the spell ends, if you still
    have any nonlethal damage caused by the hustling or forced march, you become fatigued,
    or exhausted if already fatigued. '
  duration: 1 hour/level (D)
  effect: null
  level: inquisitor 1, ranger 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Titanic Anchoring:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a shaving of oak root)
  description:
  - You become grounded and nearly immovable. You are immune to the pull and push
    special abilities, and all bull rush, grapple, overrun, reposition, and trip combat
    maneuvers made by creatures your size or smaller always fail. You gain a +10 bonus
    to your CMD against those combat maneuver checks made by creatures larger than
    you.
  duration: 1 round/level
  effect: null
  level: antipaladin 3, bloodrager 3, cleric 3, magus 3, paladin 3, ranger 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Toilsome Chant:
  area: null
  casting_time: see text
  components: V, S
  description:
  - "You can cast this spell as part of the action to begin an inspire competence\
    \ bardic performance. The benefit of inspire competence persists for as long as\
    \ is necessary to complete the target\u2019s next skill check using the chosen\
    \ skill (up to a maximum of 1 hour per caster level), even if you cease your bardic\
    \ performance. "
  duration: see text
  effect: null
  level: bard 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion)[mind-affecting]
  spell_resistance: yes (harmless)
  target: one living creature
Tomb Legion:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like shambler, except that it calls into existence 1d4+2
    mummies rather than shambling mounds.
  duration: 7 days or 7 months (D); see text
  effect: 3 or more mummies , no 2 of which can be more than 30 ft. apart; see text
  level: cleric 8, sorcerer/wizard 8
  range: medium (100 f. + 10 f./level)
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: null
Tongues:
  area: null
  casting_time: 1 standard action
  components: V, M/DF (a clay model of a ziggurat)
  description:
  - "This spell grants the creature touched the ability to speak and understand the\
    \ language of any intelligent creature, whether it is a racial tongue or a regional\
    \ dialect. The subject can speak only one language at a time, although it may\
    \ be able to understand several languages. Tongues does not enable the subject\
    \ to speak with creatures who don\u2019t speak. The subject can make itself understood\
    \ as far as its voice carries. This spell does not predispose any creature addressed\
    \ toward the subject in any way."
  duration: 10 min./level
  effect: null
  level: alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, medium 2, mesmerist 2,
    psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner
    3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: 'no'
  target: creature touched
Torpid Reanimation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an onyx gem worth at least 25 gp per HD of the undead )
  description:
  - This spell works like animate dead except you set a specific condition for when
    the animation occurs and you do not immediately have control of the creatures.
    The condition can be simple, such as being touched, a certain word spoken, or
    on hearing a specific sound. You can also set a condition based on time, but it
    must occur within a number of days equal to your caster level. At any time, you
    can cause the animation to occur as a standard action.
  duration: 1 day/ caster level and instantaneous (see text)
  effect: null
  level: antipaladin 4, cleric 4, occultist 4, shaman 4, sorcerer/wizard 5, spiritualist
    4
  range: touch Targets one or more corpses touched
  saving_throw: none
  school: necromancy [evil]
  spell_resistance: 'no'
  target: null
Torrent of Elemental Rage:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF
  description:
  - "A shimmering torrent of raw elemental power springs into existence, originating\
    \ from your outstretched palms. The blast resembles a horizontal whirlwind of\
    \ howling winds, searing fame, and tumbling shrapnel of ice and metal. Any creature\
    \ in the area of effect must make a Reflex save or take 8d6 points of damage from\
    \ a variety of effects\u20142d6 points of fire damage, 2d6 points of cold damage,\
    \ 2d6 points of sonic damage, and 2d6 points of slashing damage that overcomes\
    \ adamantine damage reduction."
  duration: concentration, 1 round/3 levels (see below)
  effect: persistent line of elements 30 ft. long
  level: sorcerer/wizard 6
  range: null
  saving_throw: Reflex half
  school: evocation [air, earth, fire, water]
  spell_resistance: 'yes'
  target: null
Touch Injection:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You must hold an elixir, infused extract, poison, or potion in hand as you cast
    this spell. The held substance drains from its container into a magical sac in
    your body. While the spell lasts, you can deliver the substance with a mere touch.
    To do so to an opponent, you must make a successful melee touch attack. If you
    hit, the substance takes effect immediately, despite any onset period, and that
    opponent receives the normal saving throw (if any) against the substance. In the
    case of a personal infused extract, the opponent receives both a Fortitude save
    and spell resistance. If you miss, the substance remains in the magical sac for
    you to use later.
  duration: 1 hour/level
  effect: null
  level: alchemist 2, psychic 3, sorcerer/wizard 3
  range: personal
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: you
Touch of Blindness:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "A touch from your hand, which is engulfed in darkness, disrupts a creature\u2019\
    s vision by coating its eyes in supernatural darkness. Each touch causes the target\
    \ to become blinded for 1 round unless it makes a successful Fortitude saving\
    \ throw. You can use this melee touch attack up to one time per caster level.\
    \ Any touch attack not used after 1 round per caster level is lost."
  duration: 1 round/level (see text)
  effect: null
  level: antipaladin 1, bard 1, cleric 1, sorcerer/wizard 1, shaman 1, witch 1
  range: touch
  saving_throw: Fort negates
  school: necromancy [darkness, shadow]
  spell_resistance: 'yes'
  target: creature or creatures touched (up to one/level)
Touch of Bloodletting:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "This spell causes any existing wounds that the target possesses to bleed profusely.\
    \ If the creature\u2019s current total hit points are less than its maximum, this\
    \ spell causes the creature to take 1 point of bleed damage each round and become\
    \ exhausted for the duration of the spell. A successful DC 15 Heal check or any\
    \ spell that cures hit point damage negates the effects of this spell."
  duration: 1 round/level
  effect: null
  level: antipaladin 2, bloodrager 1, cleric 1, druid 1, shaman 2, sorcerer/wizard
    2, witch 2
  range: touch
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: living creature touched
Touch of Combustion:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your successful melee touch attack causes the target to ignite in a violent burst
    of flame, dealing 1d6 points of fire damage. If it fails its saving throw, the
    target also catches on fire. If the target catches fire, on the first round thereafter,
    creatures adjacent to it (including you) must each succeed at a Reflex save or
    take 1d4 points of fire damage.
  duration: instantaneous
  effect: null
  level: bloodrager 1, druid 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard
    1, witch 1
  range: touch
  saving_throw: Reflex negates; see text
  school: evocation [fire]
  spell_resistance: 'yes'
  target: creature or object touched
Touch of Fatigue:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of sweat)
  description:
  - "You channel negative energy through your touch, fatiguing the target. You must\
    \ succeed on a touch attack to strike a target. The subject is immediately fatigued\
    \ for the spell\u2019s duration."
  duration: 1 round/level
  effect: null
  level: shaman 0, sorcerer/wizard 0, witch 0
  range: touch
  saving_throw: Fortitude negates
  school: necromancy
  spell_resistance: 'yes'
  target: creature touched
Touch of Gracelessness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a single touch, you reduce a creature to a fumbling clown.
  duration: 1 round/level
  effect: null
  level: bard 1, bloodrager 1, sorcerer/wizard 1
  range: touch
  saving_throw: Fortitude partial
  school: transmutation
  spell_resistance: 'yes'
  target: null
Touch of Idiocy:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "With a touch, you reduce the target\u2019s mental faculties. Your successful\
    \ melee touch attack applies a 1d6 penalty to the target\u2019s Intelligence,\
    \ Wisdom, and Charisma scores. This penalty can\u2019t reduce any of these scores\
    \ below 1."
  duration: 10 min./level
  effect: null
  level: bloodrager 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist
    2, witch 2
  range: touch
  saving_throw: 'no'
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: living creature touched
Touch of Madness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'The touched creature gains the dazed condition. '
  duration: 1 round/level
  effect: null
  level: madness 2
  range: touch
  saving_throw: Will negates
  school: enchantment [mind-affecting]
  spell_resistance: 'yes'
  target: creature touched
Touch of Mercy:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - The target creature deals only nonlethal damage with all of its weapon attacks.
    Damage taken by creatures or objects that are not subject to nonlethal damage
    is not converted to nonlethal and remains lethal damage. The weapon retains all
    of its other normal properties.
  duration: 1 round/level (D)
  effect: null
  level: bard 2, cleric 2, sorcerer/wizard 2
  range: touch
  saving_throw: Will negates
  school: enchantment (compulsion) [good, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Touch of Slime:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a drop of acid and a black glass sphere)
  description:
  - You create a coating of slime on your hand. When you make a successful melee touch
    attack with the slime, it pulls free of you and sticks to the target, at which
    point it acts like green slime (Core Rulebook 416), dealing 1d3 points of Constitution
    damage per round. Anything that destroys green slime (scraping, freezing, burning,
    cutting, sunlight, or remove disease) destroys this slime. If the slime kills
    a creature, it consumes the body and then dies. It cannot transfer to a creature
    other than the original target, and dies if separated from the original target.
  duration: instantaneous
  effect: null
  level: alchemist 4, bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
  range: null
  saving_throw: Fortitude negates
  school: conjuration (creation) [disease]
  spell_resistance: 'yes'
  target: living creature touched
Touch of Truthtelling:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell functions identically to the spell zone of truth, except as noted above.
    The target momentarily takes on the semblance of a being of perfect order, like
    an archon or inevitable, so that all who can see the target know it is affected
    by the spell. This divine guise flickers over the target for only an instant and
    does not allow it to pass as a member of a different race.
  duration: null
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1
  range: touch
  saving_throw: null
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: null
  target: creature touched
Touch of the Sea:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a fish scale)
  description:
  - "You cause webs to grow between the target\u2019s fingers and its feet to transform\
    \ into flippers, granting a swim speed of 30 feet along with the standard +8 bonus\
    \ on Swim checks and the ability to take 10 even if distracted or endangered.\
    \ You can also use the run action while swimming, provided you swim in a straight\
    \ line. This transformation causes any boots or gloves the target is wearing to\
    \ meld into its form (although magic items with a continuous effect continue to\
    \ function). This spell does not grant the target any ability to breathe water."
  duration: 1 minute/level
  effect: null
  level: alchemist 1, bloodrager 1, druid 1, sorcerer/wizard 1
  range: touch
  saving_throw: Fortitude negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: null
Tough Crowd:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fortify your allies against attempts to control or mislead them. Each ally\
    \ in the spell\u2019s range gains a +4 insight bonus on the saving throw to resist\
    \ the next enchantment or illusion spell cast on it. In addition, the DC of any\
    \ Bluff, Diplomacy, Disguise, or Intimidate check to influence an affected character\
    \ increases by 4 for the duration of the spell."
  duration: 10 minutes/level
  effect: null
  level: bard 4, inquisitor 4, mesmerist 4, psychic 3, sorcerer/wizard 4, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: 1 creature/level
Tower of Iron Will I:
  area: 10-ft.-radius emanation centered on you
  casting_time: 1 immediate action
  components: V
  description:
  - "You project a fortress of mental power that blocks out the psychic energy of\
    \ others, granting mental strength and resiliency to all inside the area. All\
    \ creatures inside the area gain spell resistance equal to 10 + double this spell\u2019\
    s level against psychic magic and any mind-affecting effects. Creatures inside\
    \ the area don\u2019t receive this protection against your spells or special abilities."
  duration: 1 round
  effect: null
  level: psychic 5
  range: 10 ft.
  saving_throw: none
  school: abjuration
  spell_resistance: yes (harmless)
  target: null
Toxic Blood:
  area: null
  casting_time: 1 standard action
  components: V, S, M ( vial of black adder venom)
  description:
  - "The target creature\u2019s blood becomes poisonous. Anytime the target takes\
    \ piercing or slashing damage, a spray of acidic blood spurts from its body in\
    \ the direction of the opponent who inflicted the wound. This blood travels in\
    \ a 10-foot line, striking the first creature or object it touches. A creature\
    \ struck by the blood is exposed to black adder venom and must save against the\
    \ poison as normal, with a DC equal to the spell\u2019s DC."
  duration: 1 minute/level
  effect: null
  level: alchemist 3, bloodrager 3, cleric 3, druid 3, investigator 3, magus 3, ranger
    3, sorcerer/wizard 3, summoner 3, witch 3
  range: touch
  saving_throw: Fort negates; see text
  school: transmutation [poison]
  spell_resistance: 'no'
  target: creature touched
Toxic Gift:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You can cast this spell only if you are currently poisoned. You draw upon the\
    \ poison in your body and duplicate its effects in the target, which is affected\
    \ by the same poison you are, except it uses this spell\u2019s DC instead of the\
    \ poison\u2019s normal DC. If you are affected by more than one poison, you must\
    \ choose one to afflict upon the target."
  duration: instantaneous; see text
  effect: null
  level: antipaladin 2, sorcerer/wizard 3
  range: touch
  saving_throw: Fortitude negates (see text)
  school: necromancy [poison]
  spell_resistance: 'yes'
  target: living creature touched
Toxic Rupture:
  area: null
  casting_time: 1 standard action
  components: "V, S, M/DF (a viper\u2019s fang)"
  description:
  - "With a squeezing hand gesture, you cause internal bleeding in the target creature\u2019\
    s venom glands or similar organs. The target must attempt a saving throw against\
    \ its own poison using the DC for this spell. If it fails, the creature is poisoned\
    \ and suffers the full effect of its poison. Any subsequent saving throws that\
    \ the target must attempt against the poison use the normal DC for the poison\
    \ rather than this spell\u2019s DC."
  duration: instantaneous
  effect: null
  level: druid 3, shaman 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates; see text
  school: necromancy [poison]
  spell_resistance: 'yes'
  target: one poisonous creature
Trace Teleport:
  area: 40-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, F (a magnifying lens)
  description:
  - "You immediately become aware of any teleportation effects that begin or end within\
    \ the spell\u2019s area. The spell\u2019s area radiates from you and moves as\
    \ you move. You know the exact origin point of any teleportation effect that originates\
    \ within the spell\u2019s area, and the exact end point of any teleportation effect\
    \ that terminates within the spell\u2019s area. Further, you can detect the lingering\
    \ traces of any teleportation effect that occurred up to 1 hour previously, in\
    \ the same fashion."
  duration: 1 minute/level
  effect: null
  level: psychic 4, sorcerer/wizard 5
  range: 40 feet
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: null
Track Ship:
  area: null
  casting_time: 1 standard action
  components: V, S, F (piece of ship)
  description:
  - In order to cast this spell, you must have a piece of the ship you wish to track.
    Merchants often preserve slivers from their trade ships specifically for this
    purpose. You also need a nautical chart.
  duration: 1 hour/level
  effect: magical icon
  level: bard 2, cleric 2, sorcerer/wizard 2
  range: see text
  saving_throw: Will negates (object)
  school: divination (scrying) [travel]
  spell_resistance: yes (object)
  target: null
Tracking Mark:
  area: null
  casting_time: 1 standard action
  components: S, DF
  description:
  - You gain a supernatural ability to detect tracks and other clues left behind by
    the target. You treat the DCs of all Survival checks made to track the target
    as if they were 5 lower than normal, and you gain a +5 bonus on Perception checks
    made to notice the target if it is using Stealth or recognize it if it is using
    Disguise.
  duration: 10 minutes/level (D)
  effect: null
  level: bloodrager 1, cleric/oracle 1, druid 1, paladin 1, ranger 1
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates
  school: evocation
  spell_resistance: 'yes'
  target: one creature
Trade Items:
  area: null
  casting_time: 1 standard action
  components: V, S, F (any held object weighing no more than 5 lbs./level)
  description:
  - You cause the target object and the object used as a focus for the spell to immediately
    swap places. The target object appears in your hand (or falls to the ground in
    your square if you are unable to hold it). The stronger the connection between
    the two objects, the more difficult the spell is to resist, as indicated on the
    table below. The modifiers are cumulative.
  duration: instantaneous
  effect: null
  level: bard 3, mesmerist 3, sorcerer/wizard 4, summoner 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: conjuration (teleportation)
  spell_resistance: yes (object)
  target: one object weighing no more than 5 lbs./level
Trail of the Rose:
  area: null
  casting_time: 1 standard action
  components: S, V
  description:
  - "This spell creates an illusory trail in the form of a misty and visible scent\
    \ coming from the rose used as this spell\u2019s material component. When you\
    \ cast this spell, the scent of the rose leaves a faint pink-tinged illusion that\
    \ ripples and flows in the area. Only you and up to six creatures you designate\
    \ upon casting the spell can see the illusion. To designate a creature, you must\
    \ know it well. It is not enough simply to have met that creature once or heard\
    \ of the creature. When you move, this illusory scent leaves a trail, though there\
    \ are no telltale signs of which direction you moved if creatures designated by\
    \ this spell find a middle section of the trail. This is typically used to create\
    \ backtracking method for the caster\u2019s handpicked allies, useful for navigating\
    \ in and out of mazes or labyrinthine cave complexes without leaving behind an\
    \ obvious trail."
  duration: 1 hour/level (D)
  effect: null
  level: bard 2, cleric/oracle 2
  range: touch
  saving_throw: 'no'
  school: illusion (phantasm)
  spell_resistance: 'no'
  target: 1 rose touched
Transfer Familiar:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You temporarily grant control of your familiar to another willing creature. You,
    your familiar, and the target creature must all be touching each other when you
    cast this spell. The target gains all the benefits and abilities normally associated
    with having a familiar, including the ability to share spells, speak with the
    familiar, and so on. You lose all of these benefits for the duration of the spell.
    If the target already has a familiar, the spell fails.
  duration: 1 day/level (D)
  effect: null
  level: sorcerer/wizard 6, witch 6
  range: touch
  saving_throw: none
  school: evocation
  spell_resistance: 'no'
  target: your familiar and one willing creature
Transfer Regeneration:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You bestow your regenerative abilities on the target. Your regeneration stops\
    \ functioning for the duration of the spell, and the target gains your regeneration.\
    \ For example, if you have regeneration 5 (acid or fire), your target gains regeneration\
    \ 5 (acid or fire). This regeneration overlaps (does not stack) with any regeneration\
    \ the creature already has, including other castings of this spell. This spell\
    \ has no effect if you don\u2019t have the regeneration ability or your regeneration\
    \ isn\u2019t functioning when you cast the spell."
  duration: 1 minute
  effect: null
  level: cleric 3, druid 3, psychic 3, shaman 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: 1 willing living creature
Transfer Tattoo:
  area: null
  casting_time: 1 standard action
  components: V, S, M (tattooing needle)
  description:
  - "With this spell, you can transfer one magic tattoo from one creature to another.\
    \ A target that isn\u2019t willing to have his tattoo removed or to receive the\
    \ transferred tattoo can resist this spell with a Fortitude save\u2014if successful,\
    \ the transfer fails and the caster of this spell is staggered for 1 round by\
    \ the backlash of magical energy. A tattoo can be transferred from a dead creature\
    \ in this manner to a living host, provided the body has been dead no longer than\
    \ one hour per caster level."
  duration: instantaneous
  effect: null
  level: bard 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Fort negates
  school: transmutation
  spell_resistance: 'yes'
  target: one magic tattoo
Transfiguring Touch:
  area: null
  casting_time: 1 standard action
  components: V, S, M (alchemical reagents worth 1 gp or the value of the created
    material, whichever is more)
  description:
  - You create an alchemical residue on your hands that gradually converts a touched,
    unattended, non-magical object into iron, paper, or wood (your choice). The spell
    converts at most 1 cubic foot of material per caster level you have; if the object
    is larger than the maximum volume, the transfiguration stops once that amount
    of matter has been converted. If your caster level is at least 14th, you can opt
    to create lead. If your caster level is at least 19th, you can opt to create precious
    metals.
  duration: instantaneous
  effect: null
  level: alchemist 5, occultist 6, sorcerer/wizard 6
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: object touched, up to 1 cubic foot per level
Transformation:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a of bull\u2019s strength , which you drink and whose effects\
    \ are subsumed by the spell effects)"
  description:
  - "You become a fighting machine \u2013 stronger, tougher, faster, and more skilled\
    \ in combat. Your mindset changes so that you relish combat and you can\u2019\
    t cast spells, even from magic items."
  duration: 1 round/level
  effect: null
  level: alchemist 6, magus 6, sorcerer/wizard 6, witch 6
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Transmogrify:
  area: null
  casting_time: 1 hour
  components: V, S, M (a flask of quicksilver worth 1,000 gp)
  description:
  - "Your eidolon\u2019s form shifts and transforms. This spell allows you to change\
    \ any of the eidolon\u2019s evolutions by allocating its evolution pool on new\
    \ evolutions. If you have the aspect or greater aspect ability, this spell also\
    \ allows you to change the evolution points spent to modify you, including removing\
    \ or adding points as allowed by those abilities."
  duration: instantaneous
  effect: null
  level: summoner/unchained summoner 4
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: null
Transmute Blood to Acid:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a wax doll and a vial of acid worth 10 gp)
  description:
  - "You transmute blood in the target\u2019s body to acid, dealing 1d6 points of\
    \ acid damage/2 levels (maximum 12d6) each round. The creature is staggered and\
    \ sickened by the debilitating pain. A successful Fortitude save each round halves\
    \ the damage and negates the staggered condition for 1 round. If this damage reduces\
    \ the creature to 0 or fewer hit points, it dissolves, leaving only the barest\
    \ trace of remains. A dissolved creature\u2019s equipment is unaffected. Anyone\
    \ who strikes the target with a non-reach melee weapon, natural weapon, or unarmed\
    \ attack takes 3d6 points of acid damage as the acidic blood sprays on the attacker.\
    \ If the attack is from a piercing or slashing manufactured weapon, the weapon\
    \ also takes this damage."
  duration: concentration (maximum 1 round/5 levels)
  effect: null
  level: sorcerer/wizard 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude half
  school: transmutation [acid, pain]
  spell_resistance: 'yes'
  target: one living creature
Transmute Golem:
  area: null
  casting_time: 8 hours
  components: V, S, M (powdered metals with a variable cost, see text)
  description:
  - "You turn one type of golem into another. The golem must be willing\u2014it must\
    \ be commanded to transform by its master or must be a creature able to make informed\
    \ decisions that opts to submit to the spell. You must provide various powdered\
    \ metals with a value equal to 150% of the difference in creation costs between\
    \ the old and new type of golem, even if the new golem type is cheaper to create.\
    \ Both types of golems must share the same subtypes, if any. You cannot transmute\
    \ a golem into a new type of golem with a CR higher than your caster level."
  duration: instantaneous
  effect: null
  level: alchemist 6, sorcerer/wizard 9
  range: touch
  saving_throw: none
  school: transmutation (polymorph)
  spell_resistance: 'no'
  target: golem touched
Transmute Metal to Wood:
  area: all metal objects within a 40-ft.-radius burst
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell enables you to change all metal objects within its area to wood. Weapons,
    armor, and other metal objects carried by creatures are affected as well. A magic
    object made of metal effectively has Spell Resistance equal to 20 + its caster
    level against this spell. Artifacts cannot be transmuted. Weapons converted from
    metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of
    any armor converted from metal to wood is reduced by 2. Weapons changed by this
    spell splinter and break on any natural attack roll of 1 or 2, and armor changed
    by this spell loses an additional point of armor bonus every time it is struck
    with a natural attack roll of 19 or 20.
  duration: instantaneous
  effect: null
  level: druid 7
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: transmutation
  spell_resistance: yes (object; see text)
  target: null
Transmute Mud to Rock:
  area: up to two 10-ft. cubes/level (S)
  casting_time: 1 standard action
  components: V, S, M/DF (sand, lime, and water)
  description:
  - This spell permanently transforms normal mud or quicksand of any depth into soft
    stone (sandstone or a similar mineral).
  duration: permanent
  effect: null
  level: druid 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: see text
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Transmute Potion to Poison:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - This extract causes you to take on a pale, sickly pallor for 1 round. During this
    time, if you consume a potion, it has no effect. Instead, your mouth fills with
    a vile poison that you can spit onto a weapon as a free action. If you do not
    spit out the poison in 1 round, it affects you instead. The effect of the poison
    depends on the level of spell contained in the potion consumed (see sidebar).
    If the poison is not used within 1 minute per caster level it becomes inert. You
    can only create one dose of poison in this way per casting of this spell.
  duration: 1 round then 1 minute/level; see text
  effect: null
  level: alchemist 2
  range: personal
  saving_throw: null
  school: transmutation [poison]
  spell_resistance: null
  target: null
Transmute Rock to Mud:
  area: up to two 10-ft. cubes/level (S)
  casting_time: 1 standard action
  components: V, S, M/DF (clay and water)
  description:
  - This spell turns natural, uncut, or unworked rock of any sort into an equal volume
    of mud. Magical stone is not affected by the spell. The depth of the mud created
    cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself
    from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and
    causing a -2 penalty on attack rolls and AC. Brush or similar material thrown
    atop the mud can support creatures able to climb on top of it. Creatures large
    enough to walk on the bottom can wade through the area at a speed of 5 feet.
  duration: permanent; see text
  effect: null
  level: druid 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: see text
  school: transmutation [earth]
  spell_resistance: 'no'
  target: null
Transplant Visage:
  area: null
  casting_time: 1 round
  components: V, S, M (one corpse)
  description:
  - "This spell allows you to add a creature\u2019s stolen face to or remove such\
    \ a face that you\u2019ve already applied from your own. Before casting this spell,\
    \ you must remove the face and eyes of a creature that has been dead no longer\
    \ than 1 minute per caster level and place it over your own. Once you cast transplant\
    \ visage, the creature\u2019s stolen skin magically melds with your own, making\
    \ the expressions and eye color on your new face seem perfectly natural. Your\
    \ new appearance grants you a +10 bonus on Disguise checks. Because the alteration\
    \ made by transplant visage is permanent, there is no residual magical aura, and\
    \ your new appearance is not recognized by detect spells. Transplant visage may\
    \ be cast innumerable times, allowing a single caster to wear layers upon layers\
    \ of stolen faces. However, only the topmost face is visible at any one time."
  duration: permanent
  effect: null
  level: alchemist 5, antipaladin 4, cleric/oracle 4, inquisitor 4, magus 5, shaman
    4, sorcerer/wizard 5, witch 5
  range: personal
  saving_throw: null
  school: transmutation [evil]
  spell_resistance: null
  target: you
Transport via Plants:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You can enter any normal plant (equal to your size or larger) and pass any distance
    to a plant of the same kind in a single round, regardless of the distance separating
    the two. The plants must be alive. The destination plant need not be familiar
    to you. If you are uncertain of the location of a particular kind of destination
    plant, you need merely designate direction and distance and the transport via
    plants spell moves you as close as possible to the desired location. If a particular
    destination plant is desired but the plant is not living, the spell fails and
    you are ejected from the entry plant.
  duration: 1 round
  effect: null
  level: druid 6, shaman 7
  range: unlimited
  saving_throw: none
  school: conjuration (teleportation)
  spell_resistance: 'no'
  target: you and touched objects or other touched willing creatures
Trap Ward:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (masterwork thieves\u2019 tools worth 100 gp)"
  description:
  - The protection provided by this spell comes into play whenever the caster is subjected
    to the effects of a magical trap.
  duration: 10 minutes/level or until discharged
  effect: null
  level: sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Trap the Soul:
  area: null
  casting_time: 1 standard action or see text
  components: V, S, M (gem worth 1,000 gp per HD of the trapped creature)
  description:
  - "Trap the soul forces a creature\u2019s life force (and its material body) into\
    \ a gem. The gem holds the trapped entity indefinitely or until the gem is broken\
    \ and the life force is released, which allows the material body to reform. If\
    \ the trapped creature is a powerful creature from another plane, it can be required\
    \ to perform a service immediately upon being freed. Otherwise, the creature can\
    \ go free once the gem imprisoning it is broken."
  duration: permanent; see text
  effect: null
  level: sorcerer/wizard 8, witch 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: conjuration (summoning)
  spell_resistance: yes; see text
  target: one creature
"Trapfinder\u2019s Focus":
  area: null
  casting_time: 1 standard action
  components: "V, S, F (masterwork thieves\u2019 tools worth 100 gp)"
  description:
  - "If you don\u2019t have the trapfinding class ability, this spell grants you the\
    \ trapfinding ability of a rogue of half your character level."
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 2, bard 2, sorcerer/wizard 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Traveling Dream:
  area: null
  casting_time: null
  components: V, DF
  description:
  - This spell functions like arcane eye, except as noted above.
  duration: 1 hour/level (D)
  effect: null
  level: cleric/oracle 4, druid 4
  range: null
  saving_throw: null
  school: divination (scrying)
  spell_resistance: null
  target: null
Treacherous Teleport:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as teleport except that you can opt to intentionally cause
    any number of the creatures traveling with you to suffer a mishap or arrive in
    a specific different location you visualize simultaneously with the original destination,
    or both.
  duration: null
  effect: null
  level: magus 6, occultist 6, psychic 6, sorcerer/wizard 6, spiritualist 6, summoner
    6, witch 6
  range: null
  saving_throw: null
  school: conjuration (teleportation) [ruse]
  spell_resistance: null
  target: null
Treasure Stitching:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of embroidered cloth no larger than 10-ft. square worth
    100 gp)
  description:
  - 'You can transform all objects placed on a cloth into an embroidered, two-dimensional
    representation, making it easy for you to store and transport the items. You can
    pile any amount or weight of objects on the cloth so long as the pile stays within
    the dimensions of the cloth (up to a 10-foot cube). '
  duration: 1 day/level (D)
  effect: null
  level: bard 4, cleric/oracle 5, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: null
Tree Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 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).
  duration: 1 hour/level (D)
  effect: null
  level: druid 2, ranger 3, shaman 2
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Tree Stride:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - When you cast this spell, you gain the ability to step into a tree, magically
    infusing yourself with the plant. Once within a tree, you can teleport from that
    particular tree to another tree. The trees you enter must be of the same kind,
    must be living, and must have girth at least equal to yours. By moving into an
    oak tree (for example), you instantly know the location of all other oak trees
    within transport range (see below) and may choose whether you want to pass into
    one or simply step back out of the tree you moved into. You may choose to pass
    to any tree of the appropriate kind within the transport range as shown on the
    following table.
  duration: 1 hour/level or until expended; see text
  effect: null
  level: druid 5, ranger 4
  range: personal
  saving_throw: null
  school: conjuration (teleportation)
  spell_resistance: null
  target: you
Tremor Blast:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create a minor earthquake that can trip creatures. Attempt a single combat\
    \ maneuver check and apply the result against the CMD of every creature in the\
    \ area. If your roll equals or exceeds a creature\u2019s CMD, that creature is\
    \ knocked prone. This trip attack does not provoke an attack of opportunity (though\
    \ you do provoke one for casting the spell), nor are you knocked prone if you\
    \ fail the check by 10 or more. Unlike with a regular trip attack, you can trip\
    \ any creature touching the ground, regardless of size. Improved Trip does not\
    \ affect this spell in any way. Though the earthquake is small and focused on\
    \ the ground, if the area is particularly unstable, the spell might cause items\
    \ to topple, stones to shake loose from the walls or ceiling, and so on at the\
    \ GM\u2019s discretion."
  duration: instantaneous
  effect: null
  level: adept 2, bloodrager 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2,
    witch 2
  range: 30 ft.
  saving_throw: none
  school: transmutation
  spell_resistance: 'yes'
  target: null
Trial By Fire:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You test a creature\u2019s purity of convictions by exposing it to a sheet of\
    \ divine fire. Unless the target\u2019s alignment is within one step of your deity\u2019\
    s, the spell deals 1d6 points of damage per 2 caster levels (maximum 5d6 points\
    \ of damage). Half the damage is fire damage, but the other half results directly\
    \ from divine power and is therefore not subject to being reduced by resistance\
    \ to fire-based attacks. Additionally, if the target has an element of its alignment\
    \ that is in direct opposition to your (chaos opposes law and evil opposes good),\
    \ you can also attempt an Intimidate check to demoralize the target as a free\
    \ action."
  duration: instantaneous
  effect: null
  level: antipaladin 3, cleric 3, inquisitor 3, paladin 3
  range: touch
  saving_throw: None
  school: evocation [fire]
  spell_resistance: 'yes'
  target: creature touched
Trial of Fire and Acid:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The target creature is covered in burning acid that deals 1d6 points of acid damage
    and 1d6 points of fire damage each round.
  duration: 1 round/level
  effect: null
  level: bloodrager 3, cleric 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Fortitude half (see text)
  school: evocation [acid, fire]
  spell_resistance: 'no'
  target: creature touched
Triggered Hallucination:
  area: null
  casting_time: null
  components: V, S, M (jade dust worth 25 gp)
  description:
  - "This spell functions as audiovisual hallucination, except that this spell\u2019\
    s phantasm has no apparent effect until a specific condition occurs. You must\
    \ overcome the target\u2019s spell resistance to plant the triggered hallucination,\
    \ but the target doesn\u2019t attempt a Will save to disbelieve the illusion until\
    \ the condition occurs (at which point it receives an automatic Will save, as\
    \ with audiovisual hallucination). The phantasm can include auditory, olfactory,\
    \ visual, tactile, and thermal elements, including intelligible speech."
  duration: permanent until triggered, then 1 minute/level
  effect: null
  level: bard 6, magus 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6
  range: null
  saving_throw: null
  school: illusion (phantasm) [mind-affecting]
  spell_resistance: null
  target: one creature
Triggered Suggestion:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as suggestion, except you can use it only to specify a condition
    that triggers a special activity, and the subject does not remember that you made
    the suggestion. For example, you could use triggered suggestion on a palace guard
    to make him attack the king the next time he and the king are alone, and the guard
    would not remember the suggestion to do so until the trigger occurred.
  duration: 1 day/level or until completed
  effect: null
  level: bard 3, sorcerer/wizard 4, witch 4 Duration 1 day/level or until completed
  range: null
  saving_throw: null
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: null
  target: null
True Appraisal:
  area: null
  casting_time: 1 standard action
  components: V, F (gold coin)
  description:
  - "You gain temporary insight into the value of objects. You gain a +5 competence\
    \ bonus on Appraise checks, can attempt an Appraise check to determine an object\u2019\
    s value as a move action, and can take 10 on an Appraise check even if stress\
    \ or distractions would normally prevent you from doing so. You know if you fail\
    \ an Appraise check, and you never determine a wildly inaccurate price."
  duration: 8 hours
  effect: null
  level: bard 1, cleric 1, inquisitor 1, occultist 1, witch 1
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you
True Creation:
  area: null
  casting_time: 10 minutes
  components: V, S, M (5 x item value in misc. components)
  description:
  - You create a completely real, nonmagical, unattended object of any sort of matter.
    The volume of the item created cannot exceed 1 cubic foot per caster level. Complex
    items require successful Craft checks. Objects created can be used as material
    components.
  duration: instantaneous
  effect: unattended, nonmagical object, up to 1 cu. ft/level
  level: artifice 8
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
True Form:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 'True form removes any polymorph effect from a target creature, returning it to
    its true form, even against its will. Against creatures affected by polymorph
    spell effects (such as baleful polymorph or giant form), you must make a caster
    level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level
    of the effect. Success means that the polymorph immediately ends. '
  duration: 1 round/level
  effect: null
  level: druid 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
True Prognostication:
  area: null
  casting_time: 1 week
  components: V, S, M (rare incense and tonics worth 1,000 gp)
  description:
  - True prognostication functions as divination except that the spell can see up
    to 100 years into the future. Because of the extreme unpredictability of the far-distant
    future, true prognostication is incredibly cryptic when used to learn about events
    on such large a scale.
  duration: null
  effect: null
  level: cleric 8, psychic 8, shaman 8, witch 8
  range: null
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
True Resurrection:
  area: null
  casting_time: 10 minutes
  components: V, S, M, DF (diamond worth 25,000 gp)
  description:
  - "This spell functions like raise dead, except that you can resurrect a creature\
    \ that has been dead for as long as 10 years per caster level. This spell can\
    \ even bring back creatures whose bodies have been destroyed, provided that you\
    \ unambiguously identify the deceased in some fashion (reciting the deceased\u2019\
    s time and place of birth or death is the most common method)."
  duration: null
  effect: null
  level: cleric/oracle 9
  range: null
  saving_throw: null
  school: conjuration (healing)
  spell_resistance: null
  target: null
True Seeing:
  area: null
  casting_time: 1 standard action
  components: V, S, M (an eye ointment that costs 250 gp)
  description:
  - You confer on the subject the ability to see all things as they actually are.
    The subject sees through normal and magical darkness, notices secret doors hidden
    by magic, sees the exact locations of creatures or objects under blur or displacement
    effects, sees invisible creatures or objects normally, sees through illusions,
    and sees the true form of polymorphed, changed, or transmuted things. Further,
    the subject can focus its vision to see into the Ethereal Plane (but not into
    extra-dimensional spaces). The range of true seeing conferred is 120 feet.
  duration: 1 min./level
  effect: null
  level: alchemist 6, cleric/oracle 5, druid 7, inquisitor 5, magus 6, shaman 5, sorcerer/wizard
    6, summoner 5, unchained summoner 6, witch 6
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
True Skill:
  area: null
  casting_time: 1 standard action
  components: S, V
  description:
  - "When faced with an important situation, you grant yourself a magical edge to\
    \ ensure your success. When casting this spell, select one skill for which you\
    \ can attempt a skill check. The next time you attempt a skill check using the\
    \ selected skill (before the spell\u2019s duration ends), you gain an insight\
    \ bonus on the check equal to 1/2 your caster level (minimum 1)."
  duration: 1 minute/level
  effect: null
  level: alchemist 1, bard 1, magus 1, medium 1, psychic 1, sorcerer/wizard 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
True Strike:
  area: null
  casting_time: 1 standard action
  components: V, F (small wooden replica of an archery target)
  description:
  - You gain temporary, intuitive insight into the immediate future during your next
    attack. Your next single attack roll (if it is made before the end of the next
    round) gains a +20 insight bonus. Additionally, you are not affected by the miss
    chance that applies to attackers trying to strike a concealed target.
  duration: see text
  effect: null
  level: "alchemist 1, bloodrager 1, inquisitor 1,\_magus 1, psychic 1, sorcerer/wizard\
    \ 1"
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Truespeak:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - You can communicate with any creature that is not mindless. As long as you can
    be heard, your speech is understandable to all creatures, each of which hears
    you as though you were conversing in its language or other natural mode of communication,
    and you hear their responses as though in your own native language. You may ask
    questions and receive answers, though this spell does not make creatures more
    friendly or cooperative than normal, and non-sentient creatures may give limited
    responses. While using truespeak, your language-dependent effects can affect any
    creature that is not mindless.
  duration: 1 minute/level
  effect: null
  level: bard 4, cleric 6, sorcerer/wizard 5, witch 5
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Tsunami:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a massive wave of water that then moves in a straight line across water
    or land-you select the direction the wave travels (which must be perpendicular
    to its width), but once set in motion, the wave cannot change course. Over the
    surface of open water, the wave travels at a speed of 60 feet per round-on land
    or underwater, the wave travels at a speed of 30 feet per round.
  duration: 5 rounds
  effect: 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level
  level: druid 9, shaman 9, sorcerer/wizard 9
  range: long (400 ft. + 40 ft./level)
  saving_throw: see text
  school: conjuration (creation) [water]
  spell_resistance: 'no'
  target: null
Twilight Haze:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a gray haze that obscures sight (as fog cloud) and causes the illumination
    level within it to drop one step (as darkness). Since this spell produces an illusion
    rather than a true physical fog, it is unaffected by wind and can be cast underwater.
  duration: 1 round/level
  effect: fog spreads in 20-ft. radius
  level: mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: illusion (shadow) [darkness, shadow]
  spell_resistance: 'no'
  target: null
Twilight Knife:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a small knife)
  description:
  - You create a darkly sinister floating knife that attacks the same creature as
    you each round. If you choose not to attack a creature, or you make an attack
    that affects multiple opponents, the knife makes no attack during that round.
  duration: 1 round/level (D)
  effect: floating knife of force
  level: bloodrager 3,  occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3,
    witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'yes'
  target: null
Twin Form:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a blend of soil and the caster\u2019s blood)"
  description:
  - 'This extract splits a perfect double of yourself from your body, dressed and
    equipped exactly as you are. You are able to shift your consciousness from one
    body to the other once each round as a free action. This shift takes place either
    immediately before your turn or immediately after it, but not during the round.
    You may act normally in the body you inhabit. Your other self is treated as though
    dazed, except it may take a single move action each round during your turn. Your
    twin cannot speak while you are in your other body, and cannot flank, make attacks
    of opportunity, or otherwise threaten enemies. '
  duration: 1 round/level or until discharged (D)
  effect: null
  level: alchemist 6
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Twine Double:
  area: null
  casting_time: 10 minutes
  components: V, S, M (cloth and twine)
  description:
  - "As simulacrum, except you can only duplicate yourself, and the duplicate is created\
    \ from cloth and twine rather than ice and snow. The double looks exactly like\
    \ you except its eyes are balls of twine (DC 10 Perception check to recognize\
    \ double\u2019s strange eyes). It wears clothing and gear that appear exactly\
    \ like what you are wearing at the time of casting. Its copies of your magic items\
    \ are nonfunctional but radiate magic and have the same auras as your items. Its\
    \ aura is identical to yours. Attempts to scry you while the double exists have\
    \ a 50% chance of targeting the double instead of you."
  duration: 1 minute/level (D)
  effect: one duplicate creature
  level: sorcerer/wizard 3
  range: 0 ft.
  saving_throw: none
  school: illusion (shadow)
  spell_resistance: 'no'
  target: null
Twisted Futures:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small die with the faces scratched off)
  description:
  - "By rearranging the threads of fate, you disrupt fortunate outcomes for other\
    \ creatures. A creature affected by this spell is unable to benefit from effects\
    \ that grant the ability to roll multiple times and take the higher result (like\
    \ the swashbuckler\u2019s charmed life ability) or to choose the die result in\
    \ lieu of rolling (like the wizard\u2019s prescience school power or the cyclops\u2019\
    s flash of insight ability). This doesn\u2019t affect abilities that force a creature\
    \ to take the lower of two rolls, such as ill omen or a pugwampi\u2019s unluck\
    \ aura. A cyclops can\u2019t use its flash of insight ability to save against\
    \ this spell."
  duration: 1 round/level
  effect: null
  level: bard 1, cleric 2, druid 1, shaman 1, sorcerer/wizard 2, witch 1
  range: close (25 ft. + 5ft./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: one creature/level, no two of which can be more than 30 ft. apart
Twisted Innards:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a cocoon tied with string)
  description:
  - "For the duration of this spell, your vital organs writhe, shift, and move about,\
    \ making it difficult to strike you in a vulnerable area. While this spell is\
    \ in effect, critical hits and sneak attacks against you have a 25% chance of\
    \ failing to inflict any additional damage\u2014though you still take the normal\
    \ damage from the attack. At 7th level, the chance to ignore additional damage\
    \ increases to 50%, while at 13th level the chance increases to 75%."
  duration: 1 minute/level
  effect: null
  level: alchemist 2, magus 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Twisted Space:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a length of wire bent into a circle)
  description:
  - You distort the space around a creature, twisting the path of its melee attacks
    unpredictably, but always toward a nearby creature that the target threatens.
    Until the start of your next turn, melee attacks made by the target creature affect
    a random target instead of their intended target.
  duration: 1 round
  effect: null
  level: magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: one creature
Umbral Infusion:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You infuse the target mindless undead creature with power drawn from the Shadow\
    \ Plane, immediately granting it the advanced creature simple template. It gains\
    \ a +2 bonus on all rolls, including damage rolls, a +2 bonus to special ability\
    \ DCs, a +4 bonus to AC and CMD, and 2 additional hit points per Hit Die. The\
    \ undead creature\u2019s destructive instincts take hold for the duration of this\
    \ spell, and any attempts to control or command the undead creature have a 50%\
    \ chance of failing; if uncontrolled, the undead creature attacks any living creatures\
    \ it sees."
  duration: 1 minute/level
  effect: null
  level: alchemist 4, antipaladin 4, cleric 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard
    4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [shadow]
  spell_resistance: 'yes'
  target: one mindless undead creature
Umbral Strike:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a black crossbow bolt)
  description:
  - You create a bolt of dark energy and use it to make a ranged touch attack that
    ignores concealment (but not total concealment).
  duration: 1 round/level
  effect: null
  level: cleric 7, druid 7, inquisitor 6, magus 6, occultist 6, psychic 7, shaman
    7, sorcerer/wizard 7, spiritualist 6, witch 7
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial
  school: necromancy (shadow) [darkness]
  spell_resistance: 'yes'
  target: 1 creature
Umbral Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pair of miniature swords)
  description:
  - A shadowy afterimage trails behind the targeted weapon, potentially damaging foes
    even when the weapon misses.
  duration: 1 round/level
  effect: null
  level: antipaladin 2, bard 2, magus 2, sorcerer/wizard 2, witch 2
  range: touch
  saving_throw: none
  school: illusion [cold, shadow]
  spell_resistance: 'yes'
  target: melee weapon touched
Unadulterated Loathing:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - "You fill the target with a terrible loathing aimed at a specific creature. At\
    \ the time of the casting, you designate a single creature as the object of the\
    \ target\u2019s revulsion. Thereafter, the target does all it can to remain at\
    \ least 60 feet away from the object of its loathing. As soon as the target moves\
    \ within this range, it becomes nauseated until it can again get away from the\
    \ object of its revulsion. If traveling beyond 60 feet of the object of its loathing\
    \ would place the target in obvious physical danger, the target can attempt a\
    \ second save to break the spell\u2019s effect."
  duration: 1 day/level
  effect: null
  level: antipaladin 2, bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Unbearable Brightness:
  area: 30-ft.-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - Your body glows with a terrible light. Creatures within 30 feet of you that can
    see you are dazzled (no saving throw). Creatures with light sensitivity must succeed
    at a Reflex saving throw or be blinded. This light counts as daylight for the
    purpose of affecting darkness effects (and vice versa). If the emanation enters
    an area under the effect of magical darkness (or vice versa), both effects are
    temporarily negated so that the otherwise prevailing light conditions exist in
    the overlapping areas of effect. Dazzled and blinded conditions from your light
    end when the spell ends or when the creature is out of line of sight.
  duration: 1 round/level
  effect: null
  level: alchemist 4, sorcerer/wizard 4, witch 4
  range: personal and 30 ft. (see text)
  saving_throw: none and Reflex partial (see text)
  school: evocation [light]
  spell_resistance: no and yes (see text)
  target: null
Unbreakable Construct:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered adamantine worth 100 gp)
  description:
  - "This spell increases the target\u2019s DR/adamantine by 5 or its hardness by\
    \ 5. If the target does not have DR/adamantine or hardness, this spell has no\
    \ effect."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'no'
  target: one construct
Unbreakable Heart:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target creature gains a +4 morale bonus on saving throws against mind-affecting\
    \ effects that rely on negative emotions (such as crushing despair, rage, or fear\
    \ effects) or that would force him to harm an ally (such as confusion). If the\
    \ target is already under such an effect when receiving this spell, that effect\
    \ is suppressed for the duration of this spell. It does not affect mind-affecting\
    \ effects based on positive emotions (such as good hope or the inspire courage\
    \ bard ability). A creature can still be charmed or otherwise magically controlled\
    \ while under this spell\u2019s effects, but if such a creature ever receives\
    \ a new saving throw against that effect as a result of being ordered to attempt\
    \ to harm or otherwise oppose a true ally, he can roll that saving throw twice\
    \ and take the better result as his actual roll."
  duration: 1 round/level
  effect: 1 creature
  level: bard 1, cleric/oracle 1, paladin 1, ranger 1, shaman 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Uncanny Reminder:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "This spell creates an animated replica of the target drawn from the target\u2019\
    s subconscious. This living memory is an animated form of the target\u2019s negative\
    \ thoughts and emotions and is intent on destroying the target entirely. The living\
    \ memory appears to be an exact replica of the target creature, but upon inspection\
    \ it is obviously a construct. It uses the statistics of a clockwork angel except\
    \ that it has an Intelligence of 10 and does not have the clockwork trait, the\
    \ enhance weapon ability, or vulnerability to electricity. If the living memory\
    \ is destroyed, it vanishes entirely, including any replicas of equipment."
  duration: null
  effect: null
  level: mesmerist 6, psychic 8, spiritualist 6, summoner 6, wizard/sorcerer 8
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: conjuration
  spell_resistance: 'yes'
  target: one living creature Duration 1 round/level
Unconscious Agenda:
  area: null
  casting_time: 10 minutes
  components: V
  description:
  - "This spell plants a subconscious directive in the target\u2019s mind that forces\
    \ him to act as you dictate when specific circumstances arise. The target humanoid\
    \ can be either conscious or unconscious, but must understand your language. Upon\
    \ casting this spell, you must state a course of action you wish the target to\
    \ take. This course of action must be described in 20 words or fewer. You must\
    \ then state the condition under which you wish the target to take this action,\
    \ also describing it in 20 or fewer words. Actions or conditions more elaborate\
    \ than 20 words cause the spell to fail. Unconscious agenda cannot compel a target\
    \ to kill himself, though it can compel him to perform exceedingly dangerous acts,\
    \ face impossible odds, or undertake almost any other course of activity. You\
    \ cannot issue new commands to the target after the spell is cast."
  duration: One week/level or until discharged (D)
  effect: null
  level: bard 6, inquisitor 6, sorcerer/wizard 6, witch 6
  range: Close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [language-dependent, mind-affecting]
  spell_resistance: 'yes'
  target: One humanoid
Undead Anatomy:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - 'When you cast this spell, you can assume the form of any Small or Medium corporeal
    creature of the undead type, which must be vaguely humanoid-shaped (like a ghoul,
    skeleton, or zombie). You gain a bite attack (1d6 for Medium forms, 1d4 for Small
    forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms),
    and darkvision 60 feet. If the form you assume has any of the following abilities,
    you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability),
    swim 30 feet, low-light vision, and scent.'
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Undead Beacon:
  area: one 5-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You shroud an area in unclean influence, rendering those who pass through it\
    \ and fail their Will saving throws more enticing to ravenous undead. When an\
    \ affected creature comes within 60 feet of an undead creature, the spell immediately\
    \ draws the undead creature\u2019s attention, granting it a +4 bonus on Perception\
    \ checks to notice the affected creature and on saving throws to resist spells\
    \ that hide or disguise the affected creature (such as hide from undead). Once\
    \ the undead creature notices the affected creature, it feels compelled to kill\
    \ and devour the affected creature, and gains a +1 profane bonus on attack rolls\
    \ made against the affected creature and a +1 profane bonus on saving throws against\
    \ the affected creature\u2019s spells and special abilities. The undead also ignores\
    \ any concealment less than total concealment that an affected creature has. Each\
    \ time the spell draws an undead creature\u2019s attention to an affected creature,\
    \ the spell\u2019s haunt-like manifestation occurs during that round."
  duration: 1 hour/level (D)
  effect: null
  level: antipaladin 2, cleric 2, inquisitor 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy (haunted) [emotion, evil, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Undeath Inversion:
  area: null
  casting_time: 1 standard action
  components: V, S, F/DF (a gold piece with one scratched face)
  description:
  - "You alter an undead creature\u2019s energy affinity so that it takes damage from\
    \ negative energy and gains healing from positive energy, as if it were a living\
    \ creature. If the target was able to channel negative energy or produce negative\
    \ energy effects (such as inflict spells), these abilities produce positive energy\
    \ instead, healing living targets and harming the undead. The target cannot impose\
    \ negative levels on other creatures for the duration of the spell. The target\u2019\
    s creature type does not change, and it is still considered an undead creature.\
    \ Each round on its turn, the subject may attempt a new saving throw to end the\
    \ effect. This is a full-round action that does not provoke attacks of opportunity."
  duration: 1 round/level (D); see text
  effect: null
  level: cleric/oracle 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: necromancy
  spell_resistance: 'yes'
  target: one undead creature
Undeath Sense:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (ashes from an urn)
  description:
  - "You grant the target the ability to pick up on the subtle scents and disturbances\
    \ to the natural order that are specific to the living dead, granting the target\
    \ the ability to sense the presence of undead creatures. The target is constantly\
    \ aware of whether there are any undead auras within 60 feet of her in any direction.\
    \ If at least one undead aura is present, the target can concentrate on the spell\u2019\
    s effects in order to gain more information on the auras present. This functions\
    \ similarly to detect undead, except the number of rounds of concentration needed\
    \ to learn about the undead auras is reduced by 1 (1 round to learn the number\
    \ of auras, and 2 rounds to learn the strength and location of each aura)."
  duration: 10 minutes/level (D)
  effect: null
  level: alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard
    2
  range: touch
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: creature touched
Undeath Ward:
  area: 10-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V, S, M/DF (powdered silver)
  description:
  - You create a pale silver barrier that repels undead.
  duration: 1 minute/level (D)
  effect: null
  level: cleric 5, inquisitor 4, sorcerer/wizard 6, witch 6
  range: 10 ft.
  saving_throw: none or Will negates (see text)
  school: abjuration
  spell_resistance: 'yes'
  target: null
Undeath to Death:
  area: several undead creatures within a 40-ft.-radius burst
  casting_time: null
  components: ': V, S, M/DF (diamond powder worth 500 gp)'
  description:
  - This spell functions like circle of death, except that it destroys undead creatures
    as noted above.
  duration: null
  effect: null
  level: cleric/oracle 6, inquisitor 6, sorcerer/wizard 6
  range: null
  saving_throw: Will negates
  school: necromancy
  spell_resistance: null
  target: null
Underbrush Decoy:
  area: null
  casting_time: 1 swift action
  components: S
  description:
  - You cause a plant to rustle noisily, distracting nearby creatures.
  duration: 1 round
  effect: null
  level: druid 1, ranger 1, shaman 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one non-creature plant of size Tiny, Small, or Medium
Undetectable Alignment:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - An undetectable alignment spell conceals the alignment of an object or a creature
    from all forms of divination.
  duration: 24 hours
  effect: null
  level: alchemist 2, antipaladin 2, bard 1, cleric/oracle 2, inquisitor 2, mesmerist
    1, paladin 2, psychic 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: abjuration
  spell_resistance: yes (object)
  target: one creature or object
Undetectable Trap:
  area: null
  casting_time: 10 minutes (see text)
  components: V, S, M (a square of black silk worth 50 gp)
  description:
  - "You shroud a single trap with a powerful illusion to make it more difficult to\
    \ locate. Spells like detect magic can\u2019t locate any magic aura from either\
    \ the target trap or from undetectable trap. Furthermore, a character under the\
    \ effect of the find traps spell doesn\u2019t receive an automatic chance to locate\
    \ the target trap when she comes within 10 feet of it, and the bonus on Perception\
    \ checks from find traps doesn\u2019t apply to attempts to notice the target trap.\
    \ Add 1/2 your caster level to the DC for any creature without the trapfinding\
    \ class ability to notice the target trap with Perception checks."
  duration: 1 day/level (D)
  effect: null
  level: antipaladin 2, occultist 3, ranger 2
  range: touch
  saving_throw: none
  school: illusion (glamer)
  spell_resistance: 'no'
  target: trap touched
"Undine\u2019s Curse":
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target loses its body\u2019s natural ability to breathe automatically. As\
    \ long as it remains conscious and is able to take physical actions, it keeps\
    \ breathing and is able to function normally. If it is ever unconscious (including\
    \ sleeping) or unable to take physical actions, it stops breathing, must hold\
    \ its breath, and might begin to suffocate.. Creatures that do not have to breathe\
    \ are immune to this spell."
  duration: 1 hour/level
  effect: null
  level: sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy [curse, evil]
  spell_resistance: 'yes'
  target: one creature
Unerring Tracker:
  area: null
  casting_time: 10 minutes
  components: V, S, DF
  description:
  - "During this spell\u2019s duration, you can touch the sign of a creature\u2019\
    s passage that you have identified using the Survival skill to make the other\
    \ steps in the creature\u2019s path perfectly clear to you, no matter how minute.\
    \ This trail can\u2019t be more than 24 hours old. You can follow the trail at\
    \ any speed, provided you have line of sight to the trail. You can distinguish\
    \ the trail of the particular creature followed even if it joins and splits with\
    \ other trails. Once you have selected a trail to follow using this spell, it\
    \ can\u2019t be changed."
  duration: 10 minutes/level
  effect: null
  level: alchemist 5, druid 6, occultist 4, ranger 4
  range: personal
  saving_throw: none
  school: divination
  spell_resistance: 'no'
  target: you
Unerring Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell causes a weapon to veer closer to vital areas, improving the result
    of a critical threat. This transmutation grants a +2 bonus on attack rolls to
    confirm critical hits plus 1 additional bonus point per four caster levels (maximum
    total bonus +7). If the spell is cast on projectiles, the effect ends on a specific
    projectile whenever that projectile is used to make an attack, regardless of whether
    the attack hits. For this spell, shuriken are considered projectiles.
  duration: 1 round/level
  effect: null
  level: bloodrager 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch
    1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Unfetter:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a broken chain)
  description:
  - "This spell breaks the life link between you and your eidolon. This spell allows\
    \ your eidolon to venture more than 100 feet away from you without penalty. It\
    \ can travel any distance while this spell is in effect without penalty, but if\
    \ the spell expires while the eidolon is farther than 100 feet away, it immediately\
    \ loses hit points as normal for distance and is possibly sent back to its home\
    \ plane. While this spell is in effect, you cannot sacrifice hit points to prevent\
    \ damage to your eidolon. Damage that would be transferred due to the life bond\
    \ ability is not transferred. If you attempt to use the transposition ability\
    \ while this spell is in effect, you must roll on the teleport mishap table, using\
    \ the \u201Cstudied carefully\u201D row. "
  duration: 10 minutes/level
  effect: null
  level: summoner/unchained summoner 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'no'
  target: null
Unflappable Mien:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a diamond clasp, brooch , or pin worth at least 100 gp)
  description:
  - When a creature attempts to touch you with an attack (such as a touch attack,
    an unarmed strike, an attack with a natural weapon, or a grapple), it feels a
    field of force blocking its way. It can choose to abandon the attempt, losing
    its action, or to push through the ward. If it pushes through, you can trigger
    a wave of force against that creature. This discharges the spell, deals 1d4 points
    of force damage per caster level (maximum 10d4), and pushes the creature back
    5 feet. If the creature cannot be pushed back 5 feet (if a solid surface is directly
    behind it, for example), it takes 2d4 additional points of force damage. A successful
    Fortitude saving throw halves the total amount of force damage the creature takes.
  duration: 10 minutes/level or until discharged; see text
  effect: null
  level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
  range: personal
  saving_throw: null
  school: evocation [force]
  spell_resistance: null
  target: you
Unhallow:
  area: 40-ft. radius emanating from the touched point
  casting_time: 24 hours
  components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000
    gp per level of the spell to be tied to the area)
  description:
  - Unhallow makes a particular site, building, or structure an unholy site. This
    has three major effects.
  duration: instantaneous
  effect: null
  level: cleric/oracle 5, druid 5, inquisitor 5
  range: touch
  saving_throw: see text
  school: evocation [evil]
  spell_resistance: see text
  target: null
Unhallowed Blows:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a pinch of dust from a destroyed undead creature)
  description:
  - "This spell empowers the natural attacks or unarmed strikes of undead creatures,\
    \ granting a +1 enhancement bonus on attack and damage rolls made by the target\
    \ with its unarmed strikes or attacks with one natural attack. This spell can\
    \ cause an undead creature\u2019s unarmed strike to deal lethal damage, but in\
    \ this case, the attack does not gain an enhancement bonus."
  duration: 1 minute/level
  effect: null
  level: antipaladin 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: transmutation [evil]
  spell_resistance: yes (harmless)
  target: one undead creature/level, no two of which can be more than 30 ft. apart
Unholy Aura:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a tiny reliquary worth 500 gp)
  description:
  - 'A malevolent darkness surrounds the subjects, protecting them from attacks, granting
    them resistance to spells cast by good creatures, and weakening good creatures
    when they strike the subjects. This abjuration has four effects:'
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 8
  range: 20 ft.
  saving_throw: see text
  school: abjuration [evil]
  spell_resistance: yes (harmless)
  target: null
Unholy Blight:
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S
  description:
  - You call up unholy power to smite your enemies. The power takes the form of a
    cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures
    are harmed by the spell.
  duration: instantaneous (1d4 rounds); see text
  effect: null
  level: cleric/oracle 4, inquisitor 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will partial
  school: evocation [evil]
  spell_resistance: 'yes'
  target: null
Unholy Ice:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a flask of unholy water or 5 pounds of powdered silver worth
    25 gp)
  description:
  - This spell functions as holy ice, except it is made of frozen unholy water rather
    than holy water.
  duration: null
  effect: null
  level: cleric/oracle 5
  range: null
  saving_throw: null
  school: transmutation [cold, evil, water]
  spell_resistance: null
  target: null
Unholy Ice Weapon:
  area: null
  casting_time: null
  components: V, S, M (a flask of unholy water or 5 pounds of powdered silver worth
    25 gp)
  description:
  - This spell functions as holy ice weapon, except the weapon is made of frozen unholy
    water, and instead deals additional damage to creatures that are susceptible to
    unholy water.
  duration: null
  effect: null
  level: cleric 2, inquisitor 2 Components V, S, M (a flask of unholy water or 5 pounds
    of powdered silver worth 25 gp)
  range: null
  saving_throw: null
  school: transmutation [cold, evil, water]
  spell_resistance: null
  target: null
Unholy Sword:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell allows you to channel the powers of evil into your sword, or any other
    melee weapon you choose. The weapon acts as a +5 unholy weapon (+5 enhancement
    bonus on attack and damage rolls, extra 2d6 damage against good opponents). It
    also emits a magic circle against good effect (as the spell). If the magic circle
    ends, the sword creates a new one on your turn as a free action. The spell is
    automatically canceled 1 round after the weapon leaves your hand. You cannot have
    more than one unholy sword at a time.
  duration: 1 round/level
  effect: null
  level: antipaladin 4
  range: touch
  saving_throw: null
  school: evocation [evil]
  spell_resistance: 'no'
  target: melee weapon touched
Unholy Ward:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This spell grants you resistance to the holy powers of good-aligned deities and
    their servants. You resist 10 points of damage from holy sources (divine power
    damage from flame strike, additional damage from smite evil, channeled positive
    energy, etc.), provided they originate from a good-aligned source or a servant
    of a good-aligned god. You ignore a maximum of 10 points of damage per caster
    level, at which point the spell ends.
  duration: 10 minutes/level (D)
  effect: null
  level: antipaladin 3, cleric 4, inquisitor 3, sorcerer/wizard 4
  range: personal
  saving_throw: Fort negates (harmless)
  school: abjuration [evil]
  spell_resistance: yes (harmless)
  target: you
Universal Formula:
  area: null
  casting_time: 1 standard action
  components: V, S, M (quicksilver and powdered platinum worth 100 gp)
  description:
  - As you ingest this extract, it transforms into the appropriate extract for any
    formula you know of 3rd level or lower and takes effect immediately. If the chosen
    formula has an expensive material component, it must be provided along with the
    component for this formula. You may not create an infused extract with this formula.
  duration: instantaneous
  effect: null
  level: alchemist 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Unlife Current:
  area: current or portion of current up to 20 feet wide and 100 feet long
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - This functions as life current except you infuse the current with negative energy,
    so it heals undead and harms living creatures.
  duration: 1 round
  effect: null
  level: antipaladin 3, cleric 3, druid 3, hunter 3, oracle 3, ranger 3, shaman 3,
    warpriest 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will half
  school: conjuration (healing) [water]
  spell_resistance: 'yes'
  target: null
Unliving Rage:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "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 +2 profane bonus to Strength and Charisma, a +1 profane bonus on Will saves,\
    \ and a \u20132 penalty to AC. The effect is otherwise identical to a barbarian\u2019\
    s rage."
  duration: concentration + 1 round/level (D)
  effect: null
  level: mesmerist 2, cleric 2, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: null
Unnatural Lust:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Your target is filled with lust and desire for a single creature or object as\
    \ designated by you at the time of casting. That creature or object must be within\
    \ the spell\u2019s range and perceivable by the target of the spell. The target\
    \ is filled with the compulsion to rush to the subject of its lust and passionately\
    \ kiss or caress that subject on its next turn, taking no other actions. If the\
    \ target would not normally have lustful feelings toward the designated creature\
    \ or object, it receives a +4 bonus on its saving throw."
  duration: 1 round
  effect: null
  level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Unprepared Combatant:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target takes a \u20134 penalty on initiative checks and Reflex saves."
  duration: 1 minute/level
  effect: null
  level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Unravel Destiny:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'Note: This spell deals with hero points. See Hero Points for full details.'
  duration: 1 round/level
  effect: null
  level: cleric/oracle 3, sorcerer/wizard 3, witch 3
  range: short (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: divination
  spell_resistance: 'yes'
  target: one creature
Unseen Crew:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - An unseen crew member is an invisible, shapeless force that performs the duties
    of one crew member. It can tie off ropes, hoist sails, swab decks, and other such
    duties. An unseen crew member possesses no other skills. It cannot fight, speak,
    or even defend itself.
  duration: 1 day/level
  effect: one invisible sailor per level
  level: bard 4, sorcerer/wizard 5, summoner 5, witch 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Unseen Engineers:
  area: null
  casting_time: 1 standard action
  components: V, S, M (materials required to construct the trap )
  description:
  - "You conjure an invisible team of tiny engineers to construct a trap at alarming\
    \ speed. Originating at your location, the team must remain within range of you\
    \ or the spell ends. The engineers construct a mechanical trap of your choice.\
    \ Construction takes a number of rounds equal to the trap\u2019s challenge rating.\
    \ The engineers must have the materials available. At the end of the construction\
    \ time, use your Craft(traps) skill with a +5 bonus to determine the success of\
    \ their work. If the engineers succeed, the trap is complete and the spell ends.\
    \ If they fail, the materials are deposited at that location and the spell ends.\
    \ If the spell\u2019s duration ends before the trap is complete, the engineers\
    \ automatically fail."
  duration: 1 minute/level
  effect: a team of tiny, invisible engineers
  level: sorcerer/wizard 3, summoner 2, witch 3
  range: long (400 ft. + 40 ft. level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Unseen Servant:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of string and a bit of wood)
  description:
  - "An unseen servant is an invisible, mindless, shapeless force that performs simple\
    \ tasks at your command. It can run and fetch things, open unstuck doors, and\
    \ hold chairs, as well as clean and mend. The servant can perform only one activity\
    \ at a time, but it repeats the same activity over and over again if told to do\
    \ so as long as you remain within range. It can open only normal doors, drawers,\
    \ lids, and the like. It has an effective Strength score of 2 (so it can lift\
    \ 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert\
    \ only 20 pounds of force, which is not enough to activate certain pressure plates\
    \ and other devices. It can\u2019t perform any task that requires a skill check\
    \ with a DC higher than 10 or that requires a check using a skill that can\u2019\
    t be used untrained. This servant cannot fly, climb, or even swim (though it can\
    \ walk on water). Its base speed is 15 feet."
  duration: 1 hour/level
  effect: one invisible, mindless, shapeless servant
  level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner
    1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Unsettling Presence:
  area: one 5-ft. cube/level (S)
  casting_time: 1 standard action
  components: V, S
  description:
  - "Those in this spell\u2019s area who fail their Will saving throws harbor a faint\
    \ sense of paranoia and evoke the same feeling in others for the duration of the\
    \ spell. Domesticated animals (not including familiars and animal companions)\
    \ don\u2019t willingly approach affected creatures unless the animal\u2019s master\
    \ succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. Affected creatures\
    \ take a \u20134 penalty on Handle Animal, Ride, and wild empathy checks against\
    \ familiars, animal companions, animal cohorts, and other permanent companions\
    \ provided by class abilities for the spell\u2019s duration. Anyone an affected\
    \ creature interacts with must succeed at a Will save or have its initial attitude\
    \ automatically worsened by one step for the spell\u2019s duration."
  duration: 1 hour/level (D) Saving Throw Will negates
  effect: null
  level: bard 2, medium 1, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard
    2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: null
  school: necromancy (haunted) [emotion, fear, mind-affecting]
  spell_resistance: 'yes'
  target: null
Unshakable Chill:
  area: null
  casting_time: 1 standard action
  components: V, S, M
  description:
  - The target is filled with an unshakable chill for the duration of the spell, and
    suffers from the effects of severe cold.
  duration: 10 minutes/level; see text
  effect: null
  level: bloodrager 2, druid 2, sorcerer/wizard 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates (see text)
  school: necromancy [cold]
  spell_resistance: 'yes'
  target: one creature
Unshakable Zeal:
  area: null
  casting_time: 1 standard action
  components: S, F (a silver circlet)
  description:
  - You fill the target with boundless enthusiasm and faith in its ultimate triumph.
    Whenever the target fails an attack roll, a save, a skill check, a concentration
    check, or an ability check, the target receives a +4 morale bonus on its next
    attempt at the failed check within 1 round (this includes attack rolls against
    the same foe, saving throws against the same ability from the same foe, and so
    on). In addition, when the target would be affected by a fear or emotion effect,
    it can instead dismiss unshakable zeal without spending an action to negate the
    effect on itself.
  duration: 1 hour/level
  effect: null
  level: bard 5, inquisitor 6, psychic 7, spiritualist 6
  range: touch Target creature touched
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: yes (harmless)
  target: null
Unspoken Name:
  area: null
  casting_time: 1 minute
  components: V, S
  description:
  - "When you cast this spell, designate a word, phrase, or name. If a creature within\
    \ 1 mile of you uses that word, phrase, or name to refer to you, you immediately\
    \ learn that creature\u2019s name, appearance, and location. This discharges the\
    \ spell."
  duration: 24 hours or until discharged
  effect: null
  level: cleric 3, inquisitor 3, sorcerer/wizard 3, witch 3
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Untold Wonder:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You fill the target\u2019s mind with childlike wonder, allowing that creature\
    \ to marvel at things that would be debilitating to others."
  duration: 10 minutes/level (D)
  effect: null
  level: bard 4, cleric 5, mesmerist 4, paladin 3, psychic 5, sorcerer/ wizard 5
  range: touch
  saving_throw: Will negates (harmless)
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: yes (harmless)
  target: creature touched
Unwelcome Halo:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - "This spell causes the target to glow as if surrounded by a halo of light. This\
    \ halo sheds normal light in a 20-foot radius from the creature, and increases\
    \ the light level by one step for an additional 20 feet. This halo makes it impossible\
    \ for the creature to gain concealment in non-magical darkness, and in dim or\
    \ darker conditions, the creature\u2019s glow can be seen even if it is not within\
    \ direct line of sight."
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 1, paladin 1, sorcerer/wizard 1
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: evocation [light]
  spell_resistance: 'yes'
  target: one nongood creature
Unwilling Shield:
  area: null
  casting_time: 1 standard action
  components: V, S, M (ruby dust worth 250 gp)
  description:
  - "Like shield other, unwilling shield creates a mystic connection between you and\
    \ the target, but unlike shield other, the target shares the wounds that you receive.\
    \ In addition, the link draws upon the target\u2019s life force to supplement\
    \ your own defenses. You gain a +1 luck bonus to AC and on saving throws. You\
    \ take only half damage from all wounds and attacks (including those dealt by\
    \ special abilities) that deal hit point damage. The amount of damage not taken\
    \ by you is taken by the target. Forms of harm that do not involve hit points,\
    \ such as charm effects, ability damage, level draining, and death effects are\
    \ not affected. If you take a reduction in hit points from a lowered Constitution\
    \ score, the reduction is not split with the target because it is not hit point\
    \ damage. "
  duration: 1 round/level (D)
  effect: null
  level: bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: necromancy
  spell_resistance: 'yes'
  target: null
Unwitting Ally:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You befuddle the target\u2019s mind. The target has difficulty telling friend\
    \ from foe for a short period of time. The subject is considered your ally and\
    \ not your enemies\u2019 ally while determining flanking. The subject takes no\
    \ other hostile action against your enemies due to this spell\u2019s effect."
  duration: 1 round
  effect: null
  level: bard 0, psychic 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (charm) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Urban Grace:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You become one with the city around you, allowing you to move more easily through
    its crowds and buildings. For the duration of this spell, your base land speed
    increases by 10 feet. In addition, it does not cost you 2 squares of movement
    to enter a square with crowds, though the crowd still provides cover to you. This
    ability does not allow you to enter the space of enemy creatures without making
    the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus
    on Acrobatics checks made to move across uneven urban surfaces, such as roofs
    and broken pavement, and on Climb checks made to scale walls and other artificial
    surfaces. Whenever you make an Acrobatics check to make a long jump between two
    buildings or artificial structures, you are always treated as if you had a running
    start, regardless of the actual distance traveled.
  duration: 1 minute/level
  effect: null
  level: alchemist 1, bard 1, ranger 1, sorcerer/wizard 1, witch 1
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Urban Step:
  area: null
  casting_time: 1 standard action
  components: V, S, M (scrap of cobweb)
  description:
  - "You set up a magical connection between two doors (or other physical portals,\
    \ such as windows) that both must be within range, line of sight, and line of\
    \ effect. During the spell\u2019s duration, you can move through one of the two\
    \ portals. When you do, you teleport to the other portal, emerging in either direction.\
    \ Both portals must be open and unobstructed when you cast the spell and enter\
    \ the first portal, and they both must be large enough for you to fit through,\
    \ otherwise the spell ends and the teleportation fails. You can bring along objects\
    \ as long as their combined weight doesn\u2019t exceed your maximum load."
  duration: 1 round
  effect: null
  level: bard 2, magus 3, occultist 3, sorcerer/wizard 3, summoner 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: null
  school: conjuration (teleportation)
  spell_resistance: null
  target: two doors or other portals in range
Utter Contempt:
  area: null
  casting_time: 1 standard action
  components: V, S, M (spittle)
  description:
  - "You fill the target\u2019s heart with malice for all other creatures. The target\u2019\
    s attitude toward all creatures other than itself worsens by two steps."
  duration: 1 minute/level
  effect: null
  level: antipaladin 3, bard 4, sorcerer/wizard 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment [emotion]
  spell_resistance: 'yes'
  target: one creature
Vacuous Vessel:
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - "This spell makes a single bag, chest, sack, or other container look and feel\
    \ empty. The container must be no larger than 1 cubic foot per caster level or\
    \ the spell fails. Anyone peering into or reaching into the container must succeed\
    \ at a Will save or perceive the container as being completely empty. All items\
    \ within the container when the spell was cast are still present, but they can\u2019\
    t be noticed unless removed from the bag\u2014such as by someone who can perceive\
    \ them, or who upends the container."
  duration: 1 round/level (D)
  effect: null
  level: bard 0, sorcerer/wizard 0
  range: touch
  saving_throw: Will negates; see text
  school: illusion (glamer)
  spell_resistance: yes; see text
  target: container touched
Vampiric Hunger:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "The target of this spell grows the fangs of a vampire, as well as a thirst for\
    \ blood. For the duration of this spell, the target gains the ability to drain\
    \ an opponent\u2019s blood during a grapple; if the target establishes or maintains\
    \ a pin, it drains blood, dealing 1d4 points of Constitution damage. Each round\
    \ it drains blood in this way, the target heals 5 hit points or gains 5 temporary\
    \ hit points for the duration of the spell (up to a maximum number of temporary\
    \ hit points equal to its full normal hit points). If the target does not drain\
    \ blood in this way while under the effects of this spell, it becomes exhausted\
    \ at the end of the spell\u2019s duration."
  duration: 1 minute/level
  effect: null
  level: antipaladin 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
  range: touch
  saving_throw: Will negates
  school: necromancy (polymorph) [evil]
  spell_resistance: 'yes'
  target: one creature
Vampiric Shadow Shield:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell wreathes you in shadowy energy and damages those that make melee attacks
    against you. Any creature that strikes you with its body or a handheld weapon
    deals normal damage, but at the same time the attacker takes 1d6 points of negative
    energy damage + 1 point per caster level (maximum +15). If the attacker has spell
    resistance, it applies to this effect. Creatures wielding melee weapons with reach
    are not subject to this damage. When an attacker takes damage from the spell,
    you heal a number of hit points equal to 25% of the damage the spell dealt.
  duration: 1 round/level (D)
  effect: null
  level: magus 5, sorcerer/wizard 5
  range: personal
  saving_throw: null
  school: necromancy
  spell_resistance: null
  target: you
Vampiric Touch:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You must succeed on a melee touch attack. Your touch deals 1d6 points of damage\
    \ per two caster levels (maximum 10d6). You gain temporary hit points equal to\
    \ the damage you deal. You can\u2019t gain more than the subject\u2019s current\
    \ hit points + the subject\u2019s Constitution score (which is enough to kill\
    \ the subject). The temporary hit points disappear 1 hour later."
  duration: instantaneous/1 hour; see text
  effect: null
  level: antipaladin 3, bloodrager 3, magus 3, medium 3, mesmerist 3, psychic 3, sorcerer/wizard
    3, spiritualist 3, witch 3
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: living creature touched
Vanish:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like invisibility, except the effect only lasts for 1 round
    per caster level (maximum of 5 rounds). Like invisibility, the spell immediately
    ends if the subject attacks any creature.
  duration: 1 round/level (up to 5 rounds) (D)
  effect: null
  level: bard 1, magus 1, psychic 1, sorcerer/wizard 1
  range: touch
  saving_throw: Will negates (harmless)
  school: illusion (glamer)
  spell_resistance: yes (harmless)
  target: null
Veil:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You instantly change the appearance of the subjects and then maintain that appearance\
    \ for the spell\u2019s duration. You can make the subjects appear to be anything\
    \ you wish. The subjects look, feel, and smell just like the creatures the spell\
    \ makes them resemble. Affected creatures resume their normal appearances if slain.\
    \ You must succeed on a Disguise check to duplicate the appearance of a specific\
    \ individual. This spell gives you a +10 bonus on the check."
  duration: concentration + 1 hour/level (D)
  effect: null
  level: bard 6, sorcerer/wizard 6
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates; see text
  school: illusion (glamer)
  spell_resistance: yes; see text
  target: null
Veil of Ash:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a pinch of ash)
  description:
  - This spell causes a small cloud of searing, choking ash to appear around the face
    of the target.
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 2
  range: close (25 f. + 5f./2 levels)
  saving_throw: Fortitude negates
  school: evocation [fire]
  spell_resistance: 'yes'
  target: one creature
Veil of Heaven:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You surround yourself with a veil of positive energy, making it harder for evil
    outsiders to harm you. For the duration of this spell, you gain a +2 sacred bonus
    to AC and on saves. Both of these bonuses apply only against attacks or effects
    created by outsiders with the evil subtype. You can dismiss this spell as a swift
    action to deal 1d8 points of damage + 1 point per paladin level to all such outsiders
    within 5 feet. A Will save halves this damage.
  duration: 10 minutes/level (D)
  effect: null
  level: paladin 1
  range: personal or 5 ft.; see text
  saving_throw: Will half
  school: abjuration [good]
  spell_resistance: none
  target: you or all creatures within 5 ft.; see text
Veil of Positive Energy:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You surround yourself with a veil of positive energy, making it harder for undead
    creatures to harm you. When under the effect of this spell, you gain a +2 sacred
    bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against
    attacks or effects created by undead creatures. You can dismiss this spell before
    its normal duration as a swift action on your turn to deal a number of points
    of positive energy damage equal to your level to all undead creatures within 5
    feet of you.
  duration: 10 minutes/level (D)
  effect: null
  level: paladin 1
  range: personal or 5 ft.; see text
  saving_throw: null
  school: abjuration [good]
  spell_resistance: null
  target: null
Vengeful Comets:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - 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.
  duration: 1 round/level or until completely discharged (see below)
  effect: 1 comet per 4 levels
  level: druid 3, sorcerer/wizard 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Vengeful Outrage:
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - "You place a magical command upon a creature to seek out and destroy a single\
    \ enemy that has inflicted some perceived or actual harm to the target. You designate\
    \ the enemy at the time of casting, which must be known by the target (such as\
    \ \u201Cyour brother\u2019s murderer\u201D) or can easily identify by sight (such\
    \ as \u201Cthe hill giant king\u201D). The target is under the effect of a geas\
    \ to find and capture or kill this enemy, and the target takes the penalties of\
    \ that spell as long as it is not actively trying to reach the enemy. When the\
    \ target enters combat with the enemy, it gains a +6 morale bonus to Strength\
    \ and Constitution, a +3 morale bonus on Will saves, and is immune to the shaken\
    \ and frightened conditions."
  duration: 1 minute/level
  effect: null
  level: bard 5, sorcerer/wizard 6, witch 6
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [emotion, language- dependent, mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Vengeful Stinger:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a living wasp ), DF
  description:
  - "You grow a long, wasp-like tail complete with stinger that can strike those who\
    \ dare attack you. While you are under the effects of this spell, when a creature\
    \ adjacent to you hits you with a melee attack, you can make an attack of opportunity\
    \ with your stinging tail, even if your opponent\u2019s attack would not otherwise\
    \ provoke an attack of opportunity. You must otherwise be eligible to make an\
    \ attack of opportunity to use this ability. The attack is made with your full\
    \ attack bonus, and with a +2 sacred bonus on the attack roll. The stinging tail\
    \ is considered a light weapon with a critical range of 19\u201320/\xD72. On a\
    \ successful hit, the target takes 1d8 points of damage plus an amount of damage\
    \ equal your Strength modifier and must succeed at a Fortitude save or it takes\
    \ 1d4 points of Dexterity damage. This poison damage is also modified on a confirmed\
    \ critical hit."
  duration: 1 round/level
  effect: null
  level: cleric/oracle 6, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
  range: personal
  saving_throw: Fort negates; see text
  school: transmutation (polymorph) [poison]
  spell_resistance: 'no'
  target: you
Venomous Bolt:
  area: null
  casting_time: 1 swift action
  components: V, S
  description:
  - 'You infuse a single arrow or crossbow bolt with natural venom as you fire it.
    In addition to its normal damage, anyone struck by this arrow or bolt is affected
    as if by the poison spell. If the arrow is not fired immediately, the spell ends
    with no effect. '
  duration: instantaneous
  effect: null
  level: ranger 3
  range: 0 ft.
  saving_throw: Fortitude negates; see text
  school: necromancy [poison]
  spell_resistance: 'yes'
  target: null
Venomous Promise:
  area: null
  casting_time: 1 standard action
  components: S, M (a vial of poison )
  description:
  - "You guard your words and person with poisonous power. You can impart a short\
    \ amount of information\u2014up to 25 words\u2014as you cast this spell, entwining\
    \ your words with the poison provided as a material component. If your target\
    \ reveals the information you impart (verbally, in writing, with gestures, or\
    \ by having its mind read with spells like detect thoughts), the target is immediately\
    \ exposed to the poison (and is allowed any saving throw the poison allows)."
  duration: permanent or until triggered
  effect: null
  level: antipaladin 3, bard 3, mesmerist 3, shaman 3, witch 3
  range: touch
  saving_throw: 'yes'
  school: transmutation [language-dependent, poison]
  spell_resistance: 'yes'
  target: one creature
Ventriloquism:
  area: null
  casting_time: 1 standard action
  components: V, F (parchment rolled into cone)
  description:
  - You can make your voice (or any sound that you can normally make vocally) seem
    to issue from someplace else. You can speak in any language you know. With respect
    to such voices and sounds, anyone who hears the sound and rolls a successful save
    recognizes it as illusory (but still hears it).
  duration: 1 min./level (D)
  effect: intelligible sound, usually speech
  level: bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will disbelief (if interacted with)
  school: illusion (figment)
  spell_resistance: 'no'
  target: null
Vermin Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of the creature whose form you plan to assume)
  description:
  - "When you cast this spell, you assume the form of any Small or Medium creature\
    \ of the vermin type. If the form you assume has any of the following abilities,\
    \ you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability),\
    \ swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don\u2019\
    t gain full immunity to mind-affecting effects, but you do gain a +2 resistance\
    \ bonus on all saving throws against such effects."
  duration: 1 minute/level
  effect: null
  level: alchemist 4, bloodrager 4, druid 3, magus 4, sorcerer/wizard 4, witch 3
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Verminous Transformation:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of bat wings, insects, and rat tails)
  description:
  - 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.
  duration: 1 round/level (D)
  effect: null
  level: alchemist 6, shaman 7, witch 7
  range: personal
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: you
Versatile Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, M (iron filings)
  description:
  - You transform the physical makeup of a weapon as you desire.
  duration: 1 minute/level
  effect: null
  level: bard 2, bloodrager 3, ranger 2, magus 3, occultist 2, psychic 3, sorcerer/wizard
    3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Vestment of the Champion:
  area: null
  casting_time: 1 standard action
  components: null
  description:
  - This functions as magic vestment, except it only affects armor or a shield you
    are wearing or carrying. If the armor or shield is worn or carried by anyone other
    than you, the spell has no effect, but resumes its effect when you are wearing
    or carrying it again.
  duration: 1 minute/level
  effect: null
  level: antipaladin 2, paladin 2
  range: touch
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: armor or shield touched
Vex Giant:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a fragment from a Large or larger weapon)
  description:
  - "When you cast vex giant, your senses and reflexes become particularly honed against\
    \ a single target within 60 feet, provided the target is at least one size category\
    \ larger than you. You may select your focused foe as a free action when you cast\
    \ this spell\u2014switching your focus to a different foe within 60 feet is a\
    \ move action. If a foe moves beyond 60 feet from you, you lose your focus on\
    \ that foe, although you may regain it by moving within 60 feet and spending a\
    \ move action. Although the name of the spell is vex giant, it works equally well\
    \ on any foe that\u2019s at least one size category larger than you."
  duration: 1 round per level
  effect: null
  level: ranger 3
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Vexing Miscalculation:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You frustrate an opponent with ill fortune that leads even its most accurate\
    \ attacks astray. The target is unable to score critical threats for the duration\
    \ of this spell, even if the result of its roll would normally be a critical threat.\
    \ If the creature rolls a natural 20, the attack still hits regardless of its\
    \ opponent\u2019s AC, but the hit is not eligible for a critical confirmation\
    \ roll. Once a critical threat has been foiled by vexing miscalculation, the spell\
    \ is discharged."
  duration: 1 minute/level or until discharged
  effect: null
  level: cleric/oracle 2, inquisitor 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one creature
Vicarious View:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You plant a scrying sensor on a touched creature, object, or point in space,\
    \ allowing you to see and hear the creature, object, or point and its surroundings\
    \ (approximately 10 feet in all directions). If the creature or object on moves,\
    \ the sensor moves with it. Unlike other scrying spells, vicarious view doesn\u2019\
    t allow magically or supernaturally enhanced senses to work through it."
  duration: 1 minute/level (D)
  effect: magical sensor
  level: bard 4, medium 3, mesmerist 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard
    4, spiritualist 4, witch 4
  range: touch
  saving_throw: Will negates (object)
  school: divination (scrying)
  spell_resistance: yes (object)
  target: null
Vigilant Rest:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a handful of crushed glass)
  description:
  - While the target of this spell is asleep, she retains some of her normal powers
    of perception. While she tunes out harmless sounds such as the crackling of the
    campfire, crickets, or light breezes, she does not take the normal +10 modifier
    to the DC of Perception checks she attempts while asleep.
  duration: 8 hours (D)
  effect: null
  level: antipaladin 3, bard 4, medium 3, mesmerist 4, occultist 3, paladin 3, psychic
    4, ranger 3, shaman 4, spiritualist 4, witch 4
  range: touch
  saving_throw: Will (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: 1 living creature touched
Vigor:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell infuses the subject with a small surge of strength.
  duration: 1 minute or until discharged
  effect: null
  level: adept 0, cleric/oracle 0
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: 'yes'
  target: null
Vile Dog Transformation:
  area: null
  casting_time: 10 minutes
  components: V, S, M (a strip of leather)
  description:
  - You transform one or more dogs into evil, monstrous creatures.
  duration: 1 hour/level
  effect: null
  level: antipaladin 3, cleric 5, druid 5, shaman 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: Will negates (see text)
  school: transmutation (polymorph) [evil]
  spell_resistance: 'no'
  target: one or more dogs touched
Village Veil:
  area: one 10-ft. cube per level
  casting_time: 1 standard action
  components: V, S
  description:
  - You throw an illusion over an area to make creatures that view or interact with
    it believe it has suffered some great catastrophe or calamity that renders it
    utterly worthless for their needs. You must set a few general guidelines when
    casting the spell as to the nature of this disaster (fire, tornado, bandit raid,
    plague, etc.), after which the illusion fills in the remaining details to make
    it seem realistic. When casting the spell, you can grant creatures with particular,
    clearly identifiable physical traits (race, gender, age category, etc.) immunity
    to this spell. This allows all such eligible creatures to perceive the true nature
    of the affected area instead of its illusory appearance. Creatures without this
    immunity that fail their saving throws always perceive the affected area as having
    absolutely nothing of interest or worth to them. Unless they have reason for suspicion,
    they always move on without closely investigating the area. Creatures with sufficient
    reasons for suspicion who do choose to investigate the area gain another saving
    throw, this one with a +2 bonus, as they enter the village and directly interact
    with the illusion.
  duration: 1 day/level
  effect: null
  level: bard 5, cleric 5, sorcerer/wizard 5, witch 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will disbelief
  school: illusion (figment) [mind-affecting]
  spell_resistance: 'no'
  target: null
Vine Strike:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Bristles burst from your body, lodging in your opponent and blossoming into entangling
    vines as you pummel your target. While this spell is in effect, one of your natural
    attacks or unarmed strikes deals an additional 1d6 points of damage, and each
    creature hit with that natural weapon or unarmed strike must succeed at a Reflex
    save or be entangled for the duration of the spell; on a successful Reflex save,
    the creature is immune to the entangled effect for 1 round. A creature entangled
    by this spell can spend a standard action to remove the vines, but can be entangled
    again by further unarmed strikes.
  duration: 1 minute/level (D)
  effect: null
  level: alchemist 2, antipaladin 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard
    2
  range: personal
  saving_throw: Reflex negates (see text)
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: you
Vinetrap:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Vines choked with thorns, blossoms, leaflets, and other floral debris burst to
    life on and around the subject of this spell, winding around limbs and armor and
    making it progressively more difficult for the subject to maneuver.
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 5, druid 5
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex negates (see text)
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: one creature
Violent Accident:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You curse the target to suffer a violent accident within the next 24 hours. You\
    \ have no control over the form the accident takes or when it strikes. The target\
    \ can avoid being cursed with spell resistance when you cast the spell, but otherwise\
    \ receives no saving throw. Regardless of the accident\u2019s nature, it is magically\
    \ empowered to deal an amount of damage equal to 1d8 \xD7 your caster level (maximum\
    \ 5d8 points of damage), and the damage is of a type appropriate to the source\
    \ of damage (such as fire for an explosion or bludgeoning for a falling object).\
    \ When the accident occurs, the target can attempt a Reflex saving throw to reduce\
    \ the damage by half. Although others might be surprised or inconvenienced by\
    \ the accident, it damages only the target."
  duration: 1 day or until discharged
  effect: null
  level: cleric 2, mesmerist 2, occultist 2, witch 2
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex half; see text
  school: transmutation [curse]
  spell_resistance: 'yes'
  target: one creature
Violent Misfire:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small piece of flint)
  description:
  - "This spell creates a chaotic charge within the black powder loaded in a target\
    \ firearm. The next time the target weapon fires during this spell\u2019s duration,\
    \ it automatically misfires. If this misfire causes the firearm to explode, the\
    \ radius of the explosion is doubled and it deals maximum damage to all creatures\
    \ in the radius. The firearm\u2019s wielder also takes 1d6 additional points of\
    \ fire damage per 2 caster levels (maximum 10d6) you have."
  duration: 1 round/level
  effect: null
  level: sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: evocation
  spell_resistance: yes (object)
  target: one early or advanced firearm
Viper Bomb Admixture:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "Upon drinking an extract created with this formula, you make a significant change\
    \ to your magical reserve that modifies the nature of all bombs you create and\
    \ throw during this extract\u2019s duration. This effect on your magical reserve\
    \ has no effect on any discoveries that you use to modify your bombs, but you\
    \ can only have one admixture effect (formula with the word \u201Cbomb admixture\u201D\
    \ in its title) active at a time. If you drink another bomb admixture, the effects\
    \ of the former bomb admixture end and the new one becomes active."
  duration: 1 round/level
  effect: null
  level: alchemist 4
  range: personal
  saving_throw: null
  school: conjuration (creation)
  spell_resistance: null
  target: you
Virtue:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - With a touch, you infuse a creature with a tiny surge of life, granting the subject
    1 temporary hit point.
  duration: 1 min.
  effect: null
  level: cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0
  range: touch
  saving_throw: none
  school: transmutation
  spell_resistance: yes (harmless)
  target: creature touched
Virtuoso Performance:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - While this spell is active, you may start a second bardic performance while maintaining
    another. Starting the second performance costs 2 rounds of bardic performance
    instead of 1. Maintaining both performances costs a total of 3 rounds of bardic
    performance for each round they are maintained. When this spell ends, one of the
    performances ends immediately (your choice).
  duration: 1 round/level
  effect: null
  level: bard 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Virulence:
  area: all living creatures within a 40-ft.-radius burst centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - "All living creatures within the area of effect, including yourself, must immediately\
    \ attempt a saving throw with a \u20132 penalty against any and all diseases they\
    \ have contracted, even if the onset time has not yet elapsed. On a failed saving\
    \ throw, the affliction has its usual effect. A successful save does not count\
    \ toward curing the affliction."
  duration: instantaneous
  effect: null
  level: cleric/oracle 4, warpriest 4, witch 4
  range: 40 ft.
  saving_throw: see text
  school: necromancy [evil]
  spell_resistance: 'yes'
  target: null
Virulent Miasma:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a dried scab from a diseased creature)
  description:
  - "Virulent miasma creates fog like fog cloud, except that the vapors carry the\
    \ taint of disease. Living creatures take a \u20134 penalty on saving throws against\
    \ disease effects as long as they remain within the cloud and for 1d4+1 rounds\
    \ after leaving. This effect of the spell allows a Fortitude save to negate it,\
    \ and it is subject to spell resistance. A creature that succeeds at its saving\
    \ throw against the fog (or ignores the fog due to spell resistance) is not affected\
    \ and need not make further saves even if it remains in the fog."
  duration: 1 round/level
  effect: cloud spreads in 20-ft. radius, 20 ft. high
  level: antipaladin 2, arcanist 3, bloodrager 3, druid 3, hunter 3, sorcerer/wizard
    3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates (see text)
  school: necromancy
  spell_resistance: see text
  target: null
Vision:
  area: null
  casting_time: 1 standard action
  components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp
    each)
  description:
  - This spell functions like legend lore, except that it works more quickly and produces
    some strain on you. You pose a question about some person, place, or object, then
    cast the spell. If the person or object is at hand or if you are in the place
    in question, you receive a vision about it by succeeding on a caster level check
    (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information
    on the person, place, or object is known, the DC is 25, and the information gained
    is incomplete. If only rumors are known, the DC is 30, and the information gained
    is vague. After this spell is complete, you are fatigued.
  duration: See Text
  effect: null
  level: shaman 7, sorcerer/wizard 7, witch 7
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: null
Vision of Doom:
  area: null
  casting_time: 10 minutes (see text)
  components: V, S
  description:
  - This spell functions exactly as the spell nightmare.
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, inquisitor 6, shaman 7, witch 7
  range: unlimited
  saving_throw: Will negates (see text)
  school: illusion (phantasm) [mind-affecting, evil]
  spell_resistance: 'yes'
  target: one living creature
Vision of Hell:
  area: null
  casting_time: 1 standard action
  components: V, M (a pinch of brimstone)
  description:
  - "You overlay a realistic illusion of a terrifying hellscape upon an area. Structures,\
    \ equipment, and creatures within the area are not hidden, though environmental\
    \ features take on an infernal appearance. While you are prepared for these images\
    \ and are not affected by them, any other creature within the area must make a\
    \ Will save or become shaken and also take a \u20132 penalty on saves versus fear\
    \ effects; the fear and penalty persists as long as the creature remains in the\
    \ area. Devils and any lawful evil creatures suffer no negative effects from this\
    \ spell."
  duration: 1 minute/level (D)
  effect: 50-ft.-radius emanation
  level: bard 3, bloodrager 3, cleric/oracle 3, mesmerist 3, occultist 3, psychic
    3, sorcerer/wizard 3, witch 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Will negates
  school: illusion (glamer) [evil, fear]
  spell_resistance: 'no'
  target: null
Visualization of The Body:
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 200 gp)
  description:
  - You focus your mind on one aspect of your body, aligning the energies within your
    body to enhance that element. Choose a single physical ability score (Constitution,
    Dexterity, or Strength).
  duration: 24 hours or until discharged
  effect: null
  level: cleric 2, druid 2, magus 2, ranger 2, shaman 2, wizard 2
  range: personal
  saving_throw: null
  school: transmutation [meditative]
  spell_resistance: null
  target: you
Visualization of The Mind:
  area: null
  casting_time: 1 hour
  components: V, M (soothing incense worth 200 gp)
  description:
  - You enhance a single aspect of your mind, nurturing and empowering it. Choose
    a single mental ability score (Charisma, Intelligence, or Wisdom). You gain a
    +5 bonus on ability checks and skill checks associated with that ability score.
  duration: 24 hours or until discharged
  effect: null
  level: cleric 2, shaman 2, wizard 2
  range: personal
  saving_throw: null
  school: transmutation [meditative]
  spell_resistance: null
  target: you
Vitriolic Mist:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of lemon rind)
  description:
  - 'This functions as fire shield, except it wreathes you in yellow or green acidic
    mist instead of hot or cold flames. The spell deals acid damage to attackers and
    protects you against acid damage. This spell does not shed light. '
  duration: 1 round/level (D)
  effect: null
  level: alchemist 4, bloodrager 4, sorcerer/wizard 4, summoner/unchained summoner
    4
  range: personal
  saving_throw: null
  school: evocation [acid]
  spell_resistance: null
  target: you
Vocal Alteration:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You alter the target\u2019s voice to something else. For example, you could make\
    \ the target\u2019s voice high-pitched, husky, or nasal, or change its accent\
    \ to an accent you are familiar with. If this spell is used as part of a disguise,\
    \ the target gets a +10 bonus on the Disguise check when trying to fool a listener."
  duration: 1 minute/level
  effect: null
  level: alchemist 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: transmutation
  spell_resistance: 'yes'
  target: one humanoid creature
Volcanic Storm:
  area: cylinder (20-ft. radius, 40 ft. high)
  casting_time: 1 standard action
  components: V, S, M/DF (obsidian and ash)
  description:
  - "Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast,\
    \ dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every\
    \ creature in the area. This damage only occurs once, when the spell is cast.\
    \ For the remaining duration of the spell, heavy ash rains down in the area. Creatures\
    \ inside this area take a \u20134 penalty on Perception skill checks and the entire\
    \ area is treated as difficult terrain.\_At the end of the duration, the rock\
    \ and ash disappear, leaving no aftereffects (other than the damage dealt)."
  duration: 1 round/level (D)
  effect: null
  level: bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
  range: long (400 ft. + 40 ft./level)
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Voluminous Vocabulary:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a quill)
  description:
  - You choose any language (except for secret languages, such as Druidic). The target
    gains the ability to speak, understand, read, and write that language. When you
    cast this spell, you can attempt a DC 15 Linguistics check. If you succeed, choose
    an additional language, plus one more language for every 10 by which your check
    result exceeded the DC.
  duration: 8 hours (D)
  effect: null
  level: alchemist 3, bard 2, cleric 3, inquisitor 2, medium 2, mesmerist 2, occultist
    2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: divination
  spell_resistance: yes (harmless)
  target: creature touched
Vomit Swarm:
  area: null
  casting_time: 1 standard action
  components: S
  description:
  - You vomit forth a swarm of spiders that attacks all other creatures within its
    area. The swarm begins adjacent to you, but if no living creatures are within
    its area, it moves in one direction of your choosing at its normal speed.
  duration: 1 round/level
  effect: one swarm of spiders
  level: alchemist 2, witch 2
  range: personal
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: null
Vomit Twin:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into
    a single adjacent square. As long as the twin exists, whenever you take a move
    action to move, the twin can move as well, although it does not need to follow
    you and cannot take any other actions. On subsequent rounds, at the start of your
    turn, you can instantaneously exchange places with your twin, as if using teleport.
    This is not an action and does not provoke an attack of opportunity.
  duration: 1 round/level
  effect: creates one ooze duplicate of the caster
  level: alchemist 3, magus 3, sorcerer/wizard 4, summoner 3
  range: personal
  saving_throw: null
  school: conjuration (creation, teleportation)
  spell_resistance: null
  target: null
Vortex:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a stirring spoon)
  description:
  - "You create a powerful and immobile whirlpool in any body of liquid large enough\
    \ to contain the spell\u2019s effect. Any Large or smaller creature that comes\
    \ in contact with the spell effect must succeed on a Reflex save or take 3d6 points\
    \ of bludgeoning damage. A Medium or smaller creature that fails its first save\
    \ must succeed on a second one or be pulled into the whirlpool and held suspended\
    \ in its powerful currents, taking 1d8 points of damage each round on your turn\
    \ with no save allowed."
  duration: 1 round/level (D)
  effect: whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base
  level: druid 7, shaman 7, sorcerer/wizard 7
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex negates, see text
  school: evocation [water]
  spell_resistance: 'yes'
  target: null
Waft:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a dandelion seed)
  description:
  - You make the targets light enough to be carried by wind.
  duration: 1 hour/level
  effect: null
  level: cleric 5, druid 5, magus 5, occultist 5, shaman 5, sorcerer/wizard 5, spiritualist
    5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Wail of the Banshee:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - When you cast this spell, you emit a terrible, soul-chilling scream that possibly
    kills creatures that hear it (except for yourself). The spell affects up to one
    creature per caster level, inflicting 10 points of damage per caster level. Creatures
    closest to the point of origin are affected first.
  duration: instantaneous
  effect: null
  level: shaman 9, sorcerer/wizard 9, witch 9
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude negates
  school: necromancy [death, sonic]
  spell_resistance: 'yes'
  target: one living creature/level within a 40-ft.-radius spread
Wake of Light:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'You and your mount lay down a trail of glowing, heavenly mist behind you as you
    move that makes passage easier for good creatures but more difficult for evil
    creatures. This glowing trail of mist appears behind your mount in a straight
    line starting where you cast the spell and ending where your mount ends its movement.
    The mist takes the form of a path 10 feet wide and up to 120 feet long and always
    floats just above the ground, up to a height of 1 foot. Thereafter, the mist persists
    for 1 round per level. '
  duration: 1 round/level
  effect: a 10-ft.-wide path in a straight line, up to 120 ft. long
  level: paladin 2
  range: 120 ft.
  saving_throw: none
  school: evocation [good]
  spell_resistance: 'yes'
  target: null
Walk the Plank:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a shark tooth and a splinter of a ship\u2019s hull)"
  description:
  - "This spell functions as per create pit, except as noted here. All but the top\
    \ 10 feet of the hole is filled with saltwater, reducing the fall damage for anyone\
    \ falling into the pit to 1d3 points of nonlethal damage and allowing Huge or\
    \ larger creatures at the water\u2019s surface to simply pull themselves out of\
    \ the pit as part of a normal move action, without a Climb check. Additionally,\
    \ the pit contains a single advanced shark for every 4 caster levels you have\
    \ (maximum four advanced sharks). If desired, when you cast the spell, you can\
    \ substitute two of the summoned sharks for one great white shark. These sharks\
    \ immediately attack any creature that falls into the pit, even you. If multiple\
    \ creatures fall in the pit, the sharks attack randomly. When the spell ends,\
    \ creatures inside the hole rise up with the bottom of the pit, as normal for\
    \ create pit, but the conjured water and sharks vanish."
  duration: 1 round plus 1 round/level
  effect: 20-ft.-by-20-ft. hole, 10 ft. deep/4 levels
  level: arcanist 5, sorcerer/wizard 5, summoner 5, summoner (unchained) 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates (see text)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Walk through Space:
  area: null
  casting_time: 1 standard action
  components: "V, S, M (a wren\u2019s egg)"
  description:
  - When under the effects of this spell, you can teleport up to 30 feet as a move
    action. You must end this movement in an unoccupied space that you can stand on
    within line of sight. Alternatively, you can spend a move action to teleport to
    a standing position from lying prone. Teleporting does not provoke attacks of
    opportunity.
  duration: 1 round/level
  effect: null
  level: alchemist 6, magus 6, sorcerer/wizard 7, summoner 6, witch 7
  range: personal
  saving_throw: null
  school: conjuration (teleportation)
  spell_resistance: null
  target: you
Wall of Blindness/Deafness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a translucent wall of energy, within which can be seen indistinct images
    of faces with their eyes or ears sewn shut. When you create the wall, decide whether
    it blinds or deafens. Any creature that passes through the wall must save or become
    permanently blinded or deafened (as blindness/deafness).
  duration: concentration + 1 round/level
  effect: translucent wall 20 ft. long/level or a translucent ring with a radius of
    up to 5 ft./two levels; either form 20 ft. high
  level: bard 4, cleric 5, sorcerer/wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fort negates
  school: necromancy
  spell_resistance: 'yes'
  target: null
Wall of Bone:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a polished humanoid femur)
  description:
  - This spell creates a vertical wall of skeletal arms that attaches itself to any
    solid surface. The wall of bone works identically to wall of stone except as noted
    above and in this spell description. The wall of bone is 1 inch thick per 4 caster
    levels and composed of up to one 5-foot square per level. The wall created must
    be vertical, and must rest upon a firm foundation. It cannot be used to bridge
    a chasm, for instance, or to act as a ramp. Each 5-foot square of the wall has
    hardness 4 and 7 hit points per inch of thickness. A section of wall whose hit
    points drops to 0 is breached. If a creature tries to break through the wall with
    a single attack, the DC of the Strength check is equal to 15 + 2 per inch of thickness.
  duration: 1 minute/level
  effect: solid wall of humanoid bones with an area of up to one 5-ft. square/level
  level: antipaladin 4, bloodrager 4, cleric 4, psychic 4, sorcerer/wizard 4, spiritualist
    4
  range: close (25 ft. + 5 ft./2 level)
  saving_throw: none
  school: necromancy
  spell_resistance: yes; see text
  target: null
Wall of Brine (Merfolk):
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a bit of coral)
  description:
  - You conjure a 5-foot-thick wall of seawater with a powerful current flowing toward
    one side of the wall, selected by you; a creature attempting to swim against this
    current must spend 4 squares of movement to enter a square of the wall. A creature
    that begins its turn in the wall is ejected in the direction of the current just
    before it acts. The wall provides cover against attacks from out of the water,
    as usual for a body of water. The water and the currents deflect physical ranged
    attacks into or through the wall, unless a weapon used is exceptionally massive
    (such as a siege engine). A creature submerged in the wall takes the usual penalties
    for underwater combat. The wall blocks gases and liquids and prevents water from
    mixing at its edges.
  duration: concentration + 1 round/level
  effect: wall up to 10 ft./level long and 5 ft./level high (S)
  level: druid 4, magus 4, ranger 3, shaman 4, sorcerer/wizard 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none; see text
  school: conjuration (creation) [water]
  spell_resistance: 'yes'
  target: null
Wall of Clockwork:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - An immobile, vertical wall of spinning cogs and gears springs into existence.
    Any creature passing through the wall takes 1d6 points of piercing and slashing
    damage per 2 caster levels (maximum 10d6); a successful Reflex save halves the
    damage.
  duration: 1 minute/level
  effect: wall of bronze clockworks whose area is up to one 5-ft.-square/level (S)
  level: cleric 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex half or Reflex negates; see text
  school: conjuration (creation)
  spell_resistance: 'yes'
  target: null
Wall of Ectoplasm:
  area: null
  casting_time: 1 standard action
  components: V, S, M (small bit of gauze)
  description:
  - "You draw forth a massive veil of ectoplasm that roils with restless spirits.\
    \ Immovable once formed, the wall of ectoplasm is 1 inch thick per caster level\
    \ and covers up to a 10-foot-square area per caster level (so a 10th-level wizard\
    \ can create a wall of ectoplasm 100 feet long and 10 feet high, a wall 25 feet\
    \ long and 40 feet high, or any other combination of length and height that does\
    \ not exceed 1,000 square feet). The plane can be oriented in any fashion and\
    \ need not be anchored, but must be created continuous and unbroken. The wall\
    \ can\u2019t include squares that have creatures within them, even if the creatures\
    \ are on the Ethereal Plane. The wall exists on both the Material Plane and Ethereal\
    \ Plane, and blocks ethereal and incorporeal creatures from passing through it."
  duration: 1 minute/level
  effect: opaque sheet of ectoplasm up to 10 ft. square/level or a sphere or hemisphere
    with a radius of up to 1 ft./level
  level: cleric 5, psychic 5, sorcerer/wizard 5, spiritualist 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none, and Will negates; see text
  school: evocation
  spell_resistance: 'yes'
  target: null
Wall of Fire:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a piece of phosphor)
  description:
  - An immobile, blazing curtain of shimmering violet fire springs into existence.
    One side of the wall, selected by you, sends forth waves of heat, dealing 2d4
    points of fire damage to creatures within 10 feet and 1d4 points of fire damage
    to those past 10 feet but within 20 feet. The wall deals this damage when it appears,
    and to all creatures in the area on your turn each round. In addition, the wall
    deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum
    +20) to any creature passing through it. The wall deals double damage to undead
    creatures.
  duration: concentration + 1 round/level
  effect: opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius
    of up to 5 ft./two levels; either form 20 ft. high
  level: bloodrager 4, druid 5, magus 4, shaman 4, sorcerer/wizard 4, summoner 3,
    unchained summoner 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [fire]
  spell_resistance: 'yes'
  target: null
Wall of Force:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered quartz)
  description:
  - "A wall of force creates an invisible wall of pure force. The wall cannot move\
    \ and is not easily destroyed. A wall of force is immune to dispel magic, although\
    \ a mage\u2019s disjunction can still dispel it. A wall of force can be damaged\
    \ by spells as normal, except for disintegrate, which automatically destroys it.\
    \ It can be damaged by weapons and supernatural abilities, but a wall of force\
    \ has hardness 30 and a number of hit points equal to 20 per caster level. Contact\
    \ with a sphere of annihilation or rod of cancellation instantly destroys a wall\
    \ of force."
  duration: 1 round /level (D)
  effect: wall whose area is up to one 10-ft. square/level
  level: magus 5, sorcerer/wizard 5
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: evocation [force]
  spell_resistance: 'no'
  target: null
Wall of Ice:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a piece of quartz or rock crystal)
  description:
  - This spell creates an anchored plane of ice or a hemisphere of ice, depending
    on the version selected. A wall of ice cannot form in an area occupied by physical
    objects or creatures. Its surface must be smooth and unbroken when created. Any
    creature adjacent to the wall when it is created may attempt a Reflex save to
    disrupt the wall as it is being formed. A successful save indicates that the spell
    automatically fails. Fire can melt a wall of ice, and it deals full damage to
    the wall (instead of the normal half damage taken by objects). Suddenly melting
    a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.
  duration: 1 min./level
  effect: anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice
    with a radius of up to 3 ft. + 1 ft./level
  level: bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner
    4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates; see text
  school: evocation [cold]
  spell_resistance: 'yes'
  target: null
Wall of Iron:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a small iron sheet plus gold dust worth 50 gp)
  description:
  - You cause a flat, vertical iron wall to spring into being. The wall inserts itself
    into any surrounding nonliving material if its area is sufficient to do so. The
    wall cannot be conjured so that it occupies the same space as a creature or another
    object. It must always be a flat plane, though you can shape its edges to fit
    the available space.
  duration: instantaneous
  effect: iron wall whose area is up to one 5-ft. square/level; see text
  level: magus 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Wall of Lava:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a chunk of dried lava)
  description:
  - "This spell creates a vertical wall of lava that is 1 inch thick for every 4 caster\
    \ levels and composed of up to one 5-foot square per level. A wall of lava\u2018\
    s maximum height cannot exceed half of its width (with a minimum height of 5 feet).\
    \ The wall cannot be conjured so that it occupies the same space as a creature\
    \ or object. A section of a wall of lava can be destroyed by damage (hardness\
    \ 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately\
    \ fills in any such hole created, reducing the wall\u2019s overall size by one\
    \ 5-foot square but remaining a contiguous barrier. Each time a weapon strikes\
    \ a wall of lava, it takes 2d6 points of fire damage (or the creature who strikes\
    \ the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural\
    \ attack)."
  duration: 1 round/level (D)
  effect: null
  level: druid 8, sorcerer/wizard 8
  range: medium (100 ft. + 10 ft./level)
  saving_throw: see text
  school: conjuration (creation) [earth, fire]
  spell_resistance: 'no'
  target: null
Wall of Light:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a chip of mica)
  description:
  - An immobile, blinding curtain of white light that blocks line of sight springs
    into existence.
  duration: 1 minute/level (D)
  effect: 10-ft.-high vertical sheet of light up to 5 ft. long/level
  level: druid 5, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude partial, see text
  school: evocation [light]
  spell_resistance: 'yes'
  target: null
Wall of Mist:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a whispered incantation, you conjure a stationary vertical wall of misty
    vapor. The wall is straight, is 1 foot thick, and has a length up to 10 feet per
    caster level. The wall obscures vision, granting concealment (20% miss chance)
    against creatures on the other side of the wall. A creature that shares a square
    with the wall counts as being on neither side of the wall and neither benefits
    nor suffers from the concealment.
  duration: 1 minute/level
  effect: wall of thin fog 10 ft. long/level or dense fog 5 ft. long/level; either
    form 20 ft. high
  level: magus 3, shaman 3, sorcerer/wizard 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [air]
  spell_resistance: 'no'
  target: null
Wall of Nausea:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a transparent, shimmering wall through which creatures and objects
    appear to be wildly distorted to viewers. Any creature that passes through the
    wall is immediately assailed by overwhelming vertigo, becoming nauseated for 1
    round unless it succeeds at a Fortitude save; if nauseated, the creature must
    also succeed at a DC 12 Acrobatics check or fall prone. Creatures gain partial
    concealment (20% miss chance) against creatures on the other side of the wall.
  duration: 1 round/level
  effect: transparent wall whose area is up to one 10-ft. square/level
  level: bard 3, psychic 3, sorcerer/wizard 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: see text
  school: illusion (pattern) [mind-affecting]
  spell_resistance: 'no'
  target: null
Wall of Silver:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a wall of translucent silver energy that hums and vibrates at the slightest
    touch.
  duration: 1 round/level
  effect: transparent wall 20 ft. high by up to 20 ft. long/level
  level: bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6
  range: medium (100 ft. + 10 ft./level)
  saving_throw: see text
  school: abjuration [good]
  spell_resistance: 'yes'
  target: null
Wall of Sound:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a tuning fork and a quartz crystal)
  description:
  - A translucent barrier of pure sound springs into existence. This wall is silent
    except for a faint hum, but bursts with discordant noise when touched by an object
    or creature. The wall deflects arrows, bolts, loose debris, and Small or smaller
    flying creatures like a wind wall spell, except these things rebound harmlessly
    rather than being directed upward. The burst of discordant noise deals 2d4 points
    of sonic damage to creatures within 10 feet of the triggering object or creature;
    touching or passing through the wall deals 2d6 points of sonic damage + 1 point
    of sonic damage per caster level (maximum +20). If you evoke the wall so that
    it appears where creatures are, each creature takes damage as if passing through
    the wall. A silence spell suppresses the wall within its area, but the wall reappears
    when the silence ends.
  duration: concentration + 1 round/level
  effect: translucent wall of sound up to 20 ft. long/level or a ring of sound with
    a radius of up to 5 ft./two levels; either form 20 ft. high
  level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [sonic]
  spell_resistance: 'yes'
  target: null
Wall of Split Illumination:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - An immobile curtain of illumination springs into existence. When created, one
    side of the wall (designated by you) radiates bright light to a range of 60 feet
    away from that side while the other side radiates darkness to an equal distance.
    This effect alters the illumination level by up to two steps toward either bright
    light (the light side) or darkness (the dark side). The wall also obstructs vision
    through it, regardless of which side of the wall the viewer is on.
  duration: 1 minute/level (D)
  effect: 10-ft.-high vertical sheet of illumination up to 5 ft. long/level
  level: bard 3, cleric 3, sorcerer/ wizard 3, inquisitor 3, magus 3, occultist 3,
    shaman 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: evocation [darkness, light]
  spell_resistance: 'no'
  target: null
Wall of Stone:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a small block of granite)
  description:
  - "This spell creates a wall of rock that merges into adjoining rock surfaces. A\
    \ wall of stone is 1 inch thick per four caster levels and composed of up to one\
    \ 5-foot square per level. You can double the wall\u2019s area by halving its\
    \ thickness. The wall cannot be conjured so that it occupies the same space as\
    \ a creature or another object."
  duration: instantaneous
  effect: stone wall whose area is up to one 5-ft. square/level (S)
  level: cleric/oracle 5, druid 6, magus 5, shaman 6, sorcerer/wizard 5, summoner
    4, unchained summoner 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: see text
  school: conjuration (creation) [earth]
  spell_resistance: 'no'
  target: null
Wall of Suppression:
  area: null
  casting_time: 1 standard action
  components: V, S, M (powdered adamantine worth 1,000 gp)
  description:
  - You create a wall of glittering motes that suppresses or even negates any magical
    effect passing through it. The wall appears to have no actual substance and does
    not physically obstruct or impede anything attempting to move through it. However,
    the wall exerts a powerful anti-magical effect. Any magic item or magical spell
    or effect of your caster level or lower that passes through the wall is suppressed
    for 1 round per level.
  duration: 10 minutes/level; see text
  effect: anti-magic wall occupying up to two 5 ft. cubes/level (S)
  level: sorcerer/wizard 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: abjuration
  spell_resistance: 'no'
  target: null
Wall of Thorns:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "A wall of thorns spell creates a barrier of very tough, pliable, tangled brush\
    \ bearing needle-sharp thorns as long as a human\u2019s finger. Any creature forced\
    \ into or attempting to move through a wall of thorns takes piercing damage per\
    \ round of movement equal to 25 minus the creature\u2019s AC. Dexterity and dodge\
    \ bonuses to AC do not count for this calculation. (Creatures with an AC of 25\
    \ or higher, without considering Dexterity and dodge bonuses, take no damage from\
    \ contact with the wall.)"
  duration: 10 min./level (D)
  effect: wall of thorny brush, up to one 10-ft. cube/level (S)
  level: druid 5, shaman 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Wandering Star Motes:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a sprinkle of flash powder)
  description:
  - You create sparkling motes of bright light that shoot toward the target and swirl
    around it in a complex pattern. The pattern clearly outlines the target and radiates
    light as if it were a sunrod, negating any concealment for the target. The target
    must make a successful Will save. If the target fails its save, it is dazed for
    1 round and must make another save on its next turn or be dazed again for 1 round.
    The target must continue making Will saves each round. If a target makes its Will
    save, the wandering star motes jump to the nearest enemy within 30 feet, who must
    now make Will saves every round or be dazed. Any time a target makes its Will
    save, the wandering star motes jump to the next nearest enemy within 30 feet.
  duration: 1/round per level
  effect: null
  level: bard 4, shaman 4, sorcerer/wizard 4, witch 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates; see text
  school: illusion (pattern) [light, mind-affecting]
  spell_resistance: 'yes'
  target: null
Wandering Trail:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause the trail left by the targets within range to automatically reroute,\
    \ potentially taking any course within the area. Your modification of the trail\
    \ within the spell\u2019s area can result in a trail at least half the original\
    \ length or up to twice the original length. If the trail continues beyond the\
    \ spell\u2019s range, you must leave it connecting at that point on the edge of\
    \ the spell\u2019s range. If a tracking creature exceeds the DC of the skill check\
    \ to follow the trail by an amount equal to your caster level, the tracker recognizes\
    \ that the trail has been manipulated by this spell, although it cannot see the\
    \ trail\u2019s true nature unless it uses magical means, such as true seeing."
  duration: 1 day/level (D)
  effect: null
  level: druid 6
  range: 1 mile/level
  saving_throw: none
  school: transmutation
  spell_resistance: 'no'
  target: up to one creature/level within 180 feet
Wandering Weather:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as control weather except you can opt for the weather to
    remain centered on you as you move.
  duration: null
  effect: null
  level: cleric 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8
  range: null
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: null
Ward Shield:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - With a touch, you enchant a shield and enable it to protect its wielder from hostile
    spells.
  duration: 1 minute/level
  effect: null
  level: cleric 4, inquisitor 4, magus 4, sorcerer/wizard 4
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: shield touched
Ward of the Season:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell harnesses the power of the seasons to protect the target and grant
    a number of bonuses. This spell has one of four different effects. The caster
    of the spell can select any one of the following four effects, but can change
    the effect as a standard action that reduces the total remaining duration by 1
    hour.
  duration: 1 hour/level
  effect: null
  level: cleric 4, druid 3, ranger 3, shaman 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'no'
  target: one creature
Ward the Faithful:
  area: 10-ft.-radius emanation from touched creature
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'All creatures within the area who worship the same god as you gain a +2 deflection
    bonus to AC and a +2 resistance bonus on all saves. At 12th level, these bonuses
    increase to +3. At 18th level, the bonuses increase to +4. '
  duration: 10 minutes/level
  effect: null
  level: inquisitor 3
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: 'no'
  target: null
Warding Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, F (one melee weapon you are proficient in and you are holding)
  description:
  - "The focus of this spell flies upward above your head and takes a defensive position\
    \ within your space. It lunges at opponents, as if guided by a martially trained\
    \ hand, parrying and turning back melee attacks aimed at you, but does not strike\
    \ back at any opponent nor does it damage them. The weapon serves only as a defense.\
    \ While it protects you, you can cast spells without provoking attacks of opportunity,\
    \ without the need to cast them defensively. A creature with the Disruptive feat\
    \ can easily bypass this spell\u2019s defenses. You provoke attacks of opportunity\
    \ for casting spells against these creatures even when subject to this spell,\
    \ though you can still choose to cast defensively."
  duration: 1 round/level
  effect: null
  level: bloodrager 1, magus 1, occultist 1, psychic 2, sorcerer/wizard 2, summoner/unchained
    summoner 2
  range: personal
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: you
Warp Metal:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a twisted wire)
  description:
  - "You cause metal to bend and warp, permanently destroying its straightness, form,\
    \ and strength. A warped door springs open (or becomes stuck, requiring a successful\
    \ Strength check to open, at your option). A vehicle grinds to a halt and ceases\
    \ to operate. Warped ranged weapons are useless. A warped melee weapon imposes\
    \ a \u20134 penalty on attack rolls."
  duration: instantaneous
  effect: null
  level: bloodrager 4, cleric 4, druid 4, medium 4, occultist 4, psychic 4, sorcerer/wizard
    4
  range: close (25 ft. plus 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation [earth]
  spell_resistance: yes (object)
  target: null
Warp Wood:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You cause wood to bend and warp, permanently destroying its straightness, form,
    and strength. A warped door springs open (or becomes stuck, requiring a Strength
    check to open, at your option). A boat or ship springs a leak. Warped ranged weapons
    are useless. A warped melee weapon causes a -4 penalty on attack rolls.
  duration: instantaneous
  effect: null
  level: druid 2, shaman 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 Small wooden object/level, all within a 20-ft. radius
Wartrain Mount:
  area: null
  casting_time: 1 minute
  components: V, S, M (a swatch of black cloth)
  description:
  - "You instill the target animal with the combat training general purpose (see Handle\
    \ Animal). This supersedes the animal\u2019s previous trained purpose and any\
    \ tricks it knows. When the spell ends, it reverts to its previous trained purpose\
    \ and known tricks."
  duration: 1 hour/level
  effect: null
  level: antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, ranger 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: none
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: one indifferent or friendly animal
Watchful Animal:
  area: null
  casting_time: 10 minutes
  components: V, S, M/DF (a desiccated fly)
  description:
  - You place a scrying sensor on your animal companion or familiar.
  duration: 10 minutes/level
  effect: magical sensor
  level: druid 4, ranger 4, shaman 4, sorcerer/wizard 4, witch 4
  range: medium (100 ft. plus 10 ft./level)
  saving_throw: none
  school: divination (scrying)
  spell_resistance: 'no'
  target: null
Watchful Eye:
  area: null
  casting_time: 1 standard action
  components: V, S, F (a pair of silver or gold rings worth 10 gp, worn by both you
    and the target)
  description:
  - "This spell emulates Folgrit\u2019s motherly protection. It functions as shield\
    \ other, except as noted above, and you must maintain line of effect to the target."
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 1, paladin 1 (Folgrit)
  range: null
  saving_throw: null
  school: abjuration
  spell_resistance: null
  target: null
Water Breathing:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (short reed or piece of straw)
  description:
  - The transmuted creatures can breathe water freely. Divide the duration evenly
    among all the creatures you touch. The spell does not make creatures unable to
    breathe air.
  duration: 2 hours/level; see text
  effect: null
  level: alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, magus 3, psychic 3,
    shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation
  spell_resistance: yes (harmless)
  target: living creatures touched
Water Shield:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (1 cup of water)
  description:
  - 'This spell surrounds you in a spout of clear acid that aids in defecting attacks
    and damages creatures that attack you in melee. The constantly upward-rushing
    waters grant you a measure of protecting, shielding you so you only take half
    damage from acid and fire-based attacks. If such an attack allows a Reflex save
    for half damage, you take no damage on a successful save. '
  duration: 1 round/level (D)
  effect: null
  level: cleric/oracle 4, druid 3, sorcerer/wizard 4
  range: personal
  saving_throw: null
  school: evocation [acid, water]
  spell_resistance: null
  target: you
Water Walk:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "The transmuted creatures can tread on any liquid as if it were firm ground. Mud,\
    \ oil, snow, quicksand, running water, ice, and even lava can be traversed easily,\
    \ since the subjects\u2019 feet hover an inch or two above the surface. Creatures\
    \ crossing molten lava still take damage from the heat because they are near it.\
    \ The subjects can walk, run, charge, or otherwise move across the surface as\
    \ if it were normal ground."
  duration: 10 min./level (D)
  effect: null
  level: cleric/oracle 3, medium 2, psychic 3, ranger 3, shaman 3, witch 3
  range: touch
  saving_throw: Will negates (harmless)
  school: transmutation [water]
  spell_resistance: yes (harmless)
  target: creatures touched
Water of Maddening:
  area: null
  casting_time: 1 standard action
  components: V, S, M (250 gp of powdered amber)
  description:
  - This spell generates what appears to be clear, pure water, but it is in fact a
    foul secretion known as water of maddening. The liquid functions in all the same
    ways as unholy water (see curse water).
  duration: instantaneous
  effect: up to 1 flask per 2 levels
  level: alchemist 2, antipaladin 2, cleric 3, druid 3, witch 3
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fortitude partial
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Waterproof:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell renders a touched object waterproof for the duration of the spell.
    The object must be no larger than 10 pounds per caster level. The spell protects
    the object from any mundane liquids (such as alcohol or oil) but not from magically
    created liquids.
  duration: 24 hours
  effect: null
  level: alchemist 1, bard 1, bloodrager 1, cleric 1, druid 1, magus 1, ranger 1,
    shaman 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration [water]
  spell_resistance: yes (harmless)
  target: one touched creature, or one touched object of up to 10 lbs/level
Wave Form:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You transform into a wave of frothing water up to 15 feet wide and 15 feet tall,
    as space permits, and then surge forth in a straight line in the direction of
    your choice, moving up to twice your base movement speed before immediately returning
    to your normal form. This movement does not provoke attacks of opportunity. While
    in wave form, you are immune to weapon attacks and attacks that target a specific
    number of creatures (since the spell is instantaneous, this is mainly relevant
    for readied actions and the like). All creatures and unattended objects in your
    path take 4d6 points of bludgeoning damage and are knocked prone. A successful
    Reflex save prevents a creature from being knocked prone.
  duration: instantaneous
  effect: null
  level: arcanist 4, bloodrager 4, cleric 4, druid 4, hunter 4, oracle 4, shaman 4,
    sorcerer 4, warpriest 4, wizard 4
  range: personal
  saving_throw: see text
  school: transmutation [water]
  spell_resistance: null
  target: you
Wave Shield:
  area: null
  casting_time: 1 immediate action
  components: V
  description:
  - "You create a rushing torrent of water in the rough outline of a shield. The water\
    \ protects you from one physical or fire attack, granting you DR/\u2014 and fire\
    \ resistance equal to half your caster level (minimum 1) on that attack. Once\
    \ the spell has reduced the damage of one attack against you, it is discharged."
  duration: 1 round or until discharged
  effect: null
  level: bloodrager 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
  range: personal
  saving_throw: null
  school: abjuration [water]
  spell_resistance: null
  target: you
Waves of Blood:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: "V, S, M (a drop of the caster\u2019s blood)"
  description:
  - "You cause torrents of roiling blood to push your opponents away from you. This\
    \ wave attempts a bull rush combat maneuver against all creatures within its area\
    \ of effect, and you bull rush creatures of any size in this way. Attempt a single\
    \ combat maneuver check and apply the result to each creature within the area.\
    \ Your CMB for this bull rush is equal to your caster level plus your Intelligence,\
    \ Wisdom, or Charisma modifier, whichever is highest. This bull rush doesn\u2019\
    t provoke attacks of opportunity. Any creature in the area must also succeed at\
    \ a Fortitude saving throw or become sickened for 1d6 rounds by the tide of blood."
  duration: instantaneous and 1 round; see text
  effect: null
  level: bloodrager 3, magus 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch
    3
  range: 30 ft.
  saving_throw: Reflex negates, Fort negates (see text)
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Waves of Ecstasy:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - You emanate waves of intense pleasure that cause all targets within range to falter.
    Affected creatures are stunned for 1 round and are staggered for the remainder
    of the spell. A creature that makes its save is staggered for the first round
    and can act normally thereafter.
  duration: 1 round/level; see text
  effect: null
  level: bard 6, cleric/oracle 7, sorcerer/wizard 7, witch 7
  range: 30 ft.
  saving_throw: Will partial (see text)
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: 'yes'
  target: null
Waves of Exhaustion:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "Waves of negative energy cause all living creatures in the spell\u2019s area\
    \ to become exhausted. This spell has no effect on a creature that is already\
    \ exhausted."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 7, witch 7
  range: 60 ft.
  saving_throw: 'no'
  school: necromancy
  spell_resistance: 'yes'
  target: null
Waves of Fatigue:
  area: cone-shaped burst
  casting_time: 1 standard action
  components: V, S
  description:
  - "Waves of negative energy render all living creatures in the spell\u2019s area\
    \ fatigued. This spell has no effect on a creature that is already fatigued."
  duration: instantaneous
  effect: null
  level: sorcerer/wizard 5, witch 5
  range: 30 ft.
  saving_throw: 'no'
  school: necromancy
  spell_resistance: 'yes'
  target: null
Weaken Powder:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (an empty paper cartridge)
  description:
  - "Ammunition in the target firearm generates less of an explosive charge when fired.\
    \ With such ammunition, the firearm\u2019s range increment is halved and the firer\
    \ takes a \u20132 penalty on damage rolls. If aware of this spell\u2019s effect\
    \ prior to firing the altered ammunition (a DC 16 Spellcraft check to identify\
    \ the spell being cast or similar effect), the firearm\u2019s user can spend a\
    \ standard action to clear the altered ammunition from the firearm. Doing so destroys\
    \ that ammunition."
  duration: instantaneous
  effect: null
  level: druid 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: 1 loaded firearm
Weapon of Awe:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'You transform a single weapon into an awe-inspiring instrument. The weapon gains
    a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the
    target of that critical hit becomes shaken for 1 round with no Saving Throw. '
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 2, inquisitor 2, paladin 2
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation [emotion]
  spell_resistance: yes (harmless, object)
  target: null
Weapons Against Evil:
  area: null
  casting_time: 1 standard action
  components: V, DF
  description:
  - Each weapon this spell affects each shines with pale light that dimly illuminates
    a 5-foot square. These weapons also ignore the DR of evil creatures that have
    DR 5 or lower, as long as the damage reduction is not DR/epic.
  duration: 1 round/level
  effect: null
  level: cleric/oracle 1, inquisitor 1, paladin 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Fort negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: null
Weaponwand:
  area: null
  casting_time: 1 round
  components: V, S, F (a magic wand )
  description:
  - "When you cast this spell on a weapon, you cause a portion of the weapon to open\
    \ like the skin of a partially peeled apple, revealing a space large enough to\
    \ insert a single wand within. As part of the spell\u2019s casting, you can insert\
    \ a single wand into the weapon, at which point the weapon returns to its original\
    \ form with the wand held inside of it without negatively impacting the weapon\u2019\
    s integrity. For the spell\u2019s duration, a character who wields the transmuted\
    \ weapon is also considered to be wielding the wand as well. You can attack normally\
    \ with the weapon or use the weapon as if it were the encased wand. If the effect\
    \ created by the wand requires an attack roll to successfully strike a foe, you\
    \ may make the attack roll as if you were making an attack with the weapon at\
    \ its highest bonus (including any bonuses the weapon would normally receive)\
    \ rather than just a normal attack with the wand\u2014doing so does not allow\
    \ you to add the weapon\u2019s damage to the wand\u2019s attack roll, but instead\
    \ allows you to use your skill with the weapon to boost your chance of hitting\
    \ with the spell."
  duration: 1 minute/level
  effect: null
  level: bard 1, cleric 1, inquisitor 1, magus 1
  range: touch
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one weapon
Web:
  area: null
  casting_time: 1 standard action
  components: V, S, M (spider web)
  description:
  - "Web creates a many-layered mass of strong, sticky strands. These strands trap\
    \ those caught in them. The strands are similar to spiderwebs but far larger and\
    \ tougher. These masses must be anchored to two or more solid and diametrically\
    \ opposed points or else the web collapses upon itself and disappears. Creatures\
    \ caught within a web become grappled by the sticky fibers. Attacking a creature\
    \ in a web doesn\u2019t cause you to become grappled."
  duration: 10 min./level (D)
  effect: webs in a 20-ft.-radius spread
  level: magus 2, sorcerer/wizard 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex negates; see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Web Bolt:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You launch a ball of webbing at a target, which must make a save or be affected\
    \ as if by a web spell occupying only the creature\u2019s space. If the creature\
    \ saves or breaks free of the webbing, the remaining webs dissolve and the square\
    \ is not considered difficult terrain. The spell has no effect if the target is\
    \ not on or adjacent to a solid surface that can support the webbing."
  duration: 1 min./level
  effect: fist-sized blob of webbing
  level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Reflex negates; see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Web Cloud:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create a cloud of flame-resistant strands of adhesive webbing that billows
    and flows much like a cloudkill spell. The cloud moves away from you at a rate
    of 10 feet per round, rolling along the surface of the ground.
  duration: 1 minute/level
  effect: cloud spreads in 20-ft. radius, 20 ft. high
  level: sorcerer/wizard 4, witch 4
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Reflex partial; see text
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Web Shelter:
  area: null
  casting_time: 1 minute
  components: V, S, DF
  description:
  - You create a shelter of slightly sticky webbing. The shelter has a hinged door
    large enough to accommodate a Medium creature. The opaque walls of the shelter
    measure 1 inch thick and provide total cover to anyone within it.
  duration: 1 hour/level (D)
  effect: "5 ft.\u201310 ft. diameter web sphere or 5 ft.\u201320 ft. hemisphere"
  level: cleric/oracle 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner/unchained
    summoner 2, witch 2
  range: close (25 ft. + 5 ft./two levels)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Weird:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - This spell functions like phantasmal killer, except it can affect more than one
    creature. Only the affected creatures see the phantasmal creatures attacking them,
    though you see the attackers as shadowy shapes.
  duration: null
  effect: null
  level: sorcerer/wizard 9
  range: null
  saving_throw: null
  school: illusion (phantasm) [emotion, fear, mind-affecting]
  spell_resistance: null
  target: null
What Grows Within:
  area: null
  casting_time: 1 swift action
  components: V
  description:
  - "You infuse yourself with the essence of the Inmost Blot and gain a +3 profane\
    \ bonus on Will saving throws for the spell\u2019s duration. When you prepare\
    \ what grows within for the first time, or the first time you use it via a spell-completion\
    \ or spell-trigger item, you can thereafter be targeted by the infected dreams\
    \ ability. As long as you are under the effects of what grows within, your mind-affecting\
    \ spells carry this supernatural taint within them and can infect those who succumb\
    \ to those effects. Whenever you successfully affect a creature with one of your\
    \ mind-affecting spells (this requires the target to fail its saving throw against\
    \ the spell if the spell allows a save, but automatically affects a target if\
    \ the spell does not allow a saving throw), that target must also succeed at a\
    \ Fortitude saving throw against what grows within or it immediately becomes afflicted\
    \ by a lesser version of seeded infestation. This infestation does not expose\
    \ the victim to infectious dreams, but it can ultimately result in that creature\u2019\
    s transformation into one of the seeded. Each time you affect a creature with\
    \ what grows within in this manner, the remaining duration of what grows within\
    \ is reduced by 1 round. If you affect multiple creatures in a round, you choose\
    \ the order in which they must save against the effects of what grows within,\
    \ and reduce the spell\u2019s remaining duration by 1 round each time one of them\
    \ is affected by the infestation."
  duration: 1 round/level
  effect: you
  level: arcanist 6, bard 6, cleric/oracle 6, druid 6, hunter 6, mesmerist 6, psychic
    6, skald 6, sorcerer/wizard 6, warpriest 6, witch 6
  range: personal
  saving_throw: see text
  school: necromancy [evil]
  spell_resistance: 'no'
  target: null
Whip of Ants:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as whip of spiders, except it summons army ants, and any
    creature you strike with the whip takes swarm damage as if it were attacked by
    an army ant swarm (3d6 points of damage plus poison and distraction). If you transform
    the whip into an army ant swarm, it has 16 hit points.
  duration: null
  effect: null
  level: bard 6, druid 6, sorcerer/wizard 6, summoner/unchained summoner 6, witch
    6
  range: null
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: null
Whip of Centipedes:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions as whip of spiders, except it summons centipedes, and any
    creature you strike with the whip takes swarm damage as if it were attacked by
    a centipede swarm (2d6 points of damage plus poison and distraction). If you transform
    the whip into a centipede swarm, it has 10 hit points.
  duration: null
  effect: null
  level: bard 5, druid 5, sorcerer/wizard 5, summoner/unchained summoner 5, witch
    5
  range: null
  saving_throw: null
  school: conjuration (summoning)
  spell_resistance: null
  target: null
Whip of Spiders:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a square of red cloth)
  description:
  - You summon hundreds of Diminutive spiders, which cling together in the form of
    a whip made for a creature of your size. You can wield this object as if it were
    an actual whip, except you make a melee touch attack with it instead of a regular
    attack. Any creature you strike with the whip takes swarm damage as if it were
    attacked by a spider swarm (1d6 points of damage plus poison and distraction).
    The swarm whip is able to damage creatures with armor or natural armor, even if
    a normal whip could not. It cannot be used to make bull rush, grapple, or trip
    attacks, and (unlike a swarm) is subject to a miss chance for concealment and
    cover.
  duration: 1 round/level (D (see text)
  effect: whiplike swarm
  level: bard 2, druid 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch
    2
  range: 0 ft.
  saving_throw: none
  school: conjuration (summoning)
  spell_resistance: 'yes'
  target: null
Whirlwind:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "This spell creates a powerful cyclone of raging wind that moves through the air,\
    \ along the ground, or over water at a speed of 60 feet per round. You can concentrate\
    \ on controlling the cyclone\u2019s every movement or specify a simple program.\
    \ Directing the cyclone\u2019s movement or changing its programmed movement is\
    \ a standard action for you. The cyclone always moves during your turn. If the\
    \ cyclone exceeds the spell\u2019s range, it moves in a random, uncontrolled fashion\
    \ for 1d3 rounds and then dissipates. (You can\u2019t regain control of the cyclone,\
    \ even if it comes back within range.)"
  duration: 1 round/level (D)
  effect: cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
  level: druid 8, shaman 8
  range: long (400 ft. + 40 ft./level)
  saving_throw: Reflex negates; see text
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
Whispering Lore:
  area: null
  casting_time: 1 full-round action
  components: "V, S, M/DF (an owl\u2019s beak)"
  description:
  - "Upon casting this spell, you are able to gain knowledge from the land itself.\
    \ As you walk through the terrain, it whispers information in a language you understand,\
    \ though the whispering is so rambling it is hard to distinguish useful information.\
    \ This whispering grants you a +4 insight bonus on a single Knowledge skill type\
    \ appropriate to the type of terrain you are in. If you are within a cold, desert,\
    \ forest, jungle, mountain, plains, swamp, or water environment, you gain the\
    \ bonus on Knowledge (nature) checks. If you are within an underground environment,\
    \ you gain the bonus on Knowledge (dungeoneering) checks. If you are within an\
    \ urban environment, you gain the bonus on Knowledge (local) checks. If you are\
    \ on a plane other than the Material Plane, you gain the bonus on Knowledge (planes)\
    \ checks. If you enter a new terrain, you lose the previous terrain\u2019s skill\
    \ bonus and gain the new bonus."
  duration: 10 minutes/level (D)
  effect: null
  level: cleric 2, druid 1, psychic 1, ranger 1, witch 1
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Whispering Wind:
  area: 10-ft.-radius spread
  casting_time: 1 standard action
  components: V, S
  description:
  - You send a message or sound on the wind to a designated spot. The whispering wind
    travels to a specific location within range that is familiar to you, provided
    that it can find a way to the location. A whispering wind is as gentle and unnoticed
    as a zephyr until it reaches the location. It then delivers its whisper-quiet
    message or other sound. Note that the message is delivered regardless of whether
    anyone is present to hear it. The wind then dissipates.
  duration: no more than 1 hour/level or until discharged (destination is reached)
  effect: null
  level: bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2
  range: 1 mile/level
  saving_throw: none
  school: transmutation [air]
  spell_resistance: 'no'
  target: null
Wicker Horse:
  area: null
  casting_time: 10 minutes; see text
  components: V, S, M/DF (a reed or twig)
  description:
  - Reeds, grasses, creepers, or thin tree branches (your choice) that you touch animate,
    twisting and bending to form a wicker horse complete with a riding saddle. The
    object is animated, but retains a wickerlike appearance.
  duration: 1 hour/level (D)
  effect: a horselike wicker construct
  level: occultist 2, shaman 2, summoner 2, summoner (unchained) 2, witch 2
  range: touch
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Widen Auras:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "The range of your antipaladin or paladin auras doubles. For example, if you\u2019\
    re a paladin, your aura of courage affects allies within 20 feet instead of within\
    \ 10 feet."
  duration: 1 minute/level (D)
  effect: null
  level: antipaladin 2, paladin 2 Casting Time 1 standard action Components V
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Wild Instinct:
  area: null
  casting_time: standard action
  components: V, S, DF
  description:
  - This spell sharpens your senses, allowing you to perceive threats you would otherwise
    miss.
  duration: 8 hours
  effect: null
  level: bloodrager 2, druid 2, ranger 2, shaman 2
  range: personal
  saving_throw: null
  school: divination
  spell_resistance: null
  target: you
Wilderness Soldiers:
  area: 30-ft.-radius emanation, centered on you
  casting_time: 1 standard action
  components: V, S
  description:
  - You call on the plants nearby to aid you in combat. This spell is ineffective
    if no plants you can direct are within the area. You can spend a swift action
    and/or a standard action on each of your turns to direct one of the following
    attacks. The attack bonus or CMB for these attacks equals your base attack bonus
    + your Wisdom modifier. You grant a +1 bonus per three caster levels (maximum
    +5) on damage rolls due to this spell. Your wilderness soldiers never provoke
    attacks of opportunity, and they do not count as allies for flanking or other
    purposes.
  duration: 1 round/level
  effect: null
  level: druid 2, ranger 2
  range: 30 ft.
  saving_throw: none
  school: 'transmutation:'
  spell_resistance: 'no'
  target: null
Wind Blades:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You harden the air around the target into jagged invisible blades that deal damage\
    \ based on how fast the target moves. On its turn, the target takes 1d6 points\
    \ of slashing damage if it moves at least 5 feet, plus 1d6 points of slashing\
    \ damage for each additional 10 feet of movement. Movement that doesn\u2019t pass\
    \ through air (such as burrowing, swimming, or teleportation) doesn\u2019t cause\
    \ this damage. In areas of strong wind, the target takes damage on its turn, even\
    \ if it doesn\u2019t move. The wind deals 1d8 points of slashing damage for strong\
    \ wind, plus 1d8 for every wind category above strong. This extra damage does\
    \ not occur from instantaneous wind effects (such as gust of wind), only from\
    \ wind effects that last at least 1 round."
  duration: 1 round/level
  effect: null
  level: druid 5, magus 5, sorcerer/wizard 5, witch 5
  range: touch
  saving_throw: Will negates
  school: transmutation [air]
  spell_resistance: 'yes'
  target: creature touched
Wind Walk:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You alter the substance of your body to a cloud-like vapor (as the gaseous form
    spell) and move through the air, possibly at great speed. You can take other creatures
    with you, each of which acts independently.
  duration: 1 hour/level (D); see text
  effect: null
  level: alchemist 6, cleric/oracle 6, druid 7, shaman 7
  range: touch
  saving_throw: no and Will negates (harmless)
  school: transmutation [air]
  spell_resistance: no and yes (harmless)
  target: null
Wind Wall:
  area: null
  casting_time: 1 standard action
  components: V, S, M/DF (a tiny fan and an exotic feather)
  description:
  - An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable
    strength. It is a roaring blast sufficient to blow away any bird smaller than
    an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex
    save allows a creature to maintain its grasp on an object.) Tiny and Small flying
    creatures cannot pass through the barrier. Loose materials and cloth garments
    fly upward when caught in a wind wall. Arrows and bolts are deflected upward and
    miss, while any other normal ranged weapon passing through the wall has a 30%
    miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive
    ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures
    in gaseous form cannot pass through the wall (although it is no barrier to incorporeal
    creatures).
  duration: 1 round/level
  effect: wall up to 10 ft./level long and 5 ft./level high (S)
  level: bloodrager 3, cleric/oracle 3, druid 3, magus 3, ranger 2, shaman 3, sorcerer/wizard
    3, summoner 2, unchained summoner 3
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none; see text
  school: evocation [air]
  spell_resistance: 'yes'
  target: null
Winds of Vengeance:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - You surround yourself with a buffeting shroud of supernatural, tornado-force winds.
    These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither
    your armor nor your load affects this fly speed. The winds shield you from any
    other wind effects, and form a shell of breathable air around you, allowing you
    to fly and breathe underwater or in outer space.
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 9, druid 9, shaman 9, sorcerer/wizard 9
  range: personal
  saving_throw: null
  school: evocation [air]
  spell_resistance: null
  target: null
Windy Escape:
  area: null
  casting_time: 1 immediate action
  components: V, S
  description:
  - You respond to an attack by briefly becoming vaporous and insubstantial, allowing
    the attack to pass harmlessly through you.
  duration: instantaneous
  effect: null
  level: bard 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1 (sylph)
  range: personal
  saving_throw: null
  school: transmutation [air]
  spell_resistance: null
  target: you
Wing Bounty:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - Your wings sprout a variety of colorful and flavorful berries.
  duration: 1 day/level
  effect: 2d4 berries + 2 berries/level
  level: druid 2, shaman 2
  range: 0 ft.
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Wing Thorns:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - Your wings sprout poisonous thorns each the size of a dagger.
  duration: 1 round/level
  effect: null
  level: alchemist 3, antipaladin 3, bloodrager 3, druid 3, magus 4, shaman 3, witch
    3
  range: personal
  saving_throw: null
  school: transmutation [poison]
  spell_resistance: null
  target: you
Winged Sword:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - The weapon targeted by this spell grows small feathered wings. For the duration
    of the spell, the weapon acts as if it had the throwing weapon special ability.
    This spell can be used in place of magic stone as a prerequisite for the throwing
    weapon special ability.
  duration: 10 minutes/level
  effect: null
  level: bloodrager 2, inquisitor 3, magus 2, occultist 2, paladin 2, sorcerer/wizard
    2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless, object)
  school: transmutation
  spell_resistance: yes (harmless, object)
  target: one melee weapon
Winter Feathers:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "The target\u2019s feathers thicken and fluff up to ward against winter\u2019\
    s chill. The target suffers no harm from being in a cold environment, and can\
    \ exist comfortably in conditions as low as \u201350 degrees Fahrenheit without\
    \ having to make Fortitude saves. The creature\u2019s equipment is likewise protected.\
    \ This spell doesn\u2019t provide any protection from cold damage, nor does it\
    \ protect against other environmental hazards associated with cold weather (such\
    \ as slipping on ice, blindness from snow, and so on)."
  duration: 24 hours
  effect: null
  level: bloodrager 1, cleric 1, druid 1, inquisitor 1, ranger 1, sorcerer/wizard
    1
  range: touch
  saving_throw: Will negates (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: feathered creature touched
"Winter\u2019s Grasp":
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M/DF (ground glass)
  description:
  - "Ice encrusts the ground, radiating supernatural cold and making it hard for creatures\
    \ to maintain their balance. This icy ground is treated as normal ice, forcing\
    \ creatures to spend 2 squares of movement to enter an icy square and increasing\
    \ the DC of Acrobatics checks in the area by 5. A creature that begins its turn\
    \ in the affected area takes 1d6 points of cold damage and takes a \u20132 penalty\
    \ on saving throws against spells with the cold descriptor for 1 round."
  duration: 1 round/level
  effect: null
  level: druid 2, shaman 2, witch 2
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation) [cold, water]
  spell_resistance: 'no'
  target: null
Wish:
  area: null
  casting_time: 1 standard action
  components: V, S, M (diamond worth 25,000 gp)
  description:
  - Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking
    aloud, you can alter reality to better suit you. Even wish, however, has its limits.
    A wish can produce any one of the following effects.
  duration: see text
  effect: null
  level: sorcerer/wizard 9
  range: see text
  saving_throw: none, see text
  school: universal
  spell_resistance: 'yes'
  target: null
With the Wind:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You create eddies in the air around the subject that protect it from being checked\
    \ or blown away. The target can\u2019t be moved by winds of less than windstorm\
    \ force unless it wishes to be."
  duration: 1 minute/level
  effect: null
  level: bloodrager 2, druid 2, magus 2, occultist 2, ranger 2, sorcerer/wizard 2,
    spiritualist 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates (harmless)
  school: abjuration [air]
  spell_resistance: yes (harmless)
  target: one creature
Withdraw Affliction:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You push your hand into the subject, then withdraw an affliction from the body
    of the sufferer as a tangible object.
  duration: instantaneous
  effect: null
  level: psychic 6, shaman 6, spiritualist 5, witch 7
  range: touch
  saving_throw: none
  school: necromancy
  spell_resistance: 'yes'
  target: one afflicted creature
Wither Limb:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You cause one limb of the target to shrivel and weaken. The target takes 2d6\
    \ points of damage. The points are permanently lost until the target\u2019s limb\
    \ is restored by heal, limited wish, miracle, regenerate, or wish. Wither limb\
    \ affects only living creatures of the humanoid or monstrous humanoid type, or\
    \ similar bipedal creatures at the GM\u2019s discretion. You choose the limb affected."
  duration: instantaneous
  effect: null
  level: cleric 6, inquisitor 6, shaman 6, sorcerer/wizard 6, spiritualist 5, witch
    6
  range: touch
  saving_throw: Fort negates
  school: necromancy
  spell_resistance: 'yes'
  target: living creature touched
Witness:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You link your senses to the target, allowing you to see and hear through its\
    \ eyes and ears. As a move action you can shift your senses from yourself to the\
    \ target or back again. When using the target\u2019s senses, you are blind and\
    \ deaf. When perceiving through the target, you use its normal and special senses\
    \ (such as darkvision), not your own."
  duration: 1 minute/level (D)
  effect: null
  level: bard 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, witch
    3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (harmless)
  school: divination (scrying)
  spell_resistance: yes (harmless)
  target: one living creature
Wizened Appearance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You polymorph your target to look like an older version of itself.
  duration: 1 hour/level
  effect: null
  level: alchemist 1, bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard
    1, witch 1
  range: touch
  saving_throw: Fort negates
  school: transmutation (polymorph)
  spell_resistance: 'yes'
  target: creature touched
Wood Shape:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Wood shape enables you to form one existing piece of wood into any shape that\
    \ suits your purpose. While it is possible to make crude coffers, doors, and so\
    \ forth, fine detail isn\u2019t possible. There is a 30% chance that any shape\
    \ that includes moving parts simply doesn\u2019t work."
  duration: instantaneous
  effect: null
  level: druid 2, shaman 2
  range: touch
  saving_throw: Will negates (object)
  school: transmutation
  spell_resistance: yes (object)
  target: one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Wooden Phalanx:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - You create 1d4+2 wood golems with the advanced template. The golems willingly
    aid you in combat or battle, perform a specific mission, or serve as bodyguards.
    You can only have one wooden phalanx spell in effect at one time. If you cast
    this spell while another casting is still in effect, the previous casting is dispelled.
  duration: 1 hour/level (D)
  effect: three or more wood golems , no two of which can be more than 30 ft. apart
    (see text)
  level: cleric/oracle 9, sorcerer/wizard 9
  range: medium (100 ft. + 10 ft./level)
  saving_throw: none
  school: conjuration (creation)
  spell_resistance: 'no'
  target: null
Wooden Wing Shield:
  area: null
  casting_time: 1 immediate action
  components: S
  description:
  - Your wings transmute into a wooden barrier resembling a tower shield to block
    attacks, granting you a +4 shield bonus to AC. If you move, the spell ends immediately.
  duration: 1 round/level or until you move
  effect: null
  level: bloodrager 4, druid 4, magus 5, shaman 4, summoner 4
  range: personal
  saving_throw: null
  school: transmutation
  spell_resistance: null
  target: you
Woodland Rune:
  area: null
  casting_time: 10 minutes
  components: V, S
  description:
  - "Created by Ghorus as a safety measure to limit his enemies\u2019 movements, this\
    \ spell allows you to inscribe a powerful rune on any surface. Woodland rune triggers\
    \ when any non-plant creature (apart from the caster) moves within 30 feet of\
    \ the rune. When it\u2019s triggered, roots and branches sprout from the ground,\
    \ catching all creatures within a 30-foot burst of the rune and hindering their\
    \ movement as if they were moving through heavy undergrowth, though it does not\
    \ provide concealment. Plant creatures and creatures under the effect of woodland\
    \ stride or freedom of movement are not affected by this spell. In all other respects,\
    \ this spell functions as symbol of death."
  duration: permanent until discharged (D)
  effect: one rune
  level: druid 3, ranger 3, shaman 3, witch 3
  range: 0 ft.; see text
  saving_throw: Fort negates
  school: abjuration
  spell_resistance: 'yes'
  target: null
Word of Beckoning:
  area: null
  casting_time: null
  components: null
  description:
  - This spell functions like sending, except the subject also receives knowledge
    of a command word that, when spoken, summons you to the open space nearest to
    the subject.
  duration: null
  effect: null
  level: psychic 7, sorcerer/wizard 7
  range: null
  saving_throw: null
  school: conjuration (teleportation)
  spell_resistance: null
  target: null
Word of Chaos:
  area: non-chaotic creatures in a 40-ft.-radius spread centered on you
  casting_time: 1 standard action
  components: V
  description:
  - Any non-chaotic creature within the area of a word of chaos spell suffers the
    following ill effects, depending on their HD.
  duration: instantaneous
  effect: null
  level: cleric/oracle 7, inquisitor 6
  range: 40 ft.
  saving_throw: none or Will negates; see text
  school: evocation [chaotic, sonic]
  spell_resistance: 'yes'
  target: null
Word of Recall:
  area: null
  casting_time: 1 standard action
  components: V
  description:
  - "Word of recall teleports you instantly back to your sanctuary when the word is\
    \ uttered. You must designate the sanctuary when you prepare the spell, and it\
    \ must be a very familiar place. The actual point of arrival is a designated area\
    \ no larger than 10 feet by 10 feet. You can be transported any distance within\
    \ a plane but cannot travel between planes. You can transport, in addition to\
    \ yourself, any objects you carry, as long as their weight doesn\u2019t exceed\
    \ your maximum load. You may also bring one additional willing Medium or smaller\
    \ creature (carrying gear or objects up to its maximum load) or its equivalent\
    \ per three caster levels. A Large creature counts as two Medium creatures, a\
    \ Huge creature counts as two Large creatures, and so forth. All creatures to\
    \ be transported must be in contact with one another, and at least one of those\
    \ creatures must be in contact with you. Exceeding this limit causes the spell\
    \ to fail."
  duration: instantaneous
  effect: null
  level: cleric/oracle 6, druid 8
  range: unlimited
  saving_throw: none or Will negates (harmless, object)
  school: conjuration (teleportation)
  spell_resistance: no or yes (harmless, object)
  target: you and touched objects or other willing creatures
Word of Resolve:
  area: null
  casting_time: 1 immediate action
  components: V, DF
  description:
  - "You focus your aura on one ally, allowing it to reroll a failed saving throw\
    \ against a charm or fear effect with a +4 sacred bonus. If you do not have the\
    \ aura of courage class ability, this spell has no effect on the target\u2019\
    s fear. If you do not have the aura of resolve class ability, this spell has no\
    \ effect on any charm effects on the target."
  duration: instantaneous
  effect: null
  level: paladin 1
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negate (harmless)
  school: abjuration
  spell_resistance: yes (harmless)
  target: one ally
World Wave:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "You cause any sort of natural terrain (including water, forest, desert, tundra,\
    \ and so on) to surge beneath your feet and safely propel you with devastating\
    \ force over great distances. This wave of terrain undulates as it passes over\
    \ the world, harmlessly lifting or stretching objects, creatures, and phenomena\
    \ with a connection to nature but tearing through and damaging anything else it\
    \ encounters. When you cast the spell you must choose the wave\u2019s type, either\
    \ a tsunami or a swell. If you choose a tsunami, you create a 30-foot-high tidal\
    \ wave of earth or water hurtling across the landscape that lasts for 1 round\
    \ per level. If you choose a swell, you create a more controlled and gentle 5-foot-high\
    \ wave that lasts for 1 hour per level. Regardless of its form or composition,\
    \ the crest of the wave extends 10 feet in front of and behind you, and 5 feet\
    \ per level to both your left and right. You can stand or sit on the crest of\
    \ this wave without any fear of falling off it and can even lie down and sleep\
    \ (or take any other actions you could take if standing on solid ground) as it\
    \ travels. You can grant up to one additional creature per level the ability to\
    \ safely accompany you on this wave."
  duration: 1 round/level or 1 hour/level; see text (D)
  effect: see text
  level: druid 9, sorcerer/wizard 9
  range: see text
  saving_throw: none
  school: transmutation [earth, water]
  spell_resistance: 'yes'
  target: null
Wracking Ray:
  area: null
  casting_time: 1 standard action
  components: V, M (an old bone, broken in the casting)
  description:
  - A ray of sickly greenish-gray negative energy issues forth from the palm of your
    hand.
  duration: instantaneous
  effect: ray
  level: sorcerer/wizard 5, witch 5
  range: medium (100 ft. + 10 ft./level)
  saving_throw: Fortitude half
  school: necromancy [evil, pain]
  spell_resistance: 'yes'
  target: null
Wrath:
  area: null
  casting_time: 1 standard action
  components: V, S, M (a thorny vine)
  description:
  - "You focus your anger against an enemy. Choose one enemy creature that you can\
    \ see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against\
    \ that designated creature for every three caster levels you have (at least +1,\
    \ maximum +3). You also receive this bonus on caster level checks made to overcome\
    \ the creature\u2019s Spell Resistance, if any. At 12th level, you gain the benefits\
    \ of the Improved Critical feat on attack rolls made against the designated creature.\
    \ This effect doesn\u2019t stack with any other effect that expands the threat\
    \ range of a weapon. "
  duration: 1 minute
  effect: null
  level: inquisitor 1
  range: personal
  saving_throw: null
  school: enchantment (compulsion) [emotion, mind-affecting]
  spell_resistance: null
  target: null
Wrathful Mantle:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'A shimmering mantle of light shrouds the subject, light like a torch. The subject
    of the spell gains a +1 resistance bonus on all saving throws per four caster
    levels (maximum +5 at 20th level). The subject can end the wrathful mantle at
    any time as a swift action to deal 2d8 points of force damage to all creatures
    within 5 feet. '
  duration: 1 minute/level
  effect: null
  level: cleric/oracle 3, paladin 3
  range: touch or 5 ft.; see text
  saving_throw: Will negates (harmless)
  school: evocation [force, light]
  spell_resistance: yes (harmless)
  target: null
Wrathful Weapon:
  area: null
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - 'You grant the targeted weapon one of the following weapon special abilities:
    anarchic, axiomatic, holy, or unholy. If anarchic, this spell has the chaos descriptor;
    if axiomatic, the law descriptor; if holy, the good descriptor; and if unholy,
    the evil descriptor. If the caster attempts to place a special ability on a weapon
    that already has that special ability, the spell fails.'
  duration: 1 minute/level
  effect: null
  level: cleric 4
  range: touch
  saving_throw: Will (harmless, object)
  school: transmutation [see text]
  spell_resistance: yes (object)
  target: melee weapon touched (see text)
Wreath of Blades:
  area: 5-foot-radius emanation centered on you
  casting_time: 1 standard action
  components: V, S, F (four mithral daggers, each worth at least 502 gp each)
  description:
  - The daggers serving as focus of this spell take on a deadly sharpness as they
    animate and spin around you, creating a 5-foot-radius emanation of spinning mithral
    blades that moves with you. Any creature that starts its turn within the area
    of the spinning blades takes 1d4 points of damage for every two caster levels
    (maximum 10d4 at 20th level) and the damage bypasses DR/silver. Furthermore, the
    daggers ward off some attacks, in a way similar to the warding weapon spell. While
    subject to this spell, you do not provoke attacks of opportunity for casting spells,
    even from creatures with the Disruptive feat. Creatures with the Spellbreaker
    feat can easily bypass this defensive property, though they still take damage
    from the spell. Your casting (even failing to cast defensively) still provokes
    attacks of opportunity from creatures with that feat. Lastly, the blades that
    serve as the focus for this spell can be enchanted for greater effect. When all
    of the blades share the same enhancement bonus and special weapon qualities, a
    creature that is damaged by this spell is also treated as if hit by one of these
    weapons. For example, if a 12th-level magus casts this spell using four +1 frost
    mithral daggers as focus, the damage dealt by the blades would be 6d4+1 plus 1d6
    cold damage, as long as the daggers were commanded to be sheathed in ice. No matter
    the modifications made to the focus weapons, they must always be mithral daggers.
    No other type of weapons can serve as a focus for this spell.
  duration: 1 round/level
  effect: null
  level: bloodrager 4, magus 4, sorcerer/wizard 5, summoner/unchained summoner 5,
    witch 5
  range: personal
  saving_throw: Reflex half (special, see below)
  school: abjuration
  spell_resistance: no (special, see below)
  target: you
Yellow Sign:
  area: null
  casting_time: 10 minutes
  components: V, S, M (ochre and sulfur, plus powdered gold worth a total of 15,000
    gp)
  description:
  - "This spell functions as per symbol of death, save that creatures that succumb\
    \ to this spell become dominated (as per dominate monster) by Hastur. This causes\
    \ such creatures to seek to aid any obvious minions or worshipers of Hastur in\
    \ sight, and any true worshiper of Hastur can command the affected creatures as\
    \ if that worshiper had been the one to dominate them. In the case of conflicting\
    \ commands issued from different true worshipers of Hastur, the commanders must\
    \ attempt opposed Charisma checks, with the winner being able to command the targets\
    \ for that round. If no worshipers or agents of Hastur are in sight, an affected\
    \ creature can act normally. When affected by this spell\u2019s Yellow Sign in\
    \ this way, the effects last for 1 round per level. Once triggered, the Yellow\
    \ Sign remains active for 10 minutes per caster level."
  duration: see text
  effect: one symbol
  level: arcanist 9, bard 6, cleric/oracle 9, skald 6, sorcerer/wizard 9, witch 9
  range: 0 ft.; see text
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
Youthful Appearance:
  area: null
  casting_time: 1 standard action
  components: V, S
  description:
  - "You make your target look like a younger version of itself. You select how much\
    \ younger it looks (for example, \u201C10 years\u201D or \u201Cas a young adult\u201D\
    ). You cannot otherwise change details of the target\u2019s appearance other than\
    \ those directly associated with aging (for example, gray hair returns to its\
    \ original color). The target cannot appear so much younger that it changes size.\
    \ This spell does not affect any age-based modifications to ability scores or\
    \ other age-related effects."
  duration: 1 hour/level
  effect: null
  level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, witch 1
  range: touch
  saving_throw: null
  school: transmutation (polymorph)
  spell_resistance: null
  target: creature touched
"Zephyr\u2019s Fleetness":
  area: null
  casting_time: 1 round
  components: V, S
  description:
  - You can call upon the spirits of the air to grant agility to your allies. Each
    target gains a +30 foot enhancement bonus to its land speed and fly speed (if
    any). Each target can also move (and charge) through difficult terrain without
    penalty.
  duration: 1 minute/level
  effect: null
  level: ranger 3
  range: long (400 ft. + 40 ft./level)
  saving_throw: Will negates (harmless)
  school: transmutation [air]
  spell_resistance: yes (harmless)
  target: null
Zone of Foul Flames:
  area: 20-ft.-radius spread
  casting_time: 1 standard action
  components: V, S, M (a sliver of tree bark from a burnt tree)
  description:
  - "This spell creates a zone where magical fire effects twist and lash out against\
    \ those who create the effects. A zone of foul flames looks unremarkable to the\
    \ casual observer, but a Perception check (DC = 20 + the caster\u2019s level)\
    \ reveals a faint rippling effect in the area, as if of heat distortions in the\
    \ air."
  duration: 1 minute/level
  effect: null
  level: druid 4
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: transmutation
  spell_resistance: 'yes'
  target: null
Zone of Silence:
  area: 5-ft.-radius emanation centered on you
  casting_time: 1 round
  components: V, S
  description:
  - "By casting zone of silence, you manipulate sound waves in your immediate vicinity\
    \ so that you and those within the spell\u2019s area can converse normally, yet\
    \ no one outside can hear your voices or any other noises from within, including\
    \ language-dependent or sonic spell effects. This effect is centered on you and\
    \ moves with you. Anyone who enters the zone immediately becomes subject to its\
    \ effects, but those who leave are no longer affected. Note, however, that a successful\
    \ DC 20 Linguistics check to read lips can still reveal what\u2019s said inside\
    \ a zone of silence."
  duration: 1 hour/level (D)
  effect: null
  level: bard 4
  range: personal
  saving_throw: null
  school: illusion (glamer)
  spell_resistance: null
  target: null
Zone of Truth:
  area: 20-ft.-radius emanation
  casting_time: 1 standard action
  components: V, S, DF
  description:
  - "Creatures within the emanation area (or those who enter it) can\u2019t speak\
    \ any deliberate and intentional lies. Each potentially affected creature is allowed\
    \ a save to avoid the effects when the spell is cast or when the creature first\
    \ enters the emanation area. Affected creatures are aware of this enchantment.\
    \ Therefore, they may avoid answering questions to which they would normally respond\
    \ with a lie, or they may be evasive as long as they remain within the boundaries\
    \ of the truth. Creatures who leave the area are free to speak as they choose."
  duration: 1 min./level
  effect: null
  level: cleric/oracle 2, inquisitor 2, medium 2, paladin 2, psychic 2, witch 2
  range: close (25 ft. + 5 ft./2 levels)
  saving_throw: Will negates
  school: enchantment (compulsion) [mind-affecting]
  spell_resistance: 'yes'
  target: null
